Mason's Lab #1: Magic Flash-Bang!

Electrode can be a pain, for sure. Don't run it unless you run at least 13 psychics (just not effective enough on average with any less), and to get around discarding things just run 2 FSL. Regardless of how safe you try to make your deck, though, electrode can give you some pretty horrible discards. Just a few of mine have been:
- 0 energy
- 2 FSL, 1 gothitelle, 1 reuniclus
- 2 reuniclus
- 1 gothita, 1 gothorita, 1 gothitelle, 1 candy
- 2 solosis, 1 candy
- 2 gothitelle (with the other being prized)
- 2 PONT, 3 Collector, 1 Cheren, 1 Juniper

Still, electrode can be huge. Getting a Gothitelle with 6 energy T2 is...well it's BA.

Edit: Also, don't run Zekrom. Zekrom starts are horrible considering how important energy is in this deck and you don't ever want to promote it to active, breaking the lock. Letting your opponent throw down a candy and 2-3 communications can end up making you lose. You normally only ever charge up 2 Gothitelles in a game anyways so you can just use one as a damage sponge on your bench.
 
The big problem I see with the deck is although it won't be too popular, Mew destroys the deck entirely. Also, there's really no way to tech against it without ruining consistancy.
 
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