Dan de Board wrote:
Alright, how about an evening any time after 7 PM CST? The day of the week will be up to vote, although I think it will depend on our resident professor. I know it won't be quite like a real league, (nothing will bring back my Saturday mornings at Toys'r'us when I was little), but I think it'd be cool.
We could probably start as early as next week if we have a lot of interested people.
I also tried my hand at
making a deck, how does it look?
I'm free pretty much any night after 7 CST, except for Mondays and Fridays. If I had to choose though, Wednesday would probably work best for me.
Anyways, looking over your deck, it took a bit to figure out what your strategy was, but I can see what you're up to, and it's a solid deck that might need some tweaking as far as the Pokemon lines go.
With stage 2 decks, it's very difficult to get multiple different stage 2 Pokemon out on the field. Klinklang is one of the decks that can manage it, but the deck has to be built around that to the very core, and, for better or worse, shares the base Pokemon needed for both evolutions.
With a deck like this, having 4 different stage 2 Pokemon is a bit hectic. Ideally, you should be able to cut it down to 2 (either straight Gigalith, or one of each line), but I think you might be able to get away with 3. Conkeldurr NVI 65 seems the weakest in this deck and could potentially be cut for space.
Now, the pre-evolutions are probably the best ones you can choose for this deck. The things to consider when choosing them are:
-High HP
-Low cost for attacks
-Ability to search them out easily with a ball engine (if you're using one).
I'm not quite fond of the split in the Timburr's being used, but I can see where each one might be useful and it's not a big deal.
The thing you want to consider though is that your Stage 2 Pokemon lines, when you're running so much Rare Candy, should ideally be Hourglass shaped. After all, you'll be skipping the middle evolution, and those cards will just clog your hand.
If I were you, I'd run 4-2-4 Gigalith (If you keep both) and 3-1-3 Conkeldurr (if you cut the second one).
In addition, since there's a lot of flipping involved with many of the cards, it'd be a good idea to stick in a couple of Fliptini.

This way, if you get some bad luck, you can reflip the coins. Maybe this will make the opponent discard 5 cards instead of just 1.
Other than that, adding a starter Pokemon or two might be a good idea. Emolga can get all of the Basics onto the field in one turn so you'll be ready to use them the next, and since it only needs Colorless energy, you don't even have to worry about putting anything else in. Tornadus would also be good for gradually powering up your Pokemon on the benches while it hits early on for good damage.
Durant could also be useful, even if just as a single card in the deck 9though for consistency, you can probably run 2, as it could fish back Rare Candies or search cards to get more evolutions out quickly. Sableye would likely be better, but this deck doesn't really want any Dark Energies in it, and Prisms wouldn't work for your evolved Pokemon.
Now, as far as trainers go in your deck...
Energy Switch is a must, and Scramble Switch is a great Ace Spec for this deck if you have a Gigalith fully loaded up and ready to pass onto a Conkeldurr.
Cilan isn't that great of a card to have here since you want the Energy in your deck to be pulled out by Gigalith. There may be value in having 1 or two Cilan, but 4 is a bit overkill. I would potentially replace Cilan with Pokedex so you'd be able to look at the cards before you decide to have Gigalith blast them away, or so you can organize the cards so your next draw will be the card you really want. If you don't want to run Pokedex, you could always run a couple of Lunatone.

