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Explosions, Suicide, and spooky ghosts. (Golem / Milotic / Minun / Duskull)

DevinTheWelf

A Mach Punch User
Member
Pokemon: 15

  • Geodude- 3
    Graveler - 1
    Golem - 3
    Minun (DE) - 2
    Duskull (FlashFire) - 2
    Feebas - 2
    Milotic - 2
Trainers/Supporters/Stadiums: 30

  • Protection Cube - 4
    Rare Candy - 4
    Switch - 3
    Ultra Ball - 3
    Professor Sycamore - 3
    Lysandre - 3
    Skyla - 4
    N - 2
    Shauna - 1
    Fighting Stadium - 3
Energy: 15

  • Electric - 4
    Fighting - 5
    Strong Energy - 4
    DCE - 2

Strategy: So with Rising Fist coming out, and it being fighting type based, a fighting type booster is expected in this set. Luckily for us it has already been leaked! (or at least one of them). Strong Energy combined with Protection Cube allows Golem to do a clean 170 damage without the 100 damage recoil. The deck revolves around keeping Golem around to get very easy KO's by having a mix of other cards, one of them being the only other mon in this deck, keep him safe. Minun is here to start off by hitting the entire foe's field with bits of 10 damage for only 1 electric energy. These bits of damage are important for weakening EX's like Yveltal, Charizard, and other threats with 180HP or a resistance so that they're in the 1hitKO range for Golem. The Fighting Stadium is for the obvious +20 damage done to all EX's, which are the only cards that will really need 190 to 1HitKO, and it also allows me to cripple decks that revolve around stadiums (like poison decks with Virbank City Gym). Lysandre lets my force in cards Golem can pick off easily, and maybe even stop the setting up of a Mega Pokemon like Mega Kanga. The final little helper is Duskull, who can force the foes KO'd back onto the bench, hopefully a EX that I can 1HitKO, so that with Lysandre I can bring it forward to get easy prize cards without them being able to do anything about it. So overall the main goal of this deck is to get a few Golem set up to explode the enemy to death. (While Minun is in the background zapping people, Milotic is killing itself for Golem, and Duskull is making ghost noises and bringing back the dead)

I know this deck is VERY rough, and needs a lot of edits, but that's why I posted it here ^.^ I know you guys have a much better knowledge of the format, and will be able to whip this deck into shape. I really appreciate any help I can get with it, and will edit in any changes I feel are necessary and helpful.


(R.I.P Florges)
 
RE: Explosions and Petals (Golem / Florges)

idk if florges is the pokemon you want to use. Yes i get that it helps doing that small amount of damage. But its a 2nd step, making this deck inconsistent. I have to look through all the cards, but im sure there is a better pokemon for this deck. Even something like Gourgeist would be better since its only a 1st step and can hit all of your opponents bench pokemon with 2 damage counters and cant be blocked by mr mime.

A fun pokemon that wouldnt require energy is, fortress. When it evolves it hits your opponents for 1 damage counter. It helps you require less energy that could be more cards.

-5 Fairy energy
-3-1-3 Florges
-2 Lysandre (Just too many)
-1 Professors Letter
-1 Switch
-2 Evosoda (Doesnt work with Fortress)
+3-3 Fortress
+3 Devo Spray
+1 Dowsing Machine
+1 Pal Pad
+3 N/Shauna
+4 Skyla
 
RE: Explosions and Petals (Golem / Florges)

Ivy_Profen said:
idk if florges is the pokemon you want to use. Yes i get that it helps doing that small amount of damage. But its a 2nd step, making this deck inconsistent. I have to look through all the cards, but im sure there is a better pokemon for this deck. Even something like Gourgeist would be better since its only a 1st step and can hit all of your opponents bench pokemon with 2 damage counters and cant be blocked by mr mime.

A fun pokemon that wouldnt require energy is, fortress. When it evolves it hits your opponents for 1 damage counter. It helps you require less energy that could be more cards.

