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{{DeckInfobox
{{ArchetypeInfobox
|title=Haymaker
|title=Haymaker
|types={{e|Fighting}}{{e|Lightning}}{{e|Fire}}{{e|Grass}}{{e|Colorless}}
|image=HitmonchanBaseSet7.jpg
|cards={{TCG ID|Base Set|Hitmonchan|7}}, {{TCG ID|Base Set|Electabuzz|20}}, {{TCG ID|Fossil|Magmar|39}}
|image2=ElectabuzzBaseSet20.jpg
|caption={{TCG ID|Base Set|Hitmonchan|7}} and {{TCG ID|Base Set|Electabuzz|20}}
|types={{e|Fighting}}{{e|Lightning}}{{e|Grass}}
|cards={{TCG ID|Base Set|Hitmonchan|7}}, {{TCG ID|Base Set|Electabuzz|20}}, {{TCG ID|Jungle|Scyther|10}}
|era=1999-2001
}}
}}


{{outdated|needs=whether or not Haymaker did indeed make a comeback after Platinum}}
The '''Haymaker''' {{TCG|deck archetype}} was a strong competitor in the early days of the [[Pokémon Trading Card Game]]. It was played heavily due to its fast, hard hitting nature that included control elements.


The '''Haymaker''' [[Deck archetype (TCG)|deck archetype]] was a strong competitor in the early days of the [[Pokémon Trading Card Game]]. It was overused due to its ability to often win the game before the opponent could even get their strategy together.
==Strategy==
[[File:ScytherJungle10.jpg|thumb|left|200px|{{TCG ID|Jungle|Scyther|10}}]]
As one of the earliest deck archetypes, Haymaker took advantage of useful {{TCG|Trainer card}}s and [[Basic Pokémon]] from {{TCG|Base Set}} and {{TCG|Jungle}} to set up quickly and strike hard quickly. The classic trio of Pokémon in Haymaker decks include {{TCG ID|Base Set|Hitmonchan|7}}, {{TCG ID|Base Set|Electabuzz|20}}, and {{TCG ID|Jungle|Scyther|10}}. All are Basic Pokémon with 70HP, allowing them to be played straight from the hand and soak up damage early in the game. All have good damage to Energy cost ratios, with Hitmonchan able to deal 20 damage for {{e|Fighting}}, and Electabuzz able to deal 10 damage and potentially inflict {{TCG|Paralyzed|Paralysis}} for {{e|Lightning}}.


==History==
Trainer cards also factored heavily in Haymaker decks. Cards such as {{TCG ID|Base Set|Bill|91}}, {{TCG ID|Base Set|Professor Oak|88}}, and {{TCG ID|Base Set|Computer Search|71}} allowed cards to be drawn and quickly populate the Bench. {{TCG ID|Base Set|PlusPower|84}} gave extra power to attacks, while {{TCG ID|Base Set|Energy Removal|92}} and {{TCG ID|Base Set|Super Energy Removal|79}} could disrupt the opponent's strategy. {{TCG ID|Base Set|Item Finder|74}} was also useful in recycling Trainer cards.
Early versions of '''Haymaker''' were tested almost immediately after the {{TCG|Base Set}} came out. The archetype was an instant success because it used the fastest strategy possible at the time.


