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Energy Removal: Plasma (Electric/Psychic TCG Deck)

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An energy removal deck using Plasma Pokemon from the Plasma Gale and Spiral/Thunder sets. Not only does this deck remove the Energy of my foes, but it also punishes them for attaching Energy in the first place with Ampharos and Frozen City.

Pokemon: 26

x2 Mareep: http://serebii.net/card/dragonsexalted/038.shtml
-Needed for evolution.
x2 Flaffy: http://serebii.net/card/dragonsexalted/039.shtml
-Cotton Guard is pretty good at helping Flaffy survive. Needed for evolution.
x2 Ampharos: http://serebii.net/card/dragonsexalted/040.shtml
-I have this guy out and my foe takes 30 damage for attaching energy to their Pokemon. Combine that with a solid three for 70 that does 20 damage to the bench, as well as a Frozen City, and my foe will be hard-pressed to set up.
x4 Trubbish: http://serebii.net/card/noblevictories/048.shtml
-How can a 60 HP basic be one of the most important cards in the deck? Well, it evolves into the awesome Garbodor. And it gets back my Crushing Hammer cards.
x3 Garbodor: http://serebii.net/card/plasmastorm/066.shtml
-This card gave me a reason to use Trubbish. It has a one for 20 that not only poisons the foe (which helps make Muk a terror to face) but also has a chance for Energy Removal. And a three for 70. Add that 110 HP to that, and this card is part of the reason why this deck is half Psychic.
x3 Grimer: http://serebii.net/card/plasmafreeze/045.shtml
-It has a Gust of Wind/Catcher effect attack, which is great for Energy Removal. Oh, and it also poisons. MUK!!!!!!!!!!!!!!!
x2 Muk: http://serebii.net/card/plasmafreeze/046.shtml
-Your opponent has out in play their most powerful card: a Charizard. And that Charizard has five energies on it and is at full health. Next turn, it's ready to launch that 150 damage attack and take the last prize needed to win the game. No cards in my hand, Muk is the only Pokemon on the field. Thankfully it has four energies on it. Muk uses Sludge Crash. And suddenly, Charizard has no energy on it. Sludge Crash is a four for 80 that has me flip a coin until I get tails and then discards an energy attached to the Defending Pokemon for each heads. So it is the best card for energy removal I can get with these series. It also has a three for 60 that heals Muk for 60 if the Defending Pokemon is poisoned. So Muk is staying for quite awhile.
x2 Drifloon: http://serebii.net/card/dragonsexalted/049.shtml
-Needed for evolution.
x2 Drifblim: http://serebii.net/card/megalocannon/027.shtml
-Now that Haxorus is a player, I need Drifblim in order to take it down. Energy Removal means that it probably won't have the energy needed to OHKO me, so with its 100 HP and zero retreat cost, I can gain the advantage on it. If I have three Plasma Pokemon out, my attack also costs no energy. 70 damage and a special energy discard. A perfect card for my deck.
x2 Thundurus EX: http://serebii.net/card/plasmafreeze/038.shtml
-Well, it has a solid one for 30 that attaches an energy from my discard pile to my bench Pokemon. And it has a four for 90 that removes an energy attached to the Defending Pokemon.
x2 Rotom: http://serebii.net/card/plasmastorm/049.shtml
-60 HP might not be much for a basic these days, but it still helps early in the game, especially with those attacks. I have no need for Cheren when I have EleciBonus. The energy I discard also can be recovered easily by Thundurus. Rotom also punishes the foe for having Trainers in their hand. It might cause premature use of Super Rod or Super Energy Retrieval.

Trainers: 17

x4 Crushing Hammer: http://serebii.net/card/emergingpowers/092.shtml
-Discards energy.
x4 Pokemon Catcher: http://serebii.net/card/emergingpowers/095.shtml
-Forces out an opposing Pokemon, allowing me to discard its energy and trap it, making it an easy kill.
x2 Ghetsis: http://serebii.net/card/plasmafreeze/101.shtml
-Drawing and Lass.
x2 Silver Mirror: http://serebii.net/card/megalocannon/069.shtml
-Allows me to better deal with EX cards.
x2 Frozen City: http://serebii.net/card/plasmafreeze/100.shtml
-When my opponent places energy on their Pokemon, they take damage. Damage stacks up quickly along with Ampharos.
x2 Professor Juniper: http://serebii.net/card/blackwhite/101.shtml
-Drawing. Energy I discard can be recovered by Thundurus, allowing faster setup.
x1 Life Dew: http://serebii.net/card/plasmafreeze/107.shtml
-When my Pokemon go down, my opponent won't take a prize (or one prize in the case of Thundurus). Can just be grabbed over and over again by Trubbish.

Trainers: 17

x7 Psychic Energy
x6 Electric Energy
x4 Plasma Energy: http://serebii.net/card/plasmastorm/127.shtml

asked by
edited by
I can see you were interested to try out the plasma energy, huh?
I had this deck planned since the release of Spiral Force/Thunder Knuckle. Just felt it was time to post it.
hmm. It'll definitly be interesting. Maybe when I have more experience in TCG I'll answer this.
This is gonna crush through many many decks. This has to be one of the most thought out decks I have ever seen in my life-

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