Monday, July 23, 2012

Rise of the Penguins

Not these penguins....
In the post-Worlds format, which is none other than BW and on, the penguins will rise. And when I say penguin, I mean Empoleon DEX. 

What makes this card so much better in the slower, BW-on format, is that we no longer have cards like Junk Arm, Dual Ball, and Smeargle to allow a quick and easy set-up on a Basic EX Pokemon, Which is simply too hard to keep up with when trying to set-up a Stage 2 of any kind, Especially Empoleon because it can't be searched for by Heavy Ball or Level Ball and must rely on Pokemon Communication and Ultra Ball alone. Since the BW-on format isn't as fast as the HGSS format was, it will be easier to set up Stage 2s, Allowing for Empoleon decks of all kinds to thrive in this new, Stage 2-friendly environment.

Now back to Empoleon;
I apologize for the bad quality.
this is a beast of a card with its own draw engine and a decent attack, that for only one Water energy, can 2HKO just about any EX that doesn't have an Eviolite attached. Empoleon also has 140 HP, and a Lightning weakness.

The next format doesn't leave the Lightning based ZekEels behind though, this Lightning deck will actually get stronger with the help of cards like Rayquaza EX and Emolga DRX.

But how can we turn an auto-loss into a possible comeback when battling ZekEels? Simply by utilizing the versatility of Blend Energy WLFM (Water, Lightning, Fighting and Metal), And the revenge power of Terrakion NVI and Exp. Share.

Using Blend Energy WLFM to attach on Terrakion and Exp. Share to move a Water energy from the active to the benched Terrakion with the Blend Energy attached, and in the end Retaliating for 90. Unless, the defending Pokemon happens to be a Lightning type  potentially OHKOing it with 180. After applying Weakness and Resistance.

So now that we know how to deal with a Lighting weakness disadvantage, we can move on to some different tricks that will help Empoleon rise to the top in this next format.

Trick #1 Max Potion

When your main attacker requires only a single energy to attack, Max Potion is a must-have.
If your opponent can't do the 140 damage necessary to KO Empoleon with one hit, use a Max Potion to discard all energy attached to Empoleon (you only have to discard one since that's all he needs to attack) and heal off all of that damage allowing Empoleon another turn not spent in the discard pile.

Trick #2 Lapras NXD

Lapras NXD is key to getting a great start and good for energy acceleration with Exp. Share. Simply attach an Exp. Share to any Pokemon on the bench, then when Lapras gets knocked out, the basic Water energy goes on the Pokemon with the Exp. Share attached. And since Empoleon only needs one energy to attack, this could really save you early or late game if you'd rather attach an energy to say, a Terrakion that requires two energy to use Retaliate and three for Land Crush. Also, using Call for Family to get those two Piplup Turn 1 is crucial if you want an Empoleon up by turn two with Rare Candy or turn three using Prinplup.

Trick #3 Tool Scrapper

When Terrakion is facing off with a 180 HP EX Pokemon with a weakness of Fighting, (Darkrai EX, Zekrom EX Etc.) and if that 180 HP Pokemon with a weakness of Fighting just so happens to have an Eviolite attached, that 180 Damage from Land Crush or Retaliate suddenly drops down to 160, giving them the chance to retreat, use Max Potion, or if it's a Zekrom EX, go for the KO on Terrakion. However, there is one card that can take care of this situation and put that 160 back up to 180. That card is Tool Scrapper.
It reads: Choose up to 2 Pokemon Tool cards attached to both your and your opponent's Pokemon and discard them. And thats how this card can help win games.

