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Blastoise/Floatzel HS-on Nationals

SeaLegend

Heya.
Member
4-2-4 Blastoise
3-3 Floatzel
3 Manaphy
1 Tyrogue
1 Bouffalant Revenge
21

4 Communication
4 Pokemon Reversal
3 Rare Candy
3 Dual Ball
2 Junk Arm
16

3 PONT
2Collector
2 Sage's Training
2 Juniper
9

10 Water Energy
3 DCE
13

Get a Blastoise up and attacking as soon as possible to snipe off vital Pokemon on the bench; Floatzel helps to accelerate energy and keep Blastoise attacking every turn.
Heeeeeelp e_e
 
-3 Manaphy
+3 Mantine HGSS

He's a great search tech. Gets stuff out quick as opposed to waiting for you to draw it. It helps with speed.
 
You might want some better search cards.(like mantine instead of manaphy) Why is there poke reversal? Otherwise all i see is...
-2 Junk arm (dont need 4)
-3 Sages training (wasteful)
+1 PONT (needed)
+2 Professor elms (better search)
1-1 Zoroark (Why not?)
 
Made some updates with another pretty situational tech in Bouffalant as well as messing with some trainer lines. Looking better yet?
 
I find that Zoroark is a better tech for zeckrom and others including the beast Magnazone. Zoroark can copy their attacks making it a good tech against any deck. Bouffalant's attack is only good if your opponet had a ko last turn. So Bouffalant does 90 then next turn only 20 unless you swap out. With pluss powers or special dark Zoroark can one shot Zeckrom and with 3 energy removed one shots Magazone too.
 
why do you have reversal????!!!!! blastoise's hydro shot does 100 to ANYTHING on the field no point in reversal
-4 reversal
-3 manaphy
+1 DCE (consistency on )
+3 switch (helps with heavy retreat on blastoise)
+3 mantine (better starter than manaphy)

~fly_ray
 
Whoops I must have accidentally deleted the strategy, I'll get right on putting that back in.

That being said, I still need MAJOR help. The huge problem I'm having is that this deck is not setting up consistently; if I can get a Blastoise attacking by turn 2 or 3 to knock out their stage 1s or basics that are still being loaded up, I would feel so much more comfortable. If anyone out there has a good trainer list that could make this deck consistent, I would really like to see it.
 
T/S/st

2 collector
2 poke comm (you can put in more of these if you like)
4 PONT (very consistent)
1 alphlithograph (its good but replaceablewith say junk arm)
2 copycat
1 twins
3 switch
2 junk arm
3 rare candy
1 FSL

this is my line you can modify it more junk arm/comm/collector. alph isnt necessary but its good to have like I stated above

~fly_ray
 
Why Floatzel over Feraligatr? The only thing I can think of is Catcher... Otherwise Feraligatr is far superior in every way.
 
tyrannitar trainer said:
Catcher? blastoise hits ANY pokemon in play! Reversal is not needed!
-4 reversal

Can you post the updated list or is this it?

I agree with tyrannitar trainer and the rest of the people saying that 4 Reversals are not needed, but I say don't remove all 4. Keep at least 1 or 2 in the deck.

For those of you saying it isn't needed, Reversals are not necessary but are nice to have if you have the space for them. Being able to bring up a heavy retreater (Emboar, Donphan, etc) and then being able to snipe around it is pretty powerful.

Hope it helps! :D
 
I agree with Reversal. The only time dragging someone out would matter is if you dragged out Emboar and then used weakness to kill it. Useful, and it might warrant the use of a Catcher or two, but not reversal. I think reversal is a little too fickle for a deck that doesn't seriously need it.

I also support Mantine. I run it in my Blastgatr deck and it can be pretty handy. Group swim is nice, and paired with the right supporter engine, can help speed up this deck nice and quick. I'd also run at least three collector, maybe 4. Take it from experience, you really don't want to blow your group swim on a basic. Not only is it frustrating, but it also slows you down. Putting down a basic by first turn means you can start evolving right away. Having to group swim them means you have to end a turn, put down a basic, and then evolves. The meta has slowed down, but not so much that this kind of play is easy to get away with.

Anyway, 4 collectors. I'd drop the dual ball because I don't think this deck can really benefit from them unless you really cannot afford to buy the collectors/HS Trainer pack with two collector. I'd also add another PONT, and a couple retrieval couldn't hurt.
 
XFlameMasterX said:
Why Floatzel over Feraligatr? The only thing I can think of is Catcher... Otherwise Feraligatr is far superior in every way.
how about floatzel is a stage 1, and not a stage 2, and therefor way faster and takes up less room
free retreat is also a big help
 
XFlameMasterX said:
Spidy Freakshow said:
XFlameMasterX said:
Why Floatzel over Feraligatr? The only thing I can think of is Catcher... Otherwise Feraligatr is far superior in every way.
how about floatzel is a stage 1, and not a stage 2, and therefor way faster and takes up less room
free retreat is also a big help

But not worth the tradeoff, IMO. Feraligatr is far more consistent, and you only need 1 of them setup, as opposed to multiple Floatzel. Plus, Feraligatr is a decent secondary attacker. Floatzel, isn't.

how is a stage 2 more consistent than a stage 1?
and you only need one floatzel out. you only need to attach 2 energy a turn which would be your normal energy attachment and a Water Acceleration.
 
Ive tested both Floatzel and Feraligatr.

More often than not, I've sat there waiting on either a Croconaw/Feraligatr, or on the Rarecandy, for several turns. You need multiple resources to get Feraligatr online. Floatzel you can get away with on a Turn 1 Collector (assuming you need the Buizel), followed by a Turn 2 PETM or Communication.
 
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