Scizor/Cherrim (TCG)

Revision as of 20:45, 10 November 2010 by Politoed666 (talk | contribs) (Jesus, this thing really sucked... whoever initially wrote it ought to read Scizor's Pound Down. Should be finished by the end of the week.)
Scizor/Cherrim
ScizorStormfront25.jpg
CherrimStormfront14.jpg
Scizor and Cherrim
Types used Grass
Major cards Scizor and Cherrim
Era 2008-2010

Scizor/Cherrim is a deck archetype that uses Scizor and Cherrim to do a fairly large amount of damage for few energy. The deck is widely regarded as one of the best moderately competitive decks for newer Pokémon Trading Card Game players because of the simplicity of its strategy and the ease with which it can be played. Although it has won few tournaments, Scizor/Cherrim is one of the longest surviving recognized archetypes of its era, with variants springing up all the way from the Stormfront expansion's release to the present day. The list shown in this article is an aggressive one that would have been used in early 2010. Most builds run a small Pokémon line to allow more room for Trainer and Supporter cards. Because of this, it is easily countered by decks such as DialgaChomp and VileGar which can impose a Trainer lock. The popularity of these archetypes means that Scizor/Cherrim is infrequently played.

Strategy

As mentioned above, Scizor/Cherrim employs an extremely simplistic strategy. The deck attempts to get many Scizor and Cherrim as quickly as possible, with    and potentially Expert Belt attached to the former. Scizor/Cherrim suffers from a major restriction on its ability to set up quickly, though, because the deck should not use Poké-Powers. Scizor's Pound Down attack does only 40 damage instead of 70 if the player has any Pokémon with Poké-Powers in play. This means the deck cannot abuse Uxie's Set Up, Sunflora's Sunshine Grace, or any other Poké-Powers that could be very beneficial to the deck if included. Unown R is an exception, since its Retire Poké-Power allows the player to draw a card and discard Unown R, meaning it will not affect Scizor's damage output.

Scizor/Cherrim compensates for this handicap by utilizing a strong Trainer and Supporter engine. Cards such as Quick Ball, Luxury Ball, Poké Drawer +, and Pokémon Collector help the deck set up quickly. As the deck cannot hit for as much damage as many other modern archetypes, such as Mother Flygon, and does not have ways to disrupt the opponent's strategy as decks like LuxChomp do, speed is its the most essential aspect. The deck should ideally have a Scizor ready to attack by turn two, at which point it attempts to take six prizes as quickly as possible so as not to prolong the game. Rather than keeping its main attacker alive, as Regigigas and certain other decks do, an aggressive Scizor/Cherrim build sacrifices sturdiness for speed and power. When a Scizor is knocked out, Night Maintenance or Palmer's Contribution is used to shuffle it back into the deck, at which point the player can easily return it to the field using Trainer cards.

Cards

Key Cards

  • Scizor - Main attacker.
  • Cherrim** - Helps reduce damage done to the player's Grass Pokémon.
  • Cherrim*** - Increases damage done to the opponent.
  • Sunflora - Searches deck for Grass Pokémon--allows fast set-up.

Other Pokémon

  • Shaymin* - Used specifically for leveling-up into Shaymin LV.X.
  • Scyther - Used to evolve into Scizor.
  • Cherubi - Used to evolve into Cherrim.
  • Sunkern - Used to evolve into Sunflora.
  • Uxie - Its Set Up Poké-POWER allows card drawing until there are seven in the player's hand.
  • Azelf - Allows obtaining important prized Pokémon.

Trainers/Supporters/Stadiums

Energy Cards

Decklist

Restriction

All cards in Scizor/Cherrim are currently legal in the Pokémon Organized Play.

Variable Tech Cards

These are cards that may or may not be in the deck build depending on the player's style:



  This article is part of Project TCG, a Bulbapedia project that aims to report on every aspect of the Pokémon Trading Card Game.