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A deck for a friend: Hand Eraser [Weavile, Cinccino and Tornadus]

Ahiro

Aspiring Trainer
Member
Hello!

Again, a new idea, this time for a friend of mine. Let's go to the deck itself (credit goes to ashinto, since the decklist idea was made by him):

Decklist:

Pokémon:
4-4 Weavile UD
3-3 Cinccino BW
2-2 Slowking GS/CL (Slowpokes are from Undaunted)
3 Tornadus EP
Total: 21

Items/Trainers/Supporters:
3 Judge
4 Junk Arm
3 Pokémon Collector
4 Pokémon Communication
2 Pokémon Reversal
3 Professor Oak's New Theory
3 Seeker
3 Super Scoop Up
3 Team Rocket's Trickery
Total: 28

Energies:
4 {C}{C}
2 Sp. {D}
3 Rescue Energy
2 {D}
Total: 11

Strategy:
The idea of this deck is to maintain the opponent's hand as minimun as possible with Weavile and Trickery. Also use Judge and Slowking for a better disruption, so I can control which cards will get the opponent. The main attacker is Cinccino (100 damage with Do the Wave).

A quick note:
Here it is the link for the Tornadus scan: http://pokebeach.com/news/0611/98-tornadus.jpg

Any suggestion will be appreciated!
 
RE: A deck for a friend: Hand Eraser [Weavile & Houndoom]

Instead of pokeball add four dual ball. Also instead of almolam... Or whatever it is add a 2-2-2 line of reinculus. That way you can resist fighting and also control damage on the board. That would mean adding phychic and rare candy. Do in contrast to your decklist make this one:

Pokemon 25

4-4 Weavile
4-4 Houndoom
2-2-2 Reinculus
3 Cleffa

Supporters 11

3 Pokémon Collector
3 PONT
2 Junniper
3 Judge

Trainers 10

4 Dual Ball
3 Pokémon Comm.
3 Rare Candy


Energy 14

4 Dark
4 Special Dark
6 Phychic

So here's the new strategy:

Start Cleffa and set up mainly a houndoom on the bench. Bring up houndoom and while it's in action set up a weavile and reinculus. Utilize judges ability to cut yours and your opponents hand to four. Then discard one with houndoom. This leaves your opponent with 4 cards at the beggining of their turn! Then back on your turn refresh with a PONT or Junniper. Hope I helped and good luck!
 
RE: A deck for a friend: Hand Eraser [Weavile & Houndoom]

If you really need a fighting counter, add mandibuzz/honchkrow. They are both resistant to fighting.


Adding Reuniclus is a bad idea. This format is about 1-shots. Reuniclus does not protect a 90hp houndoom from a 120 damage earthquake from donphan.


Mandibuzz is probably your best choice to just snipe around donphan, but you have no real way to beat donphan except for suiciding out houndooms without alomomola; so i'd keep it until Tornadus comes out.
 
RE: A deck for a friend: Hand Eraser [Weavile & Houndoom]

Thanks for the suggestions. I agree with Jahikoi, adding Reuniclus is a bad idea. It was a nice idea, but I've been playing with the new format and it is like you say, this format is about OHKO's. Now, about the line of counter, both are nice counters. The thing is that I can't decide, because Vengeance Honchkrow is really good if I have some dark pokémon in the discard pile, but also that will mean that I'll need to let KO some pokémon (or add Sage Training) if I want to do some decent damage.


EDIT: I didn't test the deck against a fighting type deck with this one. I think I'll try to test it at least with the redshark to see if it is really that weak against fighting, and if Alomomola can counter that weakness.
 
RE: A deck for a friend: Hand Eraser [Weavile & Houndoom]

You NEED to abuse the opponents topdecks when using a disruption deck. By doing so, you can stop them from drawing any cards needed to set themselves up, such as PONT, Prof. Juniper, Cleffa, or anything else that they need. Donphan is the only fighting counter you'll need, seeing that if you disrupt the correct way, they shouldn't be able to set up a Machamp. Heck, here's a list on how I would play the deck.

