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Standard Cynthia

momand

Aspiring Trainer
Member
4x Gible BKP
2x Gabite
3x Garchomp ULP
1x Garchomp BKP
2x Riolu
2x Lucario ULP
3x Tapu Lele GX
1x Espeon EX
1x Giratina PR

4x Cynthia
4x Professor Sycamore
3x N
2x Guzma
1x Lusamine

4x Ultra Ball
3x Rare Candy
2x Choice Band
1x Field Blower
1x Rescue Stretcher

3x Brooklet Hill

7x Fighting Energy
4x DCE

A very clunky yet interesting gimmick deck that uses the new Garchomp and Lucario that were revealed, along with Cynthia, which we've had for a while; their translations are below:

Garchomp – Dragon – HP150
Stage 2 – Evolves from Gabite

[C][C] Quick Dive: This attack does 50 damage to 1 of your opponent’s Pokemon. (Don’t apply Weakness and Resistance for Benched Pokemon.)

[F][C][C] Champion’s Blade: 100+ damage. If you played Cynthia from your hand during this turn, this attack does 100 more damage.

Weakness: Fairy (x2)
Resistance: none
Retreat: 0

Lucario – Fighting – HP110
Stage 1 – Evolves from Riolu

Ability: Aura
Once during your turn (before your attack), if you have Garchomp in play, you may search your deck for 1 card and put it into your hand. Then, shuffle your deck.

[F][C] Scud Jab: 70 damage. This attack’s damage isn’t affected by Resistance.

Weakness: Psychic (x2)
Resistance: none
Retreat: 1

Cynthia – Trainer
Supporter

Shuffle your hand into your deck. Then, draw 6 cards.

You may play only 1 Supporter card during your turn (before your attack).

Card Choices:
3 ULP Garchomp:
Main attacker, allows for the extra support of Lucario. 3 for 100 is ok, but it has 150 HP and free retreat, so we allow it. The secondary effect to increase to 200 simply by using Cynthia is unbelievable.
1 BKP Garchomp: Fighting type option. 60 for 1 energy and energy acceleration is very good in this format right at the moment.
2-2 Lucario: Consistent deck search, as long as Garchomp is in play. 2 for 70 isn't terrible either.
1 Espeon EX: Devolve Pokes damaged using Garchomp's first attack!
1 Giratina: Greninja matchup ain't that great from what I can assume
4 Cynthia: Makes the deck work. Great draw support as well.
1 Lusamine: Get Cynthias back from the discard pile.
3 Brooklet Hill: Considering we have a fighting type Gible in BKP, we can use this to get our Gibles (or Riolus) onto the bench.
 
Last edited:
-1 Espeon EX
-1 Prof. Sycamore
-1 Brooklet Hill

+1 Gabite
+1 Lusamine
+1 Brigette

Gabite @3 makes you safer against Espeon EX. Lusamine @2 allows you to cycle Lusamine. Brigette makes your deck less clunky.

Also, there are other changes I'd make to the deck, but wouldn't know what to take out. Cynthia breaks the standard supporter draw composition, by being an integral part of Chomp's game, so you have to be willing to cut down your Sycamore and N numbers.
 
Seing as you want to Cynthia every turn your need a way to recover them aside from lusamine you should make room for puzzles and float stones so that you can retreat without guzma and lucario has obvious synergy with puzzle
 
Okay, thinking about it a little more and reading the suggestions, I've come up with these possible changes to consider while testing:
-1 Espeon EX
-2 Professor Sycamore
-1 Brooklet Hill
-1 Guzma

+4 Puzzle of Time
+1 Brigette

While I like the idea of running 2 Lusamine (and believe me, I considered it), 4 Puzzles would probably be a much better idea.
 
I actually don't think this deck needs Puzzle of Time.

