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Gengar Lv. X/ Dusknoir Lv. X

doublea

Aspiring Trainer
Member
Name: Swarming Shadows v.Gengar
Comments: A deck I put together mostly to mess around. Might try it competitively... so any advice/comments are welcome.

TOTAL CARDS: 60

POKEMON: 25
3-2-3-1 Dusknoir Lv. X (Shadow Command)
2-1-2-1 Gengar Lv. X (Fainting Spell)
1 Azelf, LA-19
2 Uxie, LA-43
1 Unown Q
4 Spiritomb, AR-32
1 Lunatone, SV-32
1 Solrock, TM-9

TRAINERS: 25
Trainers: 7
2 : Rare Candy, UL-82
2 : Pokemon Communication, GS-98
1 : Luxury Ball
2 : Expert Belt
Supporters: 15
2 : Looker's Investigation
4 : Cyrus's Conspiracy, PL-105
3 : Bebe's Search, RR-89
2 : Seeker, TM-88
1 : Palmer's Contributions
3 : Pokemon Collector, GS-97
Stadiums: 3
3 : Broken Time-Space, PL-104

ENERGY: 10
Basic Energy: 10
10 : Psychic Energy, CL-92

Strategy: Open up with spiritomb. Use collector to gather up some duskulls and a gastly. set up dusknoir so that i have that extra draw power. night spin to slow down my opponent/ burn their resources. While dusknoir is out build up gengar and dig for dusknoir lv. x and gengar lv. X. Place dusknoir lv. X down as a stadium and then begin using compound pain to spread.

Lunatone and Solrock to stop that pesky garchomp's healing breath and other healing abilities. I'm considering running expert belt so that compound pain is a bigger threat to my opponent's active pokemon.
 
Wow. This sounds EXACTLY like a deck I'm currently working on. Only difference is I don't use the Lunatone/Solrock combo in mine. I also don't run any Cyrus, but that's just because they're hard to get(and by that I mean expensive). I originally wasn't even going to build it because I figured it'd lost too much when Claydol got rotated, but then someone suggested I pair Dusknoir with Gengar SF. I had 2 Gengar SF's from my old CurseGar deck, so I decided to go with the DuskGar combo.

Anyways, the list looks fine to me. I can't offer too much more advice since mine only has 48/60 cards right now, and I don't have sleeves or a deck box for it yet. When I get to playtesting it I'll offer more imput. Heck maybe if you've got yours build and can playtest it you can offer advice on mine. I'll post it if you think you can.

**FYI: You have your {P} NRG listed twice.**
***EDIT: Scratch that, I do have a suggestion: Add Mr. Mime CoL. This way, you'll know when to Poltergist.***
 
Well I have everything in here...minus the gengars :( i might get them this weekend if i can find a good deal.

Oh i might look into that mr. mime. And any ideas on keeping your opponent from dropping a stadium down after lv. X is plopped down?

i am actually considering cyrus's initiative... that way once dusknoir is dropped down i can use it to get rid of any stadiums they have?
 
^Nope, I actually don't.....yet. Cyrus' Initiative is a really bad call. Teching in Cyrus for the sole purpose or ridding your opponents hand of Stadiums is IMO not worth it. You waste your supporter slot, and have a chance of flipping dual tales and getting nothing at all. I suppose It could work since you can look at your opponents hand every turn, but again, it's very flippy for that specific disruption.

Other than what I've mentioned, your list looks very solid. The one thing I'd be wary of is your Pokemon count. 28 is definitely on the high side, and the only thing I might suggest getting rid of would be the Solrock/Lunatone combo. But then again, it's necessary to counter Nidoqueen, and more importantly, Garchomp C. Heck I might even add it into my build.
 
Well in the league i have been playing in there are plenty of decks that run garchomp lv. X.

i was thinking
-1 Lunatone
-1 Solrock

then either add in some energy.... or something... i don't know yet.
 
Lol....you have plenty of energy, but your -1-1 is a good idea that I most likely didn't think about due to lack of sleep.
-1-1 Solrock/Lunatone
+ 2 Expert Belt.
 
I've been using Cyrus's Conspiracy to basically assure that i have energy... use cyrus, search for another cyrus and a psychic. repeat next turn.. i'm thinking of dropping the 4.. any ideas?

I am also considering adding in Twins since a spiritomb start usually leads to being down a prize or two. Any opinions?
 
-1 lunatone
-1 solrock

+2 twins

Spiritomb will almost always die, especially if you do not have unown q in the deck

-1 pont
-1 seeker

+2 Premier ball

it helps you get back gengar x and search dusknoir x, 3 pont and 3 seeker is overkill

-2 Cyrus
+1 Uxie x Amazing at draw power
+1 unown q (for spiritomb and/or uxie/x)

if you don't play crobat g/turns then why is it in here besides Just searching for energy? in my opinion it's not a good enough reason

-2 Cyrus (Same reason as above)
+1 junk arm to re-use trainers
+1 vs seeker to re-use seekers, collectors etc
 
I'm kind of unsure about removing lunatone and solrock. they really help with keeping the damage on my opponents pokemon.

The seeker and pont was there for the consistency. And i have my shadow command dusknoir for 4 cards a turn once i get set up properly... so i don't think i'd be short on my lv. x.

I can try getting my hands on an uxie lv. X... they're kind of pricey though. i'd probably do

-1 pont
-4 cyrus

+2 twins
+2 junk arms
+1 VS seeker
 
i am working on a deck sort of like this but it has 3 raichu gl and 3 zapdos md instead of the dusknoir line but i like your idea slowly kill your oppenent with dusknoir and move damage counters to kill the basic pokemon but you should take out a seeker cause you are healing your oppenent in this way maybe try to fit in a giritina lv.x line
 
Well my idea for the seeker is while my first gengar lv. X is out and spreading damage w/ compound pain i have another on my bench ready to go. So once the first gengar is about to drop, i warp point him back, seeker him so that i get the lv. X back. and then i can plop it onto gengar #2 and continue the beating

edit: i forgot gengar has a free retreat.. and i'm not running warp point. but yeah, just retreat and seeker
 
Made a few changes to my pokemon line-up.... exchanged a few of my t/s/s. I need a bit of help though since this set up is pretty darn slow. I could get a dusknoir out turn 2 and start using shadow command for set up... but after that the set-up almost hits a wall... any suggestions?
 
I just deconstructed a deck like this (for an SP deck but whats the diff :p) This deck is sound from what I'm seeing. You can play this compeitively (I already have) and it works like a dream. Try it out at league to see if you like it first, then take it to competitive. Nice build with a LunaRock tech
 
Ran this build today. Didn't run too bad. Once dusknoir went down and gengar went up i was dishing out 50 damage across the board/turn. So basically 2-3 prizes second time around
 
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