==Cards==
==Key Cards==
Key cards in the deck were {{TCG|Base Set}} {{TCG ID|Base Set|Hitmonchan|7}} and {{TCG ID|Base Set|Electabuzz|20}}, and {{TCG|Fossil}} {{TCG ID|Fossil|Magmar|39}}. Because of their low {{TCG|Energy}} cost and status as {{TCG|Basic Pokémon}}, the time required for set-up was minimal. Combined with the fact that they were of three distinct {{TCG|elemental types}}, as well as the fact that none of them shared a weakness while at the same time all having reasonably high HP, brought many players to hate the archetype, with several decks created specifically to be anti-Haymaker.
*'''{{TCG ID|Base Set|Electabuzz|20}}''' - The ability to Paralyze with ''Thundershock'' on turn 1 allowed Electabuzz to set up for ''Thunderpunch'' on turn 2, with the possibility of dealing 40 damage.  Important for hitting the Weakness of {{TCG ID|Base Set|Blastoise|2}}.
*'''{{TCG ID|Base Set|Hitmonchan|7}}''' - Hitmonchan could use its ''Jab'' attack on turn 1 for 20 damage. Its second attack, ''Special Punch'', could deal 40 damage for three Energy.  Important for hitting the Weakness of many Colorless and most Lightning Pokémon.
*'''{{TCG ID|Jungle|Scyther|10}}''' - Primarily valued for its combination of 70 HP with Fighting Resistance and a free Retreat Cost.  With the addition of {{TCG ID|Base Set|Double Colorless Energy|96}}, Scyther could deal a consistent 30 damage from turn 2 with its ''Slash'' attack.
*'''{{TCG ID|Base Set|PlusPower|84}}''' - Provides an additional 10 damage to a Pokémon's attack. {{TCG ID|Base Set|Gust of Wind|93}} and matching Weakness, this allowed {{TCG ID|Base Set|Electabuzz|20}} to quickly OHKO most Basic Pokémon.
*'''{{TCG ID|Base Set|Energy Removal|92}}''' and '''{{TCG ID|Base Set|Super Energy Removal|79}}''' - Allows the player to discard Energy from opposing Pokémon, limiting most opponent's to low Energy attacks.  This was vital to Haymaker; even though 70 HP was large for a Basic Pokémon, multiple Evolved Pokémon could still OHKO this amount.  Between S/ER and Gust of Wind, they never got the chance.
*'''{{TCG ID|Base Set|Bill|91}}''', '''{{TCG ID|Base Set|Computer Search|71}}''', '''{{TCG|Base Set|Item Finder|74}}''', and '''{{TCG ID|Base Set|Professor Oak|88}}''' - Provides for the deck's draw and search needs, allowing the player to quickly setup.  The usage of Bill was hotly debated, with the side in favor of it pointing out it made the deck faster and more consistent, while the side opposed preferred space for additional options and felt it both fast and consistent enough already.  Item Finder was also often important late game, recycling a useful Trainer that had already been used several times or was discarded for other card effects.
*'''{{TCG ID|Base Set|Gust of Wind|93}}''' - Controlling the opponent's Active could be used to stall for time, but it was mostly used to facilitate key KO's (preferably OHKO's) that would not only earn a Prize but weaken the opponent's own setup.
*'''{{TCG ID|Base Set|Scoop Up|78}}''' - This card was used to deal with damage and the effects of attacks (including what we now call Special Conditions).  Though you had to discard the Energy currently attached to the Pokémon in question, judicious use of single Energy attacks, �Scyther (with its free Retreat Cost), and/or Super Energy Removal could reduce or even eliminate this drawback.


===Key Cards===
==Typical deck list==
*{{TCG ID|Base Set|Hitmonchan|7}} is a quick hit for 20 damage at the beginning, with '''Jab,''' and it also has 70 HP, which was good for a basic Pokémon at the time.
*{{TCG ID|Base Set|Electabuzz|20}} provides a low energy attack for good damage in '''Thunderpunch,''' which is its main use, but it is also a good starter due its '''Thundershock''' attack which also is quite good for only one energy.  It is also a 70 HP basic.
*{{TCG ID|Fossil|Magmar|39}} is really only good for stalling or poisoning.  Its better attack, '''Smog,''' does average damage for two energies and has a chance to poison the opposing Pokémon, which is the best thing about the card.  It also has 70 HP.
 
===Other Pokémon===
*{{TCG ID|Team Rocket|Oddish|63}} is useless and only in the deck to evolve into {{TCG ID|Team Rocket|Dark Vileplume|13}}.
*{{TCG ID|Team Rocket|Dark Gloom|36}}, although better than {{TCG ID|Team Rocket|Oddish|63}}, would still not be included if not for {{TCG ID|Team Rocket|Dark Vileplume|13}}.
*{{TCG ID|Team Rocket|Dark Vileplume|13}}'s [[Pokémon Power]], '''Hay Fever,''' negates all Trainer cards, meaning that the game will pretty much depend on pure power, which this deck excels at.
*{{TCG ID|Fossil|Ditto|18}} is a good choice because this deck uses many types of Energy, which count as any kind while attached to it.
*{{TCG ID|Gym Heroes|Erika's Clefairy|25}}'s '''Moonwatching''' attack moves one basic Energy card from the player's deck to their hand, which comes in handy due to the many types of energy used in the deck.
 
