Conductivity (TCG)

Conductivity is a Pokémon Trading Card Game based around 's Pokémon Power of the same name. It focuses on keeping the opponent's Pokémon low on Energy and punishing them for playing s from their hand.
==History==
The idea for a deck based around the theme of controlling the opponent's Energy attachments was one of the first original s created. With the release of and in the , many players began to wonder if a deck based around denying the opponent Energy attachment would be competitive. This strategy gained some ground with the release of in the expansion. Finally, the Pokémon company gave the archetype some recognition in the form of the decklist and summary in the . With the release of the expansion in 2002, there was a strong enough Pokémon to serve as the platform for the rest of the deck, while still fitting in with the theme: .
==Strategy==
The deck is based around 's Conductivity , which deals 10 damage to an opponent's Pokémon each time an Energy is attached to it. Then, the rest of the deck acts quickly to discard the Energy, thus damaging the opponent's Pokémon and denying them Energy at the same time. The ideal starter is , which can stall and provide hand support at the same time, which is a lethal combination to get Dark Ampharos onto the field as quickly and painlessly as possible. From that point, Dark Ampharos can sit on the bench dealing minor damage while 's Kindle attack discards whatever Energy the opponent dares to attach in the first place. Other cards like can also discard Energy, and ensures that those cards can be used more than once.
==Cards==
===Key cards===
*, as described before, utilizes its Conductivity Pokémon Power to punish the opponent for attaching whatever Energy they can to their Pokémon. It is the main source of damage-infliction for the deck, as it can deal decent damage as an attacker, further boosted by any Darkness Energies attached to it.
* denies the opponent opportunities to negate Dark Ampharos's Pokémon Power or attach extra energies to their Pokémon through s.
* discards Energies from opposing Pokémon, greatly limiting whatever attacking opportunities they have and diminishing their chances of winning the game.
===Other Pokémon===
* refreshes a player's hand, giving them card advantage and more opportunities.
* is a stalling option to discard energies while the player is building up Dark Ampharos on their bench.
===Other Trainers===
* is a slightly worse alternative to that doesn't use up the player's attack for the turn.
* searches any card from the deck, which is useful for obvious reasons.
* returns any from the discard pile to the player's hand, at a cost. This allows cards like to be re-played.
* retreats the player's Active Pokémon in a pinch, or swaps out the opponent's Active Pokémon.
* is a better alternative to , but the player must also discard an Energy from one of their own Pokémon.
* allows even more control of the opponent's game plan, shutting down their options beyond hand control.
* is a simple drawing card, used in most decks to move toward card advantage.
* lets a player skip an evolution, for instance evolving directly into Dark Ampharos, while normally would be in the middle. This is good in that it speeds up the evolution process, reducing the turns required by one.
* lets a player swap a Pokémon in their hand with one from their deck, which is helpful in getting Dark Ampharos onto the field as soon as possible.
===Energy cards===
* allows Dark Ampharos to do more damage when attacking.
* ensures that Dark Ampharos will not be affected by a special condition and have Conductivity negated.
==Typical deck list==
==Restriction==
Since all the expansions represented in Conductivity have been out of , this exact deck has been rendered unplayable. Variations on the theme of Energy denial remain incorporated into today's game, though, in the form of cards such as and .
Category:Deck archetypes