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Standard BuzzGarb with Naganadel

Wechselbalg

brb
Member
Originally I liked the idea of Beast Box but after watching a few streamers and testing both metal and fighting versions I quickly had to realise that the general idea of the archetype was bad. (Or at least for the time being it is bad.) BuzzNaga easily gets destroyed by Dawn Wings because you don't have Garbodor and Dusk Mane is still in a weird position in the meta and honestly it doesn't need Naganadel.

BuzzGarb is still a good deck but I've often found that despite being able to block both Mews, Malamar and Dawn Wings it can still lose to psychic too easily just because Buzz needs too many energies to retaliate after a KO and you can't always hit Elixirs or as of the release of FLI Beast Rings. The reason I decided to stick with Naga is that it can 1-shot psychic weak threats for 1 attachment while you can still accelerate to a Buzz on the bench and set it up to get a a KO on your following turn. I decided to try to combine the "best of both worlds" so to speak. (Altough I'm not sure there's much 'best' about Beast Box right now but whatever.) There are also BuzzGarb lists that run a Zygarde-EX in order to try to make up for the psychic weakness but I'm with the people who say that it's bad since it can't 1-shot anything without a lot of investment and generally you'd want to invest into Buzzwole instead.

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1 Buzzwole
3 Buzzwole-GX
3 Poipole
2 Naganadel-GX
1 Tapu Lele-GX
2 Trubbish
2 Garbodor (Garbotoxin)

4 Mysterious Treasure
1 Lillie
2 N
1 Super Rod
4 Cynthia
3 Guzma
3 Max Elixir
4 Choice Band
3 Professor Sycamore
4 Float Stone
4 Ultra Space
3 Beast Ring

1 Beast Energy
9 Fighting Energy

********

Yes, no Ultra Balls! There reason for that is that Mysterious Treasure can grab anything in the deck for only 1 discard other than Buzzwole, and you don't want to discard too much in the beginning since you need your basic energies, Elixirs, Rings and the Super Rod for later. It's also better than Nest Ball because it grabs both Trubbish and Garbodor and also thins your deck with the discard effect. Treasure doesn't get you a Buzzwole but you get those out with Ultra Space. Only 2 Naganadels because other than being able to 1-shot psychic threats it sucks and you still want to concentrate on Buzzwole. Still 3 Poipoles because of consistency and you need as many UBs on the bench as possible to be able to retaliate with Naganadel and get a KO at the same time.

4 Cynthias to keep the aforementioned resources in the deck and Sycamore when it's time to go full aggro and draw into as many Beast Rings as possible. N is used only to get your opponent down to 1-3 which you will probably only do once per game, that's why I decided to include only 2 copies. I'm thinking about cutting 1 Cynthia and adding another Rod just because it's more consistent and being able to get those basic energies back is really important for the Elixirs/Rings. Another option would be to swap a Cynthia for a 10th basic energy.

Baby Buzzwole for obvious reasons. (Good non-GX attacker, can also get a KO after you spread once or twice with Jet Punch.)

No Field Blower because you are the one doing the Garbotoxin'.

4 Ultra Space again because of consistency. Compared to "classic" BuzzGarb the deck loses Parallel City, so maybe you could do a 2-2 split but then you lose out on consistently getting out both Buzzwoles when you need them so not sure about that. Parallel City can still be clutch, but then again Malamar/Necrozma can still do well against you with just 2 Malamars and 2 Dawn Wings out but then you can block their abilities in return so I'm really not sure whether a 2-2 split or 4 Ultra Space is better. If you get Paralleled yourself it's not that big of a deal because you have 4 Stadiums to counter it and you don't always need Naga. With the combination of Ultra Space and Treasure you can also constantly keep thinning your deck to ensure a better "hitrate" for your Elixirs.

Another thing the deck loses is Strong Energy, but Beast Energy can sort of make up for that, as you generally don't want to attach Strong Energy unless you can follow up the attachment with a KO and BE is perfect for that as it adds 10 extra damage and can also be attached to Naga if needed.

Anyway, just putting the idea out there, it is perfectly possible that straight up BuzzGarb is still better, but during my online testing I never found it to be an issue to get T2 Garbotoxin while also setting up Buzzwoles and Naga generally pulls its weight against stuff like Mew-EX, (even though you already block it but Field Blower still exists) Espeon and opposing Buzzwoles.

Thanks for reading and feel free to share any thoughts you have about the idea!
 
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Interesting for sure. The problem with Ultra Space though is that it's not Parallel City. As I'm sure everyone knows, I play Buzzgarb religiously, and when I was first testing Forbidden Light, I dropped 2 Parallel City from the list to make Beast Ring room, but Garbotoxin, as strong as it is, doesn't function as well is it should. Just shutting down Abilities can make a huge impact on the game, but limiting their entire field and taking strong knockouts with Buzzwole(which it can't properly do without Strong Energy) is why the deck is so formidable. You should also be running 4 Sycamore :p
Draw power is really important to the build.
 
