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| Dark NocLoc v 0.1 – By Bullados
Pokemon (22):
Trainers (28):
Energy (10):
Bullados Says:
Many of my trainer choises need to be explained in greater detail.
I opted for Oak's Research instead of Copycat because, with the way
the deck is designed, the opponent's hand will rarely be above 5 cards,
if it even has that much. Also, I plan to use Pokemon Trader and
Boss's Way in tandem in order to get out those Noctowl fast. What
I do is, if I don't have a usable Pokemon in my hand (i.e. Totodile, Noctowl,
Hoothoot, are all usable to me in most situations) I play Boss's Way and
then trade the thing back into the deck for a Noctowl. By this method,
I usually have 3 or 4 Noctowl out by the
I know that 10 Water energy seems like a little low, considering that everything requires at least 2 NRGs to attack with decent authority (Dk Croc included, I enjoy the Agility-like effect and the no-retreating part...). However, I will rarely have more than 2 big guns fully powered at any one time, making a total of only 6 energies required in order to have an unstoppable army. Usually, I will only have 4 energies in play, due to the Cleffas. With the perfect setup, I hope to get at least 3 Hoothoot on the bench, with a Totodile and Cleffa, by the end of the first turn. If I'm lucky (I have at least 1 Noctowl in my hand, with at least 1 Trader or draw card) I'll attach the Water to Totodile, which is sitting on the bench. From here until I get G8r out, I stall as long as possible with Cleffas and free retreaters. The only problem with this deck is the extreme lack of health that these Pokemon have. The only way that I could think to deal with that was to put in as many Focus Bands as I could, and hope for some heads to go my way. Thank you for reviewing this, and good luck!!! Gloom Said:
Trainerwise, I’m going to drop a double gust and a switch. A bit too much board control, running six pieces when you say that usually the Double Gust is just a GOW. In fact, if you can manage it, drop the switch for another Double Gust. I bumped your Research count up to four, as well as your Traders, ditching a rocket’s hideout, and a town volunteers. I bumped up Boss’ Way by one as well, and kicked in a Pokemon Centre – trust me, with the Nocs against a Pichu, you’ll be happy for it. I bumped up the energy by one. Try it that way, or run it at ten and add in another trainer – up to your style, I personally would only use a single. Dark NocLoc v 0.1 – Gloom’s Tweak Pokemon (21):
Trainers (24):
Energy (10):
There we go! It’s skewed a bit more now towards drawing, and I think with this deck, deck control is what you’re really exploiting in the early game. Do it well, and, as I’m sure you’ve discovered, the denial and hand disruption that results goes a long, long way. Thanks for sending it in! -Gloom
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