Durant ideas?

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Revive, Super Rod when it comes out, etc. Getting the Durant back shouldn't be a problem.
And konter_j8902, there'll be more than 5 turns. Even if he OHKOs a Durant every turn starting T1, your opponent would draw at least 6 cards.
 
Getting Durants back yes, but the problem is the prize cards. Unless you use dialga/palkia legend.
 
Scizorliscious said:
And how do you propose KOing more than one Durant a turn? For the average deck, that's not possible.
And how do you think you empty opponent's deck before he ko'es all your durants? Let's not forget that the durant amount in play affects the attack....
 
Zhaituki said:
And how do you think you empty opponent's deck before he ko'es all your durants? Let's not forget that the durant amount in play affects the attack....

4 revives and 4 junk arms, and believe me the list can easily hold that. I dont see having all 4 in play as a problem... and for getting them prized, I would run a 2 rotom and 2 alph. Only terrible scenario would be Seeker plus Hurl into Darkness. So you would have to have junk(babies) on your bench for lostgar.
 
We need Defender and Eviolite. Eviolite more than Defender, because Durant needs to live.

What happened to using Magmortar from Triumphant? I thought it was a pretty swell idea myself. I think we need a little hand disruption as well, so we can prevent our opponent from setting up. At all. Or using important Supporters that they may have. I think a 1-1 Weavile is in order at the very minimum, and maximum. Any Yanmega user will Copycat and snipe away at our Durant, and by discarding a PETM or the Yanmega Prime itself, we can prevent that from happening.

4 Durant
1-1 Weavile
2 Mime Jr.
2/3 Cleffa
1 Spiritomb

4 Revive
4 Junk Arm
4 Defender
4 Eviolite
4 Pokemon Collector
2/3 Team Rocket's Trickery
4 Dual Ball

4 Special Metal
4 Basic Metal

...and that's my take. The goal should not be to take Prizes. Just discard discard discard. That's it. I love disruption, and I loved Absol SW. Durant reminds of him. Hahaha, I wish we could squeeze in Archeops, but that'd be too difficult.

Whoever mentioned Samurott...that'd be nice late game. But I feel it takes away from Durant's discarding duties (alliteration ftw). We could try that though. Durant sketches things up early while we charge up Samurott and sweep. That'd be cool.
 
UnknownD said:
4 revives and 4 junk arms, and believe me the list can easily hold that. I don't see having all 4 in play as a problem... and for getting them prized, I would run a 2 rotom and 2 alph. Only terrible scenario would be Seeker plus Hurl into Darkness. So you would have to have junk(babies) on your bench for lostgar.

70hp is still easy to ohko even with defender, discarding the deck doesn't help alot if opponent plays deck that setups mainly at T2 or faster...
 
And ZPS is the only deck that does faster than 2 and stage 1 rush can often do t2, but that's it.. Don't argue, your Typhloram does not consistently set up t2.
 
Zhaituki said:
70hp is still easy to ohko even with defender, discarding the deck doesn't help alot if opponent plays deck that setups mainly at T2 or faster...

70 HP is most certainly /not/ easy to KO with defender. Especially not early game. Donphan, Yanmega, Zekrom, and Cinccino are the only cards that even have a remote chance of attacking me on turn 2. Donphan and Yanmega can't KO- they hit for 40 and 50 damage respectively. Cinccino can only kill if your opponent fills up their entire bench on turn 2. Zekrom can kill, but that's if they open up their hand with Zekrom, Pachi, Shaymin, 3 {L}. I'd also like to point out that Zoroark can't touch this deck, and Mew Prime needs at least 2 turns to get anything set up where it will be attacking. This is also assuming I only have one defender. No Special Metals, Eviolites, or even more than 1 defender at a time.

I agree with EspeonROX that Weavile would be pretty much neccessary in order to stall my opponent's turn. I would like to get a Magmortar in, but I think it would hinder Durant's capabilities.
 
EspeonROX said:
The goal should not be to take Prizes.

In this aspect I find Twins to be a very good choice for Durant decks.

