Online Deck #4 – “Electric Seahorse”

stuToday the Fincastle Pokemon Gym is featuring the “Electric Seahorse”.  And no, this is not some obscure dance club where everyone wears platform shoes and jams to classics like “Double Dutch Bus” or “Atomic Dog”.  The “Horse” is the last deck we will look at from our online collection before the National Championships.  We have a fairly large library of decks to explore, but as we’ve stated previously, we are featuring those with high winning percentages and that we have played at least 15 games with.  This deck, much like “Nepeta” is one of those that Gym Leader Joel put together for fun and much to our surprise, it wins.  We hesitate to give it a huge recommendation, as a lot of wins have come right down to the wire.  However, if you have any affections for the Pokemon featured in the deck and like a deck that can pull off some surprise KO’s, then give this one a glance.

 First things first, let’s look at the list.

Electric Seahorse – Online Record 12-4:

  • 4 – Thundurus (Emerging Powers)
  • 4 – Horsea
  • 2 – Seadra
  • 4 – Kingdra
  • 2 – Emolga (Call for Family)
  • 4 – Professor Juniper
  • 4 – N
  • 4 – Cheren
  • 1 – Colress
  • 4 – Ultra Ball
  • 4 – Rare Candy
  • 3 – Level Ball
  • 3 – Pokemon Catcher
  • 2 – Max Potion
  • 9 – Lightning Energy
  • 6 – Water Energy

thunderThis deck is built with one primary goal… get as much energy into the discard pile as possible.  The best starter is probably Thundurus, using its ”Charge” attack to start the process.  From there, you need to get as many Horsea down and start evolving into Kingdra.  If the game allows, start hitting your opponent with “Disaster Volt”, which does decent damage, but more importantly, gets energy into the discard.  As you set up, use every card that you can to speed up the energy toss.  Discard energy with “Ultra Ball”, use “Max Potion” on damaged Pokemon with energy, even retreat when you can (both attackers retreat for 1 energy).  The more you can do this, the more you set up your Kingdra.

Speaking of Kingdra, take a glance at its attacks.  The beauty of both of its attacks are the single energy cost.  This allows you to use “Max Potion” on it, remove all damage, get an extra energy in the discard and then attack again.  kingdraEarly on, especially if you can evolve to a Kingdra on the 2nd or 3rd turn, its 2nd attack “Tri Bullet” does a solid 30 damage to any 3 Pokemon.  Several turns of this can wear down your opponents field.  If you can, try to leave 1 of your opponent’s EXs undamaged (saving it for later).  When the time comes (ideally when you have 9 energy in the discard), use a catcher and pull up that undamaged EX and one-hit it with the other attack (the reason you discarded all that energy), “Dragon Vortex”.  After this massive hit, you will again have an energy-rich deck, as all the energy from the discard goes back into your deck.

It may seem like this is a one-trick pony, but from here you can set it up again fairly easily, especially if you are able to hold onto a couple of “Professor Juniper” Supporters.  Use it or a “Colress” to fill your hand with energy and hopefully you’ll be able to use a Juniper or an Ultra Ball to throw away as much energy as you can and repeat.  If this is not an option, return to Thundurus to attack if possible, or “Charge” again to set up another big attack from Kingdra.  One thing that is guaranteed is that as long as you have at least 1 Kingdra in play, you will never deck out.

The best way to describe this deck from our experience is “finicky”.  As long as you get a Thundurus in your opening hand, you are safe.  A lone Horsea or Emolga may result in you suffering the “donk”, especially against the Plasma Basics deck.  Like any Stage 2 deck, you may have to sweat out the 1st turn or 2 while trying to get set.  However, it is hard for any opponent to not deal with a Thundurus once you start attacking with it.  Your opponent will have to choose whether they take out your Kingdra line or your Thundurus.  Either way, you are left with a solid attacker.

We have not played many games with this deck that were not at least competitive.  Playing a good rogue deck always carries with it the advantage of your opponent not knowing exactly how to attack you.  A turn or 2 of your opponent not making the best choices can allow this deck to pick up steam.  Once rolling, “Horse” is pretty tough to handle.  Again, we’re not toting this deck as one of the best in the format.  It is, we think, very fun to play and surprisingly competitive.  We at the Gym have always been of the opinion that a good deck in the hands of a talented player has the advantage over someone playing one of the “best deck in the format” lists that is not theirs and that they do not fully grasp.  The “Electric Seahorse” can definitely pull off some nice tricks and even when it loses, leave your opponent wondering how they were taken to the wire by such an off-the-wall deck.

This concludes the Fincastle Gym’s look at our online decks.  We will have more to share after Nationals.  We will have league at our normal time this Sunday (6/30).  Next Sunday (7/7) we will be at the National Championships in Indianapolis.  There will be no league on 7/7/13.  We will try to post a few updates from Nationals as Gym Leader Georgia guns for her 1st World Championship invitation and Gym Leader Logan takes on the field for his 1st time as a Senior Division competitor.  Gym Leader Joel, well, he’ll take any win he can get.  See you at the Gym!


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