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Invasion of Team Galactic Pokemon In the discussion on the Deck "Invasion of Team Galactic" by jaden0 United States
hikarilink United States
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quote from jaden0:

No offense to the comments in the voting box, but shut up. Not every deck needs teir one cards to be powerful and my deck may seem like a jumble of cards, but try to battle me and you'll see a whole different story. Don't put my deck down until you battle it, got it? I can't stand people who assume that all decks need the same powerful cards. It would be boring if I didn't choose my own deck building style, now wouldn't it? So keep your jaws clamped until you defeat me in battle.

Sorry, but those aren't the words of a good player. It's one thing to go against the grain and play a unique or different type of deck, it's another thing entirely to play a deck poorly to be different.

The fact of the matter is that you are playing too many different types of Pokemon and you aren't playing Energy Gain when you absolutely should be. There is no legitimate excuse not too, other than not having the card, which isn't even a very good excuse here because you ca literally put any card in your deck here.

I'll play you any time you want, but I can already pretty much guarantee the outcome of the match because as near as I can tell, your deck is just poorly constructed. It's not meant as an insult or anything, I'm just stating the facts as I see them. You are using less than optimal cards and there is no clear strategy to your deck. It just looks like a bunch of random SP cards that you have little hope of drawing in the proper combination to be of any use.
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Posted: May 18, 2011 07:32 pm
 
Want You Gone Pokemon In the discussion on the Deck "Want You Gone" by hikarilink United States send message
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quote from wakakak:

Generally it's a good Mewperrior deck,

Blaizeken FB, I suppose, is there to counter Dialga level x, am I correct? But why not put the level x as well?

But in general it's a great deck with high damage output..

Just seemed like more trouble than it was worth. I don't really see a lot of Dialga G Lv. X on here and throwing the additional Lv. X means another card I need to search and that will likely get discarded by Hard Crush anyway. I figure two shots on Dialga G should be good enough.
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Posted: May 8, 2011 03:27 pm
 
Donchamp HGSS-On (1-1) Pokemon In the discussion on the Deck "Donchamp HGSS-On (1-1)" by roxuchiha United States
hikarilink United States
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quote from roxuchiha:

I'll gladly play you anytime you like. The energy search thing is for slimming like you said which Is actually needed. If I get trainer locked by Tomb, hey it's whatever. I'll try and play around it.


Will test it out without it though. Thanks.

Slimming isn't super necessary in this game, so I wouldn't worry about it. I'd turn 2 of those Energy Searches into Fighting Energy.

I also don't see a bid need for Seeker in this deck. I'd switch those out for Professor Junipers and do the same for those last 2 Energy Searches.

Twins is kinda meh in this sort of deck, I'd say. It's more for a deck that has small guys who die a lot. It can swing th game around, but I don't see this deck being in a lot of losing situations.

Other than that, I don't really know what to tell you. I think it's a pretty solid Fighting build.
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Posted: May 7, 2011 09:27 pm
 
Donchamp HGSS-On (1-1) Pokemon In the discussion on the Deck "Donchamp HGSS-On (1-1)" by roxuchiha United States
hikarilink United States
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I kinda want to play against this before I rate it, but I'd say you don't need Energy Search when you run only one type of basic energy. Some people might think it slims their deck, but you run this risk of not having the energy in your deck when you need it or being trainer locked and unable to search the energy out. It's more fr decks that have multiple energy types.
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Posted: May 7, 2011 07:25 pm
 
Lost and Found Pokemon In the discussion on the Deck "Lost and Found" by laularukyrumo United States
hikarilink United States
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I have a lot to cover here, so I'll try to hit my main points quickly and concisely.

I know I've said this before, but you've got far too many energy cards in this deck. I know you are an old-school player and you believe people should play a bunch, but you have to understand that times change and decks that play a lot of energy are bad for the most part because they don't move fast enough and you have no fall-back if your big hitter dies. And where's the Rescue Energy to pick up your dead Mew

To make matters worse here, your big hitter has 60 HP by default. Most decks can take that out with two energy cards, tops. Meanwhile, you need 3 or for for many of the attacks you want to do. When your Mew dies, all that hard work is wasted. Mew dies too easily for that stuff. ? Which leads to my next point...

