The Bloodrock Mining Co. (Electrode/Rotom)

metallicagod metallicagod Expanded 868 views Jul 06, 2024 Updated Jul 06, 2024
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Deck Primer

The Main Strategy

Use Electrode in the early game to get tools into the discard, while also being a surprisingly powerful one-prize attacker. In the late game, either continue to rely on Electrode, or use Rotom to blow up your tools again once they're in the discard pile. Snorlax is a cheap way to guarantee two easy tools for Electrode. If needed, we can use Honchkrow to push beyond the 6-Tool limit (i.e., one tool per Pokemon) and go after bigger targets, such as Basics with Bravery Charm

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The Main Strategy

Use Electrode in the early game to get tools into the discard, while also being a surprisingly powerful one-prize attacker. In the late game, either continue to rely on Electrode, or use Rotom to blow up your tools again once they're in the discard pile. Snorlax is a cheap way to guarantee two easy tools for Electrode. If needed, we can use Honchkrow to push beyond the 6-Tool limit (i.e., one tool per Pokemon) and go after bigger targets, such as Basics with Bravery Charm or Stage 1/2 exes. 

The Supporting Cast

Manaphy is here to block easy Greninja snipes (a full-blown Rabsca TEF isn't really needed here). Miraidon is an easy way to convert one Nest Ball into two; grabbing both a Rotom and a Voltorb on Turn 1 is strong setup for the follow-up turn, when we try to get 5-6 Tools to go for an OHKO on quite a few Pokemon-ex or Pokemon-V. Mew and Lumineon are included to try and alleviate bricking (which is pretty common with this deck).

The Tools

4 Leftovers: Though the Tool's effect itself is largely irrelevant, we still run 4 to ensure we find them quickly. Though, in most games, we only ever need 2 (as we typically have one Snorlax in play at a time), having 4 makes it easier to find so we can start looping them.

4 Forest Seal Stone: We don't bother with Rotom VStar in this list because, honestly, I didn't find the additional base 40 damage that useful. As a result, we're free to run 4 Forest to grab a piece we may be missing, or help us unbrick ourselves in the mid-to-late game. Super flexible, super strong, super useful.

3 Exp. Share: Mostly here to provide just a little bit of Energy cheat to enable Rotom. We don't have to run committal Electric Generators and, oftentimes, just one trigger from Exp. Share is enough to smooth out our Energy needs.

1 Rescue Board: Mew provides a pivot, but you don't need to play Mew every game; 1 Board is not only yet another Tool we can blow up for damage, but it also serves as a free retreat option that is searchable via Town Store. 

2 Pot Helmet: This card comes in handy versus two particularly troublesome Pokemon: Radiant Greninja and Cramorant. These Pokemon are particularly aggressive and having a solid defensive option in the form of--you guessed it--another Tool we can blow up is crucial to playing these matchups. A Pot Helmet allows for an Electrode to tank either of their attacks and OHKO the target in return. Alternatively, you could also run Rigid Band to get a similar effect, but I don't think it's super important; just run either Rigid or Pot to stop OHKOs on your Electrode. 

Scoop-Up Cyclone?

This is definitely a weird choice but, personally, I think it works. Between Voltorbs, Miraidon, Snorlax, Rotoms, Lumineons, possibly Honchkrows and/or Manaphys, our Bench gets very crowded, very quickly. Alternatively, you could use something like Penny to alleviate Bench space, but that eats up your Supporter for the turn, meaning you can't Research, Iono, or Boss (our primary form of gas for the deck). Scoop-Up is not only a significantly "lighter" card than Penny, but it also allows for us to reuse effects like Lumineon and/or Mew in the mid-to-late game, where the deck is most prone to falling apart. If you would prefer to instead use a Prime Catcher for gust, or a Secret Box for gas, I suppose you could, but, from my testing, Scoop-Up produces surprisingly well in this deck, and I encourage you to give it a try. 

Closing Thoughts

Overall, the deck is fun, and can sneak out some wins. It's very aggressive in the early game with Electrode, and Rotom provides a very strong nuke in the late game. However, I think the deck's biggest weakness is how prone it is to bricking; even with Lumineon, Mew, Scoop-Up to potentially recycle these, seven draw Supporters, and Forest, it can still fall apart versus opposing Ionos or Unfair Stamps. I've tried Tatsugiri builds with this deck, but these have proven clunky at best.

I want to hear what you guys think. Thanks for the feedback!

 

Card Types

Trainer 38
Pokémon 16
Energy 6

Energy Types

Lightning 10
Colorless 2
Water 2
Darkness 1
Psychic 1

Energy Curve

Distribution of attack energy costs in your deck

1 Energy 8 attacks
8
34.8% of attacks
2 Energy 9 attacks
9
39.1% of attacks
3 Energy 6 attacks
6
26.1% 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 of in your opening hand

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