And now that  you've learned some helpful  and tricks and strategy about Empoleon, it's about time that you see an actual, tested list so that you can 1.) See how I build an Empoleon deck. And 2.) Get a grip on some card counts (like Empoleon and Lapras) that are pretty stand under penguin circumstances so that you can hopefully make an Empoleon deck of your own. Here's my list:

 The List

  •    Pokemon (16)
  • 4 Empoleon DEX
  • 2 Prinplup DEX
  • 4 Piplup DEX
  • 4 Lapras NXD
  • 2 Terrakion NVI
  •     T\S\S (33)
  • 4 N
  • 2 Professor Juniper
  • 1 Cheren
  • 4 Random Receiver
  • 4 Rare Candy
  • 3 Pokemon Communication
  • 3 Exp. Share
  • 3 Pokemon Catcher
  • 2 Max Potion
  • 2 Level Ball
  • 2 Great Ball
  • 1 Heavy Ball
  • 1 Super Rod
  • 1 Tool Scrapper
  •    Energy (11)
  • 4 Blend Energy WLFM
  • 7 Water  

Although this deck is a great one, there are other ways to run Empoleon. I would cover them now but I'm all written out for today. Who knows, the penguins might strike back in another post covering more ways to run Empoleon. Until then -Tyler

ZekEels BW & On

KBdaddy here with ZekEels BW-on, Normally I don't post articles like this so be easy on me.

Here it goes...

Since the format change will be taking place very soon I have replaced all the "old" HGSS cards with BW-on cards, so you won't see any Junk Arm. s broken as it was, it's gone.

The way this deck works is like any other ZekEels build however the Tornadus EX is a great starter and with the Stadium Skyarrow Bridge in play coupled with the possibility of pulling some PlusPower on either the first turn or the Juniper/N play it is a strong possibility to DONK, but usually I have found it to be a consistent hard hitter first turn if not for sure second turn.

So after I have either won due to the DONK, we play again, and if my opponent actually has the chance to get a good start it is great in the late game as well, with Zekrom EX waiting in the background and the ability to hit for 150 is huge, and if coupled with 2 of the 4 PlusPower that are in my deck he can OHKO a 170HP EX without an Eviolite.

Basic strategy is to get the Tynamo on the bench as early as possibly and to get 2 in play and evolved by the second or third turn.  That gives you the ability to add energy to either Mewtwo EX or Tornadus EX or Zekrom EX with a regular attach for turn using a DCE or a regular Lightning energy.

The List

  •    Pokemon (13)
  • 2 Zekrom EX
  • 3 Tornadus EX
  • 2 Mewtwo EX
  • 3 Eelektrik NVI
  • 3 Tynamo NVI
  •    T/S/S (32)
  • 3 Skyarrow Bridge
  • 4 Professor Juniper
  • 4 N
  • 3 Random Receiver
  • 4 Pokemon Catcher
  • 4 Plus Power
  • 3 Switch
  • 3 Ultra Ball
  • 1 Pokemon Communication
  • 3 Level Ball
  •    Energy (15)
  • 4 Double Colorless Energy (Special Energy Card)
  • 11 Electric
So now you know what I am running I would like your input on how you think I could improve this seemingly consistent winning deck.  I will test out some idea's and then update this post with my findings.  Thanks for reading and as always BOOST YOUR GAME!

Thursday, July 19, 2012

Poll Ended \ A BW-on Future

The poll to see what subject Pokemon Booster should write about next has officially ended. With Zekeels BW-on beating Garchomp\Altaria deck analysis by one vote, You can expect a Decklist\Strategy post about Zekeels BW-on in the next days to come, written by kbdaddy.

Meanwhile, I will be working on an article showing a different way to run Empoleon DEX. This will also be in BW-on format, because starting today, Pokemon Booster will use ONLY the BW-on format for a guideline on making decks and articles. That's all for today folks, thanks for reading! -Tyler


Tuesday, July 10, 2012

An Accelerating look at Rayquaza EX: Darkrai/Dreigons (Darkrai EX/Rayquaza EX/Hydreigon)

As promised, I'm back with a new (and improved) Rayquaza EX deck creation and article.
EXceptional Energy acceleration.

