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Good Ol' Eels (Magnezone/Eelektrik/Zekrom)

iisnumber12

Team UN (White)
Member
Hey guys, right now I'm playing MTC and I can't decide if I want to switch decks. My area has a ton of rogue basic decks and I'm thinking about switching decks because I lose to several of them. I need help with this list so I can test it. All advice is appreciated (even if it's not amazing). I'm looking to make this deck very consistent, but I also want to keep it good.

4-1-3 Magnezone Prime (TM-TM-TM)
3-3 Eelektrik (NVI 39-NVI)
2 Zekrom BLW
1 Mewtwo EX
1 Thundurus
1 Cleffa
19

4 Sage's Training
3 Pokemon Collector
2 N
1 Professor Juniper
4 Rare Candy
4 Pokemon Communication
3 Junk Arm
1 Pokegear 3.0
2 Pokemon Catcher
2 Switch
1 Super Rod
1 PlusPower
29

12 Lightning Energy
1 Rescue Energy
13

This deck is Metagame, so I assume you know the strategy (You should if you're giving advice, anyway :p)
 
this decklist doesn't look too bad but I must ask you, are vileplume based decks even slightly common where you live? because I run a 3-1-3 line of magnezone and I struggle against a lock, so a T2 vile means no magnezone which is normally an auto loss for you :/ so I would do something like:

-1 magnemite (you don't need a 4th one trust me..)
-1 rare candy (the last one takes up space)
-cleffa (this is a personal preference I don't feel it's needed bec of magnezone's draw power but I can't deny it's useful)
-1 Juniper (other cards are better for this deck unless you have an all energy hand..)
-2 poke gear (useful but it takes up space)
-1 communication (3 is enough)

now here's what I think you should add:

+1 N (you need at least 3 sometimes 4 trust me)
+1-2 magneton (to work under a lock/when you can't get candies)
+1 thundurus (he's your best starter I'd run at least two so you can discard energy sooner)
+1 pokemon collector (T1 pokemon collector is vital imo)
+2-3 electric energy (never run less than 12 for magne he's an energy hog ;o)

also you might want something to counter mirror matchups/fighting types I'd suggest terrakion/stunfisk stunfisk is more splashable due to lighting energy attacks but terrakion boasts higher damage output (enough to ko zekrom EX ^o^) anyways i hope I helped xD
 
Try adding some zekrom EX too since it works well with eelektrik. I'd add some juniper if it were me and max out collector. You need another magneton. 4-0-3 does not look reliable to me. Try -1 plus power and add another junk arm. Zapdos and tornadus would be good fighting counters too.
 
Why the 4-0-3 Magnezone Prime? That line will not function one bit under trainer lock. I know from my own Playtesting that you should add a Magneton or two for this reason. Also, you should add another Tynamo in your deck because it is really clear Catcher bait, and hard to get out once it's gone. Sure, you play Super Rod for this reason, but once your Tynamo is KO'd it doesn't directly go back to your hand, which could be a large disadvantage late game on your part.

Also, 3 Junk Arm is not good in any deck in this format. You want to play 4 Junk Arms in almost every deck in this format so you can re-use your trainers a lot. If you don't take advantage of this, you might play a draw supporter trying to get a trainer that just so happens to be in your discard, and that can be a real bummer. Not just that, but you need to max it out especially in this deck, since the whole point of the deck is to get energies discarded. I also disagree with your choice of 3 Pokemon Collector. As (I hope) you know, 4 Pokemon Collectors is a staple in EVERY deck in this format with no exceptions. It is what every deck needs to try to play turn one, and the PokeGear 3.0's that you run can help you with that. You should also play 2, 3 or 4 Juniper. You should do this because, like I said for the Junk Arms, the entire point of this deck is to get energies discarded.

You should also take the Pokemon Communications down to 3. In this deck, Comms aren't 100% needed as a Playset because you don't have that much to set up. You should change one or two Comms to Level Balls, which work great to get out Tynamos and Eelektriks.

