Guess what we've got in front of us. And anything you don't like the look of you can just blow away, which also softens them up for when they come back. And that, friends, is how a butterfly soloed a dragon. Pah, coward. Anyway, now that we've dealt with the bigger threats, he's out of energy and out of options. It's really easy to brick the AI, almost like they keep drawing random Pokemon and no energy or Trainers.
I wonder why!!! You can also get outta here. And then drag you back for the final prize. Rod is honestly the weakest Grand Master since he relies on evolution with not much to support it. Like yeah, 2 Breeders are fine, but only 2 Oaks? Might as well play 52 card pickup with how much random garbage he was probably getting, goddamn.
This is wonderful!! Congratulations, Marco. You have proven yourself worthy enough to inherit the Legendary Pokemon Cards!!! No, Ronald! That cannot be allowed! He, too, has earned the right to inherit the Legendary Pokemon Cards! You two must duel to determine who will inherit the Legendary Pokemon Cards. So say the rules! Alright, Rod!
OK, then let's begin this ultimate duel! I was here first! The Legendary Pokemon Cards belong to me! I'll make it all too clear to you, Marco!
It's a 1-match duel with 6-prizes! Let it begin! Well that was an easy first prize lmao. It's weird, Rod says we're battling for the Legendary Cards, but Ronald seems to have ignored that and is using all 4 of them!
And the Eeveelutions! You might wonder what his Energy is looking like, but we'll see shortly. In this fight, it's a great idea to snipe the Basics before they become a bigger problem, and also because I don't have enough energy yet.
Ah crap the AI figured out how to use Scoop Up. I'm sure I can get lucky. Quit it!!! He's using the GB Eeveelutions, which don't require specific energy, which is annoying, but also makes sense, which is annoying.
However, here's the real kicker, he only has Fire energy, or DCEs, meaning Articuno and Zapdos are complete deadweight, he'll never be able to attack with them. Use this to your advantage to get a bunch of free turns. Moltres and Dragonite, as well as Kangaskhan aren't hindered by this, so they're ones to look out for. But, uh, his deck is pretty unfocused and has lots to snipe or drag in, so if you avoid getting tagged by too many bench entry effects, you'll be just fine.
The AI struggles with their one strategy, asking them to juggle all these evolutions and legendaries is too much for the poor guys. Pokemon Dome No! Congratulations, Marco! You are a card master worthy of inheriting the Legendary Pokemon Cards! The Legendary Pokemon Cards recognize you as a true master! Now go through to the Hall of Honor to receive the Legendary Cards! Hurry and go through to the Hall of Honor! Please build a powerful around my card! You're the Champ! My Zapdos card belongs to you!
My Legendary Card belongs to you! Please take good care of this card! Hall of Honor Our long journey is finally at an end We finally got them! Just the one though, don't be too crazy now. If you want another copy, then do this all again!
There's also a machine at the back of this hall that gives you some deck builds for the Legendary Cards. I'm good thanks. A true Pokemon Card Master is one who has the skill to use the abilities of the different cards and the courage to duel powerful opponents.
And most of all, the ability to love the Pokemon Trading Card Game no matter what - win or lose! A new journey has just begun Credits And then credits, yadda yadda, thanks for watching, we'll move onto the next game in just a moment, we've got a few things to clean up first. The strength of a deck does not depend on any single card, but on how skillfully you are able to use that card. The power of the Legendary Pokemon Cards depends on you! You must become a skilled card master!
Use 1 deck to beat 5 opponents and continue your streak for I guess? It's no Battle Tower, but it's the best you've got. Does your deck have what it takes to beat stronger and stronger opponents?
Ah, who cares. Still, massive thanks to those submitting, these was a real blast to use and made this LP way more interesting! I had fun with every deck, especially to spotlight some interesting cards I wouldn't have looked at otherwise. Of course, we'll be using more decks and then some in the next game, can't wait to see what you guys come up with! But really, what else is there to do in the game?
