• When creating a thread in the Deck Garage, make sure that you post one deck per thread, you use the correct prefix, you have the set name/card number next to each card, you give a strategy for non-metagame decks, and give translations for all cards not available in English.

    When posting in a thread, be sure to explain all your suggestions thoroughly. Additionally, do not ask for advice in another member's thread.

First Deck. Gengar Prime

MetaArmor

Defender of Lemons
Member
EDIT: Current Deck
3-2-4 Gengar Prime
4 Mew Prime
2 Spiritomb
1 Mr. Mime
2-1-2 Vileplume

2 Pokemon Collector
4 Professor Oak's New Theory
3 Twins
2 Cheren
4 Seeker

4 Pokemon Communication
3 Rare Candy
2 Dual Ball

3 Lost World

10 Psychic Energy
2 Rescue
-----------------------------------------------
EDIT: Old Deck
2-2-3 Gengar Prime
4 Mew Prime
2 Mr.Mime
2 Spiritomb
1 Jirachi

2 Collector
3 Communication
3 Junk Arm
3 Pokegear
3 Seeker
3 Twins
2 Oaks
1 Alpha Lithograph from TM
3 Lost Worlds
2 Switch
2 Retrieval
3 Catcher

10 Psychic Energies
3 Rescue
-------------------------------------------
Hello everyone! I have just started out playing the pokemon TCG. At first I started collecting from strictly the HS Triumphant because it had the highest chance of getting cards from the original 151, aka my childhood. Not even a week ago I went to my first league, where my theme decks were just torn apart by eager and helpful members of the league. One of them helped me build a "Tank" deck using my Nidokings/queens.

Because I heart Gengar and already have 3 Gengar Primes, I would like to make a Gengar deck. I figure the best way to win with him is through the card, Lost World, so something among those lines.

My goal is to win through playing a Lost World right after getting 6 Pokemon into the Lost Zone, no matter how many prizes I am down.

How I was thinking of doing so was by starting with Mew Prime throwing a Gengar into the Lost Zone ASAP. While Mew does his thing while being assisted by Mr.Mime and Spiritomb, I can set up a Gengar Prime for later on in the battle when Mew's low HP becomes too difficult to handle the opponents pokemon. Jirachi is there to hopefuly force them to take a rare candied stage two into their hand, unable to put it back down on their next turn so I can switch to Mew/Gengar and Hurl it.

I decided to go with Haunters instead of Rare Candies because of the possibility of Trainer/Item lock, which I have a feeling I will have to fear.
The rescues are for mostly Mew, but also Spiritomb if he happened to get Catcher'd, which would let me use his PokePower again if he gets KO'd.

The reason I am writing this in sandbox oppose to deck garage is mainly because of the Trainer cards I have chose. This is my first deck after all so I am not positive if they are the right ones for this set. The trainers are probably where I need the most advice.

Overall, my goal is to win by Lost World ASAP. I hope this is the best way to do so.
 
This belongs in the Deck Garage Forum.

Don't forget to add your Division to the thread title.

*Moved*

dmaster out.
 
Ok, so I don't think the jirachi is worth it in here. I say take it and the switches out (since all the pokemon have free retreat pretty much) for Judges. With judges you can give your opponent a new hand if they don't have a pokemon in it. I really think you should put 2 Mr. Mime CoL in here but the only thing I can see that you take out is the Alph. So if you like them you'd have to decide on something else to take out for a second one. GL.
 
Thanks for the tips. You are deff right about taking out the switches, but I already have 2 Mr.Mimes in this deck so I do not understand what you meant by taking out the Alph for it. I should not max out Mr.Mime I really do not need more than one on the bench.
 
HAHAHA i read those as mime JRs... My bad bro. That makes much more sense now. Then it looks good other than my other suggestions :D
 
Okay thanks. I updated my deck now. Yet to test it so all I can say as of now is to ask for any other suggestions.

I did see the other thread on this forum of someone elses Gengar deck. It looks alright to me but it includes Vileplume who I think would make this kind of deck slower but I wouldnt know.
 
