CurseGar (TCG): Difference between revisions

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==Key Cards==
==Key Cards==
* '''{{TCG ID|Arceus|Gengar|16}}''' - This Gengar is the main attacker in the deck.  As previously mentioned, it does 60 damage, plus 10 to one of the opponent's benched Pokémon, for {{e|Psychic}}{{e|Psychic}}{{e}}.  ''Shadow Skip'''s effect of moving Gengar to the bench protects it from any deck focusing on damaging the active Pokémon, while allowing CurseGar to keep the Trainer lock running by bringing Spiritomb active during the opponent's turn.
* '''{{TCG ID|Arceus|Gengar|16}}''' - This Gengar is the main attacker in the deck.  As previously mentioned, it does 60 damage, plus 10 to one of the opponent's benched Pokémon, for {{e|Psychic}}{{e|Psychic}}{{e}}.  ''Shadow Skip''<nowiki>'</nowiki>s effect of moving Gengar to the bench protects it from any deck focusing on damaging the active Pokémon, while allowing CurseGar to keep the Trainer lock running by bringing Spiritomb active during the opponent's turn.
* '''{{TCG ID|Great Encounters|Claydol|15}}''' - Claydol is the deck's primary draw support.  With its ''Cosmic Power'' Poké-Power, which allows the player to put up to two cards from his or her hand onto the bottom of their deck to draw until they have six cards in their hand, permits continuous hand refreshment.  Additionally, it allows CurseGar to run four {{TCG|Judge}} to drop the opponent to four cards, but gives the CurseGar player an out should they draw four ''useless'' cards.
* '''{{TCG ID|Great Encounters|Claydol|15}}''' - Claydol is the deck's primary draw support.  With its ''Cosmic Power'' Poké-Power, which allows the player to put up to two cards from his or her hand onto the bottom of their deck to draw until they have six cards in their hand, permits continuous hand refreshment.  Additionally, it allows CurseGar to run four {{TCG|Judge}} to drop the opponent to four cards, but gives the CurseGar player an out should they draw four ''useless'' cards.
* '''{{TCG ID|Arceus|Spiritomb|32}}''' - Spiritomb, in addition to being the deck's ideal start, is used to absorb damage in place of Gengar while keeping a Trainer lock on the opponent throughout the game.
* '''{{TCG ID|Arceus|Spiritomb|32}}''' - Spiritomb, in addition to being the deck's ideal start, is used to absorb damage in place of Gengar while keeping a Trainer lock on the opponent throughout the game.
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