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Eelzone...finetuning (Magnezone/Eelektrik/Thundurus/Zekrom)

petertclo

Ehh I want my B&W back!
Member
I need some advice finetuning this deck.
The way I am thinking of playing this deck, I want Thundurus starts for faster energy acceleration.

Pokemon (20)
4-2-3 Magnezone Prime
3-3 Eelektrik (2x 40hp 1x 30hp)
1 Thundurus
2 Zekrom
1 Cleffa

Energy (13)
13 Lightning Energy

Trainers (27)
4 Pokemon Collector
3 N
3 Sage's Training

3 Pokemon Communication
3 Rare Candy
3 Pokemon Catcher
2 PlusPower
2 Switch
4 Junk Arm
1 Super Rod


Very consistent Eelzone, even eats Terrakions for breakfast.
If only I could use 6 Junk Arms...

Is Terrakion worth it in this deck as a tech against mirrors and ZPST?
 
Not exactly sure when you'll need those PlusPower...which situation are you looking at when you wanna dig those out? I think we can drop a Switch for the extra Catcher.I don't think the fourth Tynamo should be something to worry about. You'll be taking enough Prizes early game with Thundurus and Zekrom that you could snag it in case it's Prized. You'll use Switch in this deck if you're affected by a Special Condition, but that won't be often. Vanilluxe Paralyzes and that's it. I mean, you'll be Trainer-locked (hopefully not) by then so Switch won't be so helpful.
 
I think you can cut at least one Thundurus. You shouldn't need 3, I run one and if I want to I can get the T1 Charge virtually in any game. After the first turn, he's useless. You can cut one for a Zekrom, who hits hard, fast, and wont LZ energy, allowing you to stock up on energy for Magnezone.
 
Pluspower: e.g. killing Zekrom (either PlusPower and hit 130 with Zekrom, or 90 with Thundurus after a Bolt Strike), killing Eelektriks with Thundurus, killing Donphan with 3 energy, etc
Switch for a Catcher sounds good. The only thing I'm worried about is retreating Magnemites for Thundurus to charge energy.
 
EonEye99 said:
I think you can cut at least one Thundurus. You shouldn't need 3, I run one and if I want to I can get the T1 Charge virtually in any game. After the first turn, he's useless. You can cut one for a Zekrom, who hits hard, fast, and wont LZ energy, allowing you to stock up on energy for Magnezone.

How do you manage to bring Thundurus active?
 
Keep 3 Thundurus. He's so helpful. I play 3 and can get T1 charge almost always. I played 2 once, and it was really hard. He's not useless after T1, so don't listen to that.
 
pokemonjoe said:
Keep 3 Thundurus. He's so helpful. I play 3 and can get T1 charge almost always. I played 2 once, and it was really hard. He's not useless after T1, so don't listen to that.

Actually I tried using 3 Thundurus. I ended up changing to 2 Zekrom/1 Thundurus.
I really like it when I can put down Zekrom, charge it up on the same turn, send it to active, and hit for 120+. Prize just comes out of nowhere.
 
Yeah, you're right. I actually tested with less thundurus, and it worked fine. It all comes down to personal preference.
 
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