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Donphan/Machamp + Dragons

BananaZoRz

Aspiring Trainer
Member


Hey there,
This'll be my first thread up on here, so let's not be harsh :p
Donphan Prime has like, always been my fav card since always, and I love building decks around the guy.
I've taken a liking to the Donphan/Machamp combo,
but I still adore anything along the lines of Donphan/Yanmega/Zoroark + Techs kinda deck.
What I really need is help finding space for stuff. I just can't seem to balance things out :(

Anyways, decklist:

Pokemon (19):
4-4 Donphan (2 CoL - 2 HgSs Phanpy)
3-1-3 Machamp (All Triumphant)
2 Zekrom
1 Reshiram
1 Cleffa

Supporter (10):
4 Collector
4 Prof. Oak's
2 Juniper

Trainer (17):
4 Communication
3 Catcher
3 Junk Arm
3 Rare Candy
2 Switch
2 Max Potion

Energy (14):
10 {F} Fighting
4 {C}{C} DCE

Strategy: Early Donphan for good, early poke + possible prizes. Set up Machamp/Zekrom while Donphan tanks. Machamp for "Fighting Tag" onto active for up to 150 damage (Closer to 150 than 100, due to the fact that Donphan has been punching your bench since T2). Zekrom for anything they might have that would hinder me, so like Yanmega
, Samurott, Tornadus, or Crobat. Reshiram for Kingdra + Any rogue Grass type deck I might run into. (Also Outrage combos nicely with Donphan's Earthquake).

Want to fit in things like:
2nd Switch
2nd Juniper
4rth Collector
4rth Communication
1st Ruins of Alph
...

The only thing I can think of is reducing Zoroark to a 1-1 line :/
Pl0x Help me out!!!
So thanks for whatever you contribute :D
 
RE: Donphan/Machamp/Zoroark

Ok, first just run 10 fighting. You don't need to use bolt strike with zekrom in this deck since you have donphan. Take out the two babies, for a fourth collector and a second switch. Babies are kinda dead now with catcher. Take out a catcher for a communication. I think three catchers with junk arms is plenty. You don't need to run 4 oaks and 2 juniper. You only need to run a MAX of 4 of them in any combination (of your preference). Other than that it looks aight. GL.
 
RE: Donphan/Machamp/Zoroark

Sleeping Snorlax said:
Ok, first just run 10 fighting. You don't need to use bolt strike with zekrom in this deck since you have donphan. Take out the two babies, for a fourth collector and a second switch. Babies are kinda dead now with catcher. Take out a catcher for a communication. I think three catchers with junk arms is plenty. You don't need to run 4 oaks and 2 juniper. You only need to run a MAX of 4 of them in any combination (of your preference). Other than that it looks aight. GL.

With the 8 fighting and 2 rainbow, not only can I end up using Nasty Plot if my opponent stalls, but the 1 damage counter can also help fuel Machamp's Champ Buster. Until I notice anything I don't like, I'm probably not touching the energys.

Everything thing else though sounds great. I feel like taking out the babies to add Collector is a little counter productive, but you're totally right bout Catcher.
Also ya 4 Catcher has been a tad cloggy.
As for draw supporters, I rather leave it at that. I might even go for 3 Oak 2 Juniper, and stayin at 5, rather than goin down to 4.

Thanks for the input bro, changing things immediately ;D
-1 Cleffa
-1 Tyrogue
-1 Catcher -3
+1 Collector
+1 Communication +2
(Was at 61 cards. Now at 60. Had to leave it to 1 Switch)

9 (7+2) Fighting Energy enough? should I bump it up to 10-11?
What about Switch? Worth fitting in a 2nd one?
 
RE: Donphan/Machamp/Zoroark

Bump.

100 views with only 1 legit reply :(
Dont like those ratios bro.
 
RE: Donphan/Machamp/Zoroark + Zekrom :p

I ran a deck kinda like this and it worked out great ! i dont think zoroark is needed to i would -2-2 zoroark and +1-1 donphan and +2reshi--i would max out the donphan for the quick attaking and since all of you pokemon benefit from having damage everywhere(machamp for champbuster and reshi and zeki for outrage)also i would -1 switch for a machoke just incase you cant get ur rare candy--PeAcE!!!
 
RE: Donphan/Machamp/Zoroark + Zekrom :p

joe said:
I ran a deck kinda like this and it worked out great ! i don't think zoroark is needed to i would -2-2 zoroark and +1-1 donphan and +2reshi--i would max out the donphan for the quick attaking and since all of you pokemon benefit from having damage everywhere(machamp for champbuster and reshi and zeki for outrage)also i would -1 switch for a machoke just incase you cant get ur rare candy--PeAcE!!!

Thats actually quite legit.
What I might do, is go for -2-2 Zoroark and +1-1 Donphan +1 Reshiram ( Just to keep the same number of basics ). Then I'd have an extra space for like, extra support tech card.
I'd never lose the Switch though. Also I don't know bout the 3-2-3 Machamp line.
I'll try losing Zoroark though. Its been in the skeleton for so long, I've never gotten around to trying to play without him.
 
RE: Donphan/Machamp/Zoroark + Zekrom :p

-2-2 Zoroark
+1-1 Donphan
+1 Reshiram
+1 Fighting

Working out great so far. I love starting with Donphan every time :D

Wanna fit in more draw power, maybe like more Juniper, and more Pokemon Catcher :/
What should be taken out?
 