Mew Prime has no business using Expert Belt. Like I said, most decks will one-shot Mew like nobody's business, so it just means you are giving them prizes even faster. Expert Belt is more for the burly guys who can take in the hits and want to dish out more damage. Speaking of which...

Many of your attacks don't even work with Expert Belt or Buck's Training (which is, in my opinion, one of the worst supporters ever). They either hit the bench or give out damage counters, which to my understanding, means they don't deal the additional damage because they are never dealing damage to begin with, just placing damage counters.

Mew is far better suited for Pokemon that have devastating attacks with little to no cost, such as Gyarados or Rhyperior. This ensures that even when it dies, another one can always come out and start swinging to turn the game back in your favor. Having to wait a few turns to set up your energy means you lose out on 1 or more prizes in most cases.

I'll just end this here and let you reflect. Understand that I am in no way picking on you just because of that time you gave my deck a low score when you didn't know what you were talking about. This is constructive criticism intended to help you grow as a player and I intend to get around to other players and decks as well. Your decks just keep jumping out at me as decks with no real direction or that are trying to do too many things.
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Posted: May 4, 2011 03:32 am
 
The King is Dead Pokemon In the discussion on the Deck "The King is Dead" by hikarilink United States send message
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quote from wakakak:

I would say that this is a very good deck, but it has the Achilles heel, which is the fire deck (and i guess SP deck as well, especially LuxChomp)... Maybe it would be better to have 2 kingdra prime and 2 kingdra with water pump to go against fire deck, but that is for you to decide...

The best thing about this deck, is that it may win in first turn (donk) because it can deal kingdra 70 damage (10 + 60) for first turn (most of the basic are 70 or lower HP), and it will do so in most occurrence due to a great draw power...

In overall, it is a very good deck...

I actually haven't had a lot of trouble with Fire decks. The 1 LA Kingdra is usually enough to deal with them and when it isn't, Expert Belt on a Kingdra Prime usually picks up the slack. My biggest weaknesses are Trainer Lock and Luxchomp, as you pointed out.

I've considered 2 LA Kingdra, but most of the time, Kingdra Prime does the job better. Also, my friends, who are pretty good players, tell me that 1 is enough. What I really need to think about is what to do when Kingdra LA gets rotated after Worlds.
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Posted: May 1, 2011 05:40 pm
 
Fire storm Pokemon In the discussion on the Deck "Fire storm" by brazilpokemon Brazil
hikarilink United States
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You can't have that many Double Rainbow Energies.
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Posted: April 30, 2011 04:59 pm
 
Charizard Domination Pokemon In the discussion on the Deck "Charizard Domination" by flamelizard83 United States
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At first glance, it seems like too many Pokemon, but it's actually pretty nice once you realize Charizard is amazing. With the errata on Rare Candy, I'd put in more Broken Time Space and maybe take out a couple Rare Candies.
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Posted: April 30, 2011 01:40 am
 
Fire storm Pokemon In the discussion on the Deck "Fire storm" by brazilpokemon Brazil
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I'd switch out the Typhlosion stuff for Blaziken FB and maybe run a few more Pokemon to add consistency, like Azelf, Smeargle, and Unown Q.

Other than that, the trainers could use a little work and your energy count is a bit high.

It's not bad, it just needs an overhaul.
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Posted: April 25, 2011 05:55 pm
 
Return To Sender Pokemon In the discussion on the Deck "Return To Sender" by laularukyrumo United States
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I'm not going to bother giving this a rating, but this does not seem like a very good list.

Your Pokemon are too spread out. There are just too many of them and they are too varied. There isn't a discernible theme among them, it just looks like you put Pokemon together. You can't win if your deck has no rhyme or reason.

You say that people use too few energy these days and it is too hard to draw it, but what you seem to fail to understand is that the majority of tournament-level decks, particularly of the World Championship level, only run about 8-10 energy, if that. Some go a little higher, but to my knowledge, not much more. The reason they can afford to do this is because they use cards that give them good draw power and they only need one energy attached to do their most powerful moves. That's why you pick Pokemon that do a lot for a little.