-5 Fairy energy
-3-1-3 Florges
-2 Lysandre (Just too many)
-1 Professors Letter
-1 Switch
-2 Evosoda (Doesnt work with Fortress)
+3-3 Fortress
+3 Devo Spray
+1 Dowsing Machine
+1 Pal Pad
+3 N/Shauna
+4 Skyla

Thanks for the feedback, Fortress seems to do a much better and quicker job than Florges, I'm glad you mentioned it. I updated the post with the new deck, I appreciate the help ^.^
 
RE: Explosions and Spikes (Golem / Fortress)

This is going to sound really weird to you, but you might want to add FLF Duskull to the deck.
His first attack for 1 colorless energy allows you to put a basic pokemon onto your opponent's bench.
He's great because in some decks they have specific 'tech' pokemon that they don't use for all games and discard them with ultra balls. In this case you can put those pokemon back onto their bench and there's nothing they can do about it!
The main reason why I think you may want to add him is because most people that see you playing this deck will know not to have a large bench. This allows you to clog up their bench against their will, spread damage to their important pokemon, and leave their field with all of the left-over pokemon!
What I would do is:
-3 Pokemon Center Lady
+2 FLF Duskull
+1 Dusknoir BCR
Rare candy will help too by having a benched damage mover.
 
RE: Explosions and Spikes (Golem / Fortress)

Elbow said:
This is going to sound really weird to you, but you might want to add FLF Duskull to the deck.
His first attack for 1 colorless energy allows you to put a basic pokemon onto your opponent's bench.
He's great because in some decks they have specific 'tech' pokemon that they don't use for all games and discard them with ultra balls. In this case you can put those pokemon back onto their bench and there's nothing they can do about it!
The main reason why I think you may want to add him is because most people that see you playing this deck will know not to have a large bench. This allows you to clog up their bench against their will, spread damage to their important pokemon, and leave their field with all of the left-over pokemon!
What I would do is:
-3 Pokemon Center Lady
+2 FLF Duskull
+1 Dusknoir BCR
Rare candy will help too by having a benched damage mover.

Thanks for the addition, Duskull and Dusknoir will definitly be put in the deck! I also reduced PCL a bit, but also got rid of a few different cards, because I'd like to keep it so that I have a way to recover Golem if he gets hit. Again thanks for the mentioning Duskull!
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

You may want to try adding Sacred Ash. Seems like just in case your Cubes get Srappered or Megaphoned off of your Golems, you'll need away to get them out of the discard pile and back into your deck. I think 1 should suffice.

-1 Magnetic Storm
+1 Sacred Ash

Hope this helps,
LoneWolf2113
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

LoneWolf2113 said:
You may want to try adding Sacred Ash. Seems like just in case your Cubes get Srappered or Megaphoned off of your Golems, you'll need away to get them out of the discard pile and back into your deck. I think 1 should suffice.

-1 Magnetic Storm
+1 Sacred Ash

Hope this helps,
LoneWolf2113

Sacred Ash only lets me put back Pokemon cards, so I wouldn't be able to bring them back :L
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

I think hes suggesting for when something gets knocked out you can get it back. Super rod is better. 3 energy or pokemon back into the deck.
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

Ivy_Profen said:
I think hes suggesting for when something gets knocked out you can get it back. Super rod is better. 3 energy or pokemon back into the deck.

Ahhh, now I understand, my bad LoneWolf2113 :L
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

I would suggest dropping 1 super rod and 1 mag storm for 2 more draw support. Maybe even lysandre down to 2. For 3 of N or Shauna. Your deck really lacks draw support, usually you want like 10 ish of them. Especially for slow decks like Golem.

I also dont even suggest keeping any PCL. 60 damage isnt really going to help that much at the cost of 1 energy. If your opponent wants to knock out Golem they will, and most likely in 1 hit. There is also a good chance they will snipe it before it can even evolve or charge up.

I understand that you want to prolong the life of your pokemon. But your deck needs speed over preservation.

You also still need an ace Spec. Dowsing Machine or computer search are the best choices, though scramble switch has its merits in this deck.

Dowsing Machine to get that extra rare candy, protection cube, Lysandre, ect. Really helps stage 2 decks.
Computer Search just adds consistency and speed to any deck.
Scramble switch allows you to move all energy to a new golem, once one of them becomes too damaged. Since 4 energy is a lot to require.
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

Ivy_Profen said:
I would suggest dropping 1 super rod and 1 mag storm for 2 more draw support. Maybe even lysandre down to 2. For 3 of N or Shauna. Your deck really lacks draw support, usually you want like 10 ish of them. Especially for slow decks like Golem.

I also dont even suggest keeping any PCL. 60 damage isnt really going to help that much at the cost of 1 energy. If your opponent wants to knock out Golem they will, and most likely in 1 hit. There is also a good chance they will snipe it before it can even evolve or charge up.