Considering you're only going to be playing Cynthia when you're grabbing an OHKO on a GX Pokemon, that means you only ever need to play 3. 3 GX KOs for 6 prizes. Since Lucario can search Cynthia out of your deck whenever you need her, I don't see a need to play 2 puzzle of time to recover 1 or 2 Cynthias.

If 2 of your Cynthia are prized, your Lucario can still grab your other 2 copies, and by virtue of taking KOs, you should be able to grab 1 of your 2 prized Cynthias over time after taking KOs.

I would keep 1 copy of Lusamine as a last resort but not include Puzzle of Time. It eats up 4 deck spots, and playing puzzle of time makes your Psychic weak Lucarios even easier KOs for Trashalanche Garbodor. Lucario is the most important part of your strategy - if it gets KO'd and you have no Cynthia in hand, your Garchomps become pretty useless. You want to avoid generating situations that make Lucario an easier target.

IMO, this deck needs 2 copies of Tapu Koko. The damage ceiling of your Garchomps right now is 230 with a choice band. Buttering up your opponent with a Flying Flip in advance while you're setting up will allow you to reach the 250 HP damage mark that you need to take on Solgaleo GX. The spread damage will also help you out in general in the event that you can't get your Cynthias. Just spread around damage for a while and you can reach numbers where you can take KOs without Cynthia at all. It would make including Espeon EX a lot more valuable as well.

Cards I personally think this deck needs:

Counter Catcher, 1 or 2 copies - You are primarily a non-GX deck with very low HP and high succeptibility to getting KO'd. I would play at least 1 copy of Counter Catcher since you search for it with Lucario should you lose an early Pokemon and put your opponent at a bigger disadvantage.

Tapu Koko - mentioned above. You need a way to reach 250 damage against Solgaleo GX prior to getting Garchomp set up. The spread damage also makes devolve KOs a much more viable option.

2 Rescue Stretcher minimum - I think 2 rescue stretchers is the minimum for low HP, non-GX centric decks. You're going to be losing a lot of Pokemon, and you want the ability to keep them around.

Consider a 3/3 line of Lucario, or at least 3/2 - Lucario is what makes this deck function. That search effect is ridiculously good, and more copies will keep him in the game. More copies also means you might be able to set up 2 Lucario at a time and search for 2 cards per turn.

I think this deck has a lot of potential. It just needs to be refined once we know what the meta looks like.
 
I actually don't think this deck needs Puzzle of Time.

Considering you're only going to be playing Cynthia when you're grabbing an OHKO on a GX Pokemon, that means you only ever need to play 3. 3 GX KOs for 6 prizes. Since Lucario can search Cynthia out of your deck whenever you need her, I don't see a need to play 2 puzzle of time to recover 1 or 2 Cynthias.

If 2 of your Cynthia are prized, your Lucario can still grab your other 2 copies, and by virtue of taking KOs, you should be able to grab 1 of your 2 prized Cynthias over time after taking KOs.

I would keep 1 copy of Lusamine as a last resort but not include Puzzle of Time. It eats up 4 deck spots, and playing puzzle of time makes your Psychic weak Lucarios even easier KOs for Trashalanche Garbodor. Lucario is the most important part of your strategy - if it gets KO'd and you have no Cynthia in hand, your Garchomps become pretty useless. You want to avoid generating situations that make Lucario an easier target.

IMO, this deck needs 2 copies of Tapu Koko. The damage ceiling of your Garchomps right now is 230 with a choice band. Buttering up your opponent with a Flying Flip in advance while you're setting up will allow you to reach the 250 HP damage mark that you need to take on Solgaleo GX. The spread damage will also help you out in general in the event that you can't get your Cynthias. Just spread around damage for a while and you can reach numbers where you can take KOs without Cynthia at all. It would make including Espeon EX a lot more valuable as well.

Cards I personally think this deck needs:

Counter Catcher, 1 or 2 copies - You are primarily a non-GX deck with very low HP and high succeptibility to getting KO'd. I would play at least 1 copy of Counter Catcher since you search for it with Lucario should you lose an early Pokemon and put your opponent at a bigger disadvantage.

