Infercatty (TCG)

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Infercatty
Types used FireColorlessGrass
Major cards Delcatty ex, Delcatty, Infernape

Infercatty is a Pokémon TCG deck archetype based around the cards Delcatty ex, Delcatty, and Infernape. It has been widely abused in Pokémon Organized Play due to its ability to get Infernape onto the field quickly, and then continuously lay heavy damage on an opposing Pokémon each turn. Delcatty provides drawing support, while Delcatty ex recycles Infernape's discarded energy and minimizing both players' hand size.

Cards

Key cards

  • Delcatty is in the deck to sit on the bench and provide drawing support with its Energy Draw Poké-Power.
  • Delcatty ex is a dual-purpose addition to the deck. First of all, its Constrain Poké-Power can be used to put energy in the discard pile for Infernape Lv.X's massive Flare Up attack, and it can recycle energy back into the deck that Infernape loses with its Flare Blitz attack.
  • Infernape is the deck's main attacker, being able to attack quickly for large amounts of damage with Meteor Punch, and then dealing a lot of damage with Flare Blitz.
  • Infernape Lv.X is the big finisher, dealing an amazing 150 damage for only two energies. The downside is that it only works if a player has eight Fire Energies in their discard pile, and then they are shuffled back into the deck. It also recycles energies lost with Flare Blitz and Energy Draw.

Other Pokémon

  • Chimchar is only in the deck for the purpose of evolving into Infernape.
  • Monferno, despite possessing cheap, fast attacks, is in the deck for the same purpose as Chimchar.
  • Skitty cannot hold its own in battle and is only useful to evolve into either Delcatty ex or Delcatty.
  • Budew quickly searches any needed Trainer card out of the deck. It is the deck's consistency crutch, and is primarily meant to fetch out key trainers, such as Holon Transceiver, Rare Candy, or Windstorm (in order to counter then-metagame threats Cursed Stone and Cessation Crystal).

Other Trainers/Supporters/Stadiums

Energy cards

  • Double Rainbow Energy is for quickly attaching two energy of any type to a Pokémon; however, damage done by that Pokémon is reduced by 10. This card is critical to Infernape's ability to deal quick knockouts.
  • Fire Energy is crucial to the deck's success. In fact, a lot of the deck revolves around discarding Fire Energy.

Typical deckist

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 Name Type Rarity
4x Chimchar Fire Common
2x Monferno Fire Uncommon
3x Infernape Fire Rare HolographicH
1x Infernape Lv.X Fire Rare HolographicH
4x Skitty Colorless Common
3x Delcatty Colorless Rare HolographicH
1x Delcatty ex Colorless Rare HolographicH
1x Budew Grass Uncommon
4x Rare Candy T Uncommon
4x Celio's Network T Uncommon
2x PlusPower T Uncommon
4x Holon Transceiver T Uncommon
2x Holon Mentor T Uncommon
1x Holon Scientist T Uncommon
1x Holon Lass T Uncommon
1x Holon Adventurer T Uncommon
2x Windstorm T Uncommon
2x Warp Point T Uncommon
1x Professor Elm's Training Method T Uncommon
1x Strength Charm T Uncommon
4x Double Rainbow Energy E Rare
12x Fire Energy E Rare HolographicH

Strategy

To maximize Budew's potential, it is the ideal starter. Then, a player can be setting up the rest of their strategy by searching out any crucial trainers, such as Castaway while your opponent is attaching energy to attack Budew. The best part is that Errand-Running, Budew's attack, is free, so a player may use it immediately! With Castaways, a player would want to search out a Fire Energy, another Castaway, and a Strength Charm. When the player is on their last Castaway, Scott should be searched. From then on, trainers and Supporters should be used as a player sees fit. It is good to get Chimchar and Skitty onto the bench as soon as possible and evolve them into their final forms. Infernape or Infernape Lv.X should be used for most of the deck's attacking, but, if needed, Delcatty ex could take a prize card or two. This is only effective if there are many energy cards in the discard pile, though. Delcatty should NOT be used to attack, only to provide drawing support from the bench for as long as possible.

History

Obviously, the deck was not possible to build before the release of Diamond & Pearl, because Infernape is a key card, and it is from that set. However, upon Diamond & Pearl's release, the deck rose in popularity when it saw great success during the 2007 Spring Battle Road season.

However, the deck saw a sharp decline in use after Nationals 2007, when that year's National Champion, Chris Fulop, dealt several top-ranked Inferncatty players major defeats, including John Kettler, a major deck theorist behind Inferncatty's success.

The reason behind the deck's decline is due to the increased number of counters in the Nationals and Worlds metagames, including Empoleon Diamond & Pearl, Cessation Crystal, Cursed Stone, and the Lunatone/Solrock combo from Legend Maker.

Restriction

Infercatty was restricted due to the rotation of all pre-Diamond & Pearl cards from the 2008-09 Modified format.

Trivia

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