What is Pokemon made of
Deck building guide
This little guide is intended to help beginners build a good, tournament-ready Pokémon deck. The examples for the trainer and energy cards refer to the modified format used in many tournaments, but the basic principles generally apply to other decks as well. First and foremost, the structure of an average deck is explained here - the particular strategies of each deck type vary too much to be covered here. Likewise, there are also unconventional decks for more experienced players, for which the recommendations here do not fully apply for certain reasons.
Each deck must contain exactly 60 cards, no more and no less. Each card, apart from the eight different basic energies, may be contained a maximum of four times in the deck. The name of the card, which can be seen above, always counts. If you want to play in modified tournaments with your deck, only cards from Diamond & Pearl and newer are allowed.
Relationship between the different types of cards
In principle you should play around 13-18 energies. As long as you play enough cards with which you can draw something or look for energy, you can easily get by with this number. About 20-23 Pokémon cards would be a good guideline, but this varies from deck to deck. Some need z. B. 25 or more, others only 15. The rest should be coach cards, of which at least 20 are almost always recommended.
The Pokémon logically form the basis of every deck. Think about which lines you want to play. Not only should the Pokémon be strong, they should also be able to work together reasonably well. It is important that you don't play too many different lines of development, otherwise you won't get your Pokémon out quickly enough. When playing Phase 2 Pokémon, you usually use specialty candies and play e.g. B. three or four base, two phase 1 and three phase 2, depending on how important the line is, 2-1-2 or 4-3-4. In rare cases you can also play without special sweets, then something like 3-3-3. If you don't play phase 2, you usually take as many bases as the development stages of a Pokémon line. In addition, there are Lv.X cards in some decks, of which one is often sufficient. It should be noted here that the Lv.X Pokémon have the same name as their normal forms and therefore count towards the four-card limit. To get off to a good start, you should normally have at least eight Basic Pokémon in your deck (there are exceptions to this), but on the other hand not too many. We recommend Pokémon with which you get into the game well and which not only do 10 unnecessary damage at the beginning, attacks such as family calls and the like are often very good for the start. Some particularly interesting Pokémon will be introduced later.
There are a few things to consider here that beginners often do not yet know. To get your Pokémon out quickly, you should definitely play 3-4 Lana's Quest and a Luxury Ball. If that's not enough for you, you can also add the Techniche Machine TS-1, which helps with the rapid development of your own Pokémon. Roxana's research ensures that you get enough basic Pokémon on the bench in time, two or more of them in the deck are certainly not wrong. As mentioned above, in a deck with several phase 2 lines there are almost always 3-4 special candies attached. Some draw power is also very useful. H. Supporters to draw cards with. Examples of this would be Professor Eich's visit, Beate's drawing and Avenaro's training. There are also cards that give a completely new hand, the best and most popular is now Cynthia's feelings, but cards like Professor Eibe are also played with pleasure from time to time. If you have a lot of space in the deck, you can play four Poké Drawer +, because two of them at once allow you to search for any two cards from the deck. One or two swaps or wormholes are also often not bad in decks with a lot of withdrawal costs, especially since they also help against status changes, which has become even more important this season than before. Otherwise, depending on the deck, you should choose other suitable trainer cards. By the way, something like energy recovery or Pokémon Night Center makes little sense in most cases.
As I said, you shouldn't play too many of them (a typical beginner's mistake is to play with 20 or more energies in the deck). The basis is logically formed by the basic energies of the Pokémon types occurring in the deck, but you should also pay attention to special energies. Dark and metal energy and their bonuses are of course very good in corresponding decks, but you can only play four of them with special effects. One or two multi-energies are sometimes quite useful for attacking Pokémon that don't match the normal deck type. Even more helpful is the rainbow-energy, which will finally be playable again, which may cause some damage to the Pokémon it is attached to, but in contrast to multi-energy, it can be combined with other special energies. Reputation energy deserves special attention - it improves the start considerably and should be played in almost all decks, only not in those that cannot use special energies or that have absolutely nothing to do with colorless energy.
Additional tip - Interesting Pokémon of the current format
One of the most outstanding Pokémon at the moment is Lepumentas from Epic Encounters - although it doesn't have a particularly good attack, it has a power that helps you get new cards every round. Since it is very important in the game to be able to keep pulling, Lepumentas can be found in many decks and is definitely recommended for beginners. It should be set up as early as possible, as it speeds up the further construction of the deck considerably from this point on.
Selfe from Legends Awakened is also becoming more and more fashionable, and when played it can fill your hand to a whopping seven cards. Since it is very easy to search, it can make many decks a lot faster.
Another interesting card is Tobutz - also from the Legends Awakened set. When it is played, it allows you to look at all of the prizes, pick up one of the Pokémon there, and instead place any other card from your hand next to the prizes. This way it is very useful if one of your important Pokémon - for example a Lv.X that is only once in the deck - is sometimes below the prices.
Thanks to the reputation energy, they are now less important, but still worth mentioning, are starters - Pokémon that you use at the very beginning to build up your field better. There are a number of different Pokémon to choose from here. Pachirisu from Epic Encounters can call three basic Pokémon to the bank, Phione from Majestic Morning tries to develop one of his own Pokémon from the deck with his attack. Chatting, also from Majestic Morning, can provide for a completely new hand without energy costs and also has free retreat. Jirachi from Legends Awakened doesn't need any energy either and puts any card from his own deck on top. Zobiris from Storm Low not only guarantees the first move if it is active at the start of the game, but can also look for support cards from the deck and use them immediately. There are plenty of other good starters out there, which one you prefer will depend on you and your deck.
If you want to have your deck improved, be sure to add the set to the Pokémon cards, and if there are several of the same Pokémon in the set, also the number or level. This helps a lot to recognize which Pokémon it is actually. No set needs to be specified for trainer and energy cards. Separate your cards clearly according to Pokémon, trainers and energies, and the best thing to do is to write down the development lines that belong together for the Pokémon. An explanation of the intended strategy under the decklist wouldn't be bad either.
Please do not redistribute this guide without my permission.
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