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Standard Charizard

datoneguy760

Aspiring Trainer
Member
So i know this deck will never be tier 1 but I just want it to at least work. Biggest problem is no energy acceleration. And Charizard being two fire one colorless. So I have two versions of the deck

Ver 1:
##Pokémon - 16
* 4 Charmander BUS 18
* 3 Oricorio GRI 14
* 1 Victini {*} DRM 7
* 1 Charmeleon DRM 2
* 4 Charizard DRM 3
* 3 Tapu Lele-GX GRI 137
##Trainer Cards - 30
* 2 Energy Switch ROS 109
* 2 Rescue Stretcher GRI 130
* 2 Steven’s Resolve CES 165
* 2 Timer Ball SUM 134
* 4 Rare Candy SUM 129
* 4 Ultra Ball SUM 135
* 2 Copycat CES 127
* 3 Cynthia UPR 119
* 2 Field Blower GRI 125
* 3 Guzma BUS 115
* 1 Kiawe BUS 116
* 2 Energy Retrieval AOR 99
* 1 Lysandre {*} FLI 110
##Energy - 14
* 10 Fire Energy XYEnergy 4
* 4 Counter Energy CIN 100

Total Cards - 60

Ver 2:
##Pokémon - 16
* 4 Charmander BUS 18
* 2 Turtonator GX
* 2 Rayquaza {*} GRI 106
* 1 Charmeleon DRM 2
* 4 Charizard DRM 3
* 3 Tapu Lele-GX GRI 137
##Trainer Cards - 30
* 2 Energy Switch ROS 109
* 3 Wishful Baton
* 2 Steven’s Resolve CES 165
* 2 Timer Ball SUM 134
* 4 Rare Candy SUM 129
* 4 Ultra Ball SUM 135
* 2 Copycat CES 127
* 3 Cynthia UPR 119
* 2 Field Blower GRI 125
* 3 Guzma BUS 115
* 2 Energy Retrieval AOR 99
* 1 Lysandre {*} FLI 110
##Energy - 14
* 10 Fire Energy XYEnergy 4
* 4 Double colorless

Total Cards - 60

Any Ideas
 

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On Ver. 2 take away 1 turtonator Gx (only 1 gx attack per game), 2 Rayquaza, a tapu lele (2 is always enough unless you're playing Zoroark), a Steven's resolve (just don't need it past T1), and the Energy Switch (Interesting tech but I don't see why it's in here) and add a 3-1-3 line of DRM Blaziken for the best energy acceleration. Besides that, this list looks really fun.
 
On Ver. 2 take away 1 turtonator Gx (only 1 gx attack per game), 2 Rayquaza, a tapu lele (2 is always enough unless you're playing Zoroark), a Steven's resolve (just don't need it past T1), and the Energy Switch (Interesting tech but I don't see why it's in here) and add a 3-1-3 line of DRM Blaziken for the best energy acceleration. Besides that, this list looks really fun.
Also, you can switch those DCE's for more fire energy or stuff I removed since rayquaza would be gone.
 
Also, you can switch those DCE's for more fire energy or stuff I removed since rayquaza would be gone.
So I have decided that this deck just isnt meant for standard. And will be making an expanded version soon. Unfortunatly expanded has far more water pokemon and still has garbotoxin so it might struggle. but with baby volcanion, blacksmith, firey torch and vs seeker I think this deck will perform far better.
 
The only consistency we can currently hope for with fire right now is hitting Kiawae on T1, and charging up something solid, after that you start the pressure + getting your zards online. Pointers are don't play too many GX in a non-GX centered attacking deck. I would suffice to say to drop Tapu-Lele-GX down to 1 because they are a liability in competitive matches. I am on the brink of removing Turtonator as the swing isn't enough incentive when we have Wishful Baton.

Since the set drop, i've tried multiple variations of the new zard and the list i am currently using is below here with some notes.

Pokemon - 14
4- Charmander
1 - Charmeleon (DRM)
3 - Charizard (DRM)
1 - Shining Ho-Oh <- built in wishful baton, we want this out T1.
1 - Resharim - (DRM) <- early accel, pair with Wishful Baton
2 -Tapu-lele-GX (GRI) <- possible to drop to 1, tapu-GX is a little overrated here.
1 - Turtonator-GX <- almost useless 1/10 games will see his GX land correctly
1 - Oranguru <- draw engine

Trainer - 36
1 - Enhanced Hammer <- debating x2 because every other game is Zoroark.
1 - Field Blower
4 - Rare Candy
3 - Ultra Ball
1 - Rescue Stretcher
2 - Timer Ball <- consistency
2 - Order Pad <- consistency
2 - Shrine of Punishment
1 - Acerola <- pull Tapus
2- Judge
1 - Lysandre Prism <- Lost zone is OP
1 - Fisherman <- When wishful baton fails you
2 - Lillie
4 - Cynthia
3 - Kiawe <- accel T1, hard to play any other time.
3 - Wishful Baton <- pass on the energy, most decks play 1 blower so you get away with powering up another zard for free at some point in the match.
3 - Guzma

10 - Fire Energy
 
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