Continuing on the topic of energy, your picks seem pretty bad. Double Colorless isn't a great help when most of your attacks don't require two Colorless energy. SP energy is a bad idea when the only SP Pokemon you have any business attacking with is Absol. Rainbow energy can be dangerous too. I've been in many situations where 10 damage was all I needed to KO.

Your Trainers seem poorly chosen too. For one, there are far too few of them. Then what's there is sort of sparse. It's hard to draw a card consistently in 1s and 2s. The lineup here doesn't seem like it has a decent flow to it and that's a problem.

Overall, I'd say don't try to build a deck to prove a point when you don't even understand the point you are trying to make. Maybe just play some more and get an idea of why things are the way that they are.
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Posted: April 20, 2011 10:55 pm
 
Spreading Poison Pokemon In the discussion on the Deck "Spreading Poison" by laularukyrumo United States
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You have a really high amount of energy and your Pokemon are sort of all over the place. You should probably focus more on 1 or two main Pokemon that you can get consistently.

Status conditions seems like a bad idea too. With all the free retreat costs, Warp Points, Warp Energies, Super Scoop Ups, Poke Turns, and Unown Qs that people use these days, I really don't see most status conditions having a great deal of effect.
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Posted: April 18, 2011 03:36 pm
 
The King is Dead Pokemon In the discussion on the Deck "The King is Dead" by hikarilink United States send message
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quote from brazilpokemon:

u have only eight energy and ur deck is banishedd by the seven kingdra and u have to crete other deck this very deck 0.00000000000000000000001

1. I've only got 4 Kingdras.
2. The amount of energy doesn't matter.
3. You didn't even play me. We stated a match and you started doing weird stuff, then left.

I'm tired of scrubs giving my deck a 1 without playing against it. Please play me and change your score as soon as possible.
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Posted: April 18, 2011 01:45 pm
 
SoCal Arceus Pokemon In the discussion on the Deck "SoCal Arceus" by carlitosbob United States
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I can't really rate your deck, because I don't consider myself a good enough player yet to assign a numerical value to a deck, but I think this is fairly solid. I think maybe a 4th Double Colorless would help you get up and running a bit faster, but other than that, it is sort of hard to say, since I didn't exactly get to see it in full action, because of the glitch and less than optimal opening hand.
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Posted: April 13, 2011 05:08 pm
 
fail-blog Pokemon In the discussion on the Deck "fail-blog" by xsank Brazil
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You can only have 4 of a Pokemon in your deck, with certain exceptions. I don't think any of the Pokemon you have more than 4 of meet those exceptions.
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Posted: April 13, 2011 02:52 pm
 
The Timeless Chapions. InuYasha In the discussion on the Deck "The Timeless Chapions." by matsuda01 United States
hikarilink United States
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Rather than rating this deck as a 1, I'll just tell you that it is bad and direct you toward two other decks that have advice on how to make your deck considerably less bad, maybe even good.

Here and here.

I just thought I'd let you know that you spelled "Champions" wrong too.
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Posted: July 8, 2010 07:45 pm
 
The Timeless Chapions. InuYasha In the discussion on the Deck "The Timeless Chapions." by matsuda01 United States
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Rather than rating this deck as a 1, I'll just tell you that it is bad and direct you toward two other decks that have advice on how to make your deck considerably less bad, maybe even good.

Here and here.

I just thought I'd let you know that you spelled "Champions" wrong too.
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Posted: July 8, 2010 07:42 pm
 
Spawn InuYasha In the discussion on the Deck "Spawn" by bman32 United States
hikarilink United States
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I'd rather not rate it yet, because it needs a lot of work. I'll work you right now, I critique harshly, but I say it in the spirit of improving you and I say it because it is true.

First, the deck should be 60 without the sideboard card. Because you can't put one in, just leave the name of your Kaitou card in the description, like I have with all of my decks.

Second, you are running too many one-ofs. In any deck, you don't want many different versions of the same character, you typically want many copies of the same 1 or 2 versions of a character because your strategy relies around a certain effect. You can't have consistency if you are always drawing different versions.

