Swap: The Fifth Ascension

Swap: The Fifth Ascension

 

By: Evil Joe

 

Psychic Energy x 10

 

Abra x 3

Kadabra x 3

Alakazam x 3

 

Mew (Promo #47) x 4

 

Electric Energy x 9

 

Elekid x 3

Electabuzz x 2

 

Voltorb (Rocket) x 3

Electrode (Base Set) x 2

 

Chansey (Base Set) x 4

 

-TRAINERS-

 

Scoop Up x 4

Bill x 3

Switch x 3

Gambler x 3

 

Evil Joe had th…man, what a cool name. Evil Joe. I like that. Anyway, here’s what Evil Joe said about his deck:

 

Basically, this is the fifth evolution of the Swap saga. The Alakazams, Chanseys, and Scoop Ups are all needed to fulfill the "Swap" portion of the deck, but the other part is custom. The Promo Mew are as I find thme increasingly more useful, because more and more decks are basing themselves off of evolving their Pokémon to bigger and badder stages, and it's Power "Neutral Shield" protects it from those. The Elekid is good for striking from the Bench while stalling with a Chansey as your Active while you try to build up an Alakazam to ge some Damage Swapping going. The Electabuzz is an AWESOME Basic (why was it not holofoil?) to sit out there with and deal damage and possibly buy time while Paralyzing the opponent with Thundershock. The Voltorb is solid; it deals 20 damage with one Energy, and it eventually evolves into the extremely useful Electrode, which does 50 damage with a 50% chance of only doing 10 damage to you. Plus, when it's almost Knocked Out, you can at least use it's Pokémon Power to get some Energy off of it, attach them to a Benched Pokémon, and come out swinging without waiting for your opponent to knock it out next turn.

 

Nova had this to say in response to Evil Joe. Radical.

 

All right, there, Evil, you’ve certainly thought through your strategy a lot. And it seems to have come out better for it: pretty much everything you said makes sense. But there are better ways to do a few of the things you described, and knowing what those ways are is my job.

 

We’ll start off at this beginning: with 59 cards, this deck is illegal as printed. If you only take one suggestion away from this article, let it be this: add a card to your deck. It doesn’t matter what card, as long as there are three or less of it already in your deck, but add a card in there somewhere. That or don’t play this deck.

 

Firstly, you shouldn’t be attacking with electrode. It costs way too much to build up. In short, it takes too long. You can attack with it in an emergency, but other than that, generally he’s a bad choice for an attacker. For energy purposes, yeah, he’s pretty good, but other than that, you probably shouldn’t be using this card. And your current count of 27 pokemon is probably too high anyway. I’d say drop the electrode line, and probably two mews, to bring you down to a bit of a more reasonable 20 pokemon. The mews, while handy to have around when fighting certain decks, generally aren’t good enough to devote four slots to them. They get picked off pretty easily by basics, remember, and ALL decks have basic pokemon in them. Unfortunately, other than the alakazams, that kind of leaves you without any pokemon capable of dealing major damage. The only solution, which I honestly feel bad about going back to seeing as how I fixed a very similar deck literally yesterday, is to attack with the one heavy hitter that this deck cannot survive without: Chansey. That means you’re also going to need two unown Ns, and some new energy. But we’ll take care of the energy in a minute. For now, add another abra, and compensate by dropping a kadabra. Now watch as I do a trainer overhaul.

 

You totally need the scoops, and the switches aren’t a bad idea either. Drop the bills and gamblers, and replace them with three Oak and three Elm. Then use the six cards you still have free to put in three computer searches, two item finders, and two Pokemon Breeders. No, you’re not crazy, that doesn’t add up to six. But it will when I get through with it. For the heck of it, go ahead and put in three gold berries, just to really screw things up. By which I mean that getting rid of damage is pretty important in this deck, too. Gold berries’ll help you out when you just can’t scoop up that chansey.

 

All right, now you have four cards to compensate for. I’m going to make it up by dropping an elekid and three energy, the types of which will be determined later. In the meantime, you’re going to put in four DCE and three metal energy. The only reason it’s not four metals is because I think with that much devoted to special energy, you’re going to run yourself into a corner trying to attack with your other pokemon. If you find that your other energy types aren’t as important after using metal for a while, please, please increase it to four metal. The remaining energy (nine) goes five psychic, four electric. You should also be trying not to attack with your alakazams: they’re there for healing, not for fighting.

 

That should about do it. If you don’t like the way it runs, then ignore everything I’ve said, except for where I switched out your bills and gamblers for oaks and elms. That change alone will make a world of difference, trust me. If you get the card space, two healing fields will really spice things up. And by spice things up, I mean things will get better. (hey, not everyone likes spice.)

 

Nova’s fix:

 

Pokemon (21):

Abra x 4

Kadabra x 2

Alakazam x 3

Mew (Promo #47) x 2

Elekid x 2

Electabuzz x 2

Chansey (Base Set) x 4

Unown N x 2

 

Trainers (23):

Scoop Up x 4

Professor Oak x 3

Professor Elm x 3

Switch x 3

Computer Search x 3

Item Finder x 2

Pokemon Breeder x 2

Gold Berry x 3

 

Energy (16):

Psychic Energy x 5

Electric Energy x 4

Metal Energy x 3

Double Colourless Energy x 4

 

Nova -Proud to be Head Bee Guy


 

 

 

 

 

 

 

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