Hey guys. I'm fairly new to the game after taking a hiatus for some time, last playing back in 2013 where i din't necessarily get fully into the game at the time. now that we have bigger base for locals (league i guess) play in my area, i decided to pick it up again. notably with my own creation, or as fr as i am aware of, Hoopa/Rayquaza Ramp.
Hoopa/Rayquaza EX Ramp is based on abusing Hoopa EX, whose ability allows it to search for any 3 EX pokemon and add it to your hand. This is a slight variation on Colorless Rayquaza, as the object is to Ramp faster into M-Ray EX before your opponent drops things like, Giratina EX and the new Stadium Color Drained City.
Pokemon: 20
The main strategy is to do what Rayquaza does. hit for 150+ using it's main attack. Hoopa provides ramp, which makes getting into rayquaza faster. Normally, i'd consider running 3 as 4 could clog, but it's for the off chance you have to start with Hoopa, or if 3 of them become your prize card. Hoopa's ability only activates when you bench her, so placing her as your active start is not optimal.
The only issues i see with this deck is not having a backup for Rayquaza. I've cocidered Raichu as normal Builds ran it, or even running Giratina, but Giratina clogged (primarily the 2 Psychic energy i ran for it) and i couldn't find space for the 4 cards needed for it.
M-Sceptile is pseudo backup, but has the ability to heal completely any 2 pokemon as long as i have Grass engery at hand, which is why i run Energy Retrival, a card not normaly run as far as i'm aware of. Hex maniac is going to be a staploe with Rayquaza since Giratina will most certainly be a thing.
One thing i'm concerned about is if i have too much ramp with 3 Shaymin, 4 Hoopa, 4 Juniper. I'm sure it'll be fine, but i'm worndering if that much ramp is need.
So, what do you guys think of this deck? i tried to give as much explanation as i could barring anything i would have missed due to me not knowing it heh. any suggestions and changes are welcome. thanks in advance guys.
Please bare in mind i have little knowledge of the meta at the moment. if something is on there that is rotated please let me know. Coming from another TCG i can build decks well, and chose what i though would be beneficial to the deck.
Hoopa/Rayquaza EX Ramp is based on abusing Hoopa EX, whose ability allows it to search for any 3 EX pokemon and add it to your hand. This is a slight variation on Colorless Rayquaza, as the object is to Ramp faster into M-Ray EX before your opponent drops things like, Giratina EX and the new Stadium Color Drained City.
Pokemon: 20
- 4 Hoopa EX
- 4 Rayquaza EX (XY66 Promo)
- 4 M Rayquaza EX
- 3 Shaymin EX
- 1 Virizion EX
- 2 Sceptile EX
- 2 M Sceptile EX
- 4 Professor Juniper
- 3 Ultra Ball
- 1 Professor's Letter
- 1 Computer Search
- 3 Mega Turbo
- 2 Switch
- 3 Skyfield
- 1 Lysandre
- 3 Hex Maniac
- 2 Energy Retrieval
- 2 VS Seeker
- 3 Rayquaza Spirit Link
- 1 Sceptile Spirit Link
- 4 Double Colorless Energy
- 7 Grass Energy
The main strategy is to do what Rayquaza does. hit for 150+ using it's main attack. Hoopa provides ramp, which makes getting into rayquaza faster. Normally, i'd consider running 3 as 4 could clog, but it's for the off chance you have to start with Hoopa, or if 3 of them become your prize card. Hoopa's ability only activates when you bench her, so placing her as your active start is not optimal.
The only issues i see with this deck is not having a backup for Rayquaza. I've cocidered Raichu as normal Builds ran it, or even running Giratina, but Giratina clogged (primarily the 2 Psychic energy i ran for it) and i couldn't find space for the 4 cards needed for it.
M-Sceptile is pseudo backup, but has the ability to heal completely any 2 pokemon as long as i have Grass engery at hand, which is why i run Energy Retrival, a card not normaly run as far as i'm aware of. Hex maniac is going to be a staploe with Rayquaza since Giratina will most certainly be a thing.
One thing i'm concerned about is if i have too much ramp with 3 Shaymin, 4 Hoopa, 4 Juniper. I'm sure it'll be fine, but i'm worndering if that much ramp is need.
So, what do you guys think of this deck? i tried to give as much explanation as i could barring anything i would have missed due to me not knowing it heh. any suggestions and changes are welcome. thanks in advance guys.
Please bare in mind i have little knowledge of the meta at the moment. if something is on there that is rotated please let me know. Coming from another TCG i can build decks well, and chose what i though would be beneficial to the deck.