Darkrai/Magnezone
Today, we’re gonna talk about darkrai/magnezone.
Now, if you’re relatively new to the game, you might find yourself thinking how this is even possible. “Doesn’t that deck require too much energy of different types?”
See, that is the sneakiest part of the deck. Only requiring dark energy on Darkrai, this deck sees Drudd stalling, with a Magneton on the bench (from GA A1) that gives itself electric energy before evolving into Magnezone. The amount of electric energy on it is the amount of times you can use its move (which is 110 dmg).
TOOLS! We want capes, and we want two of them. Why? An extra 20 hp on Magnezone and Darkrai means that they live an OHKO from everything that does 150 damage (looking at you, Mewtwo and Palkia). Four or more electric energy guarantee that you can hit for 130 damage, by placing energy on Darkrai during the turn as you attack.
Darkrai decks and their variations have begun to take over the meta, and until grass/fighting sees a rise, it will probably remain as such.
Today, we’re gonna talk about darkrai/magnezone.
Now, if you’re relatively new to the game, you might find yourself thinking how this is even possible. “Doesn’t that deck require too much energy of different types?”
See, that is the sneakiest part of the deck. Only requiring dark energy on Darkrai, this deck sees Drudd stalling, with a Magneton on the bench (from GA A1) that gives itself electric energy before evolving into Magnezone. The amount of electric energy on it is the amount of times you can use its move (which is 110 dmg).
TOOLS! We want capes, and we want two of them. Why? An extra 20 hp on Magnezone and Darkrai means that they live an OHKO from everything that does 150 damage (looking at you, Mewtwo and Palkia). Four or more electric energy guarantee that you can hit for 130 damage, by placing energy on Darkrai during the turn as you attack.
Darkrai decks and their variations have begun to take over the meta, and until grass/fighting sees a rise, it will probably remain as such.