Please note this deck can also be found in the Player's Sandbox, as being part of the ''Durant ideas?'' thread.
Here is my take on Durant, C&C welcome! (strategy and card explanations below)
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
Strategy
Get 4 Durant in play, start milling, and keeping it that way!
Explanations
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?
What do I find lacking myself?
Well, for starters, I'd love to add in a few methods of recovery, namely Super Rod and/or Rescue Energy. I couldn't find room for them without cutting in the concistency of the deck, but on the other hand I expect to only recover basics, which I have Revive for.
Secondly, I wish I could have found a way to slip a Water type tech in there, but there really wasn't anything I could think of to put in without using up too much deck space (along with any additional cards the tech may require as well), so I left it out. Besides, vs any decently built Fire deck I can only hope to mill and disrupt fast and good enough to prevent them from KO'ing me too fast, or there you have a near auto-loss anyways.
Here is my take on Durant, C&C welcome! (strategy and card explanations below)
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
Durant - Metal - HP70
Basic Pokemon
[M] Devour: Discard a number of cards from the top of your opponent's deck equal to the number of Durant you have in play.
[C][C] ViceGrip: 30 damage.
Weakness: Fire (x2)
Resistance: Psychic (-20)
Retreat: 1
Eviolite - Trainer
Pokemon Tool: To use a Pokemon Tool attach it to one of your Pokemon. Each Pokemon can only have 1 Pokemon Tool card attached to it.
Any damage received by the Basic Pokemon that this card is attached to is reduced by 20.
You can use any number of Trainer cards during your turn.
Pokemon Catcher - Trainer
Choose 1 of your opponent’s Benched Pokemon, and switch it with his or her Active Pokemon.
You can use any number of Trainer cards during your turn.
Strategy
Get 4 Durant in play, start milling, and keeping it that way!
Explanations
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?
What do I find lacking myself?
Well, for starters, I'd love to add in a few methods of recovery, namely Super Rod and/or Rescue Energy. I couldn't find room for them without cutting in the concistency of the deck, but on the other hand I expect to only recover basics, which I have Revive for.
Secondly, I wish I could have found a way to slip a Water type tech in there, but there really wasn't anything I could think of to put in without using up too much deck space (along with any additional cards the tech may require as well), so I left it out. Besides, vs any decently built Fire deck I can only hope to mill and disrupt fast and good enough to prevent them from KO'ing me too fast, or there you have a near auto-loss anyways.