Main Deck (60 cards)
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$0.13
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x2
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$0.13
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$0.79
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$0.14
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Pokémon
(14)
Trainer
(36)
Trainer
(36)
Trainer
(36)
Energy
(10)
Card Types
Energy Types
Energy Curve
Distribution of attack energy costs in your deck
1 Energy
8 attacks
8
50.0% of attacks
2 Energy
2 attacks
2
12.5% of attacks
3 Energy
4 attacks
4
25.0% of attacks
4 Energy
2 attacks
2
12.5% of attacks
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carrot_cake
Love the deck!! When 151 comes out there will be a tool that says 'the stage 1 Pokémon this card is attached to takes 30 less damage from attacks'. That could make this deck BONKERS
chookling Correction: that WILL make this deck BONKERS lol. I'll definitely be adding that.
Is this deck list consistent?
Octowen honestly I'm not sure yet, I haven't played enough games with it to know how consistent it is.
Ok, I was just wondering because I'm struggling to make Revavroom ex consistent, have enough energy attachment, and still have plenty of space for tool cards.
The only pain to this is if the opponent lays down a path... you're discarding 3 tool cards with no way to get them back.
Tried it out, and it bricks every. single. match.
CountyGibbon798 how so? Give me as many details as you can so I can refine it as much as possible (if possible 😬).
carrot_cake Every game I played I lost (except for a guy who conceded t1) due to lack of energies and not having the right cards at the right time. Magnezone I usually find as a brick, and when I did get it, it didn't accomplish very much. Maybe having a VSTAR power would help, whether it's FSS and a supporting V like Lumineon, as it's very easy to search out tools already. I also don't think that you accelerate fast enough, because it's very hard to get a Magnezone t2. As a Chien-Pao player, the magic of Irida is that it can get Baxcalibur and a Rare Candy to accelerate real fast. Metal decks don't really have that. Battle VIP might work, but I think more testing is required. Last thing, I find that it's very hard to get energies when you need them, and if Magnezone doesn't work, you're out of luck. Perhaps Klinklang (Silver Tempest) fixes it, but after it's played it becomes dead weight. The lack of recovery also hurts, as you need to discard an energy to use Rev's ability, and the supply dries up fast. Love the deck, I just think that it has some consistency issues.
carrot_cake Every game I played I lost (except for a guy who conceded t1) due to lack of energies and not having the right cards at the right time. Magnezone I usually find as a brick, and when I did get it, it didn't accomplish very much. Maybe having a VSTAR power would help, whether it's FSS and a supporting V like Lumineon, as it's very easy to search out tools already. I also don't think that you accelerate fast enough, because it's very hard to get a Magnezone t2. As a Chien-Pao player, the magic of Irida is that it can get Baxcalibur and a Rare Candy to accelerate real fast. Metal decks don't really have that. Battle VIP might work, but I think more testing is required. Last thing, I find that it's very hard to get energies when you need them, and if Magnezone doesn't work, you're out of luck. Perhaps Klinklang (Silver Tempest) fixes it, but after it's played it becomes dead weight. The lack of recovery also hurts, as you need to discard an energy to use Rev's ability, and the supply dries up fast. Love the deck, I just think that it has some consistency issues.
carrot_cake Every game I played I lost (except for a guy who conceded t1) due to lack of energies and not having the right cards at the right time. Magnezone I usually find as a brick, and when I did get it, it didn't accomplish very much. Maybe having a VSTAR power would help, whether it's FSS and a supporting V like Lumineon, as it's very easy to search out tools already. I also don't think that you accelerate fast enough, because it's very hard to get a Magnezone t2. As a Chien-Pao player, the magic of Irida is that it can get Baxcalibur and a Rare Candy to accelerate real fast. Metal decks don't really have that. Battle VIP might work, but I think more testing is required. Last thing, I find that it's very hard to get energies when you need them, and if Magnezone doesn't work, you're out of luck. Perhaps Klinklang (Silver Tempest) fixes it, but after it's played it becomes dead weight. The lack of recovery also hurts, as you need to discard an energy to use Rev's ability, and the supply dries up fast. Love the deck, I just think that it has some consistency issues.
carrot_cake Just realised that my reply triplicated itself lol. Sorry!
CountyGibbon798 no worries 😂. Thanks for the feedback, I have a lot of ideas for changes I can make. Did Bombirdier (Scarlet & Violet) get much use, if any?
CountyGibbon798 I ask about Bombirdier (Scarlet & Violet) out of curiosity, I think I'm gonna remove it regardless. There are already enough ways to search for tools, and I'll need the space for other cards.
carrot_cake Bombirdier was only useful during the first few turns, but then it sat there waiting to be KOed. Looking at the new list, I still think that Arven and Rumbling Engine Rev can stay, because you need a consistent draw engine. I also suggest adding the Solrock and Lunatone combo, as it makes it so Path can't affect you. I've played against it, and if you have 4 tools and get pathed, then GG. This list looks a lot better now though.
CountyGibbon798 Noted. In that case, I've reached the point of debating whether we keep the Magne trio or not. We need to make space for Solrock, Lunatone and Arven, but we also need to have some form of accelerating energies. I'm thinking Earthen Vessel from Paradox Rift could fix that.
Looks that this deck might struggle with draw power, maybe consider Mew ex?
carrot_cake I only ran a 1:1 of Lunarock, so that frees up some space. With that you could do Lumineon + FSS. Earthen Vessel also will do better than Energy Search I'm sure. What's really baffling is that in theory, this deck should do just fine as it has a lot of what a good deck should need. Maybe it will do better in the meta shift of Paradox Rift. The amount of fire decks running around right now really hurts the viability of this.
CountyGibbon798 I'm gonna leave the list as is on here, but I'd love to hear how the deck performs with or without any adjustments you've made. I appreciate all the feedback and help you've provided :P
carrot_cake No problem! This mostly came to be because I was salty that I spent a lot of credits making this deck only to lose every match I plpayed with it. I'd love some feedback on some of my decks though.
CountyGibbon798 Sure! Any specific ones?
carrot_cake Not really, basically anything that you think needs tweaking. A lot of them haven't been playtested and are mostly loose concepts/fun ideas that I've had. It also doesn't help that I can't test a lot of expanded decks on the fly here because of the lack of XYBW in live.
CountyGibbon798 I feel that lol, I'm in the same boat when it comes to my lists being ideas. I'll check some out :P
Starmie23 From my own playtesting, I can tell you that there is indeed enough draw power. There was 1 game out of 6 where I struggled with drawing because Revavroom (Scarlet & Violet) and 2 Professor's Research (Crown Zenith) were in my prize cards but the rest were good. I don't really think there's space to add Mew ex (151) or anything else anyway.
Oh, okay. I didn't see Revavroom (Scarlet & Violet) so i was confused
Starmie23 No worries :P
carrot_cake
I suggest adding in an Oranguru V Asr, and replacing Judge with Marnie or Iono. Great Deck though!😄
Maybe add in 1-2 Rugged Helmet, will disrupt opponent
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