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RAMBO (TCG)

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'''RAMBO''' was a [[Pokémon Trading Card Game]] {{TCG|deck archetype}} that saw success during the 2003-2004 season. Its name is derived from important components of the deck ([[Rayquaza ex (EX Dragon 97)|'''R'''ayquaza ex]], [[Team Aqua's Manectric (EX Team Magma vs Team Aqua 4)|Team '''A'''qua's '''M'''anectric]], [[Blaziken (EX Ruby & Sapphire 3)|'''B'''laziken]]) and its strategy ('''O'''ne-hit Knock Out). Prior to the release of {{TCG|EX Team Magma vs Team Aqua}} in March of 2004, the deck was known as '''BAR'''. The deck functioned identically, but with {{TCG ID|Expedition|Ampharos|2}} from {{TCG|Expedition}} serving the function of the not-yet released Team Aqua's Manectric, and a higher Rayquaza ex count compensating for the lack of {{TCG ID|EX Team Magma vs Team Aqua|Blaziken ex|89}}. ''BAR'' stood for '''B'''laziken '''A'''mpharos '''R'''ayquaza. Though Rambo saw less play toward the end of the season due to the release of {{TCG ID|EX Hidden Legends|Gorebyss|18}}, {{TCG ID|EX Hidden Legends|Walrein|15}}, and others in the {{TCG|EX Hidden Legends}} expansion, [[Chris Fulop]] piloted a variant of RAMBO (which he called {{TCG|Blaziken Tech}}) to the finals of the {{TCG|2004 World Championships}}.
 
toward the end of the 2003-2004 season, after the release of {{TCG|EX Hidden Legends}} in June 2004. It lacks a more concise name; players of the era would likely refer to it simply as ''{{TCG ID|EX Hidden Legends|Shiftry|14}}'', which is a bit of a misnomer (at least in a historical context) because the deck would not have functioned without the support provided by {{TCG ID|EX Ruby & Sapphire|Delcatty|5}} and {{TCG ID|Aquapolis|Furret|48}}. S/D/F saw extensive success at the [[World Championships#Trading Card Game|Grinder]] before the {{TCG|2004 World Championships}}, and {{wp|William Hung}} piloted it in the main event, albeit to a poor finish. However, Kenneth Wong took the deck to a Top 8 finish.
 
==Strategy==
[[File:DelcattyEXRubySapphire5.jpg|thumb|left|200px|{{TCG ID|EX Ruby & Sapphire|Delcatty|5}}]]
The deck's strategy revolved around utilizing {{TCG ID|EX Ruby & Sapphire|Delcatty|5}}, {{TCG ID|Aquapolis|Furret|48}}, {{TCG|Desert Shaman}}, and a number of other supporting resources to manipulate the player's hand size to be the same as his or her opponent, thus increasing the damage output of {{TCG ID|EX Hidden Legends|Shiftry|14}}'s ''Supernatural Power'' attack. Furret's ''Scavenger Hunt'' {{TCG|Poké-POWER}} was useful to decrease the player's hand size if the opponent's hand was small, and Delcatty's ''Energy Draw'' Poké-POWER was useful to increase the player's hand size if the opponent's hand was large. Because S/D/F relied on three types of [[Energy card (TCG)#Special Energy cards|Special Energy]], ''Scavenger Hunt'' was also useful for rooting out the most useful Energy card at the right time. ''Energy Draw'' provided general consistency, particularly in combination with {{TCG|Oracle}}.
 
S/D/F's {{TCG|Supporter card|Supporter}} line was split between cards that provided optimal consistency ({{TCG|Steven's Advice}} and Oracle) and cards that equalized hand size ({{TCG|Copycat}} and {{TCG|Desert Shaman}}). Desert Shaman also functioned to disrupt the opponent's set up by dropping them down to four cards. Like most decks of the era, S/D/F relied on {{TCG ID|EX Sandstorm|Dunsparce|60}}'s ''Strike and Run'' attack to set up early in the game.
 
