Pokemon:
Strategy:
After reading the thread about Deck Engines in the "TCG Competitive Play" section, I decided to fit a variant of the "Crash and Recycle" engine into my up-and-coming Camerupt-EX deck. I think Camerupt-EX really has potential when combined with the Magma Camerupts- it's basically a less-good Rayeels variant for this format.
Anyway, the plan is to tear through my deck as quickly as possible, getting a Camerupt-EX in the active spot and set up at least 2 Magma Camerupts on the bench. The combo is to use the Magmas to attach from the discard via their ability, then use a Blacksmith to accelerate onto the EX. That lets me use Camerupt's Explosive Jet, discard 4 (or 5 if necessary) energy and get one-hit KOs every turn. Reshiram is in here just to have a backup attacker, and to reduce the risk of Mulligans.
For the Trainer lineup, I don't have N and don't have the money to buy a playset, so this will have to do for now, unfortunately. I'm thinking about running 4 Blacksmith but am worried it might get a little cloggy. Teammates is in there just because it's a decent one-of.
I run 3 Switching items because of Camerupt-EX's massive retreat cost, and because if a Magma Camerupt gets pulled out to buy the opponent time, I'm going to want to get the EX back in position to regain momentum. 4 Acro Bike are to burn through the deck as quickly as possible, letting me discard what I don't need (Weakness Policies if I'm not going up against Water, for example) and grab what I do. Even if I end up ditching too much stuff, I still have LTC to shuffle it back in. The rest should be fairly obvious.
I think that's about it. Obvious weaknesses are Water decks, hence the Weakness Policies, and just not being able to set Camerupt-EX up quickly enough- 4 energy is a big attack cost. Also Yveltal, though I could always ditch two energy from Camerupt-EX through Explosive Jet to give me a bit of defence.
4 Camerupt EX
4 Team Magma's Numel
4 Team Magma's Camerupt
4 Professor Sycamore
3 Shauna
4 Blacksmith
1 Teammates
2 Lysandre
4 VS Seeker
4 Ultra Ball
2 Repeat Ball
2 Acro Bike
3 Professor's Letter
2 Switch
1 Escape Rope
4 Scorched Earth
10 Fire Energy
2 DCE
Strategy:
After reading the thread about Deck Engines in the "TCG Competitive Play" section, I decided to fit a variant of the "Crash and Recycle" engine into my up-and-coming Camerupt-EX deck. I think Camerupt-EX really has potential when combined with the Magma Camerupts- it's basically a less-good Rayeels variant for this format.
Anyway, the plan is to tear through my deck as quickly as possible, getting a Camerupt-EX in the active spot and set up at least 2 Magma Camerupts on the bench. The combo is to use the Magmas to attach from the discard via their ability, then use a Blacksmith to accelerate onto the EX. That lets me use Camerupt's Explosive Jet, discard 4 (or 5 if necessary) energy and get one-hit KOs every turn. Reshiram is in here just to have a backup attacker, and to reduce the risk of Mulligans.
For the Trainer lineup, I don't have N and don't have the money to buy a playset, so this will have to do for now, unfortunately. I'm thinking about running 4 Blacksmith but am worried it might get a little cloggy. Teammates is in there just because it's a decent one-of.
I run 3 Switching items because of Camerupt-EX's massive retreat cost, and because if a Magma Camerupt gets pulled out to buy the opponent time, I'm going to want to get the EX back in position to regain momentum. 4 Acro Bike are to burn through the deck as quickly as possible, letting me discard what I don't need (Weakness Policies if I'm not going up against Water, for example) and grab what I do. Even if I end up ditching too much stuff, I still have LTC to shuffle it back in. The rest should be fairly obvious.
I think that's about it. Obvious weaknesses are Water decks, hence the Weakness Policies, and just not being able to set Camerupt-EX up quickly enough- 4 energy is a big attack cost. Also Yveltal, though I could always ditch two energy from Camerupt-EX through Explosive Jet to give me a bit of defence.
Team Magma's Numel - Fire - HP70
Basic Pokemon
[R][C] Ember: 30 damage. Discard 1 Energy attached to this Pokemon.
Weakness: Water (x2)
Resistance: none
Retreat: 2
Team Magma's Camerupt - Fire - HP110
Stage 1 - Evolves from Team Magma's Numel
Ability: Burndraft
Once during your turn (before your attack), you may choose 1 [R] or [F] Energy card from your discard pile and attach it to this Pokemon.
[R][C][C] Fireball: 60 damage. Move 1 Basic Energy attached to this Pokemon to 1 of your Benched Pokemon.
Weakness: Water (x2)
Resistance: none
Retreat: 3
Basic Pokemon
[R][C] Ember: 30 damage. Discard 1 Energy attached to this Pokemon.
Weakness: Water (x2)
Resistance: none
Retreat: 2
Team Magma's Camerupt - Fire - HP110
Stage 1 - Evolves from Team Magma's Numel
Ability: Burndraft
Once during your turn (before your attack), you may choose 1 [R] or [F] Energy card from your discard pile and attach it to this Pokemon.
[R][C][C] Fireball: 60 damage. Move 1 Basic Energy attached to this Pokemon to 1 of your Benched Pokemon.
Weakness: Water (x2)
Resistance: none
Retreat: 3