The Strategy 


   Two days ago, as I was messing around with some different combos using Rayquaza EX, I found one combination that actually does work; using Rayquaza EX's Celestial Roar attack as energy acceleration, and Hydreigon's Dark Trance Ability to move energy from Rayquaza EX to a benched Darkrai. Later, I found that it would help to play the Item card Pokedex, which allows you to look at the top five cards of your deck, rearrange them how you like, and set them back down. But why does this help? I put this card in, only for better chances of finding energy with Celestial Roar. Hence, boosting the decks overall speed.

    Rayquaza EX is not the only good card in this deck though, because Hydreigon's Dark Trance not only moves Dark energy around, but can heal too. It can heal with Max Potion that is. Still confused? It works like this: Darkrai EX is active with 3 energy attached and 160 damage on it. On your bench sits a Hydreigon and another Darkrai EX with no energy. In your hand, you have a lone Max Potion. What you do next is this: Use Darkrai's Dark Cloak to retreat your active Darkrai to the bench and promote the Darkrai with no energy attached. Then move the energy from the damaged Darkrai to the active one with Dark Trance. Then your finally able to use Max Potion to heal all damage from  the once-damaged Darkrai without having to discard any energy!

Now that you know how it all works, we can move on to Card Choices.

Before we go in to at Card Choices, take a look at my current list:                                                                                          

Translation: B-C-I-F

The List

  •    Pokemon (13)
  • 4 Rayquaza EX
  • 3 Darkrai EX
  • 3 Hydreigon (Dark Trance)
  • 1 Zweilous NV
  • 2 Dieno NV
  •    T/S/S (32)
  • 4 Professor Juniper
  • 4 N
  • 3 Bianca
  • 4 Pokedex
  • 4 Pokemon Catcher
  • 3 Max Potion
  • 3 Rare Candy
  • 3 Ultra Ball
  • 2 Random Receiver
  • 2 Level Ball
    "No touchy touchy."
  •    Energy (15)
  • 4 Blend Energy GFPD
  • 11 Dark

Card Choices

4 Rayquaza EX

Rayquaza EX is the main source of energy acceleration in this deck and key to a great start. I run 4 to increase my chances of a Rayquaza start.

3 Darkrai EX

Darkrai EX is the preferred attacker for the deck and the reason that I run no Switch, because of its Dark Cloak Ability and Hydreigon's Dark Trance, I will always have free retreat. Also, Night Spear is a great attack, hitting for 90 and 30 to a benched. I run 3 Just for consistency.

3 Hydreigon (Dark Trance)

Translation: – Dragon – HP150
Stage 2 – Evolves from Zweilous

Ability: Dark Trance
As often as you like during your turn (before your attack), you may move a Darkness Energy attached to 1 of your Pokemon to another of your Pokemon.

[P][D][D][C] Dragon Blast: 140 damage. Discard 2 Darkness Energy attached to this Pokemon.

Weakness: Dragon (x2)
Resistance: none
Retreat Cost: [C[C][C]
When your opponent pulls out there Terrakion, and the only attacker that you have is Darkrai, things could get nasty. But with the help of Hydreigon, the remedy is here! 140 damage can definitely OHKO a Terrakion. There's one problem though; Terrakion has 130 HP, and with an Eviolite attached, Hydreigon can no longer get the OHKO on it. So what should you do? Just attack the Terrakion with Dragon Blast! Because that will bring Terrakions HP down to exactly 10. Then next turn, you bring up a Darkrai, Catcher up one of your opponents benched Pokemon (preferably one with 90 HP or less) and use Night Spear for KO on active and the benched Terrakion!

2 Deino 

Why only 2? I run only 2 because I'm afraid if I ran any more, I would be in risk of a Deino start, and with a ridiculous 2 retreat cost, that can be a downright waste of energy when trying to get him to the bench even with Darkrai's Dark Cloak.

3 Bianca
Why not Cheren? I've tested with both, and the majority of time Bianca draws more cards. Avg. 3-4. And why not put in some more Random Receiver in instead? Just because Random Receiver is, well, random. I like the assurance of knowing what Supporter I will get, and you can't exactly control what you get when using a Random Receiver.