Overall, here are my final changes to your list:

-1 Rescue Energy (You run heavy lines, therefore it isn't needed)
-1 Pokemon Communication (4 can actually tone down the consistency a bit in a Post-Next Destinies Eelzone list)
-1 Super Rod (Not needed, since you'll be getting out what you need with Eels)
-1 Sages Training (For another Junk Arm, which is a neccessity in this deck)
-1 Zekrom BW (You only need 1 Thundurus and 1 Zekrom in this deck)
-1 Cleffa (In a format dominated by Mewtwo, Cleffa is a poor choice, and can get easily donked)

+1 Junk Arm (To max out the lines on a needed card)
+1 Pokemon Collector (4 is a staple, like stated above)
+1 Level Ball (To get out Eels faster and easier than ever before)
+1 Magneton (So this deck can function quickly under trainer lock)
+1 Tynamo (Catcher Bait no more!)
+1 Professor Juniper (Better draw then Cleffa)


Hope you like my constructive criticism, and I hope that I helped. :]
 
The Pikachu Mafia said:
this decklist doesn't look too bad but I must ask you, are vileplume based decks even slightly common where you live? because I run a 3-1-3 line of magnezone and I struggle against a lock, so a T2 vile means no magnezone which is normally an auto loss for you :/ so I would do something like:

-1 magnemite (you don't need a 4th one trust me..)
I do because people in my area always catcher up magnemite
-1 rare candy (the last one takes up space)
It makes the deck a lot faster and I need it because I don't run Magneton
-cleffa (this is a personal preference I don't feel it's needed bec of magnezone's draw power but I can't deny it's useful)
Cleffa is very useful because I don't play too many draw supporters
-1 Juniper (other cards are better for this deck unless you have an all energy hand..)
I like juniper because it gives me a whole hand refresh while still discarding cards
-2 poke gear (useful but it takes up space)
Pokegear is good for when I have a junk arm and no supporters, it also can be burned late game
-1 communication (3 is enough)
Like Rare Candy, this adds a ton of consistency and speed to the deck

now here's what I think you should add:

+1 N (you need at least 3 sometimes 4 trust me)
N isn't that great because I end up helping my opponent more than myself
+1-2 magneton (to work under a lock/when you can't get candies)
There is NO trainer lock in my area, and it takes away speed
+1 thundurus (he's your best starter I'd run at least two so you can discard energy sooner)
No more than one is needed because he is really easily searched
+1 pokemon collector (T1 pokemon collector is vital imo)
I play Pokegear which usually gets me it
+2-3 electric energy (never run less than 12 for magne he's an energy hog ;o)
I don't attack with Zone that often, so 13 is fine

also you might want something to counter mirror matchups/fighting types I'd suggest terrakion/stunfisk stunfisk is more splashable due to lighting energy attacks but terrakion boasts higher damage output (enough to ko zekrom EX ^o^) anyways i hope I helped xD

Jirachi said:
Try adding some zekrom EX too since it works well with eelektrik. I'd add some juniper if it were me and max out collector. You need another magneton. 4-0-3 does not look reliable to me. Try -1 plus power and add another junk arm. Zapdos and tornadus would be good fighting counters too.
I don't need fighting counters, because I can LB Terrakions for a revenge KO and nobody runs more than 1 in my area. I never use Zekrom EX. It is just a waste of space to me

Nigel said:
Why the 4-0-3 Magnezone Prime? That line will not function one bit under trainer lock. I know from my own Playtesting that you should add a Magneton or two for this reason. Also, you should add another Tynamo in your deck because it is really clear Catcher bait, and hard to get out once it's gone. Sure, you play Super Rod for this reason, but once your Tynamo is KO'd it doesn't directly go back to your hand, which could be a large disadvantage late game on your part.

