Deck Building for beginners: 1. The official rules you must follow!
- A deck must contain exactly 60 cards (no more, no less)
- Your deck must contain at least 1 basic pokemon
- You may of each card in your deck up to 4 copies use, eg you can play with up to 4 pikachu's even though they come from different sets, it is the name of the card that counts. This rule also applies to the prime and LVX'n: do you have for example 2 Raichu's in your deck then you can play for another 2 Raichu prime. The same rule also applies trainer, supporter-stage and tool cards. The only exception to this rule applies to basic energy cards, which you can use as much as you want.
- But, Geodude and Brock's Geodude are different, so you can have 4 Geodude cards and 4 Brock's Geodude cards.
- For the rest choose the composition itself, but remember, exactly 60 cards!
2. What can you remember?
- To a pokemon to attack you need energy, so these are a requirement (there are exceptions: some Pokémon can attack without energy, but there are not many).
- Remember to coach and supporter cards. This will help you get your pokemon and other cards (energy, tools, ...) to find and are therefore very important!
- Use enough pokemon, because since you have to take six prizes to win, there will be 6 of your pokemon have to Ko as the opponent to win. If you play less pokemon, your opponent can not win 6 prizes by simply taking your last pokemon to Ko 'and.
3. Knowing this, how do you start a deck?
- First, choose a pokemon that you want to fight and make sure that you have multiple instances, including its possible evolution programs (eg if you Raichu wants to play make sure you have 3 or 4 pikachu's you and 3 or 4 Raichu's). If you only have 1 and 1 pikachu Raichu in your deck, you will not soon come when you take your deck of cards (logically anyway!). So the more there is in your deck are the more you will encounter (Please note the limit of 4!).
- Look at the strengths and weaknesses of the pokemon you chose and find cards that the remedy weaknesses and reinforce strengths. This may be another pokemon, trainer, supporter, stage-or tool-cards. For the right amount of cards that your deck will need to test (against others play and see if you've had enough, too much or too little of it).
- Check out how much energy the attack of your pokemon needs: Does the attack a lot of energy, put some more energy in your deck. Has only 1 attack power or even no energy than do less energy in your deck. The appropriate amount will be determined by testing against other decks. Have you ever eg too much energy in your hand and no other cards during your matches reduce the energy. Do you find that sometimes you can not attack because you had no energy increase the number of cards that use energy or energy to look.
- The above was said to 1 pokemon to choose them to attack. Now usually will not be enough, because the pokemon card game is designed so that different pokemon can help each other or work against. You will therefore have other pokemon in your deck to use, but take now not just another random pokemon (or because you like him). As mentioned above, your attacker strengths and weaknesses, and now the aim is to have 1 or 2 pokemon to choose the strengths even stronger and / or remedy the weaknesses. So choose carefully because otherwise you might own your attacker at work!
Use sure-enough supporter and trainer cards. This will help you get pokemon and energy to seek or to take your deck and make sure you faster pokemon and energy you need from your deck can get. They are the engine of your deck and deserve the most attention, on your deck idea after. Well Chosen trainers and supporters make you very quickly see everything you wanted in the area have. They also help your pokemon because you can trick them out of it.
- Always look at your weakness! That is on the right-bottom of a pokemon card, and tells you which pokemon weakness has yours. It is useful here to take this into account and choose your second pokemon so that you do have a defense against.
- Choose 1 type pokemon which also makes you more cards of your deck or cards may take look.
- Also look pokemon with powers (forces in the red listed and you usually 1 time per turn can be used) and pokemon with body's (also a sort of power but constantly present) and the abilyties (found on cards Black and White). These are the pokemon that usually can help another. By this attack with your pokemon can you use your pokemon stronger attack, or simply make sure you are faster than the opponent.
- Remember: the more different types of pokemon you play, the harder it is to the right energy. So choose to take 1 or 2 types of attack, or use colorless pokemon (the white pokemon cards, because they can use any type of energy).