Here's my suggested list

4-2-4 Gengar Prime
1-0-1 Magnezone Prime
4 Mew Prime
2 Spiritomb
1 Mr. Mime
1 Cleffa

4 Pokemon Collector
4 Professor Oak's New Theory
4 Twins
2 Professor Juniper
2 Seeker

4 Pokemon Communication
4 Rare Candy
2 Switch

2 Lost World

10 Psychic Energy
2 Rainbow Energy

A heavier Gengar line to get them out faster and more consistently. Magnezone is for draw power, so you don't have to waste a supporter for it if you want to Seeker instead. 2 Spiritomb because it's a searchable way of putting pokemon in your opponent's hand. Only 1 Mr. Mime because it's not needed for the deck to function and has no use outside of its power. And Cleffa should be in almost everydeck for those situations where you will probably lose if you don't Eeeeeeek. 4 Rare Candy and Communication are standard in every stage 2 deck. 2 Lost World because you only need to play it once and there are very few decks that play stadiums in this format to counter it. 2 Rainbow Energy so Magnezone can attack if it needs to and 2 Switch because Catcher will force you to waste energy attachments and hinder your ability to Lost Zone any pokemon.

BTW, ignore the statement under my username (ironic as it may be). That was written before Triumphant and Call Of Legends came out. To a great extent last season, it was true.
 
To be honest I have a lot more cards from this deck you suggested than the one I originally posted so I am highly considering this set up. I feel like this set up might not be as fast but at the same time is definitely a lot less fragile which will help.
 
about the deck list posted by hamster, may i suggest you don't run cleffa.. Babies are really not that great anymore do to catcher since anything can one shot it for an easy prize.. I would say take it out and either an Oak's or Juniper for a PokeGear (insert number here...) it'll help you draw into a supporter better that you may need. So just add two of them and maybe a third if you can find room. Otherwise it looks fun. GL
 
Okay so I tried the deck Hamster suggested and the magnezone line would usually fail either from trainer lock, prize, or just not being able to take advantage of the pokepower and having it just sit as my active not being able to attack. Also the Cleffa was useless and just became catcher bait which just sped up the opponents chance to win. I was able to modify my current deck from that one, which does me well. I added the Alph TM again because when a card I need happens to be a prize, I am able to know and choose which one it is. This deck rarely gets a KO out of it but usually I at least get one baby with curse drop. The lost removers are for the active or for double colorless, considering I am never really attacking the active, it helps my Mews and Gengars survive longer. I switched the Cleffa for a Mime Jr because it just helps me a good deal more early game then Cleffa did. Added 2 Seekers because I used them a lot. People always put down or shuffle as many pokemon they have in their hand because they dont want me to Hurl them. So being able to seeker up my spiritombs and their bench really helps this deck more than the collecter did. With Magnezone out of the deck, I put back in the rescue energies.

Any thoughts?

4-2-4 Gengar Prime
4 Mew Prime
2 Spiritomb
1 Mr. Mime
1 Mime Jr

2 Pokemon Collector
4 Professor Oak's New Theory
4 Twins
2 Professor Juniper
4 Seeker

4 Pokemon Communication
3 Rare Candy
2 Switch
2 Lost Remover
1 Alph Lith TM

2 Lost World

10 Psychic Energy
2 Rescue
 
I like this list a lot better -applause- But i think you should add in two more collector in there since this deck is so basic heavy. BUT idk what you could take out because it already looks sooo pretty.. >.< Just if you find any card you draw into that you never use, take those out for the collector. At least try to add a third one. Otherwise looks good. GL
 
well I could take out the switches because my main attackers have free retreat. I could put in dual balls instead, since my deck has, I think, enough supporters to last me.
 
take out the switch [the most retreat is 1] and add 2 collecters.... also id suggest trying a 1-1 porygon2 tr as it alowes ypu tp serch out lost worled
 
That is true but maybe instead of collectors I should switch them for dual balls. I feel as if I have way too many supporters in this deck as is. and I dont need to really get in the lost world until the end of the game, so I can either wait it out or use a twins to find the card.
 
Sorry for bumping an old thread, but recently I decided to re-build this old deck. I understand with the rise of ZPST donks that MewGar decks dont have a chance anymore, but this is just for league play. I just made this so I have yet to test it out but I think it is a good idea. The main difference is that I traded Catchers and Junk Arms for the Vileplume line. I have exchanged the Junipers for Cherens because I never want to discard Seekers. Because this is not a Slowking/Mime Jr variation they are absent from the list knowingly.

Any thoughts or improvements?
 
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