Also, 3 Junk Arm is not good in any deck in this format. You want to play 4 Junk Arms in almost every deck in this format so you can re-use your trainers a lot. If you don't take advantage of this, you might play a draw supporter trying to get a trainer that just so happens to be in your discard, and that can be a real bummer. Not just that, but you need to max it out especially in this deck, since the whole point of the deck is to get energies discarded. I also disagree with your choice of 3 Pokemon Collector. As (I hope) you know, 4 Pokemon Collectors is a staple in EVERY deck in this format with no exceptions. It is what every deck needs to try to play turn one, and the PokeGear 3.0's that you run can help you with that. You should also play 2, 3 or 4 Juniper. You should do this because, like I said for the Junk Arms, the entire point of this deck is to get energies discarded.

You should also take the Pokemon Communications down to 3. In this deck, Comms aren't 100% needed as a Playset because you don't have that much to set up. You should change one or two Comms to Level Balls, which work great to get out Tynamos and Eelektriks.

Overall, here are my final changes to your list:

-1 Rescue Energy (You run heavy lines, therefore it isn't needed)
I like it because I like to revenge KO really easily
-1 Pokemon Communication (4 can actually tone down the consistency a bit in a Post-Next Destinies Eelzone list)
It adds way to much consistency to take out, how wold it kill consistency
-1 Super Rod (Not needed, since you'll be getting out what you need with Eels)
I like it because my Eels line gets KOed a lot
-1 Sages Training (For another Junk Arm, which is a neccessity in this deck)
I like how it gives me great draw
-1 Zekrom BW (You only need 1 Thundurus and 1 Zekrom in this deck)
Zekrom is my main attacker, so 2 is the minimum
-1 Cleffa (In a format dominated by Mewtwo, Cleffa is a poor choice, and can get easily donked)
It helps a lot because it is searchable

+1 Junk Arm (To max out the lines on a needed card)
I only really NEED 3. They always clog my hand
+1 Pokemon Collector (4 is a staple, like stated above)
I have pokegears to get it
+1 Level Ball (To get out Eels faster and easier than ever before)
Communication is better because I can get anything and lower my hand size
+1 Magneton (So this deck can function quickly under trainer lock)
There isn't trainer lock in my area
+1 Tynamo (Catcher Bait no more!)
That's why I have Super Rod
+1 Professor Juniper (Better draw then Cleffa)
2 will discard too many of my important cards


Hope you like my constructive criticism, and I hope that I helped. :]

Thank you all for the advice.
 
erm how does N help your opponent more than you? if cleffa gets dropped N will be your main source to hand refresh also if your opponent start to take quite a few prizes (which they should if they always catcher magnemite/tynamo alot) then N can bring them down to a dangerous 1-3 card hand while you can just magnetic draw so it's like you just used PONT I was skeptical about the card at first too but it's really helpful

also I don't think the main attacker of the deck should be zekrom he's nice, but just can't hit for enough damage anymore 120 will just make Regi ko everything, and mewtwo and friends will shake it off like it's nothing also it makes their job easier because they only have to hit for 90 damage opposed to 130 which every single EX card can do plus most of the older meta cards, zekrom is more or less in there for Durant and other matchups that would otherwise be unfavorable also just because.... So in short the main attacker shouldn't be zekrom....

also I think you should at least somewhat prepare for lock decks and other unfavorable cards (*coughcough fighting types coughcough*) because some might decide to play them in your area and that could ruin your day (I took ZPST to a CC and didn't prepare for any lock decks because I knew almost no one in the area played them..... I face 2 Chandyplume decks in a row destroying my hopes for Top cut) also adding in a small tech doesn't ruin consistency at all all it takes is 1 tornadus or something that can attack for all colorless and it becomes much easier to handle fighting types

hope I helped :)
 
N usually gives them a draw supporter and a few cards they need. I only run 2, so I have a least one for late game, but don't always have it in my hand. I've tested all the counts of N, and 2 is best IMO. I kind of put that Zekrom thing in the wrong words. I use Zekrom early game before I get set up, to conserve energies, then, middle game, I use Magnezone to sweep and KO EXs. What should I take out for a Magneton then? I'm fine against Terrakion because people only play 1 or 2 and I can recover very easily from that. Thank You a lot for the post.
 