Tapu Koko - mentioned above. You need a way to reach 250 damage against Solgaleo GX prior to getting Garchomp set up. The spread damage also makes devolve KOs a much more viable option.

2 Rescue Stretcher minimum - I think 2 rescue stretchers is the minimum for low HP, non-GX centric decks. You're going to be losing a lot of Pokemon, and you want the ability to keep them around.

Consider a 3/3 line of Lucario, or at least 3/2 - Lucario is what makes this deck function. That search effect is ridiculously good, and more copies will keep him in the game. More copies also means you might be able to set up 2 Lucario at a time and search for 2 cards per turn.

I think this deck has a lot of potential. It just needs to be refined once we know what the meta looks like.
I very much appreciate, and agree, with your suggestions.
The Puzzles idea was more of an idea to consider, I definitely agree with your ideas a lot more.
-4 Puzzles

+1 Tapu Koko
+1 Rescue Stretcher
+1 Riolu
+1 Counter Catcher
 
Couple things here:
-1 Garchomp BKP
  • Realistically, this card is never going to be useful. You don't need much acceleration to begin with since your main attack is Fighting+DCE And the Fighting typing isn't going to matter by the time you get this card in play. Garchomp ULP can OHKO Zoroark GX (and all 210 HP Stage 1's) with Devoured Field from Crimson Invasion.
-3 Brooklet Hill
  • You play Lele/Brigette.
-1 Giratina
  • You outspeed Greninja (which isn't relevant anyways), hard, and this card has zero relevance outside of that one very specific matchup.
-1 Espeon EX
  • You are an OHKO deck, Devolve won't help.

+1 Garchomp ULP
  • Consistency Consistency Consistency.
+4 Devoured Field/Paralell City
  • This one is a toss up. Parallel is good against setup decks. Devoured lets you OHKO Stage 1 GX's without Choice Band.
+1 Fighting
  • Consistency Consistency Consistency.

Basically, here's what you should be looking at:
4x Gible BKP
2x Gabite
4x Garchomp ULP
2x Riolu
2x Lucario ULP
3x Tapu Lele GX
Pokemon: 17

4x Cynthia
4x Professor Sycamore
3x N
2x Guzma
1x Lusamine
1x Bridgette
Supporter: 15

4x Ultra Ball
3x Rare Candy
3x Choice Band
1x Field Blower
1x Rescue Stretcher
Item: 12

4x Devoured Field
Stadium: 4

8x Fighting Energy
4x DCE
Energy 12

As for the Solgaleo Matchup, you don't win the match-up at all. They play 4 Max Potion, so you have to hit the 250 in one turn, so Koko isn't going to help. It's just a bad matchup, take the loss, make your other matchups better.
 
I don't plan on playing any Max Potion in my Solgaleo deck, because in the mirror match when you're taking 260 damage from your opponent's Sunsteel Strike with a choice band and against Salazzle GX/Garbodor when you're taking 280 damage from Salazzle with a choice band with Garbotoxin in play, I don't see why you would run Max Potion when Solgaleo GX is the very definition of an OHKO format.

I agree with 4 of the same Garchomp, but 4 Devoured Field is pretty pointless. Just run the 4th Choice Band if you're worried so you're always hitting 230. 240 is a number that doesn't matter right now since Decidueye GX isn't that popular, and hitting 110/140 without Cynthia isn't a relevant number either. Choice Banding for 130 without Cynthia is already a 2 hit KO on every GX in the game. 140 doesn't even get Marshadow GX.
 
I don't know what kind of Meta you THINK we are going to have, but Salazzle/Garbodor will not be good, I can guarantee that. Solgaleo WILL play Max Potion, because it is useful against EVERY SINGLE MATCHUP EXCEPT THE MIRROR (and even then, it's good in the mirror). The game isn't going to be as OHKO heavy as you think it is, all that is happening, is a deck THAT'S ALREADY IN TIER 2, is getting a bit more consistent (even then it's still a set up deck that can get outsped).