===Other Trainers===
*{{TCG ID|Base Set|Bill|91}} provides minor drawing support.
*{{TCG ID|Base Set|Computer Search|71}} searches any card out of the player's deck, for a cost, which is useful for obvious reasons.
*{{TCG ID|Base Set|Item Finder|74}} is like {{TCG ID|Base Set|Computer Search|71}}, but it can only search Trainer cards from the discard pile.
*{{TCG ID|Base Set|Gust of Wind|93}} gives the player field control by allowing them to choose what Pokémon their opponent has active.
*{{TCG ID|Base Set|Professor Oak|88}} provides hand refreshment, allowing the player to discard their hand and draw seven cards.
*{{TCG ID|Base Set|Pokémon Trader|77}} swaps a Pokémon from the hand with one from the deck, which can help the player get whatever Pokémon is most useful in their current situation.
*{{TCG ID|Base Set|PlusPower|84}} can provide that extra boost a Pokémon needs when attacking. It's also stackable, so if a player gets four onto their Pokémon, they'll be doing huge damage that turn. This deck is all about attacking.
 
===Energy Cards===
*{{TCG ID|Team Rocket|Rainbow Energy|80}} is amazing because the deck uses so many different types of Pokémon and this one energy can power them all.
*{{TCG ID|Base Set|Fighting Energy|97}} pays for {{TCG ID|Base Set|Hitmonchan|7}}'s attacks.
*{{TCG ID|Base Set|Lightning Energy|100}} pays for {{TCG ID|Base Set|Electabuzz|20}}'s attacks.
*{{TCG ID|Base Set|Fire Energy|98}} pays for {{TCG ID|Fossil|Magmar|39}}'s attacks.
*{{TCG ID|Base Set|Double Colorless Energy|96}} is decent because it provides two energy for the price of one. The downside is that they're Colorless, but that's okay if one is attached to {{TCG ID|Base Set|Hitmonchan|7}} or {{TCG ID|Fossil|Ditto|3}}.
 
