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Dragonite

socery

I love being bad
Member
Veteran

Pokemon
  • Jirachi ex- 1
  • Dratini- 4
  • Dragonair- 1
  • Dragonite- 3
  • Mewtwo ex- 1
  • Victini ex- 2
  • Trubbish- 2
  • Garbodor- 2
Trainers
  • Town Map- 1
  • Victory Piece- 1
  • Level ball- 2
  • Red card- 2
  • Silver Mirror- 2
  • Rare candy- 4
  • Super Rod- 2
  • Silver Bangle- 2
  • Shauna- 2
  • Professor Juniper- 4
  • Float Stone- 2
  • Muscle Band- 1
  • Ultra Ball- 3
  • Skyla- 3
  • Heavy Ball- 1
  • N-2
Energy
  • Fire Energy- 6
  • DCE- 4

Strategy What you do with this deck is you use Dragonite to use it's first attack, Deafen. This does 60 and your opponent can't use items on their next turn. So Victini to power it up, because deafen is 3 colorless. Jirachi for supporter, Mewtwo for keldeo and because you are playing DCE. Garbodor is great because if you use deafen, your opponent can't play tool scrapper. I only play 2 N because you don't want to change your opponent's hand often.
-Socery

Edited to coincide with the rules! :D ~Kecleon
 
Zebstrika is more consistent and faster right? What are the advantages of using Stage 2 Dragonite?
 
Dragonite is just overall better imo. Zebstrika has a better chance of turn 2 item locking. But it doesnt do enough damage and can only really beat Team Plasma by using a mirror. Dragonite on the other hand has more Hp does more damage and can supereffect the dragons of the metagame. With the addition of bangle/muscle band and laser bank, it can hit much more important numbers to 2HKO everything. Unlike Zebstrika.
 
I see...well, Town Map is generally not a good idea IMO. Using Ultra Ball should already allow you to know what's in your Prizes, and you can kinda rely on luck to get what you want. Jirachi is Catcher bait.

I'd use Ghetis in your deck for drawpower, once you start locking them it will start paying out huge dividends.
 
Whereas that is true, the point of Town Map is to see where the cards are, not what cards are in them. Think about it this way; Dragonite really gets a KO every three turns with an unboosted Deafen, so you don't want to wait around and wait for you prizes to cooperate with you if you've prized another Dragonite or other resources you require. With Town Map, you get to grab what you need, when you need it.
 
blaZofgold said:
I see...well, Town Map is generally not a good idea IMO. Using Ultra Ball should already allow you to know what's in your Prizes, and you can kinda rely on luck to get what you want. Jirachi is Catcher bait.

I'd use Ghetis in your deck for drawpower, once you start locking them it will start paying out huge dividends.

Jirachi ex simply gives you a supporter if you really need it. Ghetis can make you draw TOO many cards, and you huge hand sizes.
 
blaZofgold said:
Jirachi is Catcher bait.
Yes, catcher can definitely get played during a deafen lock.

I would go against ghetsis for the fact that early game supporters are crucial during this ki d of a game and hitting 1 or two things won't be that big of a deal. IMO just go standard with supporters no reason to go all fancy and stuff
 
AlexanderTheAwesome said:
blaZofgold said:
Jirachi is Catcher bait.
Yes, catcher can definitely get played during a deafen lock.

I would go against ghetsis for the fact that early game supporters are crucial during this ki d of a game and hitting 1 or two things won't be that big of a deal. IMO just go standard with supporters no reason to go all fancy and stuff

Catcher can be played, but not most of the time if you get multiple deafens and garb out.
 
socery said:
AlexanderTheAwesome said:
Yes, catcher can definitely get played during a deafen lock.

I would go against ghetsis for the fact that early game supporters are crucial during this ki d of a game and hitting 1 or two things won't be that big of a deal. IMO just go standard with supporters no reason to go all fancy and stuff

Catcher can be played, but not most of the time if you get multiple deafens and garb out.
By the time Jirachi is in play long enough for your opponent wanting to take it out (because there is a Dragonite sitting right there instead) you should have been deafening a whole ago. You're fine.
 
Town map is just really helpful for decks that that important 1 ofs. Town map can give you access to that supporter you desperately need that next turn after an N to 1 or something.

Either way i dont see a tool scrapper. I suggest at least a 1 of for that. As the opponent might drop down a Rock Guard turn 1 or 2 before you can get deafen going and you are left with no choice but to attack into it. Or something of that sort. Like Life dew or even G booster.
 
I understand Town Map choice now. Jirachi is situational, 90 HP still bugs me (but at least Level ball gets it). Forgot that this was item lock, so mb about catcher comment.

I like this deck idea, but I feel like you might want to optimize speed and consistency a bit more. The faster you start locking trainers, the more damage you're going to do in the long run. If there was any way on earth you could squeeze in 4 bicycles that would be amazing.

For starters, one Super Rod should be enough. Sacrificing Red Card for Bikes isn't a bad idea.
 
blaZofgold said:
I understand Town Map choice now. Jirachi is situational, 90 HP still bugs me (but at least Level ball gets it). Forgot that this was item lock, so mb about catcher comment.

I like this deck idea, but I feel like you might want to optimize speed and consistency a bit more. The faster you start locking trainers, the more damage you're going to do in the long run. If there was any way on earth you could squeeze in 4 bicycles that would be amazing.

For starters, one Super Rod should be enough. Sacrificing Red Card for Bikes isn't a bad idea.

Red card is terrible in this deck (play tested and approved). Bike is nice, but not as nice as muscle bands.... I don't know.
 
I dont like bicycles in decks with 2nd stages. There are just too many things that clog up your hand. Like evolutions and rare candy. I feel like alot of the time you are using bicycle for one card.
 
I totally agree. Stick with the bands. I can see a problem with this deck: consistency. It runs a thin supporter line as it is and with no beaches either.... I suggest you drop the red cards for 2 tropical beach and a heavy ball for another. This provides you with a consistent deck with always an out to tropical beach.... On a side note idk how masters get away with how many supporters they play, they can get away with 13. I, as a senior can play 25 outs and dead draw easily. It is really dumb.
 
zavtac said:
I totally agree. Stick with the bands. I can see a problem with this deck: consistency. It runs a thin supporter line as it is and with no beaches either.... I suggest you drop the red cards for 2 tropical beach and a heavy ball for another. This provides you with a consistent deck with always an out to tropical beach.... On a side note idk how masters get away with how many supporters they play, they can get away with 13. I, as a senior can play 25 outs and dead draw easily. It is really dumb.

Patience and understanding, shuffle better, I get away with a low supporter line as well.
And barely anyone really has access to Tropical beach, if anything, don't run it, run other supporters, as they mostly only benefit you.
Juniper>N>Shauna>Colress/Beach>All
 
This deck had consistency like its nobodies business. And there is already a heavy ball
 
I'm intrigued with how Victini works for you; I'd assume you could get away with manual attaching. I feel like you could make this deck more consistent if you didn't run the Victini. Once you get your first Deafen off, they'll have a tough time getting back from it.
 
You'd be surprised on how well Victini works. I faced against one earlier, and it completely negated the desperation for Double Colorless for the deck. Plus, the deck annihilates VirGen at that point, and Dragonite does have a slightly tough matchup to that due to the increased pace of Energy attachment.
 
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