well if you really don't want to change the lines around too much I'd take out the plus power, it helps ko things like thundurus, zapdos, and tornadus with magnezone and kille 130 hp basics with zeky but altogether not needed since alot of decks in your area are rouge and I expect full of EX cards
 
The Pikachu Mafia said:
well if you really don't want to change the lines around too much I'd take out the plus power, it helps ko things like thundurus, zapdos, and tornadus with magnezone and kille 130 hp basics with zeky but altogether not needed since alot of decks in your area are rouge and I expect full of EX cards

I like PlusPower for KOing things wit 130 HP. I'll take out a Pokegear 3.0 for a Magneton.
 
-1 Plus power
-1 Candy
-2 Communication
-1 Rescue Energy

+ 2-3 Level Ball to easily get out eels
+ 1 Catcher
+ 1 Juniper (Juniper is really important in MEZ! It suceeds in discarding energies in your hand for dynamotor, and it draw you an awesome amount of cards, in which you can use most of)
 
There are multiple things wrong with your terrible criticisms of my post.

1) How could Junk Arm possibly clog your hand up? You're going to be getting better things out of the discard pile anyways, and if you're that concerned, you could just Junk Arm for a Pokegear 3.0. Whether you're getting a Catcher, a PlusPower, or a discarded Rare Candy, Junk Arm is always a big help, and it's the reason that every deck in the format, excluding trainer lock varients (ex. The Truth), should play it in copies of four. You're going to be using Sage's Training anyways, so what if you get something discarded that you didn't want to? Junk Arm is the answer. This deck needs every possible bit of ways to discard energies as possible, and Junk Arm is the best way. As Matryoshka said about the 3 Junk Arms:
[3:51:52 PM] Matias (Matryoshka): lawl
[3:52:02 PM] Matias (Matryoshka): he's good
[3:52:04 PM] Matias (Matryoshka): but
[3:52:06 PM] Matias (Matryoshka): that's insane


2) Assuming that 1-2 of your Pokemon Collectors are prized, you'd be in big trouble. There is absolutely no way that you would win with even one Collector prized. Also, Pokegear 3.0 isn't going to get you a guarenteed Pokemon Collector on Turn 1, especially since you only run ONE COPY. What if that's also prized? Be prepared for everything, even if it means running something that is a STAPLE.

3) How the heck does Rescue Energy allow you to revenge KO easily? You don't even run a revenge KO'er. Even if you did, Rescue Energy will do nothing to your easiness level to Revenge KO. All it would do is, per your own words, 'clog up your hand'.

4) How will 2 Junipers "Discard too many of the important cards"? If you play it at the right time (such as a time where you have a small hand, or a hand full of energies), you will get exactly what you need into the discard pile! No, you're not going to play it when you have a HUGE hand. No, you're not going to use it when you have something that you can play in your hand (Play it first). Yes, you're going to play it when you have only energies or unplayable crap in your hand. Even if you do discard something important (such as a Magnezone or Eel), you play Super Rod for that reason anyways, so please don't exclude a staple.

5) Zekrom is not your main attacker. Magnezone is, and Eelektrik is in your deck to assist it, hence the name "Eelzone". Zekrom/Thundurus are only for early game to get some cheap KOs before your opponent has a chance to set up. Personally, I prefer Thundurus because it can get energies discarded early game.
 
Rougechomp said:
-1 Plus power
-1 Candy
-2 Communication
-1 Rescue Energy

+ 2-3 Level Ball to easily get out eels
+ 1 Catcher
+ 1 Juniper (Juniper is really important in MEZ! It suceeds in discarding energies in your hand for dynamotor, and it draw you an awesome amount of cards, in which you can use most of)

First, I need plus power because I can KO 130HP pokemon like terrakion with Zekrom which helps a ton. Second, 4/4 Candy/Communication is really fast and conisitant. Rescue Energy also gives me consistency. I don't like Level Ball because it leaves a useless pokemon in my hand and if I can get out a Zone, I will draw Eelektriks. Another Catcher would be nice, but I usually KO the active and the list is pretty tight. Juniper just discards to many resources to play more than 1.
Nigel said:
There are multiple things wrong with your terrible criticisms of my post.

