Main Deck (60 cards)
x2
$0.21
x2
$0.21
x2
$0.39
x3
$1.13
x2
$0.10
$0.31
$0.34
x3
$0.30
x3
$0.16
$3.11
x3
$0.24
x2
$0.30
$0.20
x4
$0.22
x3
$0.18
$0.31
$0.16
x2
$0.16
x2
$0.39
$0.22
$0.25
x4
$0.50
x2
$0.21
$0.24
$0.19
x7
$0.10
x4
$0.27
Pokémon
(20)
Trainer
(29)
Trainer
(29)
Energy
(11)
Card Types
Energy Types
Energy Curve
Distribution of attack energy costs in your deck
1 Energy
5 attacks
5
19.2% of attacks
2 Energy
10 attacks
10
38.5% of attacks
3 Energy
11 attacks
11
42.3% of attacks
Opening Hand Probability Calculator
Calculate the probability of drawing specific cards in your opening hand
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Probability of drawing at least
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in your opening hand
pietrorulezz
So I'm guessing the idea is to remove Al of their attackers and then sweep the board with chien pao? I like this better than the "mill" version of this deck I made, but you should be playing super rod or more copies of psyduck/golduck so you can attack more than 3 times with it, because after you clear their board there's not much you can do, so all you need is a clean up attacker, and you'll be free to attack over and over without worrying about getting knocked out, because they just don't have anything left.
Personally, I prefer superior energy retrieval because when you're dumping 5-6 energy with chien pao to take a huge ohko then being able to do the same the next turn is useful.
I also really like ultra ball to find whatever you need, basic or evolution, and it's discard can help lower your hand for bibarel.
But it's a really cool deck, so thanks for sharing and I'll have to try out this version myself.
The idea of the deck is to use ChienPao to speed up energy fetching and attack as the main damage dealer. Against single premium decks, Golduck isn't very effective and mimikyu can't block properly, so it's necessary to be aggressive in these cases and Chienpao is excellent for that, using golduck as a bait and controlling the field.
Another issue is that after some tests I realized that most of the time using golduck 3 times is enough to remove the main threats.
Superior energy retrieval is really good at the end of the game, but sometimes I have a lot of energy recovery cards in my hand and no answer for the game, so I kept that number of cards provisionally, maybe for a side deck it could be worth it. worth another copy of it. The old mill version had a problem finishing the game, the win condition was more golduck/mimikyu based, something that many decks can get around like LZ, Gardevoir, LunaRock, so I took out a bit of "Control/stall" and added a damage and draw haste with other cards to increase starting hand consistency. Any other feedback I appreciate.
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