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Brutal Strike the Anti-EX Zoroark

Xintetsu1021

Aspiring Trainer
Member
Okay, so I'm a huge fan of {D} type Pokemon, Zoroark, and Darkrai especially, and thanks to the new Dark explorers set coming this may I have finally compiled a nice little rouge Deck made to specifically target and destroy EXs, how you ask by dealing any where from 140~180 damage by the second turn with a choice of situation with Zoroark

Any way let me get on with the deck list here, its still a work in progress and really won't be completed until we get Dark explorers.

(Red: means the Card is currently Japanese the translations will be below.)
-DECK LIST UPDATE-
+Darkrai-EX x1
+Junk Arm x2
+Dual Ball x3
+ Dark Patch x2
+ {D} Energy Basic x2
-Dark Claw x1
-Pokemon Catcher x1
-Lost Remover x2
- Crushing Hammer x2
- Pokemon Collector x2
-DCE x2
- Pokemon -
2- Zoroark BW/NDX/BWP
2- Zoroark BW4/DXP(Dark Explorers)
4- Zorua BW4/DXP
2- Darkrai-EX BW4/DXP
1- Mewtwo-EX NDX54
2- Weavile UN-25
2- Sneasel UN-68
- Total 15 -

- ISS -
4- Professor Oak's New Theory.
3- Professor Juniper
2- Bianca
3- Dual ball
2- Dark Claw
4- Junk Arm
2- Catcher
2- Plus Power
2- Random Receiver
3- Ultra Ball (runs amazingly with Bianca)

2- Dark Patch
1- Super Rod
1- Lost Removers (and at least 2 of these should be needed.)
- Total 31-

-Energy-

2- {C}{C} Energy
4- (Special){D} Energy
8- {D} Energy

-Total 14-

This deck has great potential for being in the meta with as swift as it runs, iv donked several main stream EX's with this deck as well as crippling Mewtwo by nailing it with 160 damage with 2 special darkness energy and a Dark claw.
How this works is pretty easy, and it depends on various situations this deck has some great versatility, and since i'v tested it some great out comes with a win streak greater than its loss streak, only having a big difficulty against CMT, and Tarrakion, and some what favorable against eels.
The way it sets up is fairly easy you either want to start off for sure with a Zorua, and atleast 1 {D} energy. other wise starting with a sneasel and away to get Zorua out will suffice as long as you still have that 1 {D} energy. How turn one should play out, Zorua in active, Dark Energy, Ascension!
ZoruaDarkRush48.jpg

{D} Ascension
Search your deck for a card that evolves from this Pokémon and put it onto this Pokémon. (This counts as evolving this Pokémon.) Shuffle your deck afterward.

now this movie is fantasticly broken if your going first, and either way it lets you control how you attack for what ever situation your facing. for example, The orginal Zoroark has the capabilities of donking either Reshiram-EX or Zekrom-EX with Foul play. I don't how many times when playing eels when the set that Zekrom-EX on their bench, that i'v catchered and dealt 180 to it as soon as it goes down. This is pretty easy to pull off as long as you meet the requirements of having at least Dark claw, then adding a Special dark energy or a plus power to back you up. even with out the special energy or the plus power its still a mind blowing 170 damage heavily crippling those two EXs, how ever be warned when dealing with Reshiram-EX that 50 damage recoil if you fail brave fire's the becomes 80 damage with those and that's some massive back lash. but you also have other options did you fill your bench with dark types before evolving, are you facing something that using foul play on just wont cut, such as another zoroark, or maybe some other little bench sitter that one help? well that's just grand now you have another option with the new Dark explorers Zoroark!
For just {C}{C} this guy can dish 120 dmg which can easily be inflated to a fatal 160 damage with its Brutal Rush attack!
20120315023119%21ZoroarkDarkExplorers71.jpg

{C}{C} Brutal Rush 20x
Does 20 damage times the number of {D} Pokémon you have in play.

With Dark claw aiding in this attack and if you where lucky enough to pull out 2 special Dark energy, this attack now becomes an amazing 160 damage! add a plus power to that and you just KOed Mewtwo-EX with no problems.
Thats not all, if this guy cant be knocked out in one shot he can turn around and retaliate with Dark rush, dealing 20x the number of damage counters on him, making his max damage with this 180 with out the dark energy or dark claw boosting him up. These 2 guys are the keys to victory in this deck. as well as the dark claw, and power boosting energy and items.

Throwing Darkrai-EX in their aids in a little bit of support with it granting all of your pokemon with {D} energy free retreat, and a fairly decent attack, how ever im seeing him as possiably being more of a tech than a necessity, but his Dark cloak ability has saved me several times from catcher delay,

The Weavile is thrown in their to be a troll, and just to take up space. but i cant say this guy is useless in no way is he useless, that pokepower is quite nasty if you play it just right, in addtion it has free retreat, and to add a little bit of icing to the cake it can pick off babys for a {D}{C}. this guy is also a questionable tech in my deck list here, but i'm thinking of changing em out for something else later on.