==Typical decklist==
{{DeckArchetype}}
{{DeckArchetype}}
{{decklist/header}}
{{decklist/header}}
{{decklist/entry|4|{{TCG ID|Base Set|Electabuzz|20}}|Lightning||Rare}}
{{decklist/entry|4|{{TCG ID|Base Set|Hitmonchan|7}}|Fighting||Rare Holo}}
{{decklist/entry|4|{{TCG ID|Base Set|Hitmonchan|7}}|Fighting||Rare Holo}}
{{decklist/entry|4|{{TCG ID|Base Set|Electabuzz|20}}|Lightning||Rare}}
{{decklist/entry|3|{{TCG ID|Jungle|Scyther|10}}|Grass||Rare Holo}}
{{decklist/entry|4|{{TCG ID|Fossil|Magmar|39}}|Fire||Uncommon}}
{{decklist/entry|3|{{TCG ID|Base Set|Computer Search|71}}|Trainer||Rare}}
{{decklist/entry|3|{{TCG ID|Team Rocket|Oddish|63}}|Grass||Common}}
{{decklist/entry|3|{{TCG ID|Team Rocket|Dark Gloom|36}}|Grass||Uncommon}}
{{decklist/entry|3|{{TCG ID|Team Rocket|Dark Vileplume|13}}|Grass||Rare Holo}}
{{decklist/entry|2|{{TCG ID|Fossil|Ditto|18}}|Colorless||Rare Holo}}
{{decklist/entry|2|{{TCG ID|Gym Heroes|Erika's Clefairy|25}}|Colorless||Rare}}
{{decklist/entry|3|{{TCG ID|Base Set|Bill|91}}|Trainer||Common}}
{{decklist/entry|3|{{TCG ID|Base Set|Bill|91}}|Trainer||Common}}
{{decklist/entry|2|{{TCG ID|Base Set|Computer Search|71}}|Trainer||Rare}}
{{decklist/entry|4|{{TCG ID|Base Set|Energy Removal|92}}|Trainer||Common}}
{{decklist/entry|1|{{TCG ID|Base Set|Item Finder|74}}|Trainer||Rare}}
{{decklist/entry|3|{{TCG ID|Base Set|Energy Retrieval|81}}|Trainer||Uncommon}}
{{decklist/entry|2|{{TCG ID|Base Set|Gust of Wind|93}}|Trainer||Common}}
{{decklist/entry|3|{{TCG ID|Base Set|Gust of Wind|93}}|Trainer||Common}}
{{decklist/entry|1|{{TCG ID|Base Set|Professor Oak|88}}|Trainer||Uncommon}}
{{decklist/entry|3|{{TCG ID|Base Set|Item Finder|74}}|Trainer||Rare}}
{{decklist/entry|3|{{TCG ID|Base Set|Pokémon Trader|77}}|Trainer||Rare}}
{{decklist/entry|4|{{TCG ID|Base Set|PlusPower|84}}|Trainer||Uncommon}}
{{decklist/entry|2|{{TCG ID|Base Set|PlusPower|84}}|Trainer||Uncommon}}
{{decklist/entry|3|{{TCG ID|Base Set|Professor Oak|88}}|Trainer||Uncommon}}
{{decklist/entry|4|{{TCG ID|Team Rocket|Rainbow Energy|80}}|Energy|Rainbow|Rare Holo}}
{{decklist/entry|3|{{TCG ID|Base Set|Scoop Up|78}}|Trainer||Rare}}
{{decklist/entry|5|{{TCG ID|Base Set|Fighting Energy|97}}|Energy|Fighting|None}}
{{decklist/entry|3|{{TCG ID|Base Set|Super Energy Removal|79}}|Trainer||Rare}}
{{decklist/entry|5|{{TCG ID|Base Set|Lightning Energy|100}}|Energy|Lightning|None}}
{{decklist/entry|4|{{TCG ID|Base Set|Double Colorless Energy|96}}|Energy|Colorless|Uncommon}}
{{decklist/entry|5|{{TCG ID|Base Set|Fire Energy|98}}|Energy|Fire|None}}
{{decklist/entry|7|{{TCG ID|Base Set|Fighting Energy|97}}|Energy|Fighting|None}}
{{decklist/entry|2|{{TCG ID|Base Set|Double Colorless Energy|96}}|Energy|Colorless|Uncommon}}
{{decklist/entry|6|{{TCG ID|Base Set|Lightning Energy|100}}|Energy|Lightning|None}}
{{decklist/footer}}
{{decklist/footer}}
==Possible tech cards==
[[File:MewtwoWizardsPromo3.jpg|thumb|left|200px|{{TCG ID|Wizards Promo|Mewtwo|3}}]]
''The following cards are often used in Haymaker in place of certain cards included in the above list.''
*'''{{TCG ID|Wizards Promo|Mewtwo|3}}''' - A solid choice with 70HP and the ability to deal 40 damage for {{e|Psychic}}{{e|Psychic}}{{e|Colorless}}. So long as there is Energy in the discard pile, its ''Energy Absorption'' attack allows Mewtwo to set up quickly allowing players to choose up to 2 Energy cards from there.
*'''{{TCG ID|Fossil|Magmar|39}}''' - Good for stalling the opponent with its ''Smokescreen'' attack and 70HP, while its stronger attack, ''Smog'', provides the opportunity to {{TCG|Poison}} the opposing Pokémon.
*'''{{TCG ID|Fossil|Energy Search|59}}''' - This card would further thin the deck while snagging the exact basic Energy card needed.  Some preferred to use the space for {{TCG ID|Team Rocket|Rainbow Energy|17}} or additional copies of the desired basic Energy.
*'''{{TCG ID|Base Set|Lass|75}}''' - In a deck where any Trainer cards will be used up relatively quickly, Lass can be used to disrupt the opponent's strategy with little to no impact on the players'.
*'''{{TCG ID|Base Set|Switch|95}}''' - This card was sometimes used as an alternative to running more copies of Scoop Up or Double Colorless Energy.  Used well, it could help conserve Energy.
*'''{{TCG ID|Team Rocket|Nightly Garbage Run|77}}''' - Can be used to shuffle in energies and Pokemon from the discard pile to your deck which is useful when playing against decks such as Chansey/Alakazam stall. This card can put back the energies and Pokemon discarded by Item finder and Computer search
*'''{{TCG ID|Fossil|Muk|28}}''' - Muk is used for its ability Toxic Gas which is used for blocking useful abilities such as Rain Dance on {{TCG ID|Base Set|Blastoise|2}} and other useful abilities.