1) How could Junk Arm possibly clog your hand up? You're going to be getting better things out of the discard pile anyways, and if you're that concerned, you could just Junk Arm for a Pokegear 3.0. Whether you're getting a Catcher, a PlusPower, or a discarded Rare Candy, Junk Arm is always a big help, and it's the reason that every deck in the format, excluding trainer lock varients (ex. The Truth), should play it in copies of four. You're going to be using Sage's Training anyways, so what if you get something discarded that you didn't want to? Junk Arm is the answer. This deck needs every possible bit of ways to discard energies as possible, and Junk Arm is the best way. As Matryoshka said about the 3 Junk Arms:
[3:51:52 PM] Matias (Matryoshka): lawl
[3:52:02 PM] Matias (Matryoshka): he's good
[3:52:04 PM] Matias (Matryoshka): but
[3:52:06 PM] Matias (Matryoshka): that's insane

Junk Arm clogs my hand because when I have 2-3 in my hand and nothing to use them on, they become useless. 3 is enough, because there usually isn't too much in my discard anyway.

2) Assuming that 1-2 of your Pokemon Collectors are prized, you'd be in big trouble. There is absolutely no way that you would win with even one Collector prized. Also, Pokegear 3.0 isn't going to get you a guarenteed Pokemon Collector on Turn 1, especially since you only run ONE COPY. What if that's also prized? Be prepared for everything, even if it means running something that is a STAPLE.
I guess that's true, but I'd rather run a Pichu than a 4th Collector.

3) How the heck does Rescue Energy allow you to revenge KO easily? You don't even run a revenge KO'er. Even if you did, Rescue Energy will do nothing to your easiness level to Revenge KO. All it would do is, per your own words, 'clog up your hand'.
It allows me to get back Zekroms or Mewtwos, put it down, Motor it, then attack again. It woldn't clog my hand because I'd attach it as soon as I got it.

4) How will 2 Junipers "Discard too many of the important cards"? If you play it at the right time (such as a time where you have a small hand, or a hand full of energies), you will get exactly what you need into the discard pile! No, you're not going to play it when you have a HUGE hand. No, you're not going to use it when you have something that you can play in your hand (Play it first). Yes, you're going to play it when you have only energies or unplayable crap in your hand. Even if you do discard something important (such as a Magnezone or Eel), you play Super Rod for that reason anyways, so please don't exclude a staple.
But, that doesn't happen too much. 1 is fine. It isn't worth it all the time anyway. I'd rather play a PONT or something

5) Zekrom is not your main attacker. Magnezone is, and Eelektrik is in your deck to assist it, hence the name "Eelzone". Zekrom/Thundurus are only for early game to get some cheap KOs before your opponent has a chance to set up. Personally, I prefer Thundurus because it can get energies discarded early game.
Read post # 7
 
I've answered some of your problems in bold below.

iisnumber12 said:
First, I need plus power because I can KO 130HP pokemon like terrakion with Zekrom which helps a ton. Second, 4/4 Candy/Communication is really fast and conisitant. Rescue Energy also gives me consistency. I don't like Level Ball because it leaves a useless pokemon in my hand and if I can get out a Zone, I will draw Eelektriks. Another Catcher would be nice, but I usually KO the active and the list is pretty tight. Juniper just discards to many resources to play more than 1 (I will bold where I answer this in my post).


Nigel said:
There are multiple things wrong with your terrible criticisms of my post.