5. Common Mistakes in the selection of a first deck
- Too much energy: Because of the Theme Decks usually much energy thinking about starting players so that your deck should be. Forget that! The trick is to supporter and trainer cards to ensure that you always use multiple cards of your deck can take multiple cards may view and choosing whether they simply look. It is in this way that you use less energy in your deck still have enough in your hand to your Pokémon to attach. The default is 11 to 16 energy cards, though some decks with less handle, and some need ...
- Too much Pokemon and types: Novice players who have purchased a Theme decks and are relied upon are usually too much and too little basic pokemon evolutions play, or use too many different pokemon. You should use the same basis as your highest pokemon evolution, and possibly one less stage 2 pokemon of his stage 1, in combination with Rare Candy. Choose best 2 pokemon that work well together and take some Techs (including search pokemon or pokemon that you can take your deck of cards).
- Insufficient or incorrect trainer and supporter cards (also the case in Theme Decks): These cards are like the engine of your deck and make sure that your energy and pokemon can browse or search your deck take, so these cards are very important for your deck. You do not choose the good and not the right amounts, then your deck slower, which is to say: you have to wait too long on your energy cards and pokemon while your opponent Pokemon continues to place and they can provide energy, and then lose almost automatically ...
- An incorrect combination of pokemon: As stated in Part 3, the idea is that you are looking for pokemon who help each other during the game. Please clarify what this means:
Eg. Raichu of HeartGold / SoulSilver his attack says: throw 2 attached electrical energy away tickets in the discardpile (where you used maps and reports pokemon come to rest) to 100 damage to do. Thus it takes normally 2 turns to his attack to use, because you can only attach 1 energy card per turn and you should always dispose of the energy. Now that you Magnetics Zone of Stormfront a force with which you turn every 1 energy card (metal or electricity) from discardpile you should take and which to attach a pokemon. Thus, the faster you attack your Raichu repeat every turn because you can attach 2 energy programs: 1 of 1 from your turn and you discardpile by the power of Magne Zone to be used. This is a good combination of pokemon (maybe not the best, but that's up to you to figure this out). As always, when you think to have found a good team, clean the deck and try it out, because later you can possibly add a third pokemon to make it even stronger, but as a beginning player you should first find a good duo ...
6. Useful maps for many decks
Pokémon: Uxie-Legends Awakened: This pokemon has a power set-up which you cards from your deck until you can accompaniments 7 in your hand. Handy if you just have put pokemon and energy have attached: you will still only a few cards in your hand and when you should submit your Uxie weather maps accompaniments to you 7 you! This is almost used by all players.
Azelf-Legends Awakened: this pokemon has a force to a pokemon in your price tickets may be replaced by a card in your hand. Handy if just the pokemon that you need in prices is. How can you know this? If you play another Reference Card, look after your whole deck to see what the price is, and then use Azelf, if necessary, otherwise you can leave it unused in your deck best.
Starters of Stormfront-like Sableye and Spiritomb of Arceus: This is usually done 3 or 4 times in your deck as you will want to start so build your deck faster. Sableye: has an attack that allows to impersonate a supporter from your deck to disc notches and the effect so you can use if you are already a supporter to begin play and even two fans if you tweedes him go and then active.
Spiritomb: If you use it you must be careful that you do not much need for trainer cards. His attack Darkness Grace can be useful to quickly build multiple Pokémon by evolving.
And so much more useful basis pokemon that can bring about much, so it's up to you to figure out which work best for your deck!
Trainers:*Rare candy: This card allows you to design a basic right pokemon to evolve to its final stage. This also works when you have the same basic pokemon turn bet, and this allows for unprecedented speed for the stage 2 decks. But even for a stage 1 it can be useful, because you can evolve your pokemon right away! In stage 2 decks usually play 3 or 4, which depends on how much and how fast you want to evolve.
- Warp Point and Switch: These cards allow a pokemon active state to the bank to move, without retreat costs. They are therefore very useful when your pokemon have high retreat cost (the energy you need when you throw your pokemon to the bank to withdraw). Most will warp point because your opponent choose first his / her pokemon will have to change a pokemon on his / her bank and this can sometimes be very useful and even make you win the match!
And-luxury ball pokemon communication: These are the best Pokemon trainers to join the search. The other balls are certainly not bad, but are less used and are good for certain decks. But with the above, you can certainly not wrong (please remember: luxury ball you can only use limited!).