Of course that dreaded mewtwo-EX has to be in here, and im only throwing him in as a space filler and a tech his mainly used to finish off other mewtwo-EXs but since iv made the deck i'v hardly needed him.

The items are pretty straight forward, but thanks to Ultra ball we can now utilize Bianca like gold, using Ultra ball you can dump your hand, get the guys you need, and then follow up with Bianca to get a new number of cards to your hand, she's best played after you dropped your hand to at least 1 or 2 before playing her.

The energy delaying Lost remover, and Crushing hammers, are verry much an option how ever i'd stick with atleast 2 lost removers, or remodeling hammer, as i havent seen an EX that doesn't use DCE, and with more and more special energy coming into play having either of those cards is a wonderful aid. as for Crushing hammer, i coulnd't think of what i could put in to fill some space so i thought why not more energy delay, of course now i realize i could put way more options in their over 2 crushing hammer.

All the other items are pretty basic flat out powering up Zoroark, or using random receiver to pull out that one supporter you need.

This deck has a few consistancy faults as the game progresses or if your unlucky enough to prize most of your zoroark, it some times has some set up diffaculties with getting out mass ammounts of {D} Pokemon but i'm sure i could change this with a few dual balls. it also hates fighting types, against donphan prime, or other fighting types that can deal at least 50 damage, its pretty much useless you have to go first, and every thing has to set up perfectly against a fighting type or your just in for a world of hurt. decks that can do lots of damage on turn 1 or also quite annoying, and you again need that first turn to get going.(hopefully i can get that fixed with the new safeguard sigilyph coming out soon after Dark Explorers)

Any way as i said this deck list is still a work in progress, and i'd love to get some of your ideas, and feed back for the deck, im all psyched up for dark explorers in may, and would love to be the Father of this rouge deck! 8D

Zorua,HP 50{D} BW4
-Attacks-
{D} Ascension
Search your deck for a card that evolves from this Pokémon and put it onto this Pokémon. (This counts as evolving this Pokémon.) Shuffle your deck afterward.
{C}{C} Scratch 201
-Weak {F} x2 -Resist{P}-20 Retreat cost:{C}

Zoroark HP 100 {D} BW4/DXP-079
-Attacks-
{C} {C} Brutal Rush 20x
Does 20 damage times the number of {D} Pokémon you have in play.
{D} {D} Dark Rush 20X
Does 20 Damage times the number of damge counters on this Pokémon
-Weak {F} x2 -Resist{P}-20 Retreat cost:{C}{C}

Darkrai-EX HP 180 {D} BW4
Ability: Dark Cloak
Each of your Pokémon that has any {D} Energy attached to it has no Retreat Cost.
-Attacks-
{D} {D} {C} Night Spear 90
Does 30 damage to 1 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
-Weak {F} x2 -Resist{P}-20 Retreat cost:{C}{C}

Random Receiver
Trainer-Item
Reveal cards from your deck until you reach a Supporter card. Put that card in your hand, and shuffle the cards you revealed into your deck.

Darkness Claw
Trainer-Item-Pokémon Tool
If the Pokémon this card is attached to is a {D} Pokémon, this Pokémon's attacks do 20 more damage to the Defending Pokémon.

Ultra Ball
Trainer-Item
Discard 2 cards in your hand to search your deck for a Pokémon, show it to your opponent and put into your hand. shuffle your deck afterwards.
 
Why don't yo run Dark Patch. Its the only energy acceleration Dark types have, and Ultra ball helps it dramatically.

I also don't understand the need for Darkrai EX. Two retreat isn't bad. Just play switch.
 
RogueChomp said:
Why don't yo run Dark Patch. Its the only energy acceleration Dark types have, and Ultra ball helps it dramatically.

I also don't understand the need for Darkrai EX. Two retreat isn't bad. Just play switch.



I was thinking about doing that as well, i'll have to test that out and see how it runs.
As for Darkrai, he some what eliminates the need for switch, but at the same time he is risky, i haven't quite thought of what to throw in there aside from him however Maybe i could try the new Krookodile with as early as the deck has been taking prizes.
 
Both myself and a friend at league have been twiddling around with Dark deck types, with mixes of Weavile / Zoroark / Tornadus EX to try and find a correct balance.

I don't particularly see the point of Weavile - the ability to disrupt your opponent's hand is extremely powerful, but I don't believe it is worth the bench space / deck space. The damage output is negligible for the amount of resources that are required to power it up (Darkness Claw, Special Darkness Energy). I also see that you aren't running any Dark Patch cards - the ones that allow you to move 1 basic {D} energy onto a pokemon on your bench. This is a simply amazing way for Dark pokemon to have their own form of energy acceleration, especially when you can Junk Arm, Ultra Ball, Juniper, or Sage's Training energy away.

I would also bump Darkrai EX up to 2 - he is an amazing attacker, especially since you can get him doing damage on Turn 2 with relative ease (assuming the list gets polished up a bit more).

Definitely bump Junk Arm up to 4 - it's an alternative way to put {D} into your discard.

