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ho-oh garbodor

You're actually not the first to use this awkwardly unorthidox idea; I ran a very similar deck (and quite successfully, I might add) for a while. Ho-Oh and Garbodor aren't completely void of synergy. Yes, Garbotoxin locks off Rebirth, so you are shooting yourself in the foot a little, but you're also locking Dynamotor, Dark Trance, Battle Song, Diving Draw, a good majority of the meta, so it's a thorn in your opponent's side as well. With Ho-Oh, your opponent can't just KO or Tool Scrapper because then you get to flip for Rebirth and really get set up late game. If your opponent KO's Garbodor, then they don't even get a chance to use their own abilities until their next turn, by which point you could possibly reestablish the lock.

Now, while it is proven to work, it suffers a lack of consistency. It's a bit difficult to fill up the Bench early, and therefore hard to get Garbodor out T2. It's not that it never happens, it just doesn't happen as often as one would hope. And it's hard to add consistency when 11 cards are devoted to just Garbodor (3-3 Garbodor +5 Tools). But it certainly has potential. It's an autowin against Garchomp, and it scatters Empoleon's consistency (since most lists I've seen rely on Diving Draw to draw into Supporters and stuff). Darkrai is fun because you can Catcher an energiless Darkrai, and your opponent can't shift the energies or free retreat, but the 30 from Night Spear makes it hard to keep Garbodor on the field. Eel variants can usually setup enough before Garbodor gets out if they win the coin flip, and oherwise, I'd say it's 50-50.

The list I used looked something like this (and this is mostly from memory):

Pokemon (14)
3 Ho-Oh
3 Mewtwo
3-3 Garbodor
2 Emolga (not Rufflet because you need to search out the Trubbbishes)

Trainers N' Stuff (30)
4 Juniper
4 N
4 Pokemon Catcher
4 Random Reciever
4 Ultra Ball
3 Rescue Scarf
3 Switch
2 Giant Cape
2 Tool Scrapper (to break the lock yourself)

Energy (14)
3 {C}{C}
2 {G}
2 {R}
2 {P}
1 {W}
1 {L}
1 {F}
1 {D}
1 {M}

There are two extra spaces you could devote towards more energy, tools, or consistency. I even played around with Skyarrow Bridge for free retreat with Trubbish, but I usually kept it in hand because I was playing Eels or something, so I wouldn't recomend it. I admit, I didn't perfect it before I lost interest in it; I hadn't been able to play for a while. Also, this was the list I used before Bondaries Crossed was released, so Computer Search would probably be a must in this deck. Skyla would also be good since you there are often times where you would really need a Tool for the lock or a Catcher to stall or even Ultra Ball to get Ho-Oh in the discard.
 
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