Mother Flygon (TCG): Difference between revisions

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==Strategy==
==Strategy==
[[Image:Beedrill Great Encounters 13.JPG|thumb|left|{{TCG ID|Great Encounters|Beedrill|13}}, the deck's main attacker]]
[[Image:Flygon Rising Rivals 5.JPG|thumb|left|{{TCG ID|Rising Rivals|Flygon|5}}, the deck's main attacker]]


Speedrill's strategy is really very simple.  It all centers around setting up as fast as possible and recycling Beedrill as soon as they are knocked outThe deck will ideally have three or four Beedrill and a {{TCG ID|Great Encounters|Claydol|15}} out on the field as early as turn two or three, hitting for 90 to 120 damage for only {{e|Grass}} with {{TCG ID|Great Encounters|Beedrill|13}}'s ''Band Attack''With a mixture of Claydol's ''Cosmic Power'' {{TCG|Poké-POWER}} and {{TCG ID|Rising Rivals|Beedrill|15}}'s ''Flutter Wings'' Poké-POWER, this setup is surprisingly easy to achieve.
Mother Flygon is widely regarded as the best {{tt|setup deck|a deck that requires considerable setup to be successful}} in the current formatBecause of its abnormally large support engine in the form of a 3-3 {{TCG ID|Great Encounters|Claydol|15}} line, as opposed to the typical 2-2, and its ability to utilize four {{TCG|Call Energy}}, Mother Flygon can set up considerably faster than most Stage-2-reliant decks in the formatSpeed is necessary to compete with fast decks suxh as SP variants.


In addition to considerable speed in the earlygame, Speedrill can function well even against heavy attackers such as {{TCG ID|Rising Rivals|Infernape 4 LV.X|108}}, since it can recycle KO'd Beedrill through {{TCG ID|Secret Wonders|Night Maintenance|120}} and quickly get them back onto the field through ''Flutter Wings'', ''Cosmic Power'', and a host of helpful {{TCG|Trainer}} and {{TCG|Supporter}} cardsThis makes it a real threat in the lategame as well, since the ability to recycle Beedrill and hit for massive damage for a low energy cost makes running away with the game nearly impossible for the opposition.
The ideal start in Mother Flygon is a {{TCG ID|Secret Wonders|Trapinch|115}} with a {{TCG|Call Energy}}, and some form of getting a {{TCG ID|Great Encounters|Claydol|15}} out of the deck, such as a {{TCG|Bebe's Search}}.  In reality, although Trapinch is ideal so as not to waste an energy attachment, any Pokémon in combination with a Call Energy is a good start.  This way, Trapinch (or whatever Pokémon the player starts with) can use Call Energy to get a {{TCG ID|Great Encounters|Baltoy|60}} and a {{TCG ID|Rising Rivals|Nidoran ♀|71}} out of the deck, which he or she can then evolve the next turnAnother option is to get two Baltoy out of the deck with Call Energy, to open up the possibility for two Claydol turn two.
 
Once the player has at least one {{TCG ID|Great Encounters|Claydol|14}} out, he or she should focus on getting a {{TCG ID|Rising Rivals|Flygon|5}} active and charged as soon as possible, with a bench full of evolved Pokémon.  This way, Flygon can attack for maximum damage with its ''Power Swing'' attack.


==Cards==
==Cards==
12,084

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