Like the generation it cribs heavily from, there's really nothing to do aside from getting the last few cards. Uh, not that it matters since you don't get anything. Still, even if I hadn't hacked in every card, I would still collect all the Promos.
Speaking of which Don't worry, I'm not going to ask you to trade them to me. Besides, it would be a waste not to use the Legendary Cards for dueling. Make sure your duels are worthy of the Legendary Pokemon Cards. I couldn't believe that I could lose, but now The fun thing about the Pokemon Trading Card Game is not who wins or loses I couldn't inherit the Legendary Pokemon Cards because all that was important to me was winning.
But now I understand! What's important With all sorts of different decks? Oh hey a character arc. It's as shit as Blue's was, sure, but such is early Pokemon.
For full deck lists see Section Winning Decks. Make sure you have a good collection of Psychic Pokemon, and then change the other types according to the deck. The club members here have lots of different types of decks. Psychic decks will plough their way through this one.
Gengar helps a lot. Throw in 4 Full Heals to prevent Poison. They retreat a lot, so try and attack the bench. Use Psychic and Lightning Pokemon. Psychic helps a lot.
Colourless Pokemon such as Wigglytuff will help take out his other Pokemon. Now you have won 8 master medals you are eligible to battle the Grand Masters, who have the Legendary cards and decks based around these cards.
They are even better than the Club Masters, and quite challenging. You walk through a set of double doors and are asked whether you wish to Challenge the Grand Masters or would like to turn back.
If you feel you have a good arsenal of cards and are ready for it, go into the Pokemon Dome. I have complete listings and strategies of decks that beat the Grand Masters most of the time, even if you are an inexperienced player. Go to Section Winning Decks for complete deck listings. The first time you beat the Grand Masters, your rival Ronald will appear and you will have to battle him for the ownership of the Legendary cards.
He already has them in his deck and gets to use all of them how is that fair? Again, be boring and use Wigglytuff decks to defeat him easily. You get each of the legendary cards when you beat Ronald, and the next 4 times you beat the Grand Masters you get a different one. You can only get 2 of each, so be careful. Good luck! A pure Water deck is the easiest way to triumph, although other options are available but may be more difficult to use.
Blastoise and Gyrados work well. Zapdos is resistant to Fighting, but the other Electric Pokemon are not. A good, strong deck of any description should beat him, I personally like Energy Trans. Articuno is resistant to fighting, so use Lightning, and some Fighting against his other Pokemon. It is annoying when Dragonite uses Healing Wind, and when Dragonair uses Hyper Beam, so have lots of energy and Pokemon with good offence.
He uses Moltres most so try for water types. Try and kill his Pokemon early before they get a chance to build up energy. Psychic decks are also a good choice to use heavy damage and make use of irritating Pokemon Powers.
Hitmonlee and Zapdos Fossil also help to attack his bench when he has a Kangaskhan out. The best deck for this would be a Haymaker or Wiggly. Inside there is a regularly held Challenge Cup.
This is when you go into the arena and enter yourself in the cup. You have to beat three opponents in a row. But for what, you ask? There is no limit to how many cards you have in your hand. See the next section for details. Each turn, you draw a card from your deck. Some Trainers and Attacks will let you draw more cards. If your deck's cards reach zero, you lose the game on the next time you have to draw a card. If the Pokemon has enough Energys to fulfill its Retreat Cost, it will have the option to switch with a Bench Pokemon.
You will have to discard the same number of energies as the Retreat Cost in order to do this. They represent the amount of Energy Cards you must discard in order to retreat.
Plan the weaknesses and resistances of your deck carefully! Don't be fooled into putting worthless high-level Pokemon in your deck! The usage of Pokemon Powers depends on what is written on the card. Invincibility is gone on the next turn.
