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Eel/Zekrom/Zekrom EX/Thundurus

Vaibe

Aspiring Trainer
Member
Pokemon:
2 Zekrom FA (BW)
2 Zekrom EX (ND)
2 Thundurus (EP)
2 Cleffa (HGSS/COL)
4-4 Eelektrik (NV)
Total: 16

Trainers:
4 Junk Arm
4 Catcher
3 Switch
2 Level Ball
Total: 13

Supporters:
4 PONT
4 Sage's
4 Collector
3 Juniper
2 N
Total: 17

Stadiums:
2 SAB
Total: 2

Energies:
9 Lightning
3 DCE
Total: 12

With this deck, I can start out with either Cleffa, Thundurus, Zekrom or Zekrom EX. From there, I try to kill as fast as possible. During mid game, I'll have 2 eels set up and I can constantly attack with Zekrom EX. I'll have 2 lightning and 1 DCE, then I'll use his second attack to discard 2 energies and deal 150 damage. Next turn, I'll switch out for Cleffa, Tynamo, or Thundurus (All have free retreat with SAB up) then I'll dynamotor back those 2 energies to Zekrom EX and free retreat and send Zekrom EX out again to deal another 150.
I do think that I have a high number of supporters, but they help me out a lot. I set up really quick thanks to them.

Update #2: Took out both N's, added in 2 more PONT. Took out 1 Eviolite and re-added 1 Plus Power. I took out 1 Juniper for 1 DCE.
Update #3: After some more play testing, I realized 4 junipers is a little too much. I noticed I had 2 junipers in my hand in a lot of occasions, so I took one out. I also took out my cleffa to see how things would go and I haven't missed it yet. With the juniper and cleffa gone, I added in 2 Thundurus to increase my chances of dealing 80 and T2. Took out 1 tornadus. Took out one Plus Power, added an extra switch.
Update #4: Added in 2 Zekrom EX, 2 Cleffa, 1 Switch, 2 N's, 2 SAB and 1 Collector. Not really sure what I threw out.
 
RE: Eel/Zekrom/Tornadus

Looking through your list it looks pretty darn solid. I run a pretty similar build, except I threw in a Zekrom EX for some extra punch. No urgent changes are really needed, I don't think.
 
RE: Eel/Zekrom/Tornadus

Yeah, I'm trying to find a way to throw in Zekrom EX once I have it. Might take out Cleffa, I rarely ever use it and most cases it's always junk armed. I need something to help against Mewtwo EX. I can do fine if I set up a Zekrom before Mewtwo, but once Mewtwo is it's pretty dangerous.

A few things I changed to the deck. Going to play test it tomorrow and see how it goes. I've replaced one of my Tynamos with the 30 HP free retreat one. Taken out my Cleffa for a Thundurus, and one of my Tornadus for a Thundurus.
 
RE: Eel/Zekrom/Tornadus

Zekrom EX and Mewtwo EX are great to have. Mewtwo kills Mewtwo and Zekrom EX kills emboars,magnezones,etc. Put in another switch and take out a pluspower.
 
RE: Eel/Zekrom/Tornadus

Vaibe said:
Yeah, I'm trying to find a way to throw in Zekrom EX once I have it. Might take out Cleffa, I rarely ever use it and most cases it's always junk armed. I need something to help against Mewtwo EX. I can do fine if I set up a Zekrom before Mewtwo, but once Mewtwo is it's pretty dangerous.

A few things I changed to the deck. Going to play test it tomorrow and see how it goes. I've replaced one of my Tynamos with the 30 HP free retreat one. Taken out my Cleffa for a Thundurus, and one of my Tornadus for a Thundurus.

Yeah pretty much the only thing you can add to help against Mewtwo EX is a Mewtwo EX of your own. With that engine getting it set up is a breeze.
 
RE: Eel/Zekrom/Tornadus

DiGiTalMInD said:
Yeah pretty much the only thing you can add to help against Mewtwo EX is a Mewtwo EX of your own. With that engine getting it set up is a breeze.

I was thinking about it and I'll grab one from my friend to test it out. Seems easy enough, right? Have Mewtwo in hand, with a double colorless, dynamotor 3 energies, that's already 100 + whatever they have. Will surely 1H any other Mewtwo in one turn.

