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Haha, sleepy Tyrouges are never fun... Anyway, to start things off 15 energy is too much for an energy recycling deck. A pretty good number is 12 fire with a couple DCE or Rescue if you want to put those in depending on the rest of your deck. I play 12 fire and one rescue, because I found in testing, DCE really doesn't provide that much of an advantage. 3 Juniper is also a little too much if you want to have a deck in the end. 2 is a good number to have, only to use in tough situations. 2 revive is a little excessive too. Most games that I play I don't run out of Reshis anyway, but if I do I have a rescue energy for back up. I recommend no revives, but if you're not comfortable with that, 1 is fine. 2 switch is also excessive I found in testing since I found if someone catchers something up they kill it. So I try keep one in my hand, just in case.

Now to get into what you're missing. First off 2-2 ninetales is vital. I tried 1-1 and it burned hard almost everytime. Besides, I have not met one person who catchers a ninetails. they all go for the Typhlo. I also recommend a cleffa for tight situations/starting. 4 collector and 4 Pokemon Communication is also vital for searching for crucial cards and quick set ups. Another Catcher also solidifies the chances that you will be able to bring up what you want to kill quicker for disruption or if you can't junk arm.

So, final changes should look like this:
-3 fire energies
-1 Juniper
-2 Revive

+1 Collector
+1 Communication
+1 Catcher
+1 Rescue energy
+1-1 Ninetails

Good luck at your new league!
 
how about
-3 PONT
-1 switch

for
+1 boufalant with revenge (RDL counter)
+2 pluspower
+1junk arm

plus power help this deck greatly it makes a difference in a OHKO or not plus adding the other junk arm ensures that you can get back a plus power, poke' com, or catcher when you need them. In this kind of deck your discard pile is your best friend. It's better to have cards like catcher and revive in your discard knowing they are there instead of shuffling your deck around with PONT. As for Boufalant he is good for an extra revenge kill and help with RDL if the person plays Indigo plateau. The card def helps, I can speak from experience, Boufalant helped won me two matches this weekend at a battle roads
 
If you need a quicker set up 4 collector is crucial in this deck. I recommend trading out a junk arm for it as I found 4 a little excessive and often did not use them in most of my games. I also advise taking out a sage's for cleffa. Turn 1 cleffa will do wonders for your slow set up and will get 2 typhlosion out, a ninetails, and powered up reshi by turn 3. Thos may sound crazy but I also use Cheren instead of Sage. I often found myself being forced to discard crucial cards with it, and sometimes losing the match because of it. But they depend on your style of play in the end.
-1 Junk arm
-1 sage's training(Cheren)

+1 cleffa
+1 Collector

Good luck!
 
The Plus power count seems a little heavy. If you wan't to boost consistency, switch out a plus power for a pokegear 3.0
 
I play a 2-1-2 Kingdra Reshiplosion variant against Gothi and Vileplume. Without Pluspower. Its not easy but it works
 
RemOh said:
I play a 2-1-2 Kingdra Reshiplosion variant against Gothi and Vileplume. Without Pluspower. Its not easy but it works

Makes your deck inconsistent. No.
If you really have a problem with it, run a Bellsprout to pull their Reuniclus to active spot.

Also, if you can't get the Collectors and the Catchers...well you do need them. Get them somehow.
 
Ditch the Kingdra Line. It's good but it just makes dead draws so much easier to get. TyRam is all about consistency so teching in stuff like Magby or Bellsprout should be enough to tech against Goth
 
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