14 Pokemon
3 Emolga (Call)
3-3 Stoutland (Sentinel)
2-2 Magnezone (Dual Brains)
1 Celebi EX (Time Recall)
37 Trainer
4 Skyla
2 Colress
2 Juniper
4 Cheren
3 Hooligans Jim and Cas
4 Switch
1 Escape Rope
4 Rare Candy
2 Catcher
3 Pokemon Communications
2 Ultra Ball
3 Level Ball
1 Max Potion
1 Computer Search
10 Energy
4 DCE
6 Grass
Strategy is to set up a Stoutland by T2 and then Hooligans them down to a low hand count so they cant get out of Stoutland from a Catcher into Supporter. The basic strategy is to lock them out of supporters slowing them down, while you use 2 supporters a turn to either set yourself up or continue to Hooligans them.
I know this is a two stage 2 pokemon deck, but you can kind of ignore the Magnezone line as its not necessary for early game. The energy is to set up Celebi or Stoutland to attack, while the massive amounts of switch/escape rope is to switch into Celebi to attack or out of a Catchered Magnezone.
The only thing I'm a little wonky about is the pokemon searching / balls set-up. It's a bit unorthodox, but my plan was to use level balls to search out extra basics and then communications them away for the stage 2. The deck lacks cards that need to be discarded so a minimum number of ultra balls is wanted. Another plan I had was to use 3-2-3 Heavy-Communications-Level Ball line, as Heavy ball searches for both stage 2 pokemons, but I didn't like the sound of coming into Heavy early when you need basics on the bench.
TL;DR stops your opponents set up completely, while you get set-up doubly fast as you don't have any energy acceleration besides for DCE, I guess. Any helps / thoughts about the deck is gladly accepted.
3 Emolga (Call)
3-3 Stoutland (Sentinel)
2-2 Magnezone (Dual Brains)
1 Celebi EX (Time Recall)
37 Trainer
4 Skyla
2 Colress
2 Juniper
4 Cheren
3 Hooligans Jim and Cas
4 Switch
1 Escape Rope
4 Rare Candy
2 Catcher
3 Pokemon Communications
2 Ultra Ball
3 Level Ball
1 Max Potion
1 Computer Search
10 Energy
4 DCE
6 Grass
Strategy is to set up a Stoutland by T2 and then Hooligans them down to a low hand count so they cant get out of Stoutland from a Catcher into Supporter. The basic strategy is to lock them out of supporters slowing them down, while you use 2 supporters a turn to either set yourself up or continue to Hooligans them.
I know this is a two stage 2 pokemon deck, but you can kind of ignore the Magnezone line as its not necessary for early game. The energy is to set up Celebi or Stoutland to attack, while the massive amounts of switch/escape rope is to switch into Celebi to attack or out of a Catchered Magnezone.
The only thing I'm a little wonky about is the pokemon searching / balls set-up. It's a bit unorthodox, but my plan was to use level balls to search out extra basics and then communications them away for the stage 2. The deck lacks cards that need to be discarded so a minimum number of ultra balls is wanted. Another plan I had was to use 3-2-3 Heavy-Communications-Level Ball line, as Heavy ball searches for both stage 2 pokemons, but I didn't like the sound of coming into Heavy early when you need basics on the bench.
TL;DR stops your opponents set up completely, while you get set-up doubly fast as you don't have any energy acceleration besides for DCE, I guess. Any helps / thoughts about the deck is gladly accepted.