Personnally, I tried something similar and the problem I have seen is that, cause of garbotoxin, you don't have any draw engine like octillery in classic BuzzRocs so that's hard to find beast rings.
As well, garbodor was mainly here to counter mew / mew ex. But with naganadel, you don't care anymore about it cause you can just take a return knockout on it for 1 energy atachment.
We loose the 2/2 line of carbink break, that was MVP in the decklist. We replace it by beast rings that is more agressive and I think garbodor give a more slow/control aspect the deck there is no logic.

I didn't sacrified ultra balls for mysterious threasures personnally cause I think your main attacker is still Buzzwole GX and baby buzzwole is so strong, not to be searchable.
 
The problem too is that you can't use Diancie prism star that is really strong.
 
I think this deck is slower than classic buzzwole so i removed elixirs to just poke early game. Mid game you can accelerate and lock your opponent. Here is the decklist I use. It's working pretty well :

****** BeastGarb ******

##Pokémon - 14

* 3 Buzzwole-GX CIN 57
* 1 Buzzwole FLI 77
* 2 Tapu Lele-GX GRI 60
* 2 Garbodor BKP 57
* 2 Trubbish GRI 50
* 2 Naganadel-GX FLI 56
* 2 Poipole FLI 55

##Trainer Cards - 32

* 1 Super Rod BKT 149
* 4 Ultra Ball SUM 161
* 4 Professor Sycamore STS 114
* 4 Cynthia UPR 148
* 2 N NVI 101
* 3 Choice Band BUS 162
* 4 Float Stone PLF 99
* 4 Guzma BUS 143
* 4 Beast Ring FLI 102
* 2 Nest Ball SUM 158

##Energy - 14

* 10 Fighting Energy GRI 169
* 1 Beast Energy ◇ FLI 117
* 3 Strong Energy FFI 104

Total Cards - 60

****** Deck List Generated by DeckBox ******
 
Thanks for posting your list! This is pretty much what I would have done if I didn't chose to try out the Treasure+Ultra Space engine. I still think that if you're not using Ultra Space then the deck should play at least 2 Parallels though.

Yeah, Diancie obviously only fits into non-Garb Buzzwole builds, but Malamar and Dawn Wings are so strong against Buzzwole that you need ability lock.
 
Thanks for posting your list! This is pretty much what I would have done if I didn't chose to try out the Treasure+Ultra Space engine. I still think that if you're not using Ultra Space then the deck should play at least 2 Parallels though.

Yeah, Diancie obviously only fits into non-Garb Buzzwole builds, but Malamar and Dawn Wings are so strong against Buzzwole that you need ability lock.
Or a strong partner that isn't weak to Psychic i.e Lycanroc. Your philosophy is the exact same reason Buzzgarb is the only Buzzwole variant I'll play.
 
Or a strong partner that isn't weak to Psychic i.e Lycanroc. Your philosophy is the exact same reason Buzzgarb is the only Buzzwole variant I'll play.

I don't really like Lycanroc at the moment because, even though Bloodthirsty Eyes and Dangerous Rogue are pretty strong, if Malamar/Necrozma is not under ability lock or if their bench is not limited, they can take out Lycanroc as well without much trouble either with regular or Ultra Necrozma. Better than Naga for sure, but I still think the capability to 1-shot a few meta threats for 1 colorless is the latter's saving grace. Plus you don't penalise yourself if you play Naga under ability lock, and with Lycanroc you lock yourself out of a powerful ability which is a waste.
BuzzRoc is more raw power which would be the natural pairing for such an aggressive card as Buzzwole, but right now ability lock is more important. So yeah, BuzzGarb it is.
 
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Personnally, I think Lycanroc allows you to have an alternative weakness and a pressure on the opponent bench (Dangerous Rogue & Bloodthirsty Eyes).

But I see many problems to Lycanroc :

First, once you dangerous rogue, your only attack is not really cost efficient and you have difficulties to hit big numbers to be able to oneshot. You need 2 strong, 1 fighting, a diancie, a regirock and a choice band to hit 210 damages. So this counter is great only at the begginning. It's harder and harder to load it because it's a non ultra beast stage 1 (no beast rings/max elixirs).

Moreover, in early/mid game, you can get (after few poke) two turns with Absorption + Knucle Impact of OHKO for 3 energies when Lycanroc needs that you attach 2 energies on him and load a 3 energy buzzwole on the bench. During this time, you can beast rings other Buzzwole on the bench or manually attach energies.

That's why I think garbotoxin garbodor is better in many ways :

It needs lots of tools to work efficiently and Buzzwole is, at least, playing a 3/3 float stone/choice band split.
It counters abilities of draw engines (Zoroark/Octillery/Oranguru) and decks like Vikabulu/Greninja/Gardy/Hoopa/Volcanion/Decidueye/Passimian (some are hard matchups instead)
It counters mew/mew EX than allow the opponent in many deck to oneshot your Buzzwole even if you have 0 energy on it. Mewtwo is still a big threat but you can manage it by only poking early with 1 energy, taking 2 prize cards and just use Absorption + Knucle Impact to get the 4 last cards.
You protect yourself against late game Tapu Lele for Guzma / N. You can also use your 2 N late game to lock your opponent when you're dealing tons of damages so your opponent can't react.
Your build allow your decklist to contain about 10 supporter cards so you're prepared for ability lock when lots of other meta decks (Zoroark/BuzzRoc mainly) are not.
 
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