22 Pokemon
4-4 Cinccino (Main attacker in deck)
3-3-3 Ampharos prime (extra flaafy for consistency)
2-2 Mandibuzz (can snipe for up to 80 on pokemon with dmg on)
1 Unown dark (searchable energy for mandibuzz)
27 T/S/S
2 plus power (gives mandibuzz a bit of a harder hit)
2 rare candy (for Ampharos prime)
3 reversals (Can either KO it with Cinccino or snipe around it)
3 oak (good hand refreshment card to get set up with)
2 seeker (works well with Cinccino)
4 collector (need a full bench for do the wave to work well)
3 communication (swap pokemon which I get with elms or collector)
2 revive (keep my bench full even in longer games)
2 energy exchanger (quite a few energy types here)
2 dual ball (make sure I have a full bench when attacking with Cinccino)
2 Elms (get out Cinccinos, Ampharos' and Mandibuzzs)
11 Energy
2 SP Darks (For mandibuzz to snipe with so it has an extra 10 dmg)
2 Dark (extra in case I'm against a Scizor deck)
3 Electric (I do occasionally need to attack with Ampharos)
4 DCE (Powers up Cinccino, Mandibuzz and Ampharos when they attack
Strategy: Start with a Minccino and get a T2 Cinccino set up with a full bench to start swinging for a hundred a turn. After a few turns of this you should have a mandibuzz and hopefully an Ampharos which will punish energy acceleration as Mandibuzz can now snipe everything who had energy attached to them since Ampharos hit the field. Has a decent enough match up versus magneboar and reshiboar because of Ampharos' power. I think this is a decent deck but could do with some improvements, thanks.
4-4 Cinccino (Main attacker in deck)
3-3-3 Ampharos prime (extra flaafy for consistency)
2-2 Mandibuzz (can snipe for up to 80 on pokemon with dmg on)
1 Unown dark (searchable energy for mandibuzz)
27 T/S/S
2 plus power (gives mandibuzz a bit of a harder hit)
2 rare candy (for Ampharos prime)
3 reversals (Can either KO it with Cinccino or snipe around it)
3 oak (good hand refreshment card to get set up with)
2 seeker (works well with Cinccino)
4 collector (need a full bench for do the wave to work well)
3 communication (swap pokemon which I get with elms or collector)
2 revive (keep my bench full even in longer games)
2 energy exchanger (quite a few energy types here)
2 dual ball (make sure I have a full bench when attacking with Cinccino)
2 Elms (get out Cinccinos, Ampharos' and Mandibuzzs)
11 Energy
2 SP Darks (For mandibuzz to snipe with so it has an extra 10 dmg)
2 Dark (extra in case I'm against a Scizor deck)
3 Electric (I do occasionally need to attack with Ampharos)
4 DCE (Powers up Cinccino, Mandibuzz and Ampharos when they attack
Strategy: Start with a Minccino and get a T2 Cinccino set up with a full bench to start swinging for a hundred a turn. After a few turns of this you should have a mandibuzz and hopefully an Ampharos which will punish energy acceleration as Mandibuzz can now snipe everything who had energy attached to them since Ampharos hit the field. Has a decent enough match up versus magneboar and reshiboar because of Ampharos' power. I think this is a decent deck but could do with some improvements, thanks.