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Standard Disruption Toolbox (Post Guardians Rising)

JadeGemTM

In terms of water, we have water
Forum Mod
Member
Pokémon {19}

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4 Sableye (GUR)
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3 Oddish (AOR)
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3 Gloom (AOR)
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3 Vileplume (AOR)
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Slowpoke (BKP)
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Slowking (BKP)
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Shaymin EX (RSK)
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Trainers {34}

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4 Professor Birch's Observation
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2 Shauna
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4 Team Rockets Handiwork
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3 Team Flare Grunt
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2 Lysandre
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4 Ultra Ball
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3 Level Ball
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4 Trainers Mail
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1 Revitalizer
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1 Field Blower
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2 Float Stone
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3 Forest of Giant Plants
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2 Silent Lab
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Energy {6}

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6 Basic dark
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Field Blower – Trainer
Item

Choose up to 2 in any combination of Pokemon Tool cards and Stadium cards in play (both yours and your opponent’s) and discard them.

You may play as many Item cards as you like during your turn (before your attack).

Sableye – Darkness – HP60
Basic Pokemon

[D] Limitation: Your opponent can’t play Supporter cards from their hand during their next turn.

[C] Scratch: 20 damage.

Weakness: none
Resistance: none
Retreat: 1

Strategy:

Item and Supporter lock opponent. Silent lab to stop abilities and Slowking to move around energy top useless Pokemon like Shaymin etc.

What do you think? Open to all ideas!
 
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I don't understand the point of the hammers or field blower. They might as well be blank cards in this deck. This deck is screwed if Vileplume doesn't get out turn 1, as most decks will have more than enough time to set up by then. So you will never even have a chance to use them. Remove them for 4 Trainer's Mails and a 4th FOGP to help get Vileplume out turn 1.

Hex Maniac is an awful card in this deck as it removes the item lock.

I don't understand the win condition of this deck cause you have no damage output. I posted a similar list earlier, but it was using cards like Team Rocket's Handiwork to mill the opponent. Since you are running Sycamore and N you will mill yourself before your opponent in 100% of all games if you ever use it. N is also awful in this deck because 90% of their draw will be dead, so you will just be giving them a fresh hand of cards. Also it will reset the size of their deck meaning it will take 10-20 turns longer to mill them.

Here is what I originally posted, you can use it as a basis of what I think is optimal: http://www.pokebeach.com/forums/threads/sableye-vileplume-mill-deck-guardians-rising.139138/
 
I don't understand the point of the hammers or field blower. They might as well be blank cards in this deck. This deck is screwed if Vileplume doesn't get out turn 1, as most decks will have more than enough time to set up by then. So you will never even have a chance to use them. Remove them for 4 Trainer's Mails and a 4th FOGP to help get Vileplume out turn 1.

Hex Maniac is an awful card in this deck as it removes the item lock.

I don't understand the win condition of this deck cause you have no damage output. I posted a similar list earlier, but it was using cards like Team Rocket's Handiwork to mill the opponent. Since you are running Sycamore and N you will mill yourself before your opponent in 100% of all games if you ever use it. N is also awful in this deck because 90% of their draw will be dead, so you will just be giving them a fresh hand of cards. Also it will reset the size of their deck meaning it will take 10-20 turns longer to mill them.

Here is what I originally posted, you can use it as a basis of what I think is optimal: http://www.pokebeach.com/forums/threads/sableye-vileplume-mill-deck-guardians-rising.139138/

Thanks for the help! Didn't think about Birch or Shauna until this morning when I was testing. I had hammers in there if I went second, but I agree Trainers Mail is better. Field blower is there in case I go second against garb. I also haven't ever had problems with getting FoGP up with 3 copies.
Here's what I changed:

-3 Sycamore
-2 N
-2 Hex Maniac
-2 Team Skull Grunt
-1 Lillie
-4 Crushing Hammer
-1 Red Card
-1 Enhanced Hammer

+4 Birch
+2 Shauna
+4 Team Rockets Handiwork
+2 Lysandre
+ 4 Trainers Mail
 
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