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Flak Cannon ~*~ Dusknoir/Landorus EX/Mewtwo EX/LaserBank ~*~

ryuninja

Aspiring Trainer
Member
13
3-0-3 Dusknoir BCR
3 Landorus EX
3 Mewtwo EX
1 Terrakion NVI

36
4 N
3 Colress
2 Juniper
3 Skyla

4 Switch
1 Escape Rope
3 Rare Candy
2 Heavy Ball
2 Ultra Ball
1 Level Ball
2 Pokemon Catcher
2 Max Potion
4 Hypnotoxic Laser
1 Scramble Switch

2 Virbank City Gym

11
7 Fighting Energy
4 Double Colorless Energy

The primary strategy is to apply early pressure with Landorus/Mewtwo to spread damage and disrupt set-up (hopefully DONK), then drop Dusknoir and potentially KO multiple mons, clear my opponent's board of energy, and simply control the game from then on out.

I'm still figuring out my counts of Switch vs Escape Rope, as they provide a crucial means to escape HTC damage, as well as get my 3 retreat Dusknoir out of the active spot.

I'm also having trouble deciding the correct numbers of Ultra/Level/Heavy Ball to run, keeping in mind that setting up Dusknoir ASAP is not my objective since no matter what turn he hits (so long as i've been distributing damage efficiently) he's going to turn the game around; in fact his effect becomes more devastating the later he drops.

Any (intelligent) thoughts or suggestions (supported by valid reasoning) are appreciated, thanks :D
 
Hmm...
Maybe try:

-2 N
-1 Escape Rope (You already have enough catchers and switches)
-1 Fighting Energy

Add:
+1 Level Ball
+3 Psychic Energies.

The ability is good, but you should always give a chance with a pokemon to attack. It is an ace in the hole, if you have an opponent with siglyphs out, then you should come out with the Dusknoirs with a chance to attack. Hope this helps.


Jagz817 aka Inferno Entei
 
Jagz817 said:
Hmm...
Maybe try:

-2 N
-1 Escape Rope (You already have enough catchers and switches)
-1 Fighting Energy

Add:
+1 Level Ball
+3 Psychic Energies.

The ability is good, but you should always give a chance with a pokemon to attack. It is an ace in the hole, if you have an opponent with siglyphs out, then you should come out with the Dusknoirs with a chance to attack. Hope this helps.


Jagz817 aka Inferno Entei

My supporter count is already on the low side, and you're telling me to take out 2 of the most viable supporter this deck has?

As for escape rope, id add more if i had the room. Very early or late game it becomes an extra catcher, but mostly it's there because 4 switch is most certainly not enough to get my poke out of laserbank, and to get dusknoir out of the inevitable catcher stalling.

Dusknoir's attack is horrible. Even if i did run psychic energy there's no way id ever take 3 turns to set up for 60 damage. It's unfortunate that dusknoir cant attack, but his ability is an out to sigilyph in itself. If landorus/mewtwo have spread 90+ damage to my opponent's board by the time they drop a sigy, they wont be able to stall with it (let alone attack) in fear of me ko'ing it with sinister hand and punishing their turn of not attacking with more spread damage.

Sure, quad-sigilyph is an auto-loss MU (unless they set up really slow and im able to sweep with terrakion, or they're stupid and drop a mewtwo which allows me to spread 160 to their board with my own x-ball), but who cares? Noone plays that deck anymore since it gets shwept by sableye + dark claw + laserbank, klinklang.dek, garbodor variants, etc all of which are exceedingly popular this format.
 
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