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Darkrai/Landorus

Soul

Urusai Urusai Urusai
Member
3 Darkrai Ex
2 Landorus Ex
2 Sableye
1 Mewtwo Ex
1 Sigilyph
1 Terrakion
= 10

4 Professor Juniper
4 N
3 Random Receiver
3 Bianca
4 Dark Patch
4 Pokémon Catcher
3 Ultra Ball
3 Energy Switch
2 Eviolite
1 Enhanced Hammer
2 Max Potion
2 Tool Scrapper
1 Energy Retrieval
1 Computer Search
1 Energy Search
1 Switch
= 39

7 Darkness Energy
3 Fighting Energy
1 Psychic Energy
= 11

Simple straight Darkrai with some strong turn 1 plays like Junk Hunt or Hammerhead. Mewtwo Ex is basically to counter other Mewtwos, as this deck can surprise attack with all the attackers due to Energy Switch. Sigilyph is against ex-heavy decks such as Ho-oh or Darkrai/Landorus. Terrakion is self explanatory. I don't play Keldeo Ex, because I think it's not that good of a card without the damage boost it gets from Water Energy, which I do not play. Enhanced Hammer gives improved match ups against all Decks that rely on Special Energy such as Darkrai/Hydreigon with Prism and a huge advantage against Klingklang decks. All around a good card vs Tornadus Ex, too. Energy Retrieval helps out a lot in the late game, I thought about adding Super Rod first, but I don't really need to get back my Pokémon, so I'm gonna go with Energy Retrieval for now.

Help/comments are much appreciated (^_^)v
 
-1 sigilyph

-1 psychic

+1 terrakion/landorus ex/mewtwo ex/sabeleye

+1 fighting energy/dark energy/double colorless energy
 
Sorry, but the Sigilyph tech is actually really good, it won me lots of games already.
 
If you plan on attacking with sigilyph, your going to want at least 2 psychic and thats IF you run another energy search. You dont run skyla so I just don't see you hitting your only sigilyph and your only psychic at the same time. I think sigilyph is a great tech, but if you plan on attacking with it, I would throw in a few blends that way your more likely to actually be able to use it when you want to. One psychic energy just won't be there when you need it.

My suggestions

-1 energy retrieval
+ 1 super rod- Its better since you don't actually have a way of accelerating them in the same turn. Plus energy retrieval and dark patch have opposing synergy

-1 Dark Patch (4 is to many with only 7 basic dark)
- 1 Ultra ball. You shouldn't need 4 of them any way.
What to add is up to you. I might add an energy switch and an eviolite. Protect darkrai from the 1hko and make Terrakion/Landorus/Mewtwo etc more splashable

-2 RR
+2 Skyla. You will want to be able to search out trainers. I personally would run 3 but its player preference. Some people don't like skyla but with computer search, ultra ball and energy search, it gives you multiple outs to any card in your deck.

Something to think about might be adding another terrakion. Landorus is good early game, but terrakion is a lot more splashable and only takes one prize. I run both but I definitely tend to favor terrakion as I can power him up in one turn consistently, again that is all player preference/meta call
 
Yeah defiantly keep Siglyph and don't add anymore Pokemon. I really like this deck Idea a lot.

Take out:
x1 Mewtwo ex (don't really need it since Siglyph plus Darkrai EX can resist psychic so Mewtwo EX isn't a big problem)

x1 Juniper
x1 Random receiver
x1 Dark patch
x1 Energy search

x1 Psychic

Add in:
x1 Tool scrapper

x2 Fighting (3 really isn't enough.)
3 Prisim energy (for Siglyph, Terrakion, and Landorus EX)



Hope I could help!
 
exdarkrai01 said:
If you plan on attacking with sigilyph, your going to want at least 2 psychic and thats IF you run another energy search. You dont run skyla so I just don't see you hitting your only sigilyph and your only psychic at the same time. I think sigilyph is a great tech, but if you plan on attacking with it, I would throw in a few blends that way your more likely to actually be able to use it when you want to. One psychic energy just won't be there when you need it.

My suggestions

-1 energy retrieval
+ 1 super rod- Its better since you don't actually have a way of accelerating them in the same turn. Plus energy retrieval and dark patch have opposing synergy

-1 Dark Patch (4 is to many with only 7 basic dark)
- 1 Ultra ball. You shouldn't need 4 of them any way.
What to add is up to you. I might add an energy switch and an eviolite. Protect darkrai from the 1hko and make Terrakion/Landorus/Mewtwo etc more splashable

-2 RR
+2 Skyla. You will want to be able to search out trainers. I personally would run 3 but its player preference. Some people don't like skyla but with computer search, ultra ball and energy search, it gives you multiple outs to any card in your deck.

