Beatdown Revived
Beatdown Revived v 0.1 – By Bullados

Pokemon (10):
2 Sneasel
3 Scyther
3 Electabuzz
3 Tyrogue

Trainers (39):
3 Oak
3 Elm
3 CPU Search
3 Item Finder
3 SER
3 ER
3 GOW
3 Ecogym
2 Sprout Tower
2 Town Volunteers
2 Told Berry
2 Pokemon Fan Club
4 Pluspower

Energy (11):
4 Dark
3 DCE
4 Electric

Bullados Said: I must admit, this is my most straightforeward deck that I have ever sent in to you.  This is classic Beatdown, with a couple of modifications.

First, the history of this deck.  One of my friends, TS Crobatty, created this deck about 2 years ago, and it won him many a tournament.  His concept was simple: big hitters, coupled with a little tech and speed, and no more than 3 of any single trainer except for Pluspower.  His theory about the trainers was that the game was not going to last much more than 10 turns, and it's almost impossible to use all 4 of a MAXed trainer set, again with the exception of Pluspower.  This deck has beaten everything from the old SneaselKingKrow to The Wall to InSaNiTy.  He came in second several times and won a
 couple of Illinois tourneys during that time.  he then got tired of winning all the time, and dumped the deck and the game.  I have decided to revive it, with my own added twist.

 I already explained the theory on Unlimited trainer usage for this deck, so now to the specifics.  Much of what is in there is fairly standard for an Unlimited deck.  Sprout Tower is to Gymbreak my own Ecogym when I want to use (S)ER, although I don't think it will be used much, as everyone plays gymbreakers around here.  The only other anomaly here is that of the PFCs.  These things combo really well with Sneasel, in that they fill out the bench very quickly, and, since almost everything has free retreat except for Buzz, I can basically place anything on the first turn and Sneasel dance the rest of the night.

 For the Pokemon, I decided against using Cleffa, as he would most likely slow the deck down.  He ends the turn while drawing 7 new cards, which is a really bad thing for this deck.  it's designed to either win or lose by the 10th turn, that's how quick it is.  Town Volunteers is just in case I have to use too many Oaks, CPUs, and/or Item Finders too quickly.  Also, it helps with the relatively low energy count.

My main concern with this deck is with (S)ER.  I tried to counter that with Ecogym, but I don't think that'll be enough.  Any suggestions about that?

Gloom Said: 
Well, as everything is that you’ve sent in, this deck has obviously been given a lot of thought.  However, I think this one is a bit under the weather.  10 Pokemon is a little low, and you need, repeat, NEED Cleffa.  It doesn’t matter if it might slow the deck down – if you aren’t running Cleffa, I will Lass you sometime in the first few turns, and you will die.  Horribly.  In a blazing fire of your own ambition.  Horribly.  ;D  Cleffa is needed in every deck, even if it’s just as an answer to Lass.  

It’s also necessary to fight Slowking decks.  You say that the deck can take on SneaselKingKrow decks, but frankly, you have no tech, no way to draw should Slowkings be established due to a lack of Cleffa, and you don’t have any Switch.  Drop a Scyther with this deck against anyone playing SneaselKingKrow, and they will lock it, and destroy you with Murkrow.  

You could use some Lass yourself, too.  I agree that Energy Removal and SER will be a concern for this deck, so use a couple Lass to combat this threat.  Trust me, with a deck like this, Lassing and Eeeeeeeking is worth the turn it will cost you to pull off.

Only 11 energy, with no energy recursion – no way to get it back when it’s removed or your Pokemon are knocked out.  Baaaaaad medicine.  With three Item Finder you’ve got trainer recursion, but you need the basic things to recycle – two town volunteers is a bit of overkill, so I’m going to sub one of those out in favor of one or two Energy Charge.  The Pluspowers are pretty bad too – they’re just really, really dated.  I understand that the point of the deck is speed, but 10 damage isn’t usually worth an extra card in your deck.
 

Beatdown Revived v 0.1 – Gloom’s Fix

Pokemon (13):
2 Sneasel
3 Scyther
3 Electabuzz
2 Tyrogue
2 Cleffa (try 2 and 3)
1 Pichu

Trainers (35):
4 Oak (a trainer reliant speed deck with only three oak? *blinks*)
2 Elm
3 CPU Search
3 Item Finder
3 SER
3 ER
3 GOW
2 Switch (NECESSARY – otherwise you can’t escape Locks, even those not supported by trainer denial)
2 Ecogym
1 Sprout Tower
1 Town Volunteers
1 Energy Charge
1 Gold Berry
2 Focus Band
2 Pluspower
2 Lass

Energy: 12
3 DCE
3 Recycle
4 Rainbow
2 Dark

There.  That’s going to run a lot more reliably.  It might not be as quick in the early game, but trust me, it’ll far excel its previous incarnation when played against a seriously competitive deck.

Thanks for sending it in!  Always great to fix one of your decks, Bullados! :D

-JD 



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