I enjoy the idea of Lost Removers - perhaps drop it down to 2 and remove the Crushing Hammers. You have better things to Junk Arm, you're not a durant!

Tell me how these potential changes go or what you think~
 
Megaphone said:
Both myself and a friend at league have been twiddling around with Dark deck types, with mixes of Weavile / Zoroark / Tornadus EX to try and find a correct balance.

I don't particularly see the point of Weavile - the ability to disrupt your opponent's hand is extremely powerful, but I don't believe it is worth the bench space / deck space. The damage output is negligible for the amount of resources that are required to power it up (Darkness Claw, Special Darkness Energy). I also see that you aren't running any Dark Patch cards - the ones that allow you to move 1 basic {D} energy onto a pokemon on your bench. This is a simply amazing way for Dark pokemon to have their own form of energy acceleration, especially when you can Junk Arm, Ultra Ball, Juniper, or Sage's Training energy away.

I would also bump Darkrai EX up to 2 - he is an amazing attacker, especially since you can get him doing damage on Turn 2 with relative ease (assuming the list gets polished up a bit more).

Definitely bump Junk Arm up to 4 - it's an alternative way to put {D} into your discard.

I enjoy the idea of Lost Removers - perhaps drop it down to 2 and remove the Crushing Hammers. You have better things to Junk Arm, you're not a durant!

Tell me how these potential changes go or what you think~

Thats not a bad idea, Im, gonna try taking out 1 lost remover, and the 2 crushing hammers, maybe try it out first with 3 junk arm, and some how find away to fit in 2~3 dark patches, may take out the collectors for dual ball, and try to fit a third of it in as well this helps by filling my bench faster, and having my targets for junk arm.
Adding another darkrai-EX would be a great idea after i throw in a few dark patches, that gives me away to accelerate energy to him, and send him up for back up attacking especially if i can manage to slap a dark claw and a special dark or two on him.
 
-DECK LIST UPDATE-
+Darkrai-EX x1
+Junk Arm x2
+Dual Ball x3
+ Dark Patch x2
+ {D} Energy Basic x2
-Dark Claw x1
-Pokemon Catcher x1
-Lost Remover x2
- Crushing Hammer x2
- Pokemon Collector x2
-DCE x2

These mods seem to have made the deck run quite swimingly, could i get an critics as to what you guys think updated list is above this is what was removed and added.
 
Okay so in my testing, I've run into the problem of getting hit with a large amount of damage from a Terrakion/Landorus and needed a non {D} Pokemon to fall back on. I would suggest adding another Mewtwo-EX for that, drop the Weaviles because they are too situational imo, the Biancas and the Ultra Balls because Dual Ball, Sage's Training and Collector work better even though you use a turn's supporter to get your Basics. The Pokemon Communications are for getting out the evolved Pokemon you need. And Dark Patch is one of those things that you really should run 3-4 of to maximize your deck's energy acceleration. Dark Claw is also included in the 3-4 category because it helps you boost your damage output. Having 1 Lost Remover in your deck really just takes up space so imo you should just take it out. And finally, if you have room in your deck, Tornadus (both) makes a great tech because its kinda a Terrakion counter and it helps move energies around or discard them for Dark Patch if needed.

+1 Mewtwo-EX
+1 Dark Claw
+1 Catcher
+2 Dark Patch
+3 Sage's Training
+2 Pokemon Communication
+1 {C}{C} Energy
-1 Dual Ball
-2 Weavile UN
-2 Sneasel UN
-2 Bianca
-3 Ultra Ball
-1 Lost Removers

If you can find room:
+2 Tornadus (either EX, regular or one of each)

Oh and Groudon EX with 2 prism energies is another interesting tech.
 
I see your point on a few of these options...and i'm most likely going to test around with a few of them, how ever for collector when i first built the deck before posting it, it had collectors in place of dual balls, this tended to slow me down quite a bit where with my current testing dual ball has filled my bench a bit easier, by utilizing junk arm to return them and use them again, this also helps with ditching normal dark energy as well, and instead of using a supporter that will net me only 3 basics, i have the portability of gaining from 0~~6+ in 1 turn as well as gaining a new hand, which brings in the potential to draw up dark patches and i am most def going to try out a few more dark patches to increase energy acceleration. its helped me several times in charging another zoroark, or darkrai if one gets KO'd,
Sage's training is a good choice as well, i like the idea in that one, but again when i first made the deck and play tested with 2 of those in there before bianca and ultraball, gaining only 2 cards, at the chance of losing other important objects wasn't very settling to me i lost 2 zoroarks and zorua from it in one test @~@ i find it kinda risky now a days....
Weavile i completely aggree on, not sure exactly what to swap it out with, i'm thinking with as painfully as the deck loses to any thing {F}type i'm going to throw in a few more {F} counters..but i haven't quite decided what it should be, the Tornadus, and Mewtwo are a great suggestion, i'v also been plotting throwing in a Terrakion of my own with a Prism energy or 2.
I am going to give a good lot of your suggestions a good test run, and see how it'll effect every thing.
thanks for the input ^^
 
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