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Donphan/Yanmega for Battle Roads?

JamieSerhan17

Aspiring Trainer
Member
Hello,

So I recently saw this deck being played at a State Championship which particularly interested me and am now debating whether to play it myself. Below I've drawn up a rough deck list and would much appreciate some ideas as to whether it is potentially worth running:

Pokemon: 18

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

Trainers: 20

4 - Junk Arm (Triumphant)
4 - Pokemon Catcher (EP)
3 - Pokemon Communication (HGSS)
3 - Switch (HGSS)
2 - PlusPower (BLW)
2 - Lost Remover (CoL)
2 - Max Potion (EP)

Supporters: 14

4 - Pokemon Collector (HGSS)
3 - Professor Juniper (BLW)
3 - Professor Oak (CoL)
3 - Judge (Triumphant)
1 - CopyCat (CoL)

Energy: 8

7 - Fighting
1 - Double Colorless Energy (ND)

So the idea of the deck is to have Donphan to counter any Zekrom variants including Eel's with Yanmega as a secondary attacker. While it is annoying Yanmega won't knock out a Terrakion with a single Sonic Boom, it does help add up to the magic 130 with Donphan only hitting for 60. It can also provide a useful counter against Tornadus with 70 & 40 both adding up to 110.

Some ideas worth considering:

A form of draw support in a Pokemon: Cleffa/Manaphy?
More DCE for Mewtwo?
Zekrom? Even more DCE needed?
Pokemon Center? Counter to Skyarrow Bridge - Celebi/Mewtwo/Tornadus & Durant
Terrakion?

Any advice would be greatly appreciated!

Thanks in advance =)
 
-1 Phanpy
-1 Donphan
- 1 Switch

+3 DCE

This way, you can use more often mewtwo. 4-4 Donphan sin't really needed because with Mewtwo you won't need that exta line agaisnt eel sicne you'll have the upper hand in that matchup.Since the meta is this way right now I can actually see this decks making a sorta of comeback.
 
Slayer said:
-1 Phanpy
-1 Donphan
- 1 Switch

+3 DCE

This way, you can use more often mewtwo. 4-4 Donphan sin't really needed because with Mewtwo you won't need that exta line agaisnt eel sicne you'll have the upper hand in that matchup.Since the meta is this way right now I can actually see this decks making a sorta of comeback.

While I definitely agree on making Mewtwo more playable, I would have a couple of concerns that I would need to address:

1) Taking down a Phanpy decreases your basics, so I'm not sure if it's worth running 4-3 line of Donphan to prevent yourself starting with a Mewtwo?
2) Something I completely forgot to consider was perhaps putting in a recovery card such as Flower Shop Lady or Super Rod.
3) Could having four DCE be as much of a downfall as it is up? Obviously it's unusable with anything else.

Thanks again for the response!
 
Try
-1 switch (you hardly ever need more than two. Plus you have junk arm too)
-2 max potion (not really needed)
-1-1 donphan? (I think3-3 should be enough)
-0-1 yanmega? (4-3 usually is enough)
-1 PONT (to make room for some N, which is also a good drawing supporter)

+2 N (good drawing supporter because it refreshes your hand relatively well, is good early game when you and your opponent both haven't taken a prize card yet, and disrupts)
+2-3 terrakion (good attacker)
+2-3 DCE (very important for mewtwos)
 
Jirachi said:
Try
-1 switch (you hardly ever need more than two. Plus you have junk arm too)
-2 max potion (not really needed)
-1-1 donphan? (I think3-3 should be enough)
-0-1 yanmega? (4-3 usually is enough)
-1 PONT (to make room for some N, which is also a good drawing supporter)

+2 N (good drawing supporter because it refreshes your hand relatively well, is good early game when you and your opponent both haven't taken a prize card yet, and disrupts)
+2-3 terrakion (good attacker)
+2-3 DCE (very important for mewtwos)

I actually did consider playing N but was then unsure due to already having Judge in there and as for the Switch, I'd definitely take it down if I was also decreasing the Donphan line. I initially thought Max Potion was a great idea due to Donphan only using the single Energy and Yanmega not needing any, however am still undecided on this as well. As for Terrakion, I'm still sitting on the fence with it. In previous test playing it hasn't proven to be too useful.

If I'm also taking down a Yanmega, wouldn't it be advisable to put in a Super Rod or some form of recovery?
 
Mora said:
Why PONT over Copycat?

Mainly for the hand refreshment. Generally speaking if your opponent has say four cards in hand, it's not usually that difficult to match their hand size. On top of that, Copycat does have it's limitations with not being able play anything after being used as you're wanting to attack with Yanmega. Perhaps that is just player preference though?
 
I might run 2 of each. I guess you'd know if one wasn't enough, but since you don't have Magnezone, I thought it would be a little more difficult.
 
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