Trainers need more and usually 10 to 16 places in your deck. Check them all once and choose the right one for your deck. Because do not forget: you can trainers as much as you want during 1 turn to play!
Stadiums: Broken Time-Space: This stage allows all evolution immediately after the other cards to play and works a bit like strange candy. The only difference is that you all developments should have in your hand. You play your basic stage 1 you immediately - and if it is a stage 2 is also your stage 2. This card is more widely used for decks with lots of stage 1 pokemon, because for stage 2 pokemon rare candy is still better, though two in stage 2 deck is not bad, because they give you an extra option to quickly evolve!
There are not many stadiums and most mention certain energy types or pokemon so they are slightly easier to choose from. Usually play 2 to 4 stages in your deck, but they are nevertheless important!
Supporters:*New Oak's theory, and Judge Cynthia's Feelings: These cards allow you to hand back in your deck to shake and to take new cards. The amount of new maps depends on the supporter, and sometimes the conditions (Cynthia's feelings is one of them). We call them innovators because they hand you your whole being replaced by new cards. Read them a good look, and choose the best for your deck!
- Oak's visit, Bill, Emcee's chatter ...: These cards allow you to take more cards than the one that you can take each turn. They are slightly used but are not bad, and also a good alternative for rarer supporters! We call them draw cards.
- Bebe's search, pokemon collector, ...: These allow you to seek pokemon and are indispensable for almost any deck (unless you play with a lot of poke-balls, but almost everyone prefers the supporters). We also call them looking cards like the pokemon poke-balls and communication.
There are many supporters each with their advantages and disadvantages. See them once and choose those that are best for your deck. Just remember: You may have only 1 per turn from your hand as you play power cards in a deck and play it about 8 to 14.
Tool-cards: *These are cards that you attach to your pokemon and your pokemon stronger. There's not much choice so you will not be so difficult. The most common are the SP tool cards and Expert Belt (this gives your pokemon 20 hp more and gives the attack 20 more attack points, but all pokemon with expert calling ko than your opponent can take 2 prizes). Most decks have no tools required, with the exception of SP-decks, but SP is a distinct style that you yourself will have to discover in the latest series is no longer existent. It is a style apartments, and so this style is not discussed
- And now ... a little summary:
- Choose and good team and do not use too many types of pokemon. Keep in mind that your pokemon should help each other and a total of about 20 pokemon cards is good. sometimes more, sometimes less, so take only what you need. Fill your deck with pokemon because you still have room if she likes is not the right way!
- Do not use too much energy, but use cards that get energy from your deck, innovators such as hand, draw cards and search cards. A total of 8 to 16 energies is the norm for many decks (depends on the Attack / Retreat cost of your pokemon).
- Supporters and Trainers are the engine of your deck and usually most places in your deck (along a 24 to 28 places is the norm for many decks). They allow you to take cards, your cards, Pokemon from their perilous position to help (with special conditions or when the attacker of your opponent is too strong for your deck or ...). So play it safe!
- SP decks are different and have a different principle: They are very fast, but the limit in force is much lower. The reasons why they are not discussed here: they are not really for beginners, they are a style apartments, and even harder to play.
- The maps discussed in this article are certainly not the only one that strong. They are examples, and they are widely used, but there are still a lot that you yourself wil have to discover and learn to use, because each card has its strengths and weaknesses, each card is made with a reason, and they all discuss is almost impossible. So to you to find out why this one card can be good!
- Make your own deck! If you have a deck copy you do not know how the cards to use and you will never play with it as the actual creator of the deck does, because there are so many ways to the same card, so know why you need a card a deck and not because someone else says that they work properly (although tips have come in handy sometimes).
- Try playing a lot with your deck, because the idea is one thing, but practice is the best teacher and will make sure that you know your deck and see where something has changed. Sometimes a card less than you hoped or imagined, and you must replace them with another, so many games after building and testing are the most important part!
Hopefully you have something and manage this information quickly to make a deck to put together. If you have many times and deck is also a good build, you can of course good luck with it. In any case, have fun, because that's what counts!
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