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Eelzone invasion

The Pikachu Mafia

HTL is the Flippy Beam of Doom.
Member
hi guys today I decided to build Eelzone (because ZPST is going to be useless compared to Eelzone who works under a lock and KO's the new EX Cards) so yeah I'm not an expert on magnezone xP but here's the list:

Pokemon: 19

4-2-3 Magnezone Prime
3x Tynamo NV 38
3x Eelektrik NV
2x Thundurus EP
1x Zekrom BW
1x Cleffa HGSS

T/S/S: 26

4x Pokemon Collector
4x N
4x Junk Arm
2x Switch
3x Sage's Training
3x Pokemon Catcher
3x Rare Candy
3x Pokemon Communication

Energy: 15

15x Electric


Strategy:

try to get a T2 Eelektrik and a T2-T3 Magnezone out there then Lost Burn to OHKO any pokemon I want Thurnurus is a nice early game poke and I hear Sage's work soo..... cleffa is for hand refresh if I need it...

anyways tell me what you think xD ( I want to fit in cards like Twins but I just don't have any room :/ suggestions?)
 
OK, step by step.

Energy:
Looks solid, if you need an extra spot, you can drop an energy, but I do not see the need to right now.

Pokemon:
There is a card called Thundurus Emerging Powers, which you probably knew about. The effect is very good in this deck, allowing you quick access to your energy. This makes Thundurus your ideal starter. So, here are the changes I suggest:
-2 Pachirisu CL. Eelektrik is usually enough to put lots of energy on the field, so these are not needed.
-1 Zekrom BW. You really only need one, it should be able to buy enough time to the point where you can get another Magnezone out.
+2 Thundurus EP. Again, this is your ideal starter. It makes the deck more consistent, which is always a good thing.

We now have 59 cards in the deck, so one more Trainer will be added than is taken out.

Trainers:
Your Pokemon Collector, Rare Candy, and Pokemon Catcher counts look good, but everything else needs to be tweaked.
-4 Rocky Helmet. The damage output of this deck is enough so that you can consistently take one hit KOs, therefore making this unnecessary.
-1 Switch. Two is enough. Between Magnezone, Junk Arm (which I'll get to later), and your draw support, you should always have one or be able to get one.
-2 Heavy Ball. There are definitely better cards to search with, so these are inferior.
-3 Professor Juniper/Sage's Training. Not all your draw support should involve discarding, and you will need N (again, I'll get to it later.) Player preference determines which you take out.
+4 N. N is great, because early game it is a PONT and later, when you have a Magnezone, it's also a PONT or better. In both these scenarios, it has a disruptive element, so it's a great card, at least in Magnezone.
+4 Junk Arm. An absolute necessity. Discarding two cards doesn't hurt this deck, it helps it a lot, and getting a trainer is great, so you need a set of these.
+2 Ultra Ball and +1 Pokemon Communication. Both can search for Pokemon, which is important. Ultra Ball's discard can be beneficiary, but when you do not have energy, Pokemon Communication is a safer alternative, so don't use all Ultra Balls.

Hope I helped.
 
okay thanks (I completly forgot about some of these trainers/Supports :/ and Thundurus never crossed my mind lol this show that I'm a noob to magne xP)

okay so I'm going to revise my list using alot of the edits you suggested how's this?:

Pokemon: 19

4-2-3 Magnezone Prime
3x Tynamo NV 38
3x Eelektrik NV
2x Thundurus EP
1x Zekrom BW
1x Cleffa HGSS

T/S/S: 26

4x Pokemon Collector
4x N
4x Junk Arm
2x Switch
3x Sage's Training
3x Pokemon Catcher
3x Rare Candy
3x Pokemon Communication

Energy: 15

15x Electric

yeah I basically took everything you told me and ran xP lol I'll add Ultra ball when it gets released but this should be good for now :3 any other comments/advice (I still think a couple twins wouldn't hurt....)
 
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