Many people will occasionally stray outside the metagame and experiment with an interesting concept. Many of these ideas don’t work, and are classed either as a “League Deck” or as a “Fun Deck”. These are probably the most accurate definitions possible. Whether it’s a an unlimited pick-up deck, a new spin on an old archetype or a crazily corrupted idea lacking support, these decks have 1 thing in common, which is that their very fun to play, and play against. I’d like to give you 4 lists today, each containing a deck which can be played… for fun!
Psychic Lock
| Pokemon – 26
4 Spoink TM |
Trainers – 20
3 Broken Time-Space |
Energy – 14 |
Psychic Lock is back! For those of you still in rotation trauma, this may help you with your blues. Its hard to switch a graceful ballroom dancer for a Psychic dancing pig, but it’s the thought that counts right?
Anyway, the strategy is to get a Grumpig TM out, and “Psychic Lock” to deny them their powers. The Vileplume is to enhance the lock, and the Mesprit LA is in case you’re unable to get the T2 “Psychic Lock”. Ditto LA and Froslass GL are optional techs, but used to enhance the Gengar and Dialgachomp Matchup.
We play Giratina as a disruptive tech, as well as its ability to bait the spray. (I mentioned this in Roseray: The Cat Is Back!) Its attack should not be underrated though, and is an interesting last minute resort. We play a heavy Judge/Looker’s Investigation count, as it adds to the disruption aspect.
Lastly, Grumpig LA is played for its ability to Confuse. While this isn’t usually a great idea, it can win games at time. I also like putting my Energy on it, and finish up with a “Grind”.
This deck will never see play outside of league, because of its low damage output. It is however, ridiculously fun to play.
Now for the next deck:
Modified Speedrill
| Pokemon – 22
4 Weedle UL |
Trainers – 30 3 Pokemon Collector 3 Bebe’s Search 3 Pokemon Communication 1 Luxury Ball 4 PlusPower 4 Pokedrawer + 1 Palmer’s Contribution 3 Broken Time-Space 4 Rare Candy 4 Seeker |
Energy – 8 |
This is a modified “Speedrill” list. Speedrill was a deck which revolved around setting up as many Beedrill as possible. This is more of a Beedrill Swarm… which relies on luck.
With “Twin Needle” you’re doing 0-100 per turn. Add on some PlusPowers and you’re doing an average of 60 damage per turn.
Regice LA and Blaziken FB LV.X are to counter Trainerlock, and Smeargle UD is used as a starter so your 40 HP Weedles aren’t exposed. The high Seeker count is to save your Beedrills and Uxie.
Due to the high amounts of Trainerlock, and the overall luck-based attack, this deck will never see play. It’s pretty fun to play against, especially against some of the other decks here.
Octillery
| Pokemon – 14
4 Remoraid UL |
Trainers – 16
4 Cynthia’s Guidance |
Energy – 30
4 Rescue Energy |
Octillery is a very fun deck, but is easily outclassed by Mewperior, which is faster and requires less setup. The idea is to run exorbitantly large amounts of Energy, and abuse them with Octillery’s 1st attack. Jirachi is your ideal starter, so you can “Detour” Cynthia’s Guidance. While Cynthia’s Guidance may not be a great card, in a deck like this it is crucial to getting your evolutions.
The Looker’s Investigation is used for hand disruption, and the Floatzel GL LV.X for recycling Octillery. We have many variety’s of Special Energy, each to aid your Octillery.
This deck would see a bit of play, but due to your main attacker having low HP and Lightning Weakness, it’s a poor choice in today’s metagame. It’s a great choice for a pickup game, especially after you’ve been Donked.
And now, for an unlimited deck:
Energy Denial
| Pokemon – 14
4 Piplup SF |
Trainers – 38
4 Super Scoop Up |
Energy – 8 |
The plan of this deck is to deny your opponent energy for the whole game. You then hit for reasonable damage with Empoleon SF and “Whirlpool”. Ambipom G is in case your opponent gets out an energy, and Azelf LA/Uxie LA for their obvious reasons.
The decks engine is designed to get a turn 1 Empoleon, and uses many “Pick Up” cards to keep it going. If you had a perfect game, you could deny your opponent Energy for 24 turns! If your opponent can stall that long though…
Conclusion
If people only played the top decks, Pokemon would quickly become a stale game. Decks like these, while they won’t ever amount to anything gigantic, are good for when we suddenly say to ourselves:
Why are we playing this?
For FUN!


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