As for the Devoured Field, that's why I said you could play Parallel City instead. It's a preference thing. Playing Devoured also means that you don't have to rely on Choice Band so much, so it helps any Trashalanche matchups (Like GarboPod for example). It's just a preference.
 
4x Gible BKP
2x Gabite
4x Garchomp ULP
2x Riolu
2x Lucario ULP
3x Tapu Lele GX
Pokemon: 17

4x Cynthia
4x Professor Sycamore
3x N
2x Guzma
1x Lusamine
1x Bridgette
Supporter: 15

4x Ultra Ball
3x Rare Candy
3x Choice Band
1x Field Blower
1x Rescue Stretcher
Item: 12

4x Devoured Field
Stadium: 4

8x Fighting Energy
4x DCE
Energy 12
For your list I personally would say scrap a Sycamore and 1 of your stadiums (2 Parallel City 1 Devoured Field would be a good split. Devoured Field doesn't hit good enough numbers to be ran as a 4-of), and add 1 Koko promo and another Field Blower or Rescue Stretcher(reasons given above).

I do think that Garchomp from BKP is a must as well, especially in the late game. Accelerating DCE's is very good in the meta at this moment and helps you set up MUCH more quickly (and if that's not your thing, special charge is also a good card for this deck).
 
Considering you should only need to Cynthia 3 times a game, and you play 4 DCE, I see no reason to waste one on a Koko to attempt to help you in a matchup you lose anyways. I don't know what kind of acceleration you think you're going to need, but there's not a lot you need to accelerate. You play Lucario to grab DCE, you play Lele for Cynthia. Not to mention sycamore and N. Lusamine is only here to grab Cynthia in case you have to dump some early from ultra ball or Sycamore. This deck doesn't have a lot of moving pieces to get to it's won condition, so why add pieces?
 
I don't know what kind of Meta you THINK we are going to have, but Salazzle/Garbodor will not be good, I can guarantee that. Solgaleo WILL play Max Potion, because it is useful against EVERY SINGLE MATCHUP EXCEPT THE MIRROR (and even then, it's good in the mirror). The game isn't going to be as OHKO heavy as you think it is, all that is happening, is a deck THAT'S ALREADY IN TIER 2, is getting a bit more consistent (even then it's still a set up deck that can get outsped).

As for the Devoured Field, that's why I said you could play Parallel City instead. It's a preference thing. Playing Devoured also means that you don't have to rely on Choice Band so much, so it helps any Trashalanche matchups (Like GarboPod for example). It's just a preference.

I've already learned my lesson from trying to reason my point to people who already have a fixed opinion, so I'm just not going to bother explaining myself. The fact of the matter is no one knows how things are going to be because we don't even know every card in SM5 yet, and even if we did we still don't know the meta. We're just going to keep disagreeing back and forth so it's a waste of time for both of us.

It's up to TSA who he/she agrees with more and it's up to time to determine what actually works.
 
Considering you should only need to Cynthia 3 times a game, and you play 4 DCE, I see no reason to waste one on a Koko to attempt to help you in a matchup you lose anyways. I don't know what kind of acceleration you think you're going to need, but there's not a lot you need to accelerate. You play Lucario to grab DCE, you play Lele for Cynthia. Not to mention sycamore and N. Lusamine is only here to grab Cynthia in case you have to dump some early from ultra ball or Sycamore. This deck doesn't have a lot of moving pieces to get to it's won condition, so why add pieces?
Garchomp BKP is more for the late game when you don't have any DCE's left, discarded by Enhanced Hammer or from knocked out Garchomps. That's why I said if you don't want to run Garchomp BKP, Special Charge would be good as well.
Tapu Koko hits numbers and allows for damage spread, especially if you're not able to play Cynthia.
As Duo said, we don't really know the future of the meta.
 
