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Donk-Krom (Zekrom.deck)

Loaded Dice

Aspiring Trainer
Member
Pokemon 16

4 zekrom
3 pachirisu
3 shaymin
2-2 lantern prime
2 Cleffa

T-S-S 29

4 Pokemon Collector
4 Professor Oak's New Theory
4 Plus Power
3 Junk Arm
3 Super Scoop Up
3 Duel Ball
3 Seeker
2 Energy Retrieval
2 Interview's Question
1 Revive

Energy 15

13 Electric/Lightning
2 Double Colorless Energy

I'm pretty sure everyone is well aware of what this deck is suppose to do, but for those who are unfamiliar here's a brief introduction. This deck is made to donk your opponent asap. You start off with zekrom as your active pokemon. The basic idea is to use pachirisu's self-generation to attach it with 2 L energy, then use shaymin's celebration wind to transfer the energies to zekrom and then play the energy for the turn. If you don't donk, the games become annoying and it's more of a grind match to the end. You normally have the advantage of the first 2-3 prizes. I decided to add energy retrieval for those worst case scenario games. It came up in testing and although I won the game vs my opponent, it was basically could I draw the 1 of the two energies left in the deck.

I've changed my build considerably from my original build. Lanturn prime is a pretty solid secondary attacker and helps with the bad match ups. I'm considering to add 1 ruins of the alph (it'll depend on my meta, right now I'm playing casually).
 
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