4 Pokemon Catcher
Pokemon Catcher is a staple in every deck. ESPECIALLY in Darkrai\Dreigons because with the power to bring up any of your opponents Pokemon, as long as your opponent has a HP90 or less Pokemon, Darkrai EX can OHKO it easily, making for a great team.

4 Blend Energy GFPD
Translation: While in play, this card provides either Grass, Fire, Psychic, or Dark type of Energy but provides only 1 Energy at a time. (While not in play, Blend Energy GFPD counts as Colorless energy.)



Now, as you've seen my strategy, card choices, and list, it's about time to wrap things up. But before you go, make sure to vote for what my next post should be about. Thanks! -Tyler

Monday, July 9, 2012

Rayquaza EX BW-on

My apologies for giving false information about that RayquazaDonk deck that I posted about earlier which included HGSS cards. Dragons EXalted will NOT be playable at Worlds, therefore destroying any hope of combining Rayquaza EX with the HGSS-on format which will be played at Worlds.

   To make up for my extremely unprofessional mistake, I will, given a few days, create an improved Rayquaza deck and article using the BW-on format that we can play at Battle Roads, after Worlds. Until then -Tyler

Thursday, July 5, 2012

2012-2013 Modified Format Details (Go Live: September 1st, 2012)

The Modified rotation for the 2012-2013 tournament year is as follows and will take effect on September 1, 2012:
  • Black and White (BLW)
  • Black and White: Emerging Powers (EPO)
  • Black and White: Noble Victories (NVI)
  • Black and White: Next Destinies (NXD)
  • Black and White: Dark Explorers (DEX)
  • Black Star Promos (BW01 and higher)
  • Black and White McDonald’s promos (MCD)
  • Black and White Trainer Kits (TK)
Newer sets that are released after this point are also tournament legal. Cards obtained from Pre-Releases are NOT Modified, tournament legal until their actual scheduled release date. Please note that this list is subject to updates as the newer sets are released.
TPCI has also announced that the 2012-2013 Tournament Year will commence on July 9 to allow a head start in obtaining Play! Points towards qualifying for attendance to next year’s National Championships, while the set rotation will still occur on September 1. Players competing in the 2012 World Championships will still follow the HGSS-on format. For more information, click here.
The best opportunities to take advantage of this head start for Play! Points prior to the set rotation are participatinig in Sanctioned, Non-Premier Tournaments for the month of July and August, and participating in the Legend Season at your local League!
You are highly encouraged to build your decks using this new set rotation list as it will better prepare you for competing in future Premier Events when we switch over to this format.

Reference: ""
Special Thanks to Professor Raz

Sunday, July 1, 2012

NU Day 3 Top 8 Final Standing

Shane is a very tough competitor, he ended up getting defeated in his final match. He played very well against his worst matchup, HammerTime.
Shane with his 7th Place winnings

NU Day 3 Top 8

Shane just lost the fist match, and won the second in Donk style. Again it's going down to the tie breaker, prayers are welcome.

NU Day 3 Top 8 Begins

Shane is amazingly calm and collected, I think it helped that before his match I pulled my boys together to say a prayer for wisdom of which cards to play and patience during the game. Thanks be to God!

NU Day 3 Top 16


NU Round 1 Top 16

Wow that was fast, Shane just won game 2 and is now shuffling for the final match which is the tie-breaker, in the Pokemon world we call that handing out a Donk.

NU Round 1 Top 16

Shane was just defeated for the first match and now needs 2 wins in a row to advance, 1 more loss means he's out.

NU Day 3 Top 16

We wouldn't even be at the convention center if not for Shane. Shane is super nervous but focused at the same time he is ready to play. Shane has prepared for this since he won MN States.
On a side note the Judge for his first round today will be sitting next to each player to ensure that the spirit of the game is carried out.
Specifics about each round: the round consists of 3 matches, it's best 2 out of 3 and the winner will move on to the next cut. Players are given 60 mins and then if time is called they play an additional 3 turns. The first match is about to begin now, so stay posted to see how Shane ends up.