I understand that you want to prolong the life of your pokemon. But your deck needs speed over preservation.

You also still need an ace Spec. Dowsing Machine or computer search are the best choices, though scramble switch has its merits in this deck.

Dowsing Machine to get that extra rare candy, protection cube, Lysandre, ect. Really helps stage 2 decks.
Computer Search just adds consistency and speed to any deck.
Scramble switch allows you to move all energy to a new golem, once one of them becomes too damaged. Since 4 energy is a lot to require.

PCL taken out, N and overall more drawing cards added. Also added Scramble Switch and got rid of a Super Rod.
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

DevinTheWelf said:
Ivy_Profen said:
I think hes suggesting for when something gets knocked out you can get it back. Super rod is better. 3 energy or pokemon back into the deck.

Ahhh, now I understand, my bad LoneWolf2113 :L

No problem man. It happens. I wasn't extremely clear to begin with. I would go with Ivy_Profen's suggestion of Super Rod though. Since you don't really have ways to retrieve your energy, it appears to be a pretty solid choice.
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

I've been thinking of adding a couple Terrakion EX for the "Pump-Up Smash" energy attachment which could be a huge help for setting up Golem. I also feel the deck is sorta slow, it was my main issue when trying out a rough version of the deck on TCGO. I think Terrakion can easily fix this, but what do you guys think?
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

I've tried that with another deck. It's not as good as you think it might be. But I do agree you need Energy Acceleration. It begs the question if we are going to get Fighting acceleration in this next set, and if we are, then I would recommend you put it in, but until that time, I think making due with what we have at the moment is wise. I wonder, however, if Ho-Oh with Energy Switch wouldn't do you well. I mean, not only does it fix your matchup against VirGen as you are weak to Grass and they to Fire, it also helps you get set up quicker. But that's just a crazy idea.

One that could easily be remedied by Milotic. Of course, that is my suggestion. Take out Forretress for Milotic if you are focused on getting Golem out fast, and put in something as a starter to set up your KOs. Minun actually fits this bill nicely, as it's attack is Forretress' ability, save the fact you can start doing it before you ever begin to Forretress.

(Plus, you're Electric! Yveltal thus hates you.)
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

Kecleon-X said:
I've tried that with another deck. It's not as good as you think it might be. But I do agree you need Energy Acceleration. It begs the question if we are going to get Fighting acceleration in this next set, and if we are, then I would recommend you put it in, but until that time, I think making due with what we have at the moment is wise. I wonder, however, if Ho-Oh with Energy Switch wouldn't do you well. I mean, not only does it fix your matchup against VirGen as you are weak to Grass and they to Fire, it also helps you get set up quicker. But that's just a crazy idea.

One that could easily be remedied by Milotic. Of course, that is my suggestion. Take out Forretress for Milotic if you are focused on getting Golem out fast, and put in something as a starter to set up your KOs. Minun actually fits this bill nicely, as it's attack is Forretress' ability, save the fact you can start doing it before you ever begin to Forretress.

(Plus, you're Electric! Yveltal thus hates you.)

Milotic is a pretty good option, but how would I get enough energy cards into my discard pile to use this ability effectively? And what was wrong with Terrakion when you used him for your deck?
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

Well, with Terra, I found that three turns to get up the Energy on Terrakion, and as such, that's a bit too long. With Milo, you can Ultra Ball and Juniper Energy into the discard pile, as well as when Golem gets KO'd.
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

Kecleon-X said:
Well, with Terra, I found that three turns to get up the Energy on Terrakion, and as such, that's a bit too long. With Milo, you can Ultra Ball and Juniper Energy into the discard pile, as well as when Golem gets KO'd.

Had to get rid of some cards to add in Milotic, Minun, the energy for it, and the Ultra Balls, but I feel like I have it evened out well.
 
RE: Explosions, spikes, and spooky ghosts. (Golem / Fortress / Dusknoir)

Kecleon-X said:
It begs the question if we are going to get Fighting acceleration in this next set

I'm praying that we get some sort of Fighting energy acceleration so that my Flareon deck can be just a little faster.
 
AlexanderTheAwesome said:
Why run magnetic storm instead of that stadium that increase fighting type attack damage?

Replaced it, forgot that was even a thing that was leaked, thanks for mentioning it ^.^
 
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