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Bugs on a Budget: Yanmega Break and Friends

OntheMooFarm

Aspiring Trainer
Member
Hello Pokebeach people! I'm here on Deck Garage, a few months after finally dropping Wobbuffet/Bats for Yanmega Break. After 2+ months of testing, I boiled down my decklist to this:

Pokémon - 18

1 Spinarak AOR 5
1 Ariados AOR 6
2 Yanmega BREAK STS 8
4 Yanma STS 6
4 Yanmega STS 7
3 Pikachu BKT 48
3 Raichu XY 43

Trainer Cards - 38

4 Professor Sycamore BKP 107
3 N DEX 96
3 Professor Birch's Observations PRC 134
1 Lysandre AOR 78
1 Pokémon Ranger STS 104

4 Trainers' Mail ROS 92
1 Super Rod BKT 149
3 Lucky Helmet AOR 77
1 Escape Rope PLS 120
1 Special Charge STS 105
4 Level Ball AOR 76
2 Revitalizer GEN 70
3 Ultra Ball FAC 113
3 VS Seeker PHF 109

4 Forest of Giant Plants AOR 74

Energy - 4

4 Double Colorless Energy FAC 114

Total Cards - 60

To those unfamiliar (because the deck is sort of...uncommon), Yanmega has the Ability "Sonic Vision" that allows it to ignore the energy costs of its attacks if its owner has exactly four cards in his/her hand. Its attack, "Assault Boom" hits for 50, or 120 if the Defending Pokemon has a Tool attached. Yanmega-BREAK gives it the solid boost from a measly 50 base damage (if no Tool) to a reliable 100 base damage, unaffected by the effects on the opponent's opposing Pokemon. This cuts through Glaceon-EX's "Crystal Ray" attack, which would normally safeguard it from the attacks of any evolved Pokemon for one turn. Raichu is imperative as a speedy and reliable counter for cards that lock down Abilities, namely Greninja, Garbodor, and Hex Maniac. It additionally hits as a Lightning-type, which helps secure a few clutch KO's based on Lightning Weaknesses that Yanmega misses against M Rayquaza-EX and Yveltal. Ariados has the "Poisonous Nest" Ability, which poisons the Defending Pokemon, and helps set up two-hit KO's by tacking on an extra 20 damage after a turn starts and ends.

To summarize the deck, I essentially aim to pressure the opponent heavily with an early Yanmega, or, at best, Yanmega-BREAK to force them into a corner early game while setting up Raichu as backup. Professor Birch's Observations is an entertaining card to throw in; both outcomes of the coin flip are favorable, but it's generally better to land heads early to mid game, when you can dump out those three extra cards to activate "Sonic Vision". This is a budget deck-no Shaymin-EX. There are definitely a few times when I'd really like one during a game, but I generally feel that I have a solid Supporter engine to compensate. Bench space is also important. I think Lucky Helmet is very useful-not only is it another form of draw power (those two cards can be very clutch), but it acts as a minor deterrent if your opponent really regrets giving you those two extra draws. Escape Rope is interesting early or late game as disruption, and helps get an unlucky Spinirak out of the Active spot.

Are there any tech cards that can make the deck a little more viable? Any general comments? The deck is brutal if it sets up well; turn 1 Yanmega-BREAKS are super special awesome!!

I also have a fetish for Trainer's Mail and Level Ball. They help set up the field so quickly. It's surprising how quickly a Level Ball can turn into a Yanmega-BREAK in one turn with Forest of Giant Plants.
 