However, your Pokemon may be affected with a Status Alignment. If the coin turns heads, the action works normally. If the coin flips tails, the Pokemon will be unable to perform that action. If the coin lands tails when the infected Pokemon attempts to attack, the attacker will do 20 damage to itself while still being unable to attack.
Paralyzation wears off in one turn. After each player's turn, the Pokemon affected with Poison will take an additional 10 damage. Nidoking's Toxic attack is even more deadly; the affected Pokemon will take 20 damage a turn instead of Between each turn, a coin is flipped.
If the coin lands heads, the alignment is cured. If it turns tails, the Pokemon is still asleep. These are the basics upon becoming a Pokemon Card Game master! Each type of Pokemon has its own set of strengths and weaknesses. They are listed below. Fire Fighting Grass Lightning Water Psychic Colorless There are, however, certain subtypes of Pokemon that have slightly different traits than others of the type.
These are listed here. For players of the RPG, this may be confusing to you, but bear along. Read on to see how to build a deck! Now, to arrange the Pokemon you've chosen into a deck: Deck-building is one of the many fun parts of this game. All the cards that you own are organized by type, so it's easy to find where each card is.
To start building a deck, Press the Start button to be taken to the menu. Select "Deck" from there, and pick the deck you want to modify. See below. Press A when you've chosen. Now, you can use the D-pad to select the card, and the amount desired. Press B to return to the element menu. Use the D-pad to scroll up and down, and the A button to check the card.
Pressing Confirm is like pressing Start in the element menu see above. Press Modify to continue modifying the deck. Select Name to rename the deck. Press save to save the deck configuration, and press Dismantle to delete the current deck. Select Cancel to return to the deck menu. Do you notice that Aaron a man in Dr. Mason's lab who is willing to duel you has a Water and Fighting deck, a Grass and Psychic deck, and a Fire and Lightning deck?
This is because he built his decks smartly, relying on one element's strengths to overlap another element's weaknesses. For example: Water types are weak to Lightning types, who are weak to Fighting types. Poison types grass are weak to Psychic types, who are weak to Psychic types. Fire types are weak to Water types, who are weak to Lightning types. This is where good Trainer Cards come into the situation. Since Aaron has two types in his deck, he needs to have the right type of energy to successfully attack.
Use Energy Search to search in your deck for a certain kind of energy, and use Energy Retrieval to take them out of your discard pile. Depending on your situation, you might need more or less energys in your deck. In my opinion, you should have anywhere from 20 to 28 energy in your deck. Keep in mind that if you have more than one element in your deck, be sure to balance your energys accordingly. Your deck needs to have a strategy, not just to pray for a good card. If your Pokmeon need lots of Energy to attack or retreat, be sure to include some Stall Pokemon in your deck to buy some time.
No matter which you choose, archetypess can give you an edge over in-game opponents. These are the top archetypes in the Pokemon Trading Card game. Use these archetypes as you wish, but feel free to modify the samples I have created in your own decks: 1. Haymaker: An extremely fast attacking deck focused on winning on or before turn Pokemon requiring only a few Energy to attack are often seen here. They include Scyther, Electabuzz base , Magmar fossil , and Hitmonchan. Here is a sample Haymaker deck.
It lets you attach as many Water Energy as you like to your Pokemon, not just 1 per turn. This deck plans on getting a Squirtle to a Blastoise by turn 3. Water Pokemon, like Lapras and Dewgong, are commonly found in this deck. You can add Pokemon like Mr.
Mime and Mew to improve your defense. Full Heal is good in this deck, since Damage Swap only works if Alakazam is healthy. When your stallers are about to get knocked out, use Pokemon Center or Scoop Up to recover them. This is sort of a Stall deck variation. Stall: The point of this deck is to make CPU players run out of cards, and to make human opponents get so annoyed that they forfeit the match.
The deck includes great stall Pokemon, like Chansey and Lickitung, plus many Trainer Cards that shuffle cards back into your deck. Beware, though: a match using this deck could take up to 60 turns! Very few Energys are in this deck.