Was first at locals. Went 4-0. Faced of against a Serperior/Reuniclus, Stage1 Rush, Samurott/Feraligator and ummm.... A rogue like, Bouffalant/Taurus/"More things that Donphan can 1shot" deck.
Twins wins games.
 
Haha i see you took a liking to my idea =P --Heres my list_it works out very good and i hope it helps you out

Pokemon:20
4-4 Donphan prime (both from HS)
3-2-3 Machamp prime (All from triumphant)
2 reshiram (BW)
2 Zekrom (BW)

T/S/S:26
4 collector
3 profesor oaks new theory
3 juniper
4 junk arm
3 rare candy
4 pokemon communication
3 switch
2 profesor elms

Energy:14
4 DCE
10 Fighting

I know i need to add some catcher but idk what to take out.--PeAcE!!!
 
joe said:
Haha i see you took a liking to my idea =P --Heres my list_it works out very good and i hope it helps you out

Pokemon:20
4-4 Donphan prime (both from HS)
3-2-3 Machamp prime (All from triumphant)
2 reshiram (BW)
2 Zekrom (BW)

T/S/S:26
4 collector
3 profesor oaks new theory
3 juniper
4 junk arm
3 rare candy
4 pokemon communication
3 switch
2 profesor elms

Energy:14
4 DCE
10 Fighting

I know i need to add some catcher but idk what to take out.--PeAcE!!!

Ya the Zoroark tip workd wonders for real. As for ^that deck:
I feel like 4PONT/2Juniper > 3/3.
4 Junk Arm without Catcher or Plus Power is such a no go, as you only got Switch, Pokémon Com and Rare candy as targets for it :/
I still hate 3-2-3 Machamp :p 3-1-3 is definitely the way I roll.
I've tried Elm's before, and I know it can be pure pwnage/Godmode activate at times, but the fact that it uses you Supporter for turn, and can't be spammed with Junk arm, I feel it just takes up too much space for what could just be more draw power. BTW this deck doesnt have magnezone for magne-draw, for yanmega which verifys the use of Judge or Copycat.

So all in all, what I dont like about the list is:
3 switch
0 catcher
2 elms
3 pont
4 junk arm.

I realllllyyyyyyy XD wanna make this as competitive as possible, and without catcher or the much needed draw, I can't see that happen :(
But thanks alot for the input. We're on the same page like, for sure ;D
 
the only bad thing about the CoL phanpy is it will get donked easier than the HGSS one if they go first. But they are better late game.. I would suggest you adding one maybe two energy retrieval. Late game this is a good card to have if you have lost a lot of energy. But i can't see what you would take out... Maybe one of your draw power supporters... otherwise it looks really good now. GL
 
Sleeping Snorlax said:
the only bad thing about the CoL phanpy is it will get donked easier than the HGSS one if they go first. But they are better late game.. I would suggest you adding one maybe two energy retrieval. Late game this is a good card to have if you have lost a lot of energy. But i can't see what you would take out... Maybe one of your draw power supporters... otherwise it looks really good now. GL

Haha thanks. I guess all that's left to do is test the hell out of it. Until I find something that bothers me, this is what it's gonna look like.
I do have a fear of having not enough energy, but you gotta figure, you only need 1 on Donphan at first, and later on everything on Donphan get "Fighting Tag'd" onto Machamp. I think 9 Fighting should work out well enough, so i'll leave it at that, until testing proves otherwise.
 
Lol, I used to run Donchamp and now I'll probably be running Donphan Dragons for a little while so it's nice to see a combination of both. I don't see anything immediately concerning with your list except for that cleffa. It does give some nice hand refresh, but after that there is a good chance it's either going to be sniped from the bench or KO'd by your own Donphan unless you max potion off the damage (and even then it's a bit of a liability and you probably want to save that max potion for a Donphan or something). I would drop it for +1 catcher. Catcher really helps when dealing with bulkier stage 2 decks by allowing you to KO their low-HP basics. Take the relatively high-hyped Gothitelle for example, it hits one of your main attackers for weakness and will lock out your communications and candies and other fun trainers unless you prevent them from doing so by disrupting their set-up as much as possible. A little more draw would also be nice so I would suggest dropping a Fighting Energy and a Max Potion for 2 Copycats. Hope I could be of service =3
 
TehBrownSauce said:
Lol, I used to run Donchamp and now I'll probably be running Donphan Dragons for a little while so it's nice to see a combination of both. I don't see anything immediately concerning with your list except for that cleffa. It does give some nice hand refresh, but after that there is a good chance it's either going to be sniped from the bench or KO'd by your own Donphan unless you max potion off the damage (and even then it's a bit of a liability and you probably want to save that max potion for a Donphan or something). I would drop it for +1 catcher. Catcher really helps when dealing with bulkier stage 2 decks by allowing you to KO their low-HP basics. Take the relatively high-hyped Gothitelle for example, it hits one of your main attackers for weakness and will lock out your communications and candies and other fun trainers unless you prevent them from doing so by disrupting their set-up as much as possible. A little more draw would also be nice so I would suggest dropping a Fighting Energy and a Max Potion for 2 Copycats. Hope I could be of service =3
Ya Cleffa does tend to be a free prize late game. It does help out early on, but not to the point where it's absolutely necessary.
-1 Cleffa
+1 Catcher
I hear what youre saying, but Im fallin in love with Max Potion. Amazing card is amazing.
But 10 fighting might be a bit much so ill do that
-1 fighting energy
+1 Copycat.
Until i ever find max potion not broken, its stayin at 2.
But thanks so much for the input. Great advice for sure :D
 
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