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Dialga/chomp or is it

lucarioAdventure1

Aspiring Trainer
Member
[/font]yo PokeBeach i am a rogue pokemon TCG player who comes from england so i won't be as well known as some people who come from the states ( like TheJWittz ) what i am here today to show you is my take on SP.

I haven't played SP before as i was using flygon locking last year which won me a couple of states but unfortunatly not nationals which sucks :(

onto the list at hand

pokemon:21
2-2 Dialga G LV.X
2-2 Blaziken FB LV.X
1-1 Gallade 4 LV.X
1-1 Infernape 4 LV.X
1 Dragonite FB
1 Bronzong G
1 Crobat G
2 Skuntank G
2 Uxie LA
1 Azelf LA
2 Sableye SF

trainers/supporters: 26
4 cyrus's conspiracy
4 poke turn
3 power spray
3 energy gain
3 SP radar
2 Aaron's collection
2 Pokemon collector
2 Pokemon communication
3 Galactic HQ

energy: 13
3 DCE
4 SP energy
2 psychic
2 fire
2 metal

now onto explaining tech cards:

1-1 Infernape 4 LV.X imagine this situation your facing the opponent you put down infernape 4 naturally your opponent would question this and ask if they can read it, he/she does most likely ignores it and then passes it by. next turn you level him up, your opponent does the same again and then you can use infernapes power to switch a nuisance like mewtwo X away putting in a different pokemon. You then use infernape to disrupt using either the high damage fire spin or the split bomb dealing multiple damage onto low hp pokemon or annoying pokemon like mewtwo.

1-1 Gallade 4 LV.X right so same sort of thing with the laying down part but don't think for a second gallade 4 is a bad card because it can do a KO out of no-where. when you put the lv.x down you do 1 damage to all of the opponents pokemon. then if you poke turn gallade and put him on the bench with something like crobat G as the active. youre opponents stuck between a ko with dragon rush or low enough hp to die. when you do it again they all have 20 damage unless garchomp C X or a damaging move to the bench was used you then use the X's attack for 40 + 10 per damage counter on the opponents side with 2 thats instant 160 damage without any add ons.

2 Skuntank G basically more disruption this deck is based around either quick KO's or constant switching skuntank poisons the opponent making then easier to KO with Dialga, Gallade, Blaziken and infernape.

3 Galactic HQ this is not only the stadium that fuels skuntank G but it helps against any deck that evolves to try to move poison or burn away by dealing more damage plus SP's don't evolve so it doesn't matter.

4 SP energy provides any sort of energy needed in the deck

what i didn't use in the deck:

2-2 Garchomp C X it makes the deck too predictable plus sometimes the healing and 2 + gain for 80 isn't worth it im running so many X's i can't add more.

1 toxicroak G promo issue of space to be honest i like the card its a very good luxray counter

1 lucario GL everything from HGSS on has x2 weakness anyways so it wouldn't be nessicary

sorry if this article was too long for you guys :p but first practice next article will be on decks that i saw that were good in states that i thought were good and consistant. stay tuned! this is lucarioAdventure1 signing out!

also guys comment on what you'd like me to do a article on :p
 
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