Do the Wave: Wigglytuff's Do the Wave attack does damage depending on the number of Pokemon you have on the bench. Putting 5 Pokemon on the bench means that you have a power attack each turn. Plus, Lullaby isn't bad either. Feel free to experiment! Energy Destruction: Without Energy Cards, your opponent won't be able to do much. Hyper Beam, Whirlpool, and Energy Removal will discard energys from the opponent at lightning speed.
Seemingly foolproof plans can be demolished using this great strategy. Pluspower is added because Hyper Beam is somewhat weak. Prehistoric Power: This deck is a slight variation of the Haymaker. There's one big difference: Aerodactyl's Pokemon Power will stop any and all evolutions, making decks like Rain Dance practically useless. Of course, do not try to use this against other Haymaker decks.
You won't do very well. Exeggutor's Big Eggsplosion takes a big advantage from this. Build up your other Pokemon with Energys, get out Venusaur and Exeggutor, and transfer all the Energy from other Pokemon onto yours.
Then, Eggsplode! Pokemon Breeder is useful in here, too. Follow my guidelines to make a good deck, and be creative! See section 5. Save all the additional decks you have made in the Save Machine in Dr.
Mason's Lab more on saving in the walkthrough. Your goal is to achieve the Legendary Cards through earning eight Master Medals in the game. Your other goal is to collect all the cards in the Pokemon Trading Card Game. You recieve cards from various Booster Packs that you earn from defeating your opponents. You can get Colosseum, Mystery, Evolution, or Laboratory packs. Each pack has different cards, so you must duel lots of people to get all the cards.
Also, some cards can be traded for others, given to people in the game, or earned by winning contests. Let's get started on your journey! Note: If "!!! Enjoy the Walkthrough! Your whole game takes place on this busy island. Good luck! You'll be arriving at Dr. Mason's lab. Mason, a Pokemon Trading Card Game researcher and top authority, will tell you all about the game. He will call his fellow researcher, Sam, to have a practice duel with you. Before that, though, you might want to ask Sam about the rules of the game Sam will explain everything to you, so you'll have no problem winning the game in fact, you can't lose.
If you don't do what Sam says, you won't be able to continue with the duel. After dueling him the first time, you may talk to Sam and select "Normal Duel". This duel will go just like the practice duel, but you won't be told what to do.
You can stock up on Energys by winning against Sam, because the Booster Packs he gives you only contain Energys. Mason asks you to choose the deck you want to start off with in your journey. You may choose these decks: 1. All of the decks have three types of Pokemon and very little Trainers. Mason will give you the cards you need and build the deck for you. If you talk to Sam again, you may review the rules of the game. The bookcases have good information, but those topics were already covered in Section 4.
There is a PC in the lab and everywhere else , and you can read the Mail that Dr. Mason has sent you. Check your mail often, as Dr. Mason often includes Booster Packs with his mail! Now, you can go right into the Deck Machine area. Only the Auto Deck Machine is working right now, since you have to insert Master Medals into the other machines to make them work. One of the Lab Techs, Aaron, will challenge you to a duel.
Select Yes to accept. The weaknesses of some types in his deck are covered by some other types. Plan your deck carefully. Aaron tends to use lots of Pokemon and Energy in his three decks, but very little Trainer Cards.
Use this flaw to your advantage, and try to overpower his deck. Depending on your starting deck, you can choose the Club that you want to head next. If you have Bulbasaur and Friends, head to the Rock Club. If you picked Charmander and Friends, go to the Grass Club. If you took Squirtle and Friends, make your way to the Fire Club.
You can visit any of the Clubs whenever you like, so feel free to skip around in the walkthrough. For my guide, go to the Rock Club first, and meet Gene, a rock-hard duelist! He will brag that defeating the first Club Leader was a piece of cake, and tell you some rules of the Club Leaders.
