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Donphan/Mewtwo

JamieSerhan17

Aspiring Trainer
Member
Hi everyone,

So I've been thinking of playing this deck with Darks and Zekrom variants looking to be making top cut. This isn't particularly a build I've got built right now, but just a skeleton so here it goes:

Pokemon:

4 - Phanpy (HGSS)
4 - Donphan Prime (HGSS)
2 - Mewtwo EX (ND)

Trainers:

3 - Dual Ball (CoL)
2 - Heavy Ball (ND)
4 - Junk Arm (Triumphant)
4 - Pokemon Catcher (EP)
4 - EXP Share (ND)
2 - Plus Power (BW)
2 - Lost Remover (CoL)
1 - Random Reciever (DE)
3 - Switch (HGSS)
1 - Max Potion (EP)
1 - Super Rod (NV)

Supporter:

4 - N (NV)
4 - Professor Juniper (BW)
2 - Professor Oak's New Theory (CoL)

Stadium:

3 - Ruins of Alph (UD)

Energy:

7 - Fighting
3 - Double Colorless


So that strategy works with Donphan being the primary attcker and having EXP Share to keep the synergy flowing through the deck. CMT along with Tornadus in general could prove to be a tough one to get around, hence my inclusion of Ruins of Alph. Water weakness and seeing Emploeon increasing in popularity might also be worth considering along with the non inclusion of Heatmor in this deck. I don't think there's too much left to say on this deck, other than any suggestions or thoughts would be gladly appreciated!

Thanks in advance
 
Trade the Exp. Share for Rcky Helmets. Donphan is a tank, he can take multiple hits from anything, giving your opponent more damage. And everything in here is built up in one turn so Exp is kinda useless.

Trade the Oak's to Juniper count, you get no benefit from discarding, so Oaks is better.

Take out one Catcher for a Heavy Ball. Three Catcher is enough, but two heavy ball is kinda low IMO.

Hope I helped.:)
 
A terrakion would be really nice in here,
maybe
- 1 max potion
+ 1 terrakion NV

Also, running 2 exp share and 2 rocky helmet would be good

Hope I helped!
 
Emopanda133 said:
Trade the Exp. Share for Rcky Helmets. Donphan is a tank, he can take multiple hits from anything, giving your opponent more damage. And everything in here is built up in one turn so Exp is kinda useless.

Trade the Oak's to Juniper count, you get no benefit from discarding, so Oaks is better.

Take out one Catcher for a Heavy Ball. Three Catcher is enough, but two heavy ball is kinda low IMO.

Hope I helped.:)

Thanks for the response!

I hadn't even contemplated Rocky Helmet, although I can see why it's worth considering. My reasoning for EXP Share was to power up multiple Donphan's to use Heavy Impact which'll then put all EX's in a two shot knock range providing they don't have Eviolite. I'm considering putting in the third Heavy Ball and regarding the Oak's and Juniper's, I'm still not too sure what the better play is.

ehitmontop said:
A terrakion would be really nice in here,
maybe
- 1 max potion
+ 1 terrakion NV

Also, running 2 exp share and 2 rocky helmet would be good

Hope I helped!

I'm personally not keen on Terrakion at all with Donphan. While they do provide some form of synergy with each other, Terrakion doesn't have the resistance that Donphan has which unfortunately puts it into knock out range to Zekrom and anything else that deals 120 damage. This obviously is a problem of concern when using Earthquake, where as normally Exoskeleton would prove to be useful here.
 
JamieSerhan17 said:
My reasoning for EXP Share was to power up multiple Donphan's to use Heavy Impact.

That's the thing, You can power up benched Donphan's easily. I run this deck and my strategy for powering them up to Heavy Impact is put two energy on all benched Donphan, and when you need to bring one up, it already has two, so just add the third when active. My starting Donphan usually doesn't get to use Heavy Impact, but the second and third (I have yet to play a game with more than three Donphans out.:p) use Heavy Impact all day long. To be honest, the only time you really actually have to use Mewtwo is if you start with it, or against Kyurem/Empoleon.
 
Emopanda133 said:
That's the thing, You can power up benched Donphan's easily. I run this deck and my strategy for powering them up to Heavy Impact is put two energy on all benched Donphan, and when you need to bring one up, it already has two, so just add the third when active. My starting Donphan usually doesn't get to use Heavy Impact, but the second and third (I have yet to play a game with more than three Donphans out.:p) use Heavy Impact all day long. To be honest, the only time you really actually have to use Mewtwo is if you start with it, or against Kyurem/Empoleon.

Point taken. I'm yet to test this deck myself, but I personally don't think I could ignore having at least a few copies of EXP Share in here. I'm really interested to see how this deck copes against CMT, obviously Heavy Impact would be ideal here.
 
Ruins of Alph is the CMT counter. Against Ground decks, Tornadus and Tornadus EX roam free because while they only need to hit once or twice to KO something, Terrakion, Groudon EX, Landorus, and Donphan have to take four to five hits to KO them, but with Ruins in play, now you can 2-3HKO Tornadus and the EX.
 
Hmmmmm.... The possibility of Shaymin (Celebration Wind), came to mind however not sure if that would involve adding SSU's in there as well. I guess it''d be primarily for Mewtwo, but it's already tight for space as it is.
 
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