Hey there beachgoers! Well, it took some doing, but I managed to amass a large enough collection on PTCGO to finally throw together a deck. I'm happy to report some success with it thus far, but I'll happily accept constructive criticism and tweak ideas. Without further ado, I present Koko-Turn-Dos:
****** Pokémon Trading Card Game Deck List ******
##Pokémon - 14
* 2 Oranguru SUM 113
* 4 Drampa GRI 97
* 4 Rotom FAC 24
* 4 Tapu Koko-GX GRI 47
##Trainer Cards - 34
* 3 Hau TK-Lycanroc 19
* 2 Acerola BUS 112
* 1 Rescue Stretcher GRI 130
* 3 Professor Sycamore BKP 107
* 3 Aether Paradise Conservation Area GRI 116
* 3 Pokémon Fan Club FLF 94
* 1 Town Map BKT 150
* 3 Guzma BUS 115
* 2 N NVI 92
* 4 Fighting Fury Belt BKP 99
* 4 Super Scoop Up BUS 124
* 3 Ultra Ball SUM 135
* 2 Choice Band GRI 121
##Energy - 12
* 12 Lightning Energy 4
Total Cards - 60
****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ******
Back in 2005, I ran a deck known commonly as Zap-Turn-Dos. It ran Zapdos EX from the FireRed & LeafGreen expansion, who worked very similarly to Tapu Koko GX. The idea of that deck was to use energy acceleration via Elektrike or Elekid turn 1, then drop a Zapdos EX turn 2 and begin sweeping. Zapdos gets damaged? Just drop another one, Super Scoop Up the damaged one, and continue the hurt train. Late game, I would drop Rayquaza EX (EX Deoxys) to increase my damage output and wipe up any high-HP Pokemon in play.
I've applied the same logic to this deck the best I could. I always try to go second, put Rotom or Drampa active, attack to attach a second energy, and by my second turn drop a Koko and start attacking. Super Scoop Up and Acerola are utilized to scoop damaged Kokos. Fighting Fury Belt and Aether Paradise are to help minimize the chance of an OHKO on Koko. Oranguru has worked well as a tech against Alolan Ninetales, able to OHKO it and provide some draw support against late-game N.
****** Pokémon Trading Card Game Deck List ******
##Pokémon - 14
* 2 Oranguru SUM 113
* 4 Drampa GRI 97
* 4 Rotom FAC 24
* 4 Tapu Koko-GX GRI 47
##Trainer Cards - 34
* 3 Hau TK-Lycanroc 19
* 2 Acerola BUS 112
* 1 Rescue Stretcher GRI 130
* 3 Professor Sycamore BKP 107
* 3 Aether Paradise Conservation Area GRI 116
* 3 Pokémon Fan Club FLF 94
* 1 Town Map BKT 150
* 3 Guzma BUS 115
* 2 N NVI 92
* 4 Fighting Fury Belt BKP 99
* 4 Super Scoop Up BUS 124
* 3 Ultra Ball SUM 135
* 2 Choice Band GRI 121
##Energy - 12
* 12 Lightning Energy 4
Total Cards - 60
****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ******
Back in 2005, I ran a deck known commonly as Zap-Turn-Dos. It ran Zapdos EX from the FireRed & LeafGreen expansion, who worked very similarly to Tapu Koko GX. The idea of that deck was to use energy acceleration via Elektrike or Elekid turn 1, then drop a Zapdos EX turn 2 and begin sweeping. Zapdos gets damaged? Just drop another one, Super Scoop Up the damaged one, and continue the hurt train. Late game, I would drop Rayquaza EX (EX Deoxys) to increase my damage output and wipe up any high-HP Pokemon in play.
I've applied the same logic to this deck the best I could. I always try to go second, put Rotom or Drampa active, attack to attach a second energy, and by my second turn drop a Koko and start attacking. Super Scoop Up and Acerola are utilized to scoop damaged Kokos. Fighting Fury Belt and Aether Paradise are to help minimize the chance of an OHKO on Koko. Oranguru has worked well as a tech against Alolan Ninetales, able to OHKO it and provide some draw support against late-game N.