It's kind of ironic if he tells you about defeating the Grass, Psychic, or Fighting leaders, since you normally can't duel them yet. Club Lounge: Every Club has a lounge where people, sometimes other duelists, hang out.
The Rock Club members all focus on fast damage, minimal strategy. Get some of your best Grass Pokemon into your deck, like Venusaur and Scyther. After you talk to the Club Leader, check your Mail. Mason will have sent a Booster Pack! In this lounge, there is a woman who tells you when Ishihara wants to trade a card. They will pose a big threat to your Lightning Pokemon, but hopefully you remembered to change your deck to Grass-types.
If you did, you should have no problem with his boulders. Matthew likes to play defensive, so you'll have a couple of problems here and there. Onix's Rock Throw can only do 10 damage at a time, and Geodude isn't a problem until it evolves. It is good to have a Grass Pokemon with a Poison-inducing attack, so your victory will come sooner. This is where most of your opponents are. As you enter, three duelists will be awaiting your challenge. To the left of the area is Andrew.
Use a couple of Water Pokemon in your deck, like Lapras and Vaporeon, and you'll get rid of his Fire-types. He seems to draw few Fighting energy, so his Rocks won't get powered up very fast. From there, just use your Plants to finish him off! Use good Grass Pokemon to easily win over this guy. He also uses Hitmonchan, but he has too many Water Energy in his deck for Hitmonchan to be effective. Notice that he looks like Professor Oak a little, and he appears to have a toothpick in his mouth.
He takes a long time to attach Energys to his Rhyhorns and Digletts, but when he adds enough, they become very powerful! Eliminate this problem by knocking out his stones before they pelt you back. His deck is made entirely out of Rock Pokemon. He will add Defenders to his Golems before using Selfdestruct, and use Potion to get them back in healthy condition. A girl in the Grass Club wants to trade an Oddish for a Vileplume because of her obssession with the sprout Pokemon.
It's a rip-off for her, really. Make the trade if you have the card. You may notice Michael from the Fighting Club hanging out here. Proceed to duel Brittany, who is by the card desk in the Lounge. She will tell you to beat three of the Members to be able to duel the Club Leader. She has too many excess Gastlys, Jynx, and Machops in her deck, with not enough correct Energy types to power them up. Since Colorless, non-flying Pokemon have a resistance to Ghost-types, you should add some Colorless-types does that even make sense?
Duel Heather, the first person you'll see. Ditto isn't much of a threat, but Porygon may change its resistance to your type. Also, Porygon can change your weakness to Grass, then whip out a Grassling. Also, she sometimes may whip out a Vaporeon, which can mean trouble for your Fire pals, so be prepared. She is to your upper left. In these Pokemon, the first stage evolution is actually more powerful than the second stage, in terms of attacks. Be prepared for Gloom's and Weepinbell's Razor Leaf.
Kristin uses a couple of Lickitung to stall while she powers up Oddish and Bellsprout on the bench. Use a couple of Gust of Winds to knock out these sprouts early in the game with Fire Pokemon. Go there, and talk to her. If you do not defeat the Grass Club members, Nikki won't appear.
She has two formidable Grass Pokemon, Venusaur and Exeggutor, and together, they may be able to defeat you. Venusaur's Solarbeam isn't bad, either.
Nikki also includes some other Grass types, like Oddish, in her deck. Burn them to a crisp. Now, make your way over to the Fire Club for your showdown with the fiery foe, Ken! Your rival, Ronald, will appear after you get your second Master Medal, and he will challenge you to a duel that you can't refuse.
If you win, you get a Promotional Card, Jigglypuff, which brings you a step closer to your goal of getting all the cards. Check section 5. In this lounge, a Lad wants you to give him all of your Energy Cards that are not in your decks. It may seem rediculous at first, but if you do give the Energys to the guy, he'll tell you about a rare card hidden in the picture beside the bookcases.