Something to think about might be adding another terrakion. Landorus is good early game, but terrakion is a lot more splashable and only takes one prize. I run both but I definitely tend to favor terrakion as I can power him up in one turn consistently, again that is all player preference/meta call

I like the idea of cutting one Ultra Ball, but my reasoning behind not playing Skyla is Random Receiver. When you play it, you usually want a Supporter that gives you a new hand, in straight Darfkrai decks Skyla is just too slow. And that's why I don't play her. Also Random Receiver has great synergy with Sableye.
As for Energy Retrival, during testing I usually had some problems with my Fighting Energy, but I didn't want to add Super Rod, since most of the time I don't feel like shuffling back my Pokémon. Also Energy Retrival adds them instantly to my hand, which is nice.
Getting out Sigilyph at the right time is actually no problem at all. Whenever I play against decks which do not play many to one non-ex attacker (besides Sableye) I try to lure out their Terrakion/whatever and then bench Sigilyph. Getting the one Psychic Energy at the right time is no problem with Energy Search/Retrival, you have to play really careful throughout the whole game though.
Thanks for your comment, I really appreciate it and surely will give the 2 Skyla/etc a try :)


TheLostZone said:
Yeah defiantly keep Siglyph and don't add anymore Pokemon. I really like this deck Idea a lot.

Take out:
x1 Mewtwo ex (don't really need it since Siglyph plus Darkrai EX can resist psychic so Mewtwo EX isn't a big problem)

x1 Juniper
x1 Random receiver
x1 Dark patch
x1 Energy search

x1 Psychic

Add in:
x1 Tool scrapper

x2 Fighting (3 really isn't enough.)
3 Prisim energy (for Siglyph, Terrakion, and Landorus EX)



Hope I could help!

I think I really take out Mewtwo, it hasn't been of much use during my whole testing period. However, I don't like the idea of taking out one of each Juniper/Dark Patch/Random Receiver/Energy Search. Energy Search is just a great card in this deck, especially with the 3 Fighting (which are enough since I run Energy Retrival). As for Prism Energy, I don't really like it. The point of running only Basic Energy is being completely unharmed by Enhanced Hammer, which is quite a popular card in my area. Also with all your adjustments I'd be running a grand total of 16 Energy cards, which is too much for a straight Darkrai deck.

I'll update my list later, thanks for your comments so far guys :)
 
Ooops, wasn't paying attention to the energy count. I understand why you wouldn't want to take out one of each of those cards, it was just a idea as that is the support/receiver count I play. And you can always junk hunt!
 
-1 Sigilyph (While Sigilyph may seem like it may be beneficial, it takes a huge chunk out of your consistency, especially when you are only running a single Psychic energy.)
-1 Psychic Energy (If you're not running Sigilyph any more, Psychic is a waste.)
-1 Energy Retrieval (Dark Patch should be more than enough, and you should also add more energy which might help your problem of late game energy droughts.)
-1 Switch (Personally, I hate Switch in Darkrai. I just don't think it's useful when Darkrai gives free retreat, especially because it would be hard to draw because you only run one of them.)

+2 Dark Energy (You need 8 Dark, at minimum, but 9 is extremely helpful. It is crucial to be able to draw them for Dark Patch so that you can attack with Darkai t2, or t3 at the latest.)
+1 Fighting Energy (As with Dark Energy, you need 4 in order to draw them when you need them. Three just isn't enough imho.)
+1 Energy Switch (One of the most important cards in the deck, especially because you are running 2 Max Potion. You can pull off so many moves with this card, you definitely need 4 of them.)

I hope this helps, you could also switch an Enhanced Hammer for a Potion, but it seems that Enhanced Hammer helps in your meta.
 
I did some 'serious' playtesting with this IRL and on PTCGO and did pretty well.
http://i48.tinypic.com/19wm6s.png

I took out an Enhanced Hammer for another Tool Scrapper as well as an Ultra Ball for a 3rd Bianca. Not sure if I should keep that or not, but I'm definately keeping the Sigilyph in there, out of 50 games I won like 10, just because of Sigilyph.
Any further comments are appreciated, of course :)
 
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