My own take on it:

4x Durant
2x Mime Jr
2x Sneasel
2x Weavile
2x Rotom

4x Pokémon Collector
3x Twins
2x Seeker
2x Professor Oak's New Theory

4x Eviolite

4x Defender
4x Revive
4x Junk Arm
4x Pokémon Catcher
1x Alph Litograph (4)

4x Special Metal Energy
2x Metal Energy
4x Rainbow Energy

Sure, my list can't get T1 4 Durant in play unless I start with one, but it has enough disruption and mid to late game possibillities. If the early disruption won't work out, the Seeker, Pokémon Catcher, or even Weavile (a fresh one, or a just Seeker'd one) will keep messing the opponent up, while Durant keeps chewing.

The ''obvious 4x4 trainer line'' is included for obvious reasons: Eviolite and Defender to keep even the most fierce attacker at bay (as long as it isn't fire type), Revive to retrieve any fainted Durants, and Junk Arm keeps the entire cycle going, depending on what's needed, and when.

Pokémon Collector speaks for itself, the Twins allow for great search during the game, and PONT is there to give you the hand refresh Cleffa would have offered, but instead you can keep milling in my opinion. Besides, because Durant doesn't need a lot to set up, and your Twins will be doing their job, I think it's hardly needed to refresh your hand a lot; after you set up you just need to do one thing: Milling, and keep milling.

Rotom and Alph Litograph (4) are used to get any Durants you need from your prizes, but after 1 Collector you already know how many are prized anyway, so if need be you could just switch out your prizes ''blind'', as you know your odds of getting the Durant(s), but Alph is just there to be fetched with Twins should it be needed (chances you are giving up a prize anyway if you really got a bad setup and still need to fetch any Durant from your prize(s) is pretty big in my opinion?).

The energy line up speaks for itself; as long as you get any of the 10 energy in your opening hand, your Durant gets a clear go, but the Rainbow Energy allows your Sneasel, Weavile, and even Rotom the option to deal a little damage when needed, or when you are really in a pinch (or feeling lucky!) you could always go all-out with them to pull off a (sniping) sweep. I know the Rainbow Energy deals 10 damage upon attachment, and that if Sneasel were to use it it would only have 40HP left, but I find the pro's it provides overweighing the cons, and when you're in a pinch you'll grab anything to fight back, no?
 
Since we are already running metals does anyone think scizor prime can be useful,we do see an awful lot of use of rescues and dce's...and @@espeon i rofled on seein that DDD :p
 
After looking at all the decks I think we should take away all of the techs (weavile, samurott, etc) and just focus on discarding from their deck with durant. The babies are fine since they have free retreat and won't take away from the discarding part but a T1 4 durant is a must.
 
James said:
In this aspect I find Twins to be a very good choice for Durant decks.

YES. I thought of this card while playing tennis today, and because your Durant will be KO'd, we can take Twins and seek out the Revive we need to continuously get our Durant back. Brilliant.
 
#1weavile said:
After looking at all the decks I think we should take away all of the techs (weavile, samurott, etc) and just focus on discarding from their deck with durant. The babies are fine since they have free retreat and won't take away from the discarding part but a T1 4 durant is a must.

May I point out that even with the addition of 4x Dual Ball you could still miss out on your ''4 Durant start'' if you keep flipping tails and don't start with one...

And after some testing I find the hand-disruption Weavile provides is too good to pass onto (especially against decks that require more setup). While you are milling their deck, your opponent will undoubtfully lose one or two copies of their needed card(s), but the ones in your opponent's hand will be safe; until Weavile comes along.
 
Weavile is a must. An absolute must. Keep in mind you know what you're discarding, so you can see when you've discarded 2 Emboar, 2 Yanmega, a Magnezone, etc. The point of this deck isn't just to discard– it's to disrupt. Once you get rid of a bunch of cards, it gets really difficult for your opponent to get anything going. And hey, if you discard, say, 4 energy early-on, why not take a 5th with Weavile? Your opponent will have a darn hard time attacking you with his energy gone, that's for sure.
 
EspeonROX said:
YES. I thought of this card while playing tennis today, and because your Durant will be KO'd, we can take Twins and seek out the Revive we need to continuously get our Durant back. Brilliant.

Inspiration comes in the most epic forms.

I can understand trying to deck the opponent out, but it would be pretty bad if you got either A. Trainer Locked or B. Your opponent draws into a PONT, Judge, Copycat, etc. That's why a 2-2 Weaville is mandatory. But otherwise, it's slightly hard to pull of a complete deck-out if your opponent can still setup.

