Pokemon TCG Revisited

I'd mainly focus on using Espeon/Umbreon for assistance with Leafeon/Leafeon LvX doing the attacking; Vap is alright but maybe only 1 or 2 should be used as it's really a "just in case" card imo.

And yeah only 1 Espeon's body can be used :[
 

The.Lost.Hylian

Conquer your Shadow
is a Researcher Alumnus
You're... kidding... right? Wow, I'm way out of the loop. Hm, well that would explain why the darkness and metal energies in majestic dawn say "doesn't count as a basic energy card." But wow... that makes some cards really... really... broken.


I don't know exactly how far back they're allowing sets nowadays, but in the past they've always banned all sets further than 4 or 5 sets back.


Yeah, I noticed that. I was gonna look for pokepowers or trainers that might make getting energy easier, because with just three fire energy, that infernape can take out pretty much any card in the game. Although after looking through some of this stuff, I think there are more broken things out there worth taking advantage of.
They have released BASIC Steel and Darkness energies lol.

Basically, the energies and trainers are fine, it's the Pokemon I want to make the whole set for, with possibly a few Trainers (maybe a Trainer card for the most well known Smogoners!). Either way, we can have 200 cards, so that's 200 Pokemon we get to make. I'll read through the rest of the replies, the post I quoted was the last reply I read.
 
Whats the rule on Unowns? A friend of mine wants to make a decks based entirely on Unowns, so is it possible to have more then 4? You know, like one for each letter + ? and !.
 
You can only have 4 unknown total in your deck.
That rule changed when Unown showed up in DP sets.

Straight from the rulebook:
You can play with 4 of each Unown in your deck, as "Unown K" is a different card name than "Unown N."
Yeah, I'm a casual TCG player. I only have one friend who plays. I do tend to look at the card scans on Pokebeach and be all like "whoa, that card's insane".
 
All this brings back many memories from the 90's. This was the first game I was playing competitively even though I was 8. But I haven't played since Electabuzz, Clefable and Ditto were staples in good decks so I'm interested in using a simulator.

Oh, and good luck Pablo.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Here's a log of my Healing Tide deck vs my Lockdown deck, which was inspired by a conversation with leafgreen about the old Lockdown Deck with Chaos Gym and Slowking, among other things.

I made a few idiot mistakes in my Solitaire movements that might have impacted the game (eg a random shuffle when I wasn't supposed to), but otherwise you'll get the gist of it. I probably also didn't note a few Retreats and such.

Format: DP On

Cards of Note:

Kabutops:


120 HP

Poke-Body Primal Shell: As long as Kabutops is your Active Pokemon, your opponent can't play any Trainer cards from his or her hand.

FFC Chop Up 70

Does 10 damage to each of your opponent's Benched Pokemon that has any damage counters on it. (Don't apply Weakness and Resistance for Benched Pokemon.)

Absol:

70 HP

C Baleful Wind
Choose a card from your opponent's hand without looking and discard it. If you discard a Trainer, Supporter, or Stadium card, choose 1 more card from your opponent's hand without looking and discard it.

D Raid 10
If you played Absol from your hand during this turn, this attack's base damage is 40 instead of 10.

Team Galactic Mars:

Draw 2 cards. Then choose a card from your opponent's hand without looking and put it on the bottom of his or her deck.


I'll clean up the log so it isn't so horrible.

Redshark Message Box:

Starting Game, Mode: 2 at Wed Aug 13 01:23:35 2008.
Healing Tide: (Re)Start game for player A.
Healing Tide: *** Shuffles deck ***
Healing Tide: Draws 7 card(s) from deck.
Healing Tide: Sets aside 6 prize cards.
Lockdown DP: (Re)Start game for player B.
Lockdown DP: *** Shuffles deck ***
Lockdown DP: Draws 7 card(s) from deck.
Lockdown DP: Sets aside 6 prize cards.
In between turns.
Healing Tide: Plays Lotad from hand.
Healing Tide: Plays Shellos East Sea from hand.
Lockdown DP: Plays Murkrow from hand.
Healing Tide: *** COIN FLIP *** TAILS (11)
Player B's turn.
Lockdown DP: Attaches a Darkness Energy to Murkrow
In between turns.
Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Plays Absol from hand.
Lockdown DP: Picks up Absol (including attachments, if any).
Healing Tide: Attaches a Water Energy to Lotad
Healing Tide: Lotad - Water Sport
Healing Tide: Lotad damage adjustment: 20, current damage = 20.

In between turns.

Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Healing Tide: Lotad damage adjustment: -20, current damage = 0.
Lockdown DP: Murkrow damage adjustment: 10, current damage = 10.
Lockdown DP: Plays Absol from hand.
Lockdown DP: Attaches a Darkness Energy to Absol
Lockdown DP: Retreat Murkrow
Lockdown DP: Discards Darkness Energy attached to Murkrow.
Lockdown DP: Plays Team Galactic's Mars from hand.
Lockdown DP: Draws 2 card(s) from deck.
Healing Tide: Places Water Energy (from hand) on bottom of deck.
Lockdown DP: Absol - Raid
Healing Tide: Lotad damage adjustment: 40, current damage = 40.

In between turns.

Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Plays Mantyke from hand.
Healing Tide: Attaches a Water Energy to Shellos East Sea
Lockdown DP: Discards Team Galactic's Mars (including attachments, if any) from playmat.
Healing Tide: Lotad - Water Sport
Lockdown DP: Absol damage adjustment: 10, current damage = 10.

In between turns.

Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Evolves Murkrow into Honchkrow.
Lockdown DP: Honchkrow damage has been reset to 10.
Lockdown DP: Attaches a Fighting Energy to Honchkrow
Lockdown DP: Plays Roseanne's Research from hand.
Lockdown DP: Views deck.
Lockdown DP: Closed the Card List Window.
Lockdown DP: Views deck.
Lockdown DP: Moves Murkrow from deck to playmat.
Lockdown DP: Moves Darkness Energy from deck to playmat.
Lockdown DP: Closed the Card List Window.
Lockdown DP: *** Shuffles deck ***
Lockdown DP: Plays Darkness Energy from temp.
Lockdown DP: Plays Murkrow from temp.
Lockdown DP: Picks up Darkness Energy.
Lockdown DP: Picks up Murkrow (including attachments, if any).
Lockdown DP: Absol - Raid
Healing Tide: Lotad damage adjustment: 10, current damage = 50.
Healing Tide: Discards Lotad (including attachments, if any) from playmat.
Lockdown DP: Picks up facedown prize.

6-5 Lockdown DP


In between turns.

Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Plays Lotad from hand.
Healing Tide: Attaches a Water Energy to Lotad
Healing Tide: Mantyke - Call for Friends
Healing Tide: Views deck.
Healing Tide: Moves Mantine from deck to playmat.
Healing Tide: Closed the Card List Window.
Healing Tide: *** Shuffles deck ***
Healing Tide: Plays Mantine from temp.
Healing Tide: Picks up Mantine (including attachments, if any).

In between turns.

Player B's turn.
Lockdown DP: Discards Roseanne's Research (including attachments, if any) from playmat.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Attaches a Darkness Energy to Honchkrow
Lockdown DP: Plays Murkrow from hand.
Lockdown DP: Plays Roseanne's Research from hand.
Healing Tide: Views deck.
Healing Tide: Closed the Card List Window.
Lockdown DP: Views deck.
Lockdown DP: Moves Fighting Energy from deck to playmat.
Lockdown DP: Moves Fighting Energy from deck to playmat.
Lockdown DP: Closed the Card List Window.
Lockdown DP: *** Shuffles deck ***
Lockdown DP: Plays Fighting Energy from temp.
Lockdown DP: Plays Fighting Energy from temp.
Lockdown DP: Picks up Fighting Energy.
Lockdown DP: Picks up Fighting Energy.
Lockdown DP: Absol - Baleful Wind

Healing Tide: Lets opponent blindly select & reveal 1+ card(s) from hand.
Healing Tide: Discards Water Energy from hand.

In between turns.

Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Evolves Mantyke into Mantine.
Lockdown DP: Discards Roseanne's Research (including attachments, if any) from playmat.
Healing Tide: Retreat Mantine
Healing Tide: Lotad - Water Sport
Lockdown DP: Absol damage adjustment: 10, current damage = 20.
In between turns.
Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Plays Fossil Excavator from hand.
Lockdown DP: Views deck.
Lockdown DP: Moves Dome Fossil from deck to playmat.
Lockdown DP: Closed the Card List Window.
Lockdown DP: *** Shuffles deck ***
Lockdown DP: Plays Dome Fossil from temp.
Lockdown DP: Picks up Dome Fossil (including attachments, if any).
Lockdown DP: Plays Dome Fossil from hand.
Lockdown DP: Attaches a Fighting Energy to Dome Fossil
Lockdown DP: Views deck.
Lockdown DP: Moves Kabuto from deck to playmat.
Lockdown DP: Closed the Card List Window.
Lockdown DP: *** Shuffles deck ***
Lockdown DP: Evolves Dome Fossil into Kabuto.
Lockdown DP: Kabuto - Ancient Guidance
Lockdown DP: *** COIN FLIP *** TAILS (9)
Lockdown DP: Absol - Baleful Wind
Healing Tide: Discards Warp Point from hand.
Healing Tide: Discards Water Energy from hand. (Note: Healing Tide has 0 cards in hand at this point)
Lockdown DP: Discards Fossil Excavator (including attachments, if any) from playmat.