Rougechomp said:
Zekrom EX and Mewtwo EX are great to have. Mewtwo kills Mewtwo and Zekrom EX kills emboars,magnezones,etc. Put in another switch and take out a pluspower.

I rarely find myself in situations when I need switch, but I'll try it out. Something I always see happen is people using catcher on my Eels to buy time, most times I'll have a double colorless to retreat. I guess 1 more switch could help, especially when I throw in some EX's.
 
RE: Eel/Zekrom/Tornadus/Thundurus

I'm not sure if I'm allowed to double post?

Anyways, I've managed to pull 2 Zekrom EX's (I want another FA :eek:) but now I don't know how to incorporate these into the deck. Maybe take out 1 Tornadus and 1 Thundurus? Anyone try anything similar?
 
RE: Eel/Zekrom/Tornadus/Thundurus

Zekrom EX goes great into this deck. I'd take out 1 zekrom for it. You definitely need a max collector in my opinion for more consistency, and maybe more switch if you are going to incorporate Zekrom EX.
 
RE: Eel/Zekrom/Tornadus/Thundurus

I'd try removing 1 regular Zekrom per Zekrom EX added. I've thought about running 2 of each but I don't own a 2nd copy of the EX. I'd also try adding a 4th DCE, especially if you're going to run more than one Zekrom EX. Maybe take out 1 PONT, I dunno. Mess around with it and see what works.
 
RE: Eel/Zekrom/Tornadus/Thundurus

Re-did the deck. Still play testing but it's been going pretty good. The deck is really consistent. The new deck is up in the main list. I've also updated the objective of the deck. Criticism please.
 
It looks like a solid list, but without Revive and/or Rescue Energy, are you really sure you can keep the Zekroms going consistent enough? I personally prefer a 3-2 or even a 4-2 or 4-1 split of Zekrom and Zekrom EX, so I haven't tested it with a 2-2 line, but it seems a risky play to me. I know the chance is minimal, but what if your Zekroms are prized (or even just one), and you can't recover your other one(s) fast?

A second pointer from me would be the 2 Cleffa; I know you can use it to get out of bad hands, but with all the PONT, Juniper, and Sage, do you really need it? Or do you really need 2? I'd personally run none, but otherwise I think 1 is enough?

I guess my third pointer would be even more personal preference than the other two, but I would swap 1 PONT with a Juniper. I read your part where you usually had 2 on hand, but Juniper helps you get your electric energies in the discard, whereas PONT just shuffles everything back (I know you got Junk Arm, but they wont last forever either). On top of that, PONT also refills your deck with unneeded cards sometimes, making the fresh new 6 cards just as bad as what you shuffled in. I know the discarding can hurt sometimes, but for me it proved to be worth it in the end, moreso than not.

I also find your lack of Eviolite quite disturbing, Eviolite works wonders in a deck like this, and I would seriously consider to run at least two.

Lastly, I would like to point out you run a small amount of energy; Lost Remover will probably be mor eplayed, meaning you should consider your opponent will at least Lost Zone one or two DCE. This essentially means you run only about 10 energy, which I would consider upping to 14 energy for consitency issues (I'd simply add 1 electric energy and 1 DCE).

Otherwise I find that your list looks pretty solid, and I hope you do well with it!

tl;dr:

Remove:
- 2 Cleffa
- 1 Eelektrik
- 1 Catcher
- 1 Switch
- 1 PONT

Add:
+ 1 Zekrom BW
+ 1 Juniper
+ 2 Eviolite
+ 1 Electric Energy
+ 1 DCE
 
@James, I used to run 2 Eviolite before ND came out and loved it. Now with EX's 1HKO any dragon even with Eviolite I took them out. I know I could use them on Zekrom EX instead, but I figured it wasn't worth it that much for me, so I swapped them for SAB hoping that I could continuously use Zekrom EX's second attack. I'm thinking of re-adding in my Zekrom for 1 Cleffa. Cleffa is just so useful for me with Zekrom EX. Other than that I don't really use Cleffa for eeeeeek. I'll use Zekrom EX to hit for 150, then it discards 2 energies. So I'll need to switch (which I never have a problem of getting thanks to having 3) for my Cleffa, Dynamotor back 2 energies and free retreat Cleffa back.

I've also noticed Lost Removing gaining some popularity, so I might actually cut back on one DCE and throwing in another lightning, but I'm not too sure. I need to play test a bit more to fine tune the deck.

Thanks for your input!
 
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