Here is a trick: put as many Energy Cards in your decks all four of them and just add a Basic Pokemon to make the game think it's a deck. Now, give the Lad your extra Energy only, and you won't lose so much! But, if you empty ALL of your Energys in your decks, he will leave and not give you the card. This is a one-time offer, so don't miss out! You'll get a Promotional Slowpoke for your kindness. Also, someone in the club tells you that Ishihara wants to trade a rare card!
It's in your best interest to go. Finally, Jessica from the Fighting Club is training here. Club Center: When you're finished, head towards the Club Center, where four duelists are lurking. John is the first duelist in line. Also, he likes playing Tauros excessively, and he has a lot of Double Colorless Energy to quickly power him up. Use Water and Fighting Pokemon to extinguish his Pokemon.
You may have some trouble with Tauros' Rampage attack, since it can do 70 damage in a pinch if he's about to die. Just use some Energy Removals to do the job. Use this to your advantage, and build a deck solely out of Water Pokemon. You'll win the battle very easily.
Be wary, though: once his heavy hitters, like Arcanine and Flareon, are powered up, they can rule the battlefield with thier Flamethrower also the name of his deck attacks. Isn't his name the longer version of John's? Build a Water and Fighting deck, with quick hitters like Hitmonchan, Lapras, and Hitmonlee to counter Johnathan's deck.
Add a couple Gust of Winds to switch his weak Pokemon in. You shouldn't have a real problem defeating him. Ken uses a balance between Fire and Colorless Pokemon. He has many Chanseys, who post not a big threat, but are hard to take out. When you're working on his Chanseys, though, he'll power up his other Pokemon, like Arcanine and Jigglypuff. Use this to your advantage. Now, switch to your heavy attackers and finish the weakened opponent off. Keep this strategy up, and you will eventually defeat Ken.
You should be getting lots of cards by now, so try and build a deck resembling one of the archetypes I've listed in section 4. Dueling with archetypes will make your life easier. Face three duelists, the final one being Ronald, to win a Promotional Card, Mewtwo.
The L20 is a Promotional Card, so you might want to make the trade. However, the L35 one does much better in a duel. After trading, go the the Club Center The Club Leader, Issac, is fixing the lights on the stage, so you need to duel the other members first in order for him to finish. Club Center: Head to the Club Center, where you'll have to face three duelists.
Jennifer will be the nearest person. Jennifer uses only Pikachu in her deck. They all only have between HP. That means a good blow from any type of attacker expecially Fighting will knock them out.
But, Flying Pikachu has a Fighting Resistance, so it might be good to pack a few Colorless Pokemon not flying along with your fighters.
If you use only Lightning-Resistance Pokemon, you won't take any damage, since her Pikachus are unable to cause more than 30 damage per turn. Most of his Pokemon know the Selfdestruct attack, which deals lots of damage to both his Pokemon and yours. He'll tell you what Issac is doing. Use lots of Fighting Pokemon to capitalize on that.
Moreso, it has two extremely powerful attacks that will harm your Pokemon, even if they have Lightning Resistance. Be sure to add some other types of Pokemon, like Tauros and Scyther, into your deck. Kangaskhan and other Colorless Pokemon are ever-present in his deck along with his Lightning rods. All of his Pokemon are weak to Fighting Pokemon, so Build an all-Fighting deck to counter his electrical onslaught. Then, he'll try to repeat the strategy and do a lot of damage.
Watch out for Electabuzz's quick Thunderpunch attack and Tauros' Rampage. You'll win soon enough with your Hitmonchan and Machamp. Make your way over to the Science Club to face Rick, the scientist wonder! He will tell you about how Ishihara wants to trade a rare card.
About Ishihara, see section 5. Check your computer. After you have defeated the Grand Masters for the first time, you will learn that someone else has also defeated them and is poised to inherit the Legendary Cards.
In order to work out who is worthy of them, you have to challenge them. As you would expect, it is your rival, Ronald.. Grand Master Courtney.
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