Only if the deck can hold ground after Fates Collide. Can't quite be sure how that set is going to shift the meta just yetGood article as usual homie - great deck idea as I mentioned in your other thread. Do you plan on continuing with the deck throughout the season or...what?
I think I've spent over 20 minutes already just staring at it when creating the articleIncredible gif with how the deck works, too. Super cool.
I was actually referring exactly to thatO_O You must show me how you do this. This is really awesome!
Also, "Combo Wombo" needs revised, edited, SOMETHING DONE BY A HIGHER POWER because it is very difficult to read. Unless you were referring to J-Wittz's flub on stream a while back. That hurt my soul.
The four Grass Energy are essential because they make a Jet Sonic with only basic energy entirely more possible. This really helps late game if you've got a few random energy attachments scattered around your field.I really enjoyed the deck list, but shouldn't you play 4 Lightning and 3 Grass instead of the other way around since you play Manectric?
The four Grass Energy are essential because they make a Jet Sonic with only basic energy entirely more possible. This really helps late game if you've got a few random energy attachments scattered around your field.
With only three Lightning Energy, although it does lower the viability of using assault laser, I've found no apparent struggle in getting the right energy out at the right time.
(can't really say the same thing for getting DDE's out though)
However, I haven't really experimented much the other way yet either. It's worth a shot though, given Manectric-EX's use against things like Jirachi and Aegislash.