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Help Me Not Suck (Video Included)! (Flygon / Dusknoir)

Milennin

*Hugs Absol*
Member
Pokemon:

  • 4x Trapinch
    1x Vibrava
    4x Flygon
    2x Landorus EX
    2x Phanpy
    2x Donphan
    2x Duskull
    1x Dusclops
    2x Dusknoir
Trainers/Supporters/Stadiums:

  • 1x Dowsing Machine
    2x Level Ball
    2x Max Potion
    1x Pal Pad
    4x Rare Candy
    1x Sacred Ash
    2x Startling Megaphone
    2x Switch
    4x Ultra Ball
    1x Colress
    2x Lysandre
    4x N
    2x Professor Juniper
    3x Skyla
    2x Tropical Beach
    3x Float Stone
Energy:

  • 2x Fighting Energy
    4x Strong Energy

Strategy:
The deck is mostly focused on dealing great amounts of damage over time with Flygon's passive ability and then finish off key targets with Dusknoir's ability.
Flygon's ability deals 10 damage to each of your opponent's Pokémon between turns as long as it's your active Pokémon. Dusknoir can move damage counters on your opponent's Pokémon around. Landorus is a good meatshield and will put on early game pressure. Donphan uses a powerful hit and run tactic, switching with Flygon after every attack to maximise this deck's damage output.

Okay, I know it's not the most original deck out there. I just had most/all of the cards available to put something like it together and figured it might be cool to try it out, since it seemed to work well enough to make an appearance in the Championships.
I tried a similar deck with 3-2-3 Greninja line and some Water Energies + Energy Retrievals instead of the Miltanks and Psychic Energies before, but that didn't work out very well. Neither did a 2-1-2 Greninja line, so I caved in and settled with 4x Miltank. edit: Took out the Miltanks and added 2-2 Donphan and 2x Landorus EX.
I'm not sure if it's the deck that's not balanced well, or if it's just me sucking badly at this game (the more likely scenario). I have trouble deciding on what to play and how to prioritise my plays. For a deck that's supposed to be able to deal with top tier decks I'm putting it to shame, losing matches to weaker decks.

edit: I’ve updated the deck with the suggestions that people gave me. Decided to go with the 2-2 Donphan line and also add 2x Landorus EX as well as update my Trainer setup. I’ve also made a new video of 3 more fragments of games I’ve played: (I cut out the boring parts):
[video=youtube]https://www.youtube.com/watch?v=EGrmx7WqmKA[/video]

Match 1: Was there anything I could have done to prevent a loss? Even watching it now, I just can’t think of anything that could have made enough difference to turn the tide with the draws I got.

Match 2: Admittedly not the most exciting match ever, and I won fairly easy thanks to getting good draws. I took the advice from yesterday’s replies and took more risks and played more aggressive than I normally would have done, and it paid off in this match.

Match 3: The start was very rough, and honestly I didn’t think I’d end up winning this one. My opponent had a strong start, but then kind of ran out of steam which gave me the opportunity to take control.

I feel I’ve already improved my gameplay since the previous video, but to those who’ve watched the new video (round 2), were there turns you would have played something totally different than I did? Were there any really sloppy plays by me? Any thoughts on the matches in general?

Help?
 
I'd suggest replacing Miltank with Accelgor, especially since its grass typing will allow it to hit that annoying Seismitoad for weakness, plus paralyze and poison it.. This will get Flygon up more often, as Accelgor shuffles itself back into your deck after using Deck and Cover, as well as both paralyzing and poisoning the opponent's active Pokemon. The downside is that your main attacker (Accelgor) is back in the deck along with its basic and the DCE, but they'll be easy to stream as the game goes on and your deck shrinks. On the flipside however, I have seen both friends and strangers pull of amazing things using Miltank, so I'm going to keep it in for now.

I'd also replace Rock Guard with Dowsing Machine, a far better Ace Spec for this deck. Dowsing Machine lets you recycle a Trainer card, usually a Rare Candy or a supporter.

I'd make the follwing changes, assuming you do not wish to switch to Accelgor:

-1 Rock Guard
-1 Vibrava
-1 Dusclops (Ideally you want to use Candies, but it's good to have a single copy of the stage 1 for an emergency.)
-2 Max Potion (Four is overkill for this deck.)
-1 Ultra Ball (Three is all your need)
-1 Escape Rope (You just need one for emergencies. Float Stone is more ideal.)
-1 Lysandre (Dusknoir lets you snipe whatever you want, but it's good for an emergency.)

+1 Sigilyph (Stall)
+2 Professor Juniper (Best Supporter you can play)
+1 Dowsing Machine
+3 Float Stone (Easiest way to get Flygon out of the active for Miltank to attack.)
+1 Sacred Ash / Super Rod (Take your pick, but this is needed in Stage 2 decks.)
 
Maybe remove Miltank for a 2-2 Donphan Line because you can more damage out quicker.
 
My Little Keldeo said:
I'd suggest replacing Miltank with Accelgor, especially since its grass typing will allow it to hit that annoying Seismitoad for weakness, plus paralyze and poison it.. This will get Flygon up more often, as Accelgor shuffles itself back into your deck after using Deck and Cover, as well as both paralyzing and poisoning the opponent's active Pokemon. The downside is that your main attacker (Accelgor) is back in the deck along with its basic and the DCE, but they'll be easy to stream as the game goes on and your deck shrinks. On the flipside however, I have seen both friends and strangers pull of amazing things using Miltank, so I'm going to keep it in for now.

