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Standard Crabominable / Tapu Koko Post BUS

Zamuron

Aspiring Trainer
Member
google uploaded a video about Crabominable from BUS and i decided to make a deck with, but using the most versatile promo in the format. Tapu Koko.
But anyways, here is the list i put togeter, though i dont feel completely comfortable about it.

Pokemon:
4x Crabrawler BUS
4x Crabominable BUS
3x Tapu Koko Promo
2x Remoraid
2x Octillery
15x Cards


Trainer:
4x Ultra Ball
3x Max Potion
3x Energy Loto
2x Field Blower
2x Special Charge
1x Rescue Stretcher
4x Choice Band
2x Float Stone
3x Brooklet Hill
4x Professor Sycamore
2x N
1x Kukui
1x Lillie
1x Skyla
33x Cards


Energy:
4x Fighting Energy
4x Strong Energy
4x Double Colorless Energy
12x Cards

The strategy is to set up with Tapu Koko and use energy loto to get energy out, then soften the field up with koko, and sweep with Crabominable.
 
I would consider more cards to boost the damage. More Kukuis, Regirocks, and [other]. I would drop the Energy Lotos, 1 Field Blower, one Choice Band, 1 Brooklet Hill, , and one Lillie. Put in Acerola, Guzma, Scoop ups, and maybe incorporate Salazzle with devo sprays. With decks like this that fall short on OHKOs, Salazzle helps soften them up more. I also feel only 1-2 Octillery will be necessary.
 
Take out koko and put in Mew ex. Put in 4 accerolla as well to recycle attackers.
Mew EX would defeat the point of the deck, which is to win the Prize trade with 1-prize attackers (Crab) that can 2HKO or 1HKO after being softened up by Koko.
 
Mew EX would defeat the point of the deck, which is to win the Prize trade with 1-prize attackers (Crab) that can 2HKO or 1HKO after being softened up by Koko.
Mew helps you hit anything weak to psychic and let's you not auto lose to glacion
 
Mew helps you hit anything weak to psychic and let's you not auto lose to glacion
That's true, but scrapping the Kokos ruins the point of Crabominable cleaning up for game. If anything, 2 Kokos and 1 Mew EX is a good compromise IMO. But you need to keep prize trade in mind.
 
I think you may have missed the point of the video - that Crabominable is fast. Tapu Koko is a great card because it can be hitting up to 120 (6 x 20) on the first turn. Crabominable can do the same thing (Strong energy, Wally, 2 Regirock EX, even Choice Band which is 150 on turn one (Holy crap!)). Crabominable is meant to be fast burst damage, and Tapu Koko is to set up knockouts for a slower game.

It's kind of like Night March; you wouldn't play Tapu Koko in Night March because they can get the super fast burst damage that makes Tapu Koko irrelevant.

The match-ups with Crabominable are pretty favorable however. Turbo Darkrai is an auto win. Drampa/Garb is super favorable since you can OHKO everything. Volcanion is probably 50-50. Since you attack for one energy, Gardevoir GX has to use a lot more energy to KO, meaning when you KO one, not only are you catching up in prizes, but also destroying a lot of their resources. Greninja might be rough, but you might be able to outspeed them. Same with Gardy actually.

This is post-rotation, but Ancient Origins Eeveelutions would have been phenomenal here too, giving a lot of game wins, like Decidueye, Volcanion, Metagross, and those Yveltal decks that are still around for some reason. Oh and Mega Ray.

What I am suggesting is a small reworking of the deck, removing everythign Tapu Koko related and putting in Regirocks and other aforementioned cards. Hoopa EX may be used for the Regirocks (it stays because of its promo). Oh and Wally is staying because of its print in Generations. And I would also reinforce Mega Mewtwo's suggestion of adding a few Acerola (2-3) and maybe even Bodybuilding Dumbbells to add some survivability so that they can be Acerola-ed.
 
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