==Restriction==
==Restriction==
The Haymaker deck, being comprised mostly of cards made in the first few sets of the TCG, was one of the first to be essentially, but not explicitly, banned from play as the cards were taken out of [[Pokémon Organized Play]]. Due to its loss, however, the TCG was allowed to grow, and new strategies were eventually able to take root.
The Haymaker deck, being comprised mostly of cards made in the first few sets of the TCG, was one of the first to be essentially, but not explicitly, banned from play as the cards were taken out of [[Play! Pokémon|Pokémon Organized Play]]. Due to its loss, however, the TCG was allowed to grow, and new strategies were eventually able to take root.


However, due to the release of {{TCG|Platinum}}, both the {{TCG|Base Set}} {{TCG ID|Base Set|Hitmonchan|7}} and {{TCG ID|Base Set|Electabuzz|20}} are able to be played in {{TCG|Modified format}} games, along with {{TCG|Jungle}} {{TCG ID|Jungle|Scyther|10}}. Whether or not this means a return for the Haymaker archetype is yet to be seen.
{{TCG ID|Base Set|Hitmonchan|7}}, {{TCG ID|Base Set|Electabuzz|20}}, and {{TCG ID|Jungle|Scyther|10}} were all reprinted as {{TCG|Retro card}}s in the {{TCG|Platinum}} expansion, allowing them to be played in the {{TCG|Modified format}} during the latter part of the 2008-2009 season, and throughout the 2009-2010 season.
{{-}}
{{Project TCG notice}}


{{Project TCG notice}}
[[Category:Deck archetypes]]
[[Category:Deck archetypes]]
[[fr:Haymaker]]

Revision as of 06:00, 17 June 2020

Haymaker
HitmonchanBaseSet7.jpg
ElectabuzzBaseSet20.jpg
Hitmonchan and Electabuzz
Types used FightingLightningGrass
Major cards Hitmonchan, Electabuzz, Scyther
Era 1999-2001

The Haymaker deck archetype was a strong competitor in the early days of the Pokémon Trading Card Game. It was played heavily due to its fast, hard hitting nature that included control elements.

Strategy

As one of the earliest deck archetypes, Haymaker took advantage of useful Trainer cards and Basic Pokémon from Base Set and Jungle to set up quickly and strike hard quickly. The classic trio of Pokémon in Haymaker decks include Hitmonchan, Electabuzz, and Scyther. All are Basic Pokémon with 70HP, allowing them to be played straight from the hand and soak up damage early in the game. All have good damage to Energy cost ratios, with Hitmonchan able to deal 20 damage for Fighting, and Electabuzz able to deal 10 damage and potentially inflict Paralysis for Lightning.

Trainer cards also factored heavily in Haymaker decks. Cards such as Bill, Professor Oak, and Computer Search allowed cards to be drawn and quickly populate the Bench. PlusPower gave extra power to attacks, while Energy Removal and Super Energy Removal could disrupt the opponent's strategy. Item Finder was also useful in recycling Trainer cards.