Keep in mind that Accelgor has been rotated, as it was printed in Dark Explorers and the current format is Boundaries Crossed Onward.
 
Mr.Muffin said:
Maybe remove Miltank for a 2-2 Donphan Line because you can more damage out quicker.

Mr.Muffin has the right idea here; listen to him. Donphan is pretty much free damage in here, and it can make this deck even more threatening.
 
Thanks for the replies. I'll try a version with Accelgor and a version with Donphan to see how they work.
Any comments on the gameplay video, though?

My Little Keldeo said:
+2 Professor Juniper (Best Supporter you can play)

The reason I only have 2x Juniper is because of Tropical Beach, or is Juniper still needed at x4?

Kecleon-X said:
Keep in mind that Accelgor has been rotated, as it was printed in Dark Explorers and the current format is Boundaries Crossed Onward.

Since I play Tropical Beach I'll be forced to play in BW Onward format with this deck, so playing Accelgor should be fine.
 
@Milennin, remember that TCG Online has already changed into the new format so you'll be forced into the Unlimited format here. Plus, if you are playing this for real in terms of the actual card game, then the Extended format depends on the location of where you're playing. E.g. Australia doesn't have Extended for our location until further notice. So you cannot assume that you'll automatically have this Extended Format.

So in any case, I've noted that you've done some misplays which causes your deck to break down. The first game, you should have Juniper the hand away. Sure, it sucks to get rid of Max Potion and Rare Candy but you still have 2 more of each in your deck. You were already losing once you've shown to the opponent that you cannot afford to risk anything. Second game, you didn't use N which would have helped you and force a refresh of your opponent's deck. Alternatively, you could have used Skyla to Beach. The third game, you used Beach when you should have attacked. Putting damage on the main Pokemon would have been more preferable than to Beach for 1 card. Remember that Beach is only an avenue out when you have no decent supporters in hand. Plus in the third game, you benched more Trapinch which is good since this is the key to your deck but you shouldn't have benched the Duskull since you have ONE already. I would have benched Miltank instead and get that ready should the lead Miltank goes down.

In any case, this is probably what I would change for this deck.

Pokemon:
4x Trapinch
1x Vibrava
4x Flygon
2x Duskull
1x Dusclops
2x Dusknoir
4x Miltank
2x Landorus EX

Reducing the middle stage is absolutely necessary and helps with consistancy. This deck NEEDS to be consistent or else. Adding 2 Landorus EX helps with the early splash damage as well.

Trainers/Supporters/Stadiums:
2x Muscle Band
2x Switch
2x Level Ball
3x Max Potion
4x Rare Candy
2x Startling Megaphone
3x Ultra Ball
1x Pal Pad
2x Lysandre
4x N
3x Professor Juniper
2x Skyla
1x Colress
2x Tropical Beach
1x Computer Search

Computer Search adds flexibility in getting whatever you need. Rock Guard is not that great plus it's a dead card. Tool Scrapper/Startling Megaphone will render it useless after you put it down. Skyla doesn't need to be that much. Sure, it helps but I do think you need better draw support for this. If you weren't doing Tropical Beach, I would have replaced this with 2 Training Stadium which adds durability to your Pokemon. I reduced the Ultra Ball to 3 since you really don't need that much. 1 Colress helps here in order to gain more draw support. Pal Pad allow you to shuffle 2 Supporters back in your deck so getting extra Lysandre or Skyla would be useful here. I reduced the Max Potions due to the fact that you probably only get to use it once or twice maximum throughout the game.

Energy:
6x Fighting Energy

Changing into the fighting energy means that you've got a possible attacker with Landorus EX and as well as Miltank. Remember that you're already stretched in terms of the energy so attach it wisely.

EDIT: Made more comments in regards to your play after watching the entire video you've posted. Against more seasoned players, you would have been defeated relatively easily.
 
Thanks for the big reply.
I know I'm playing unlimited at the moment, but they've stated they're going to add a BW-on format some time later this year, so I'll be playing that with this deck once it comes out.

The reason I had 2 copies of stage 1 Pokémon was to make evolving still somewhat possible in the case I would get item locked.
I'll try the deck with your changes once I get my hands on 2x Landorus EX... could be a while, since they're pretty expensive. :( But I'll change my trainer setup and see how that'll go. edit: Got 2x Landorus EX.

As for the gameplay comments, I guess my downfall is that I don't take enough risks and don't play aggressive enough. I should work on that. :D
The reason I placed a 2nd Duskull on the bench was to prepare for a scenario in which Dusknoir might get Lysandre'd.
 
Could you please update your original post to include any changes you have made to your deck list? Thanks!
 
Updated the deck list in the original post, as well as posted a new video with 3 more matches. Looking for feedback.

edit: A common problem I seem to having, not necessarily related to this deck, is that in a lot of games I lose a match on turn 2-3. Things like them attacking with a Banded Mewtwo/Yveltal or some Plasma EX on turn 1-2 basically gives me no time to react, no matter what I draw. I just can't think of a single thing to do against that, except playing more EXes that can take an extra hit or 2, just to buy time. Even if I use things like Lysandre, they always seem to have a Switch or something.
Just the last few games I all lost within turn 5 because they start hitting for 100+ on turn 2 or something, and I just don't draw anything that can possibly help me recover or stabilise. Is this deck just not viable in the current meta-game?
 
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