Being able to look at the top two cards of your deck could definitely help you later down the line, plus if you ever decide to run Ether, it'll make things easier without having to hunt down a Pokedex to get it.
Rare Candy and Skyla are perfect for a deck like this, but I feel you need something a bit more. A ball engine is sorely needed to pull out Pokemon, so I'd put a combination of about 3 Level Balls and 3 Heavy Balls in to search for anything you might need. Ultra Ball really wouldn't be too good because of the wasted cards. A draw supporter would work well, so I'd suggest either N, or Colress to be put into the deck. Juniper is a bit too wasteful, especially with Gigalith tearing though your deck. You do need a way to switch your Pokemon around more, especially with the costly retreat. Catchers could make a Conkeldurr without energy a sitting duck to be pummeled.
The only other thing you might need is a couple of Super Rods to pull any energy from the discard back into your deck. This will give it a bit more staying power, and in the late game, boosting your deck with energy is perfect for Gigalith.
However, this deck is going to be pretty tight for space, so while it's "ideal" to have some things, we might need to cut down on others. I would reduce the energy to 16 to free up 3 spaces, and since you're running nearly over 1/4th energy, I'd cut Cilan entirely. While reducing energy is bad for Gigalith, ideally, you'll be stripping out all of the trainer cards into your hand and discard by the time Gigalith is ready to start barreling through the deck, making Pokedex and Lunatone obsolete.
With all of this in mind, here's my tentative suggestion:
Pokemon
4-2-4 Gigalith (4 EPO 49, 4 DRX 66, 2 EPO 53 - 2 NVI 61)
3-1-3 Conkeldurr (you can choose the Timburrs, the Conkeldurr should be the one with the ability).
2 Emolga
2 Fliptini
2 Durant
23 Pokemon
4 Skyla (likely to be used solely for getting either a Heavy Ball or a Rare Candy out, whichever is most needed)
3 N
3 Energy Switch
1 Scramble Switch
3 Switch
2 Level Ball
2 Heavy Ball
3 Rare Candy
2 Super Rod
23 Trainers
16 Fighting Energy
16 Energy
60 TotalIf you decide to cut the deck down to 2 Stage 2 Pokemon (Dual Giga or Gigadurr), you can use the cards cut to make the deck a bit more stable. Fliptini could be cut if you're not expecting to depend on flips in the deck, and if you cut it, I'd put cards back into the important trainers.
D-vid wrote:
Maybe a few more trainers and less Cockfighting Society. I dunno what all the cards in your deck do. Can you somehow check what the cards do when you make your deck on that site? Cause it's kinda hard to do if you don't know what any of the cards can do.
Edit: So I looked through some cards and let's say I want to build it around ND101 Chandelure and ND20 Chandelure. That's Fire and Psychic. The Fire one does 30 damage to the enemy Cockfighting Society and 30 damage each on 2 benched Cockfighting Society of the enemy for just 1 fire energy. And the Psychic one can do 3 times 10 damage distributed however I like additionally to attacking. So they basically destroy or at least weaken the enemy's bench before they switch in. What else would work good for this? It's hard looking through all of those cards.
When you go to look at a card when you're building a deck, you have a magnifying glass to bring a pop up of it. However, when making your deck public, it seems to get rid of it, so I'm not sure what's up with that.
For your deck, I'd look into using the Fire type Chandelure for attacking, and use the Psychic Type one for switching in and out each turn to distribute damage as you like. You'd want to max out Switches and probably put in a decent amount of Escape Ropes, as you'll be burning though them like crazy. Skyarrow Bridge wouldn't be a bad idea either, since you can just use a Switch/Escape Rope, then burn an energy to get ready to attack again.

This disadvantage of this deck is that both Pokemon that are useful to it are based in the same line, which minimizes the amount of them that can be on the field. Losing a Fire Chandelure means losing an attacker, and losing a Psychic one means losing some extra damage. In that case, I'd run plenty of Rescue Scarves so you can get the Pokemon back, and I'd likely run the Pokemon line as 4-3-4 Even with 4 Rare Candies so that you can keep evolving (after all, the Rare Candy will eventually run out, and lacking Stage 1's will stall your deck with this deck). Max Potions might be a good idea, and a second attacker like Tornadus might be beneficial for knocking out Pokemon within its KO zone.
As far as search engines go, you're going to need to find a way to put Ultra Balls into the deck for Chandelure (and maybe Tornadus), which means you might need to consider working with Professor Juniper for draw power, or even Bianca/Cheren (Bianca will likely work better for this deck's small hands).

As far as energy goes, I'd run straight fire energy, and maybe put in a few Blend GFPD, in case you need to use the Psychic Chandelure for whatever reason.

Because of this, I'd choose fire type pre-evolutions in case you need to use them at some point.
So with that, play around with the idea a bit, and see what you come up with for a deck.
Tammerath wrote:
Bought a booster pack for the first time in about 5 years. Got two Eviolites (one of which was a reverse Holofoil), a Conkeldurr, a Team Plasma Amoonguss, Foonguss, Purrloin, Combee, Swinub, Riolu, and Golbat.
Those Eviolites will be pretty helpful for a deck with powerful basic Pokemon, though they've lost a bit of their power since Tool Scrapper came along to peel them off easily.
Plasma Amoonguss is a fun card, though I'm not sure what it'd be best used for besides general disruption. Grass Pokemon haven't exactly had a fair shake in awhile, unfortunately.
I will hopefully be updating again within the next day. Things are getting busy with me getting ready for my trip.