In between turns.

Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Plays Chatot from hand.
Healing Tide: Retreat Lotad
Healing Tide: Chatot - Mimic
Healing Tide: Draws 6 card(s) from deck.

In between turns.

Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Attaches a Darkness Energy to Honchkrow
Lockdown DP: Evolves Kabuto into Kabutops.
Lockdown DP: Plays Warp Point from hand.
Lockdown DP: Discards Warp Point (including attachments, if any) from playmat.
Lockdown DP: Plays Prof. Rowan from hand.
Lockdown DP: Plays Fighting Energy from hand.
Lockdown DP: Picks up Fighting Energy.
Lockdown DP: Plays a card facedown from hand.
Lockdown DP: Places cards in hand onto deck.
Lockdown DP: *** Shuffles deck ***
Lockdown DP: Draws 4 card(s) from deck.
Lockdown DP: Picks up facedown card .
Lockdown DP: Attaches a Leftovers to Kabutops

In between turns.

Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Evolves Shellos East Sea into Gastrodon East Sea.
Healing Tide: Plays Mantyke from hand.
Lockdown DP: Discards Prof. Rowan (including attachments, if any) from playmat.
Healing Tide: Retreat Mantine
Healing Tide: Lotad - Water Sport
Lockdown DP: Kabutops damage adjustment: 10, current damage = 10.
In between turns.
Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Attaches a Fighting Energy to Kabutops
In between turns.

Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Attaches a Water Energy to Gastrodon East Sea
Healing Tide: Lotad - Water Sport
Lockdown DP: Kabutops damage adjustment: 30, current damage = 40.

In between turns.

Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Attaches a Fighting Energy to Kabutops
Lockdown DP: Kabutops - Chop Up
Healing Tide: Lotad damage adjustment: 70, current damage = 70.
Healing Tide: Discards Lotad (including attachments, if any) from playmat.
Lockdown DP: Picks up facedown prize.

Lockdown DP: 6-4


In between turns.
Lockdown DP: Kabutops damage adjustment: -10, current damage = 30.
Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Retreat Mantine
Healing Tide: Chatot - Mimic
Healing Tide: Places cards in hand onto deck.
Healing Tide: *** Shuffles deck ***
Healing Tide: Draws 5 card(s) from deck.

In between turns.

Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Plays Murkrow from hand.
Healing Tide: Kabutops - Chop Up
Healing Tide: Chatot damage adjustment: 50, current damage = 50.

In between turns.
Lockdown DP: Kabutops damage adjustment: -10, current damage = 20.

Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Attaches a Water Energy to Gastrodon East Sea
Healing Tide: Gastrodon East Sea - Dwindling Wave
Lockdown DP: Kabutops damage adjustment: 80, current damage = 100.

In between turns.

Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Plays Roseanne's Research from hand.
Lockdown DP: Views deck.
Lockdown DP: Moves Fighting Energy, Fighting Energy from deck to playmat.
Lockdown DP: Closed the Card List Window.
Lockdown DP: *** Shuffles deck ***
Lockdown DP: Plays Fighting Energy from temp.
Lockdown DP: Plays Fighting Energy from temp.
Lockdown DP: *** Shuffles deck ***
Lockdown DP: Closed the Card List Window.
Lockdown DP: Attaches a Fighting Energy to Kabutops
Lockdown DP: Kabutops - Chop Up
Healing Tide: Gastrodon East Sea damage adjustment: 70, current damage = 70.
Healing Tide: Chatot damage adjustment: 10, current damage = 60.
Healing Tide: Discards Chatot (including attachments, if any) from playmat.
Lockdown DP: Picks up facedown prize.

Lockdown DP: 6-3


In between turns.
Lockdown DP: Kabutops damage adjustment: -10, current damage = 90.
Lockdown DP: Discards Roseanne's Research (including attachments, if any) from playmat.

Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Gastrodon East Sea - Dwindling Wave
Lockdown DP: Kabutops damage adjustment: 10, current damage = 100.

In between turns.

Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Plays Dome Fossil from hand.
Lockdown DP: Plays Rare Candy from hand.
Lockdown DP: Evolves Dome Fossil into Kabutops.
Lockdown DP: Discards Rare Candy (including attachments, if any) from playmat.
Lockdown DP: Attaches a Fighting Energy to Kabutops
Lockdown DP: Kabutops - Chop Up
Healing Tide: Gastrodon East Sea damage adjustment: 70, current damage = 140.
Healing Tide: Discards Gastrodon East Sea (including attachments, if any) from playmat.
Lockdown DP: Picks up facedown prize.

Lockdown DP: 6-2


In between turns.
Lockdown DP: Kabutops damage adjustment: -10, current damage = 90.
Healing Tide: Plays Chatot from hand.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Retreat Mantine
Healing Tide: Chatot - Mimic
Healing Tide: Places cards in hand onto deck.
Healing Tide: *** Shuffles deck ***
Healing Tide: Draws 5 card(s) from deck.

Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Plays Team Galactic's Mars from hand.
Lockdown DP: Draws 2 card(s) from deck.
Healing Tide: Lets opponent blindly select & reveal 1+ card(s) from hand.
Healing Tide: Places Shellos East Sea (from hand) on bottom of deck.
Lockdown DP: Discards Team Galactic's Mars (including attachments, if any) from playmat.
Lockdown DP: Plays Moonlight Stadium from hand.
Healing Tide: Kabutops - Chop Up
Healing Tide: Chatot damage adjustment: 50, current damage = 50.
In between turns.
Lockdown DP: Kabutops damage adjustment: -10, current damage = 80.
Player A's turn.
Healing Tide: Draws 1 card(s) from deck.
Healing Tide: Plays Delibird from hand.
Healing Tide: Attaches a Water Energy to Mantine
Healing Tide: Chatot - Mimic
Healing Tide: Places cards in hand onto deck.
Healing Tide: *** Shuffles deck ***
Healing Tide: Draws 5 card(s) from deck.

In between turns.

Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Kabutops - Chop Up
Healing Tide: Chatot damage adjustment: 50, current damage = 100.
Healing Tide: Discards Chatot (including attachments, if any) from playmat.
Lockdown DP: Picks up facedown prize.

Lockdown DP: 6-1


In between turns.
Lockdown DP: Kabutops damage adjustment: -10, current damage = 70.
Healing Tide: Draws 1 card(s) from deck.
Player A's turn.
Healing Tide: Attaches a Water Energy to Mantine
Healing Tide: Mantine - Giant Wave
Lockdown DP: Kabutops damage adjustment: 50, current damage = 120.
Lockdown DP: Discards Kabutops (including attachments, if any) from playmat.
Healing Tide: Picks up facedown prize.


Lockdown DP: 5-1

In between turns.

Player B's turn.
Lockdown DP: Draws 1 card(s) from deck.
Lockdown DP: Evolves Honchkrow into Honchkrow Lv.X.
Lockdown DP: Honchkrow Lv.X damage has been reset to 10.
Lockdown DP: Honchkrow Lv.X - Feint Attack - Mantyke
Healing Tide: Mantyke damage adjustment: 40, current damage = 40.
Healing Tide: Discards Mantyke (including attachments, if any) from playmat.
Lockdown DP: Picks up facedown prize.

Lockdown DP: 5-0. Game Over.

***End of Imported Message Window contents from Redshark Game File***

I know that probably still looks ugly, but thats the gruesome Play-by-Play. The searching power of DP is so weak that having Trainer Cards blocked for so long completely destroyed Healing Tide's strategy. Meanwhile, Lockdown was sitting pretty using a Supporter practically every turn.
 
So, I decided to build a Zapdos deck on Redshark, and I've got a few questions.

I'm doing your guys' idea of putting people on the bench that aren't bothered by the side effect, and I've got a Mr.Mime EX thing that as a poke body can't take damage in the evens. This will work on the bench right? Second, I remember some advice I got when I was in third grade from a guy who won some big tournament in Texas and got every card in the game at that time (all the sets in the GBC game), and he said he won because he loaded up on items like Bill, and other stuff.

So I've got like four Zapdos, three Mr. Mime's, four Bills, and now I'm stuck on how much energy I'm supposed to give them. There will be more pokemon I'm thinking but those guys are the immediate selections. I just need to know the usual amount of energies. Also I'm looking at things like these Cyclone energies, what are those all about, is there a limit to how much you can put in a deck?

So I've just got those two pokemon, energies, and a ton of items or something, need some help.
 
First off, bill isn't allowed in the modified format (neither is mr.mime ex or whatever that cyclone energy you mentioned was). If you play with bill, you're playing in unlimited, where practically every deck is completely set up and starting KOing T1 or T2. When searching for cards to use, use the filter for DP-on. You should have 615 cards to work with.
 
