Meditated Tantrum
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13 Psychic Energy
- 16 Fighting Energy
- 2 Rattata
- 2 Mewtwo
- 2 Hitmonchan
- 4 Jynx
- 4 Mankey
- 3 Primeape
- 2 Gust of Wind
- 2 Bill
- 2 Professor Oak
- 4 PlusPower
- 4 Energy Removal
OK, now while I will admit that Haymaker decks are horrifyinglyeffective, I
don't like the fact that EVERYONE feels the need to copy one. So Ithought
about what kind of a deck that would work efficiently like a Haymaker,but
it's not a Haymaker, to prove that there are other types of decks inthe game
of Pokemon (same with Rain Dance, it's an awesome deck, but it's copiedby
countless people). So I decided to go with Psychic and FightingPokemon. I
attempted to calculate how much energy the Pokemon would need bycounting how
much energy each one needed and what type. I then thought about energy
removals and I also considered the fact that not EVERY Pokemon in thedeck
will be used in a single game, that's how I came to my conclusion abouthow
much energy and which type to use. However, if you find that I cantake out
or add more energy, please inform me. As for the Gusts of Wind, I usethem
because if they have a weak Pokemon in the back that you can easilyknock out
or their Active Pokemon is just too powerful, then you can set backtheir
plans or even win the game. The Bills and Professor Oaks are in therefor
card advantage. With a deck such as this one, you need constant energyand a
flow of Pokemon. The PlusPowers are in there to add to the damage that
you're doing, in order to work the game in your direction early or tofinish
strong. Just as the Gusts of Wind, the Energy Removals set back your
opponent, they are best used in the beginning of the game.
Now onto the Pokemon list. Absolutely everything in this deck is weakto
Psychic and while Psychic does very little base damage it is stilldamaging
to play a Psychic deck and take double damage. Therefore, I put in two
Rattatas because no psychic attack can do more than thirty damageexcept for
Kadabra's, which does fifty. You don't need more than one energy onRattata,
so Mewtwo's attack does nothing, and unless Rattata has taken damagefrom a
previous source, Jynx can't touch it. The Mewtwos are in there becausethey
can do a lot of damage, they have that defensive move that can get very
annoying indeed and they are basic with sixty hit points which is nice. I
only use two Hitmonchans to leave room for other stuff. The use ofthem is
obvious, but I only use two because they're not the best Pokemon inevery
single fight. As for Jynx, they are basic, have seventy hit points andwhile
it's first attack is weak, it aids you when you use Meditate, which canbe a
severely damaging attack. Finally, if you have not yet seen Mankey and
Primeape, I'd say that they are an unbelievably awesome addition toFighting
Pokemon. Mankey is not very impressive with an attack that does tendamage
and it only has thirty hit points but it does have an annoying littlePokemon
Power called "Peek." "Once during your turn (before your attack), youmay
look at one of the following: the top card of either player's deck, arandom
card from your opponent's hand, or one of either player's prizes. Thispower
can't be used if Mankey is asleep, confused or paralyzed." So leaveMankey
in the back, use his Pokemon Power and then evolve him to one of myfavorite
Pokemon, Primeape. Primeape has seventy hit points with a weakness to
psychic, no resistance and a retreat cost of one colorless. For twofighting
energy, you may use Fury Swipes. "Flip 3 coins. This attack doestwenty
damage times the number of heads." A pretty nice attack for a secondturn, a
possible sixty damage. Then its second attack, which I tend to usePlusPower
with for full effect, Tantrum. "Flip a coin. If tails, Primeape isnow
confused (after dealing damage)." It's attack does fifty damage, now Ithink
that's rather impressive for a stage one Pokemon. In combination withother
cards in this deck and working together with the other Pokemon,Primeape is
part of the lifeforce of this deck. I've already tested the deck (even
though I'm missing some cards), and it worked quite well. (Note: Iused a
solitaire varient in which I faced six Pokemon each with sixty hitpoints and
dealing twenty damage each turn. If it gets too easy to beat that, goup to
seventy hit points and thirty damage per turn. This leaves cards likeGusts
of Wind and Energy Removals dead in your hand, but if the deck can work
anyway, then imagine how well you'd be doing with those extra cards inyour
hand against a real opponent.) This deck has worked through testingstages
and I'm going to use it, but I'd like any advice, so please don'thesitate to
e-mail me, thanks.-Chris LaBanca-