Magnezone/Yanmega
Magnezone/Yanmega
Deck Founded: 2011 (HGSS-On)
Other Names: ZoneMega, MegaZone, YanmegaTron
Top Performances: 1st & 3rd US Nats 2011, Top 8 Worlds 2011
Skeleton List
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Pokemon
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T/S/S
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Energy
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3-3 Yanmega Prime
3-1-3 Magnezone Prime
1 Cleffa HS
1 Tyrogue HS
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4 Pokemon Collector
4 Pokemon Communication 3 Rare Candy
3 Junk Arm
3 Copycat
3 Judge
4 Draw Supporters
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8-10 Lightning
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Spaces Available: 11-13
Strategy:
This deck’s main focus is to get cheap and quick KOs early on in the game with Yanmega while you set up Magnezone to keep your consistency up and then switch it to the main attacker for clearing up in the late game. This deck has some serious firepower and can really wreck your opponent under constant ‘Judging’ while you stay consistent via ‘Magnetic Draw’.
Techs:
This deck is slightly tighter to fit techs into and doesn’t have a whole lot of options to consider, but let’s go through some you can choose and explain choices in the list.

Pachirisu CL: This little mouse is there to boost your energy drops when you most need it. Since this deck needs multiple energy to do larger damage in the late game, you’re going to need a way to get that energy on faster and that’s where Pachirisu comes in. Using ‘Self Generation’ means that you can drop an extra 2 energy in your turn which equals and extra 100 damage through ‘Lost Burn’. This alone can tip the game in your favour to stretch for that crucial KO and makes this a solid choice for this deck.

Super Scoop Up: This skeleton currently has a high amount of Junk Arm already which leaves you open to choosing a few one-off trainers that can give you more options throughout your games. Super Scoop Up is one of these and gives you a chance to pick up one of your heavily damaged Pokemon, forcing your opponent to start again. Magnezone is already pretty tough to take down in one shot, so adding this in can negate any damage added to it in preparation for a KO and leave your opponent one turn behind. This is also effective for picking up damaged Yanmegas in the Yanmega trade-off.

Pokemon Catcher: The enemy that came from Emerging Powers makes for a strong addition to this decks early and even late game to pick up the pieces and those last few prizes. With Yanmega already there to snipe, this card can give both your main attackers the option of taking down anything present on the bench through this card. Being able to bring up Basics and even almost powered Stage 2s into the path of a ‘Sonicboom’ or ‘Lost Burn’ can put your opponent in some tricky situations. Pair this power with the ability to reuse it up to 4 more times during the game and you have some serious control over your opponent. Being able to select what you want to KO rather than having to take what’s in the active spot can seriously help your game.

Kingdra Prime: This tech was an extremely popular choice at Worlds 2011 and was there to add that extra damage to Pokemon that sit on the bench and bring them into snipe range with Yanmega’s ‘Linear Attack’ which results in some easy prizes throughout the game. Kingdra’s ‘Spray Splash’ Poke Power allows you to place a single damage counter on any of your opponent’s Pokemon once per turn which can seriously build up over the course of a game. If you can preempt what you want to achieve in the next few turns, Spray Splash can help you to get those much needed KOs which you would otherwise have to really stretch for. The only ‘bad’ point about running this post-Catcher is that 1-1 lines become a lot riskier to play. If you bench a Horsea and your opponent KOs it via Catcher, you have no Kingdra for the game. I don’t know if this will be as useful in the current format, but definitely try out a 2-1-2 line if you really like it in there.

Jirachi UL/CL: This card was another highly played tech in this deck at Worlds 2011 and replaced the original Pachirisu that I mentioned above. Jirachi is primarily there for the late game and can work really nicely with Kingdra Prime mentioned above since it can start adding damage counters onto Pokemon that you have sniped with Yanmega, ready for a ‘Time Hollow’ KO the next or same turn. Time Hollow will allow you to remove any amount of Stage 1s or 2s from your opponent’s side of the field and into their hand equal to the amount of energy attached to Jirachi, meaning that the HP considerably drops and KOs occur if they have been highly damaged previously. This strategy works really well in this deck since a lot of damage spreading can occur, the only thing to be wary of is that Psychic and/or Rainbow energy need to be added to the list to make this work efficiently. I must also mentioned that Jirachi’s ‘Stardust Song’ Poke Power allows you to flip three coins when it comes into play and for each heads, you can attach a Psychic from the discard pile onto Jirachi. This can act as a quick way to power up Jirachi, or just get that extra 50 damage with Lost Burn for a crucial KO. Either way, it’s a great tech.

Rescue Energy: This card is going to be an option for any deck running Yanmega since it can help you to recycle them early on when you need to stay offensive. It’s especially nice in here since you can retrieve pieces of Magnezone back as well meaning that a Magneton can be waiting on the bench following a KO to keep attacking after suffering a KO on your main attacker.
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