First off, bill isn't allowed in the modified format (neither is mr.mime ex or whatever that cyclone energy you mentioned was). If you play with bill, you're playing in unlimited, where practically every deck is completely set up and starting KOing T1 or T2. When searching for cards to use, use the filter for DP-on. You should have 615 cards to work with.

Oh jeeze, that's big news to me. Thanks a bunch, I've got a lot to change.
 
Hey, if anyone wants to play a match, IM or PM me.

edit: @whoever asked about unown before... apparently the ruling was changed... you can have up to four of each unown in your deck. Source
 
Alright, all this deck building talk has definatly made me want to get back into the TCG.

So, what are the biggest deck types right now?
Most threatening combos?
Most Important cards?
and anything else that I should know about the current metagame?
 
I mentioned before, but biggest decks are GG [Gardevoir and Gallade; locks powers, uses opp's supporters, and does good damage with Gallade], Empoleon varients [either straight spreading or using Omastar to knock out pokes as it devolves opp's pokes when played and thus the basics/stage 1s may not have enough damage for the counters], and things like Magmortar and Leafeon [even together! Leafeon Lv X can attach an extra energy per turn and does damage based on all energies on your side, Magmortar does good damage in general]

Decent decks [but not really top tier] include Garchomp varients [uses Garchomp Lv X to bring back stages 2s that were discareded like Ampharos and Dusknoir], Garchomp/Togekiss [Garchomp does +40 if he has an energy that opp poke is weak too - Togekiss gets energies off top of deck when played, so powered up quickly], and Eeveelution tech decks using Espeon, Umbreon, and Leafeon, with maybe a Jolteon for good measure against Empo.

Important cards include starters like Pachirisiu [spelling? it gets 3 basics], Phione [evolves a benched], Chatot [copycat-esque attack for no energy], while other important cards in general include Claydol [gets fresh cards], tech Dusknoirs [pushes back benched opp pokes to hand], and more.

Metagame atm is focused on GG as it's pretty hard to take down - however, the new format will bring newer and fresher combos with cards such as Lanturn/Tentracruel, AMU [Mesprit Lv X can do 200 for 2 with Azelf and Uxie in play], Kingdra [can get setup T2 and do 60 and 20 to bench], and more.

Hope that helped :x
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Just Solo Dueled between two new decks, Dark Sleep and Kindle Burn. Dark Sleep won 2-0.

Dark Sleep uses Relicanth, Xatu, and Darkrai Lv. X to send opponents to sleep and then finish them off with a Dark Shadow boosted Sleep Hole to finish opponents off. It also makes use of the Tropical Wind promo card, which on heads Heals both active Pokemon 2 damage counters, and on tails sends both pokemon to sleep. Xatu then Psychic Shifts the Sleep, enabling Darkrai Lv. X to use Sleep Hole for 100+ damage. Mantine provides support for Relicanth, giving it a 0 retreat. Furret is used to get cards out fast. Moonlight Stadium gives Xatu and Darkrai 0 retreat.

Kindle Burn is a rehash of Fire Recharge. It uses Furret to get cards out quickly and utilizes Flareon, Espeon, and Umbreon. Kindle deals 70 damage and discards one energy card from you and your opponent's Active Pokemon. With Espeon and Umbreon, Flareon has +20 HP and retreats for free, meaning you can alternate Flareons and use Firestarter to build them up again.

My notes on Kindle Burn is that it just doesn't seem to do enough damage. I will need more testing, but I might have to reconsider using the Eevees, and instead go with something more practical like Flame Blast Magmortar -> Magmortar Lv. X, which would be truly brutal with two Typhlosions out, as it could Flare Buster basically every other turn.

Dark Sleep was pretty brutal though. Between Trainer induced Sleep Status, basically a 50% chance ot be asleep thanks to either Sleeping Swirl + Psychic Shift or Endless Darkness, you almost needed to make sacrifices unless you wanted your Active Pokemon to be both helpless and unable to retreat. Add to that the fact ol' Xatu can basically turn any status you use on Darkrai against you, and it isn't pretty. I shudder to think of how crazy a match between two of these decks would be.
 
Hey, if any of you guys are planning on actually playing a game sometime soon, you're most probably going to need to d/l hamachi (there's a link in the help file for redshark). Once you've d/l'd, join the network "Smogon PTCG" with the password "smogon" (without the quotes). So far the only person here I've played is deck, so I'm looking forward to playing more of you.
 
I used to play the TCG with the really early cards like from the first like 5 sets. Does anybody here still like playing with the old cards?
 

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