1) How could Junk Arm possibly clog your hand up? You're going to be getting better things out of the discard pile anyways, and if you're that concerned, you could just Junk Arm for a Pokegear 3.0. Whether you're getting a Catcher, a PlusPower, or a discarded Rare Candy, Junk Arm is always a big help, and it's the reason that every deck in the format, excluding trainer lock varients (ex. The Truth), should play it in copies of four. You're going to be using Sage's Training anyways, so what if you get something discarded that you didn't want to? Junk Arm is the answer. This deck needs every possible bit of ways to discard energies as possible, and Junk Arm is the best way. As Matryoshka said about the 3 Junk Arms:
[3:51:52 PM] Matias (Matryoshka): lawl
[3:52:02 PM] Matias (Matryoshka): he's good
[3:52:04 PM] Matias (Matryoshka): but
[3:52:06 PM] Matias (Matryoshka): that's insane


2) Assuming that 1-2 of your Pokemon Collectors are prized, you'd be in big trouble. There is absolutely no way that you would win with even one Collector prized. Also, Pokegear 3.0 isn't going to get you a guarenteed Pokemon Collector on Turn 1, especially since you only run ONE COPY. What if that's also prized? Be prepared for everything, even if it means running something that is a STAPLE.

3) How the heck does Rescue Energy allow you to revenge KO easily? You don't even run a revenge KO'er. Even if you did, Rescue Energy will do nothing to your easiness level to Revenge KO. All it would do is, per your own words, 'clog up your hand'.

4) How will 2 Junipers "Discard too many of the important cards"? If you play it at the right time (such as a time where you have a small hand, or a hand full of energies), you will get exactly what you need into the discard pile! No, you're not going to play it when you have a HUGE hand. No, you're not going to use it when you have something that you can play in your hand (Play it first). Yes, you're going to play it when you have only energies or unplayable crap in your hand. Even if you do discard something important (such as a Magnezone or Eel), you play Super Rod for that reason anyways, so please don't exclude a staple.

5) Zekrom is not your main attacker. Magnezone is, and Eelektrik is in your deck to assist it, hence the name "Eelzone". Zekrom/Thundurus are only for early game to get some cheap KOs before your opponent has a chance to set up. Personally, I prefer Thundurus because it can get energies discarded early game.

Also, I don't see how your list is tight at all. They're suggesting adding another Catcher and Level Balls, which are necessities in Eelzone. Your list seems like it has a lot of room for staples like those, so why don't you just add them in? You have many things that could be taken out. Below are some of the few things I caught.

1) Cleffa: Cleffa will be donked much more, even though Tyrogue isn't played. Look at MTC and Mewtwo + DCE in general - they are going to be played in the vast majority of metagame decks because of the success of Mewtwo varients at the ECC, and it isn't worth getting donked by this card when you could add another Juniper, PONT, N, or other card for consistency in your build.

2) Zekrom: You really only need to play one Zekrom and one Thundurus. The reasons why are because they aren't your main attackers (Magnezone is), they are just used for cheap KOs early game. One Zekrom and one Thundurus ALWAYS gets the job done.

Rescue Energy: Rescue Energy doesn't allow you to revenge KO easily. You don't even run a revenge KO'er. Even if you did, Rescue Energy will do nothing to your easiness level to Revenge KO. All it would do is, per your own words, 'clog up your hand'.
 
iisnumber12 said:
I don't like Level Ball because it leaves a useless pokemon in my hand and if I can get out a Zone, I will draw Eelektriks

Drawing into Eels is totally luck based. Having useless pokemon in your hand makes them Junk Armable.
 
Rougechomp said:
Drawing into Eels is totally luck based. Having useless pokemon in your hand makes them Junk Armable.

But, you will draw into junk arms, communication, or eels. You will usually draw 4-5 cards the turn you get out Magnezone because you burned your hand setting it up.
 
I still think level ball is the best because you dont need both a pokemon and a Communication. You should play both for magnezone and other pokemon that can't abuse level ball
 
Rougechomp said:
I still think level ball is the best because you don't need both a pokemon and a Communication. You should play both for magnezone and other pokemon that can't abuse level ball

But, this deck plays a lot of Pokemon and it lowers your hand so you get more cards with Magnetic Draw. I may add a few Level Ball, but that would be in addition to 4 Communication.
 
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