In a Three's Company deck, the only Sesshomaru you really want is Wanderer. For Jaken and Rin, those are up for debate, but my personal preference is Evil's Comedian and Child in Wonder, respectively. Also, Chibi characters should only be run in a Chibi deck.

Third, in a Three's Company deck, you only want those three, since your goal should be to win on turn 1 or 2. Everyone else is just superfluous.

Fourth, the same rule that applies for characters also applies for items. Multiples are usually better. That said, many of the events you are playing serve little strategic purpose. The first thing to do is search for cards that are limited to a certain amount per deck, because they are usually best. Then, search for cards that run with your theme.

Your item list is more or less decent, but Baggage is unnecessary, considering how few items you run.

Here, I have a pretty extensive guide for deck-building. In addition, I can give you any advice you may need. I used to play competitively, so I know a lot about the game. I also have the ruling documents if you need them.

That should be the Advanced Ruling Document.

That should be the Current Ruling Document

Those are the keywords.

And I'll assume you have the rulebook.
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Posted: June 3, 2010 03:30 pm
Modified on July 8, 2010 07:42 pm
 
Sango and friends InuYasha In the discussion on the Deck "Sango and friends" by makoclb United States send message
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Nice use of That's Enough. Definitely a worthwhile card. Though probably won't get it off much, it is definitely good.

More Wind Tunnels would definitely be good. That is a devastating card.

Determined isn't that great, because you usually attack with your highest color anyway and most defense cards pump all colors. You also might not have another legal color. I find Koga's Fury to be a better choice.

Burned is banned, by the way. It's just too broken. You can find the Current Ruling Document and Advanced Ruling Document here in the CRD and Rules sections of the Inuyasha TCG section. It has all rulings and erratas, as well as the ban list.

I also just noticed, but your character count is kinda low. 6-7 copies works in a deck with 5 or more characters, but at 4 or less, 7 is the bare minimum if you hope to save consistently.

Also, I still don't agree with A Girl and Her Cat, the high item count, or your choice of Kaitou card, but I suppose you'll see what I mean once we play. I understand you are still fine-tuning, but the deck still has a ways to go.
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Posted: January 5, 2010 08:29 pm
 
Yura of the Hair InuYasha In the discussion on the Deck "Yura of the Hair" by makoclb United States send message
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Still needs some work. But honestly, the best way to see that is to play with it.
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Posted: January 5, 2010 04:49 pm
 
Sango and friends InuYasha In the discussion on the Deck "Sango and friends" by makoclb United States send message
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Your event line-up is still pretty weak. Other than Halt, there is nothing to worry about.

Family Curse is a mild inconvenience at best, it is really better suited for a deck geared toward hand control, which yours isn't.

Enjoying Time Together does little more than delay the inevitable, considering the deck type. Since the deck revolves around Sango and Miroku, it can only be used as your first action, otherwise one of them will probably be defeated. It is better suited in an Inu Group deck, where Sango and Miroku are supporting characters and thus, less likely to be the primary target off attack.

A Girl and Her Cat is also kind of useless. Having to waste precious event space seems wasteful, when there are playable versions of Kirara that protect her. It also wastes an action in combat, so you essentially need to keep Sango undefeated to play it. That's doable, but in the end, it's a minor annoyance, considering Sango isn't even a game-making or game-breakng character in this deck anyway.

You should also probably just dump the Legends Kohaku and run Only Timeless Champion, the effect is more useful and the stats are just better in general. Legends is decent for the pump, but in a deck not specifically based on Slayers, it's iffy.

The item lineup is alright, but it just feels like there are too many. 2-3 of most of these would work just as well, honestly.

Ultimately, more events would probably be a better option. Stuff that increases your power on attacks and defenses are far more useful, but the majority should be game changing effects.

Also, Making Plans would probably be a better Kaitou Card. Cover Up is only really useful if you have a card that let's you abuse the effect and if items are an absolute necessity.
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Posted: January 4, 2010 05:56 pm
Modified on January 5, 2010 04:48 pm
 
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