SageofDarkness
12th March 2003, 03:49 AM
Deck name : InSaNe Boost Wiggly
Pokemon : (16)
[4] Cleffa
[4] Scyther
[4] Jigglypuff
[3] Wigglytuff
[1] Magby
Trainers : (29)
[4] Professor Oak
[4] Computer Search
[4] PlusPower
[4] Lass
[4] Energy Charge
[3] Chaos Gym
[2] Double Gust
[2] Pokemon Nurse
[2] Item Finder
Energy : (15)
[4] Boost Energy
[4] Double Colorless Energy
[4] Recycle Energy
[3] Warp Energy
Strategy
Here is a typical scenario - Cleffa is active, you plant a jiggly on the bench,(5 "Scythers" or free-retreaters make the first turn eek almost a certainty. 70 HP for Scyther is also good HPs for first turn defense, I believe they are the highest among basic free retreaters btw the fifth free retreater is Magby). Play lass or search for lass, place in energy on cleffa and eeek. Next turn it is almost guaranteed that you can get your hands on either Wiggly and/or Boost Energy or the searching means to find them.
This is a great way to open up a game having lassed and eekeed and next turn having the potential to do a lot of damage with the aid of a large bench and PlusPowers.
Boost Energy in this way makes Lass a very effective means of disruption without the degree of drawbacks that you may have when having to search for say, a DCE and a Recycle.
Boost energy also makes Wigglytuff unstoppable as a knockout, you can SER or ER it all you want but you must know that I can attack next turn for 60+. Speaking of removal, Why didn't I include No Removal Gym. For one, I don't think the opponent would mind discarding two cards from their hand to dismantle a Wiggly, I just don't, Chaos Gym in the turns following a Lass makes your opponents competing Gyms virtually unplayable unless it pops into their hand.
My Warp Energy goes well with DoubleGust, as although I have a fair number of free retreaters, they only make up about 56% of my deck, therefore Warp Energy allows me to switch in the pokemon that I want.
Finally for the latest addition to my deck, Pokemon Nurse allows me to Heal Wiggly before my turn before I attach Boost Energy, thus allowing me to remove damage counters without having to worry about discarding the energies.
Pokemon : (16)
[4] Cleffa
[4] Scyther
[4] Jigglypuff
[3] Wigglytuff
[1] Magby
Trainers : (29)
[4] Professor Oak
[4] Computer Search
[4] PlusPower
[4] Lass
[4] Energy Charge
[3] Chaos Gym
[2] Double Gust
[2] Pokemon Nurse
[2] Item Finder
Energy : (15)
[4] Boost Energy
[4] Double Colorless Energy
[4] Recycle Energy
[3] Warp Energy
Strategy
Here is a typical scenario - Cleffa is active, you plant a jiggly on the bench,(5 "Scythers" or free-retreaters make the first turn eek almost a certainty. 70 HP for Scyther is also good HPs for first turn defense, I believe they are the highest among basic free retreaters btw the fifth free retreater is Magby). Play lass or search for lass, place in energy on cleffa and eeek. Next turn it is almost guaranteed that you can get your hands on either Wiggly and/or Boost Energy or the searching means to find them.
This is a great way to open up a game having lassed and eekeed and next turn having the potential to do a lot of damage with the aid of a large bench and PlusPowers.
Boost Energy in this way makes Lass a very effective means of disruption without the degree of drawbacks that you may have when having to search for say, a DCE and a Recycle.
Boost energy also makes Wigglytuff unstoppable as a knockout, you can SER or ER it all you want but you must know that I can attack next turn for 60+. Speaking of removal, Why didn't I include No Removal Gym. For one, I don't think the opponent would mind discarding two cards from their hand to dismantle a Wiggly, I just don't, Chaos Gym in the turns following a Lass makes your opponents competing Gyms virtually unplayable unless it pops into their hand.
My Warp Energy goes well with DoubleGust, as although I have a fair number of free retreaters, they only make up about 56% of my deck, therefore Warp Energy allows me to switch in the pokemon that I want.
Finally for the latest addition to my deck, Pokemon Nurse allows me to Heal Wiggly before my turn before I attach Boost Energy, thus allowing me to remove damage counters without having to worry about discarding the energies.