Key Cards

  • Electabuzz - The ability to Paralyze with Thundershock on turn 1 allowed Electabuzz to set up for Thunderpunch on turn 2, with the possibility of dealing 40 damage. Important for hitting the Weakness of Blastoise.
  • Hitmonchan - Hitmonchan could use its Jab attack on turn 1 for 20 damage. Its second attack, Special Punch, could deal 40 damage for three Energy. Important for hitting the Weakness of many Colorless and most Lightning Pokémon.
  • Scyther - Primarily valued for its combination of 70 HP with Fighting Resistance and a free Retreat Cost. With the addition of Double Colorless Energy, Scyther could deal a consistent 30 damage from turn 2 with its Slash attack.
  • PlusPower - Provides an additional 10 damage to a Pokémon's attack. Gust of Wind and matching Weakness, this allowed Electabuzz to quickly OHKO most Basic Pokémon.
  • Energy Removal and Super Energy Removal - Allows the player to discard Energy from opposing Pokémon, limiting most opponent's to low Energy attacks. This was vital to Haymaker; even though 70 HP was large for a Basic Pokémon, multiple Evolved Pokémon could still OHKO this amount. Between S/ER and Gust of Wind, they never got the chance.
  • Bill, Computer Search, Item Finder, and Professor Oak - Provides for the deck's draw and search needs, allowing the player to quickly setup. The usage of Bill was hotly debated, with the side in favor of it pointing out it made the deck faster and more consistent, while the side opposed preferred space for additional options and felt it both fast and consistent enough already. Item Finder was also often important late game, recycling a useful Trainer that had already been used several times or was discarded for other card effects.
  • Gust of Wind - Controlling the opponent's Active could be used to stall for time, but it was mostly used to facilitate key KO's (preferably OHKO's) that would not only earn a Prize but weaken the opponent's own setup.
  • Scoop Up - This card was used to deal with damage and the effects of attacks (including what we now call Special Conditions). Though you had to discard the Energy currently attached to the Pokémon in question, judicious use of single Energy attacks, �Scyther (with its free Retreat Cost), and/or Super Energy Removal could reduce or even eliminate this drawback.

Typical deck list

The deck list appearing below is not official; it is meant to represent an average build of the archetype, not specifically constructed for any regional metagame. Being that this is merely an archetype, a player may wish to change any part of this deck when building his or her own version.

Quantity Card Type Rarity
Electabuzz Lightning Rare
Hitmonchan Fighting Rare Holo
Scyther Grass Rare Holo
Computer Search T Rare
Bill T Common
Energy Removal T Common
Energy Retrieval T Uncommon
Gust of Wind T Common
Item Finder T Rare
PlusPower T Uncommon
Professor Oak T Uncommon
Scoop Up T Rare
Super Energy Removal T Rare
Double Colorless Energy Colorless E Uncommon
Fighting Energy Fighting E
Lightning Energy Lightning E


Possible tech cards

The following cards are often used in Haymaker in place of certain cards included in the above list.

  • Mewtwo - A solid choice with 70HP and the ability to deal 40 damage for PsychicPsychicColorless. So long as there is Energy in the discard pile, its Energy Absorption attack allows Mewtwo to set up quickly allowing players to choose up to 2 Energy cards from there.
  • Magmar - Good for stalling the opponent with its Smokescreen attack and 70HP, while its stronger attack, Smog, provides the opportunity to Poison the opposing Pokémon.
  • Energy Search - This card would further thin the deck while snagging the exact basic Energy card needed. Some preferred to use the space for Rainbow Energy or additional copies of the desired basic Energy.
  • Lass - In a deck where any Trainer cards will be used up relatively quickly, Lass can be used to disrupt the opponent's strategy with little to no impact on the players'.
  • Switch - This card was sometimes used as an alternative to running more copies of Scoop Up or Double Colorless Energy. Used well, it could help conserve Energy.
  • Nightly Garbage Run - Can be used to shuffle in energies and Pokemon from the discard pile to your deck which is useful when playing against decks such as Chansey/Alakazam stall. This card can put back the energies and Pokemon discarded by Item finder and Computer search
  • Muk - Muk is used for its ability Toxic Gas which is used for blocking useful abilities such as Rain Dance on Blastoise and other useful abilities.

Restriction

The Haymaker deck, being comprised mostly of cards made in the first few sets of the TCG, was one of the first to be essentially, but not explicitly, banned from play as the cards were taken out of Pokémon Organized Play. Due to its loss, however, the TCG was allowed to grow, and new strategies were eventually able to take root.

Hitmonchan, Electabuzz, and Scyther were all reprinted as Retro cards in the Platinum expansion, allowing them to be played in the Modified format during the latter part of the 2008-2009 season, and throughout the 2009-2010 season.

Project TCG logo.png This article is part of Project TCG, a Bulbapedia project that aims to report on every aspect of the Pokémon Trading Card Game.