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Trainer Combo's

chester

Chester! TCG/Gaming Strategist
  • 123
    Posts
    17
    Years
    Alright, I've got some simple Trainer Combinations for you:

    Super Energy Removal, Energy Retrieval, Recycle: Use this so when you discard the one Energy Required, you may the use energy Retrieval to get it back (Use after discarding 2-3 energies, not 1) and then use recycle to pick the Energy Retrieval back up

    Well, that's all for now, but I'll be adding more later
     
  • 720
    Posts
    17
    Years
    • Seen Jan 15, 2011
    Super Energy Removal, Energy Retrieval, Recycle: Use this so when you discard the one Energy Required, you may the use energy Retrieval to get it back (Use after discarding 2-3 energies, not 1) and then use recycle to pick the Energy Retrieval back up

    No offence, despite being simple, thats really not such a great combo.

    SER is often only played in decks that already have an effective mechanism of getting energy back or decks that use a very little amount of energy. (Most others just use ER - since its cheaper, and often -2 energy cards won't make as much difference). You've added Energy Retrieval and Recycle into the deck, which just waste space.

    SER can be easily payed of for a simple energy card. When setting up with any Pokemon, you can almost always guarantee you can loose an energy with out it effecting you. (Such as anything benched, such as on a Cleffa or Dunsparce). Or use recycle energy to pay of SER.

    Energy Retrieval is a waste of deck space, it only returns basic energy cards at the cost of another. The same with Recycle (which is over reliant on a coin flip) - why not Item Finder and Town Volunteers. Or to save even more space in a deck, just leave the energy card in the discard, it often won't effect your play much.
     

    chester

    Chester! TCG/Gaming Strategist
  • 123
    Posts
    17
    Years
    Unless you play properly and have 17 energies in your deck, and say, you play a Houndoom and it has 70 damage, three energies required, and the discard of one energy per attack
     
  • 720
    Posts
    17
    Years
    • Seen Jan 15, 2011
    Unless you play properly and have 17 energies in your deck, and say, you play a Houndoom and it has 70 damage, three energies required, and the discard of one energy per attack

    Using your example though, a better alternative would be to drop 1 energy and add 1 Town Volunteers.
    Also remove the energy retrieval/recycle waste of space for some draw cards such as Prof Oak, Bills, Copycat, Prof Elm. etc. This way the energy cards will be back in your hand in no time (after a Volunteer).
    Please take note that Energy Retrieval only works on basic energy cards after discarding one. In most situations, this is hardly worth the cost, when there are better alternatives. Recycle also requires a coin flip- so for a decent chance of it actually working, you'd have to run 3-4. These cards are simply a waste of deck space.;)

    I'd also like to point out that all the Houndoom cards (with exception of Aquapolis 14, or some with Energy Root/ Darks with Rockets Hideout) would be KOd if they had 70 damage on.
    If it did do damage at the cost of one energy card such as the UF or ND version, then it wouldn't be sensible at all to be running it with SER. 4 ERs would be the more sensible approach as not only would you save your own energies that are at a high risk of being removed, but also prevent you from discarding a Dark.

    (Growl> :t229:
     
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