==Key cards==
* '''{{TCG ID|EX HiddenRuby Legends& Sapphire|ShiftryBlaziken|143}}''' - Shiftry was the deck's main attacker. For a cost of {{e}}{{e}}{{e}}, its ''Supernatural Power'' attack did 40 damage plus 40 more damage if the two players' hand sizes were equal. As an {{TCG|Evolution card}}, Shiftry was capable of utilizing {{TCG|Double Rainbow Energy}} and {{TCG|Boost Energy}}; as a {{TCG|Dark type|Dark-type}} Pokémon, it was also capable of using [[Darkness Energy (Neo Genesis 104)|Special Darkness Energy]]. Shiftry's ''Push Aside'' attack was also very useful; taking a Knock Out with Push Aside whenever possible could serve to severely disrupt the opponent's strategy.
* '''{{TCG ID|EX Ruby & Sapphire|Delcatty|5}}''' - Delcatty's ''Energy Draw'' {{TCG|Poké-POWER}} was used to help the S/D/F player reach an opponent's high hand size, and for general consistency (particularly in combination with {{TCG|Oracle}}.
* '''{{TCG ID|Aquapolis|Furret|48}}'''EX -Team Furret'sMagma ''Scavengervs Hunt''Team Poké-POWERAqua|Team was used to help the S/D/F player reach an opponentAqua's low hand size, and to search the appropriate [[Energy card (TCG)#Special Energy cardsManectric|Special4}}''' Energy]] out of the deck to attack with- Shiftry.
* '''{{TCG ID|EX Team Magma vs Team Aqua|Blaziken ex|89}}''' -
* '''{{TCG ID|EX Dragon|Rayquaza ex|97}}''' -
* '''{{TCG ID|EX Sandstorm|Dunsparce|60}}''' - Because the deck was reliant on a number of different Evolution lines, Dunsparce's ''Strike and Run'' attack was critical to get the necessary {{TCG|Basic Pokémon}} in play early in the game.
* '''{{TCG|Desert Shaman}}''' and '''{{TCG|CopycatOracle}}''' - These two cards served similar purposes: for general consistency, and to equalize the players' hand sizes.
* '''{{TCG|Rare Candy}}''' - A staple in most Stage 2-based decks, Rare Candy allowed the user to get out Shiftry more quickly.
* '''{{TCG|Desert Ruins}}''' - Desert Ruins allowed S/D/F to better keep deal with the higher HP of {{TCG|Pokémon-ex}}.
 
==Typical decklist==
{{DeckArchetype|an {{TCG|Expedition}} through {{TCG|EX Hidden Legends}}}}
{{decklist/header}}
{{decklist/entry|43|{{TCG ID|EX HiddenRuby Legends& Sapphire|ShiftryBlaziken|143}}|DarknessFire||Rare Holo}}
{{decklist/entry|32|{{TCG ID|EX HiddenTeam LegendsMagma vs Team Aqua|NuzleafBlaziken ex|4589}}|DarknessFire||UncommonRare Holo ex}}
{{decklist/entry|3|{{TCG ID|EX Ruby & Sapphire|Seedot|71}}|Grass||Common}}
{{decklist/entry|4|{{TCG ID|EX Hidden Legends|Seedot|71}}|Grass||Common}}
{{decklist/entry|2|{{TCG ID|EX Ruby & Sapphire|Delcatty|5}}|Colorless||Rare Holo}}
 
==Possible tech cards==
''The following cards were often used in Shiftry/Delcatty/FurretRAMBO in place of certain cards included in the above list.''
* '''{{TCG|Mr. Briney's Compassion}}''' - Mr. Briney's Compassion could be used to return a damaged Pokémon to the player's hand, denying the opponent a Prize or preserving valuable resources (such as [[Darkness Energy (Neo Genesis 104)|Special Darkness Energy]] attached to a {{TCG ID|EX Hidden Legends|Shiftry|14}}).
* '''{{TCG|Warp Energy}}''' - William Hung included one Warp Energy in his list, and advocated it as a "solid" and versatile Energy that could lead to a number of otherwise impossible plays.
* '''{{TCG|Town Volunteers}}''' or '''{{TCG|Fisherman}}''' - These two cards provided a means to retrieve {{TCG|Grass Energy}} discarded through ''Energy Draw''.
* '''{{TCG|Professor Elm's Training Method}}''' - Given S/D/F's reliance on Evolutions, Professor Elm's Training Method provided a valuable method of search for a player concerned about the deck's ability to set up through draw consistency (such as ''Energy Draw'' and {{TCG|Steven's Advice}}) alone.
* '''{{TCG|Pokémon Reversal}}''' - Pokémon Reversal provided a means to pull up an opponent's Benched Pokémon, either to disrupt their strategy or to take an unexpected Knock Out.
 
==See also==