• 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.

Ho-oh for cities

Materious17

Pokemon Geologist
Member
Pokemon
3 Ho-oh EX DGX
3 Mewtwo EX NXD
2 Terrakion NVI
1 Landorus EX BNC
1 Tornadus EX DEX
1 Sigilyph DGX
1 Bouffalant DGX
12

I/S/St
4 Bianca
4 Juniper
4 N

1 Computer Search
3 Ultra Ball
4 Energy Switch
4 Catcher
2 Super Scoop Up
3 Switch
2 Tool Scrapper
3 Eviolite
1 Plus Power
35

Energy
4 {C}{C}
1 {G}
1 {L}
4 {F}
2 {P}
1 {M}
13

Yesterday I went 3-2 at the Boise City Championships, my 2 losses were both to Keldeo/Blastoise (I completely expected it, tho I lost the 2nd keldeo matchup by going 0-7 on my scoopup/ho-oh flips) and I won against a Darkrai variant, Flygon/Celebi, and a Terrakion EX variant. I'm going to another cities marathon in January hoping to continue to run Ho-oh and I could definitely use some advice for against those inevitable Keldeo matchups.

I'm mainly looking for places I can stick in plus powers, eviolites, a Bouffalant perhaps. I tried out Virizion with an extra grass in place of the Tornadus and a DCE but that was a pretty stupid decision. I'm open to all options however.
 
I actually really like the list right now. The only real things I would change are:

-1 Terrakion/Tornadus
-1 Tool Scrapper

+1 Mewtwo EX
+1 Switch

These are really just preference choices. I find that 1 Tool Scrapper tends to handle the job fine, and the third Mewtwo can really help that Keldeo matchup and is just generally good. Overall, it's looking very nice though.

As a note about Keldeo/Blastoise, the way to win the matchup is to just spam Mewtwo and Sigilyph all day long. Keldeo/Blastoise hates both of those cards and by keeping up the pressure with Mewtwo, you force them to have charged Mewtwos constantly, which can often be difficult for them. Sigilyph is a great staller if they're running low on catchers and can deal some pretty hefty damage to a powered-up Keldeo EX. It can also force a Blastoise to attack, which you can then KO with Mewtwo. Just avoid dropping Ho-oh and the matchup isn't all that bad.
 
Hmm, I'll put in the 3rd mewtwo for a terrakion, i also feel like I should try a landorus ex in here as well while dropping the psychic for fighting energies

-1 Terrakion
+1 Mewtwo EX

I feel like my switch count and tool scrapper counts are good, but I do need eviolites so maybe a

-1 Super Scoop Up
+1 Eviolites

I never liked Skyla anyways #blasphemy or maybe I should drop a few singles like the dark and metal energies to make room, moving around fighting and psychic energies on my ho-oh's is much more preferred anyways.

-1 {M}
+1 Eviolite

Man I am so lost in here.
 
I would say keep the Energies the same; having more of them means you have a higher chance of drawing/discarding them early, thereby increasing consistency. Eviolite isn't 100% necessary, but if you can find room for it, it's certainly nice to have (not sure if it's worth taking out an SSU and an energy, but that's a judgement and preference call on your part).
 
So I made some big changes after talking with other Ho-oh players and doing mirror matches (losing almost all of them) and actually asking myself what this deck even does and what role Ho-oh actually plays.

+1 Mewtwo EX
+1 Landorus EX
+1 Bouffalant

I needed more attackers especially Mewtwo for Keldeo and Landorus can help out sniping eels, and Bouffalant with eviolite is an obvious choice.

-2 Skyla
-2 Super Scoop Up
-1 Ultra Ball
+1 Bianca
+1 Plus Power
+3 Eviolite

Sacrifice flippy survivability with consistent survivability, the plus power can be anything really and probably should just be a 3rd SSU or 4th switch,

-1 {R}
-1 {W}
-1 {D}
-1 {P}
+1 {F}

This uses Ho-oh as an engine, not as an attacker, the moment I realized that the moment I saw that all of these energies were redundant.
 
Terrakion serves the purpose of putting Darkrai in check. Keldeo is just an interesting tech for retreating and getting out of paralysis, and maybe OHKO'ing Landorus with 2 {W}, but Landorus isn't anywhere near the problem Darkrai is.
 
Back
Top