Hackman's Ech's Analyst


Issue #38e - The Hunter Becomes the Hunted

[ech comes in wearing camoflague hunting clothing] shhhhh.... i'm hunting....

sadly, the hunter deck has become one of the main architypes today, and it doesn't look like it's going away soon.

while the pokemon featured in hunter decks aren't particularly strong, they have the deadly ability to hit the bench.... and that's where it hurts.



This Issue's Contents

Deck Type

Big Game Hunter
(Murkrow/Mewtwo)


 

Type Key

Fighting

Fire

Grass

Lightning

Psychic

Water

Colorless

Darkness

Metal

Expansion Key
BS

Base Set

JNG

Jungle

FSL

Fossil

TR

Team Rocket

GMH

Gym Heroes

GMC

Gym Challenge

NGN

Neo Genesis

NDS

Neo Discovery

NRV

Neo Revalation

SI

Southern Islands




--- ARCHTYPE Analyst---


Card Inclusion Key

Bold Blue

Deck-Required Card

Regular Blue

Commonly-used Pokémon

Italic Blue

Alternative Pokémon

Regular Purple

Commonly-used Trainer

Italic Purple

Alternative Trainer

(parentheses)

Reasons for use



> Card List

Mukrow (this is THE hunter. meanlook and then hunt away)
Mewtwo (Promo #12) (Telekinesis works great, and its a basic)
Umbreon (DIS. Holo) (More feint attack fun!)
Cleffa (Neo) (is there a deck that DOESNT have these?)
Piloswine (not as common, but Freeze is a good combo for mean look)
Igglybuff (powers can be a BAD thing.... READ: e. victreebel)

Gold Berry/Elm/Wrath/Masterball (i mean who DOESN'T use these?)
The Rocket's Trap
(Hunting and Trapping go Hand n Hand)
Rocket Sneak Attack
(get rid of pesky warp points and double gust)
Professor Elm
(see above)
EcoGym (we're working with dark energy here folks... want to risk it?)
Narrow Gym (less on the bench means less to kill)
Warp point/Double gust (why mean look something that bites instead of a slowpoke)

> Deck Objective

lose your friends. :P

seriously a hunter deck can be so damned infuriating to deal with. the goal is to get the krow up there and mean look something that can't bite back, like a psy pokemon, or to a lesser extend, a baby.

use the trapping cards to make sure that your opponent can't fight back. get rid of warp points and double gusts.

> Deck Weaknesses and Counters

the biggest weakness is the fact that krow is pretty weak. i mean... 50 hp? most anything can take it out in one shot.

the main defence is NOT to get mean looked, or to get OUT of it if it happens. use things like double gust, warp point, or even evolution. i bet the last thing someone expects if for you to evolve a cleffa....

energy removal attacks work good too... since we're dealing with darkness. just make sure that they don't have eco gym in play first,ok?

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hmmmm... what to do next...... :D

--
ech! (ech@sugarshock.net)

 

 


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