Pokemon-16
3 Krookodile EP
1 Krokorok BW
3 Sandile BW
2 Hypno HS
2 Drowzee HS
1 Smoochum HS
Items/supporters/stadiums-35
4 Crushing Hammer
3 Rare candy
3 Lost Remover
3 Pokemon Collector
3 Juniper
2 PONT
3 Sage's Training
3 Switch
3 Junk Arm
2 Super Rod
1 Pokemon Communication
3 Catcher
2 Level Ball
Energies-12
12 Fighting
I came up with this deck when I was looking at my Power Play theme deck. It's core, Krookodile held a fun ability called Black Eyes that is only activated when it is active and when it is, it let's you flip a coin and if heads, let's you discard the foe's active's energy. As I was thinking of maximizing the ability's use, I immediately thought of Crushing Hammer and Lost Remover. I put in those two cards and maxed out Crushing Hammer and Lost Remover to 3. When this deck is facing against decks that use big basics, logic says that the majority of them will be using special energies such as DCE and Prism energy. That is where Lost Remover comes in, this will be the one responsible to kill off all of their energy. As for Crushing Hammer, I only use it alongside Krookodile EP to maximize it's ability but can also be used to discard and disrupt the set-up of your foe. Now, onto Krookodile, I also added in rare candy for obvious reasons plus a 2-2 line of Hypno and Houndoom. Hypno is there just to stall the active of your opponent. Making them asleep is one of the best things that can happen to you in case the luck of the coin flips aren't in your favour and it gives you another turn to let your Krookodile survive. Houndoom is here to also cause conditions but this time also damage. This guy is at it's best when Hypno is used first to make it asleep because then when you hit heads, their Pokemon is burned and if you are even more lucky, they keep hitting tails when trying to wake it up.
Now for the set-up, you can start with what ever is available but it is always recommended to open with Collector and possibly some Communication to shuffle away unecessary Pokemon if there is any and bring out the ones that are needed.
Then you use your draw to get your Rare Candy, Krookodile, Hypno and Houndoom and evolve it as soon as possible.
Any ideas or feedback would be greatly appreciated!
3 Krookodile EP
1 Krokorok BW
3 Sandile BW
2 Hypno HS
2 Drowzee HS
1 Smoochum HS
Items/supporters/stadiums-35
4 Crushing Hammer
3 Rare candy
3 Lost Remover
3 Pokemon Collector
3 Juniper
2 PONT
3 Sage's Training
3 Switch
3 Junk Arm
2 Super Rod
1 Pokemon Communication
3 Catcher
2 Level Ball
Energies-12
12 Fighting
I came up with this deck when I was looking at my Power Play theme deck. It's core, Krookodile held a fun ability called Black Eyes that is only activated when it is active and when it is, it let's you flip a coin and if heads, let's you discard the foe's active's energy. As I was thinking of maximizing the ability's use, I immediately thought of Crushing Hammer and Lost Remover. I put in those two cards and maxed out Crushing Hammer and Lost Remover to 3. When this deck is facing against decks that use big basics, logic says that the majority of them will be using special energies such as DCE and Prism energy. That is where Lost Remover comes in, this will be the one responsible to kill off all of their energy. As for Crushing Hammer, I only use it alongside Krookodile EP to maximize it's ability but can also be used to discard and disrupt the set-up of your foe. Now, onto Krookodile, I also added in rare candy for obvious reasons plus a 2-2 line of Hypno and Houndoom. Hypno is there just to stall the active of your opponent. Making them asleep is one of the best things that can happen to you in case the luck of the coin flips aren't in your favour and it gives you another turn to let your Krookodile survive. Houndoom is here to also cause conditions but this time also damage. This guy is at it's best when Hypno is used first to make it asleep because then when you hit heads, their Pokemon is burned and if you are even more lucky, they keep hitting tails when trying to wake it up.
Now for the set-up, you can start with what ever is available but it is always recommended to open with Collector and possibly some Communication to shuffle away unecessary Pokemon if there is any and bring out the ones that are needed.
Then you use your draw to get your Rare Candy, Krookodile, Hypno and Houndoom and evolve it as soon as possible.
Any ideas or feedback would be greatly appreciated!