4-4 Weavile
2-2 Slowking
2-2 Cinccino
2 Tornadus (when they come out)
total: 18
Now, the Weavile line stays the same because it is THE MOST IMPORTANT CARD IN YOUR DECK!!!! I cannot stress how much Weavile is needed in order to keep a lock going. Now compared to your original list and the other lists posted abouve, I added Slowking, which gives control of your opponent's topdecks as I stated above which is very useful. Cinccino is going to be a main attacker, doing quick damage to Pokemon that are still being set up. Tornadus uses colorless energy, has resistance to Donphan, and can 2 shot it, so it's a no brainer to add in to stop it.

T/S/S
3 Collector
3 Dual Ball
4 Communication's
4 Seeker's
2 PONT
3 Judge's
3 SSU's
2 Reversal's (catcher when it comes out)
4 Junk Arm
2 Team Rocket's Trickery
1 Switch
Total: 31

The T/S/S line is a bit like your original line. While many cards are obvious on why they are used, you can probably figure out why they were put there. I will explain some of my non-obvious choices though. Reversal is for disruption, bring up something and KOing it with Cinccino is an unbelievably easy way to stop your opponent in there tracks, especially if you brought up a Pokemon that they are trying to set up. Switch is to get Slowking out of the active position, as it should never be attacking anything ever. Judge is for disruption by judging there hand away early game, then discarding the little that they get and messing with the top decks. By doing that alone on the second turn while also getting rid of there Ceffa, you can win right then and there. Junk Arm allows for reuse of SSU, Reversal, and Switch.

Energy
4 DCE
2 Sp. Dark
3 Rescue
2 Basic Dark
total: 11

Again, pretty self explanitory. DCE is for Cinccino and Tornadus. Rescue is to make sure you get back your Pokemon (also, having all special energy on Tornadus means that you don't have to move any energy for it's attack). Sp. dark is for Weavile, and basic dark is only here so that you don't autoloss Scizor, though they can easily become more special darks if you wish.

This should be a better running deck for disruption, being more consistent, adding a bit more power, and making the lock overall stronger.
 
RE: A deck for a friend: Hand Eraser [Weavile & Houndoom]

@ashinto, your idea is fantastic, I really like it. I'll make the changes right away, and test it. Thanks!


EDIT: UPDATED DECKLIST

Used the ashinto decklist idea with a few changes, since I don't find useful having one switch. Still need to test the deck.

Another edit: I tested it, and I didn't find Slowking very useful. Changed it for another line of Cinccino and Tornadus, and also another PONT, since I wasn't drawing any.
 
What decks are you testing against?? I would like to know.

Also, if you aren't using Slowking, then you must be doing something wrong (no offense). Slowking is one of the main reasons why this deck works the way it does. If your opponent can PONT/Juniper and set up midgame, you're absolutely screwed and there is a great chance that you just lost the game in that move. Slowking MAKES SURE that it never happens, and you just give them crap the whole entire time.
 
I only were able to test the deck against Donchamp. The reason why I took out Slowking was because I was never able to build it.
 
Then you aren't playing it right as I stated. You need Slowking out as quick as possible. The importance scale in this deck goes like this.

Slowking>Weavile>Cinccino>Tornadus

You don't even need Tornadus if you aren't playing against a deck that is either weak to colorless or non-fighting.
 
Oh. I thought that the importance scale was like this:

Tornadus>Weavile>Slowking

Just because I was playing against Donchamp and I wanted to get the fighting counter ASAP. I'll test it again.
 
You want the lock first. If you are not locking, then you are not doing your deck's job. If you lock before they set-up, you'll have all the time in the world to get your Tornadus up (which really doesn't take long at all). Though if you spend your time setting up Tornadus and not locking, letting your opponent set up too, they are going to have an easy time with your low HP Pokemon.
 
*UPDATED DECKLIST*

After testing, added 2 lines of Slowking for a better disruption

Still any suggestions?
 
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