A few comments for your consideration:
  • A 1-1 Ariados line is risky in that you may not ever be able to utilize it should either Pokémon be prized. Secondly, should your opponent run a deck with Garbodor (seems to be quite popular now), then Ariados's Ability is completely nullified. Thirdly, it's a very easy 1HKO target. So, does Poison Nest really make that much of a difference? If so, then consider bumping the line up to 2-2 to significantly enhance your chances of getting a line into play.
  • Why not also run Sky Field Stadium in order to increase Raichu's (assuming Circle Circuit) damage output?
  • There are times when you want/need to draw cards, as well as disrupt your opponent's hand. Using N sometimes can actually "hurt" you more by netting your opponent more cards. So, consider running Judge too for more diversified card-draw support. Plus, these will help facilitate meeting the Sonic Vision requirement efficiently too.
  • Given that you are not running any Basic energy, then consider utilizing Sacred Ash as an effective way of recovering and recycling discarded Pokémon.
  • Lucky Helmet is an interesting card. Although it might result in your drawing cards, I don't view it as having any "negative" impact, like Bursting Balloon, on your opponent. Besides, there's a good chance your Pokémon may be KOing your Lucky Helmet-attached Pokémon; so, does it really matter in the long run??
Given the above comments, following are some suggested deck changes for your consideration, as well:

-1 Spinarak - should you decide not to bump up the line to 2-2
-1 Ariados - should you decide not to bump up the line to 2-2
-2 FoGP - 2 should be sufficient to get setup
-3 Lucky Helmet
-1 N
-1 Professor Birch's Observations
-1 Revitalizer - 1 should be sufficient
-1 Super Rod
-1 Trainer's Mail - 3 should be sufficient

+1 Raichu (Circle Circuit)
+1 Pikachu
+3 Unown - auxiliary card-draw support and bench "filler"
+2 Judge
+1 Sacred Ash
+1 Skyla - to help get needed Trainer
+2 Sky Field
+1 Special charge - backup should your sole 1 be prized

I hope you find these comments helpful.
 
A few comments for your consideration:
  • A 1-1 Ariados line is risky in that you may not ever be able to utilize it should either Pokémon be prized. Secondly, should your opponent run a deck with Garbodor (seems to be quite popular now), then Ariados's Ability is completely nullified. Thirdly, it's a very easy 1HKO target. So, does Poison Nest really make that much of a difference? If so, then consider bumping the line up to 2-2 to significantly enhance your chances of getting a line into play.
  • Why not also run Sky Field Stadium in order to increase Raichu's (assuming Circle Circuit) damage output?
  • There are times when you want/need to draw cards, as well as disrupt your opponent's hand. Using N sometimes can actually "hurt" you more by netting your opponent more cards. So, consider running Judge too for more diversified card-draw support. Plus, these will help facilitate meeting the Sonic Vision requirement efficiently too.
  • Given that you are not running any Basic energy, then consider utilizing Sacred Ash as an effective way of recovering and recycling discarded Pokémon.
  • Lucky Helmet is an interesting card. Although it might result in your drawing cards, I don't view it as having any "negative" impact, like Bursting Balloon, on your opponent. Besides, there's a good chance your Pokémon may be KOing your Lucky Helmet-attached Pokémon; so, does it really matter in the long run??
Given the above comments, following are some suggested deck changes for your consideration, as well:

-1 Spinarak - should you decide not to bump up the line to 2-2
-1 Ariados - should you decide not to bump up the line to 2-2
-2 FoGP - 2 should be sufficient to get setup
-3 Lucky Helmet
-1 N
-1 Professor Birch's Observations
-1 Revitalizer - 1 should be sufficient
-1 Super Rod
-1 Trainer's Mail - 3 should be sufficient

+1 Raichu (Circle Circuit)
+1 Pikachu
+3 Unown - auxiliary card-draw support and bench "filler"
+2 Judge
+1 Sacred Ash
+1 Skyla - to help get needed Trainer
+2 Sky Field
+1 Special charge - backup should your sole 1 be prized

I hope you find these comments helpful.

Sounds good. I'll look into the Skyfields. I'm always very on-the-fence about Judge, because it's so appealing. I might swap out the Lucky Helmets for Judges.
 
Remember that drawing 2 cards via Lucky Helmet is not optional, one must draw the 2 cards when damage is inflicted upon the Tool-attached Pokémon. This could lead to overdrawing your resources...
 
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