May I also suggest N, when it comes out? Since you'll be doing no offensive damage whatsoever, they will definitely be getting quite a few KOs on your Durants. Twins + N will completely give you the upper hand, as once your opponent has 2 prizes left you can "N" them and then Weaville, forcing a very tight lock situation.
 
4x Durant

4x Pokémon Collector
4x Twins
4x Cheren

4x Crush Hammer
4x Dual Ball
4x Eviolite
4x Defender
4x Revive
4x Junk Arm
4x Pokémon Catcher

4x Special Metal Energy
8x Metal Energy
4x Rescue Energy

Just my personal take on it, because with the immense amount of consistency you should almost always be getting out 4 durant turn one which is definitely what you want, otherwise it's just stupid, and you won't get set up nearly fast enough to win the game. The only problem I see with this deck is that if a Durant is prized, you can't get it. Alph wouldn't help because you have no way of getting a prize. Also Gengar and Seeker would be a problem with this list, and I would say run Fossils, but they changed that rule so...
 
hipoke said:
4x Durant

4x Pokémon Collector
4x Twins
4x Cheren

4x Crush Hammer
4x Dual Ball
4x Eviolite
4x Defender
4x Revive
4x Junk Arm
4x Pokémon Catcher

4x Special Metal Energy
8x Metal Energy
4x Rescue Energy

Just my personal take on it, because with the immense amount of consistency you should almost always be getting out 4 durant turn one which is definitely what you want, otherwise it's just stupid, and you won't get set up nearly fast enough to win the game. The only problem I see with this deck is that if a Durant is prized, you can't get it. Alph wouldn't help because you have no way of getting a prize. Also Gengar and Seeker would be a problem with this list, and I would say run Fossils, but they changed that rule so...

Hence the inclusion of a Rotom with the poké-power to swap a prize with the top card of your deck?

@ BlazofGold: N is indeed a noteworthy card for Durant, but I don't know when we'll be getting it, and maybe the Durant deck is already forgotten and whatnot by that time? But a nice idea either way, especially with Weavile teched in(at least for my deck)!

The only problem I see with N is that your opponent may be runnign something like LostGar (or whatever they can use as a strategy without taking prizes) N will be quite useless? Of course you don't have to use it, but it might end up being a ''dead draw'' when facing such a deck, and I know this might sound crazy, but I think in cases like that Judge is the way better option. While N provides the ''get 1 or maybe 6'' option to both players, just provides a standard 4 cards to both, no extra catch, no restrictions, etc etc. While N obvious provides a better scenario in some cases, I would like to point out that Judge will be a better choice (at least imo) for players that solely build their deck with concistency in mind. I'm also not saying N or Judge is the better choice; either has it's own advantages, and I'd just like to point some out to the public.

Or you could just want to play as much full-art holo's as you can I suppose? :D
 
When I first saw Durant, I also saw the potential. There were few milling partners because the only definite one is KGL. However, I think it's true partner lies with Dialga Palkia Legend. If somehow you could setup a DPL early in the game, attacking twice with the prize adding attack, you're set for the game. Not only that but DPL also mills 2 cards from their deck into their prizes. On top of that, DPL uses metal energy.

Durant dies easily and before you can finish milling their deck, they take 6 prizes. DPL makes of for this. The deck uses metal energies, which both durant and DPL use. The deck's purpose is to mill, which both DPL and Durant do.

The best way for these 2 cards to work together is if you can rush the DPL, attack hopefully more than once (because DPL would give the 2 prizes you milled) then spam durants. However rushing DPL isn't an easy task. Thoughts?
 
The problem i see with DPL is that while you can use its attack, you'd be unlikely to not be knocked out soon thereafter– I think if one doesn't run Switch, it's unlikely you'll get to Retreat DPL for 3. However, if you do get DPL out and put two prizes out, the worst that could happen is you stall another turn your opponent has to draw on. Possibly, you could run SSU or Switch, and it could work, but I'm not sure it's worth the space. You won't be able to get DPL out quickly (it takes 3 turns to set up with energy, and most of your resources will go toward getting Durant out).

Anyone think SSU could be viable for this deck? So long as Durant aren't getting OHKOd, you could save yourself a good number of turns. With Eviolite+Special Metal energy, Durant effectively has 100 HP– far out of reach of Yanmega, and even Donphan's not able to OHKO you (Magnezone, Reshiram, and Zekrom, however, are different in that regard).
 
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