I don't like brooklet here, all it searches for is Riolu, you're better off just running a higher count of them if you want to get one early. I think that Devoured Field is a weak card overall and not really worth including in any list.

I do think that scorched earth might be worth considering here if you up your F count to 8 since you won't actually use all of those F energies for powering up Garchomps, realistically you need 3-4 actual attachments per game. Scorched Earth combined with Lucario and chain Cynthia gives you a lot of draw power.
 
I don't like brooklet here, all it searches for is Riolu, you're better off just running a higher count of them if you want to get one early. I think that Devoured Field is a weak card overall and not really worth including in any list.

I do think that scorched earth might be worth considering here if you up your F count to 8 since you won't actually use all of those F energies for powering up Garchomps, realistically you need 3-4 actual attachments per game. Scorched Earth combined with Lucario and chain Cynthia gives you a lot of draw power.
Brooklet Hill is great here because he is running the Fighting type Gible from BREAKpoint
 
I mean, I think it's good for a gimmick deck. No Puzzles? Lucario searches them right out, and you need Garchomp to OHKO stuff. I would also play Counter Energy. Counter Energy is so obvious to this kind of deck, so I have no idea why you wouldn't play it. I can probably give more input once we know what the all the cards are
 
I mean, I think it's good for a gimmick deck. No Puzzles? Lucario searches them right out, and you need Garchomp to OHKO stuff. I would also play Counter Energy. Counter Energy is so obvious to this kind of deck, so I have no idea why you wouldn't play it. I can probably give more input once we know what the all the cards are
May I ask why you'd want to run Counter Energy? Garchomp attacks for a Fighting and a DCE, so you'd still have the two energy attachments on it regardless. The only purpose for Counter Energy that I'd see is if you HAVE to attack using Lucario, which is still only two energy attachments, which isn't terrible.
 
May I ask why you'd want to run Counter Energy? Garchomp attacks for a Fighting and a DCE, so you'd still have the two energy attachments on it regardless. The only purpose for Counter Energy that I'd see is if you HAVE to attack using Lucario, which is still only two energy attachments, which isn't terrible.
Well, like you said, it's when you NEED to attack with Lucario. If you rely on every attacker using 2 Energy attachments, then if you let up on your attacks at all, that's all your opponent needs to get the edge in the game. It does the same thing as DCE, but for any type of energy, because I assume this deck usually falls behind the prize game rather quickly.
 
This list is primarily based off of the suggestions I have received and my personal opinion.
4x Gible BKP
2x Gabite
3 or 4x Garchomp ULP
(1x Garchomp BKP if running the 3 ULP ones)
2x Riolu
2x Lucario ULP
3x Tapu Lele GX

4x Cynthia
3x Professor Sycamore
3x N
2x Guzma
1x Lusamine
1x Brigette

4x Ultra Ball
3x Rare Candy
2x Choice Band
2x Field Blower
2x Rescue Stretcher

2x Brooklet Hill

7x Fighting Energy
4x DCE
2x Counter Energy
 
This list is primarily based off of the suggestions I have received and my personal opinion.
4x Gible BKP
2x Gabite
3 or 4x Garchomp ULP
(1x Garchomp BKP if running the 3 ULP ones)
2x Riolu
2x Lucario ULP
3x Tapu Lele GX

4x Cynthia
3x Professor Sycamore
3x N
2x Guzma
1x Lusamine
1x Brigette

4x Ultra Ball
3x Rare Candy
2x Choice Band
2x Field Blower
2x Rescue Stretcher

2x Brooklet Hill

7x Fighting Energy
4x DCE
2x Counter Energy

-2 Counter Energy
-2 Brooklet Hill

+1 Fighting Energy
+1 Choice Band
+1 Field Blower
+1 Guzma

Band and Blower are way too important to be ran as 2-of.
Guzma wins games and, here, is an extra outlet against Garbotoxin.
An extra Fighting Energy to compensate the 2 Counter Energy.
 
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