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Kyurem / Feraligatr / Magnezone help?

Egg

Aspiring Trainer
Member
Hi Pokebeach community, I'm new here and I'd like to seek some advice regarding my deck.

This deck functions almost like a Magnezone/Emboar/Reshiram deck. I aim to fall behind by sacrificing Pichu/Cleffa, then Twins for Feraligatr/Magnezone, charge Kyurem and spread. The problem with the deck is that Kyurem can't do much damage and it's very likely to get Pluspower KO'd by an opposing Zekrom or Reshiram. Even decks that run Basics with Eviolite are a problem, because Kyurem can only hit them for a pitiful 10 damage every turn.

So I'd like to get some help for my list. Your comments will be greatly appreciated. Thanks! :)

Pokemon:
3-1-2 Feraligatr Prime
3-1-3 Magnezone Prime
2 Kyurem
1 Cleffa
1 Pichu

T/S/S:
3 Pokemon Collector
4 Pokemon Communication
4 Rare Candy
2 Pokemon Catcher
3 Twins
3 Junk Arm
2 Switch
3 Professor Oak's New Theory
1 Judge
1 N
1 Energy Retrieval
1 Super Rod

Energy:
11 Water
3 Lightning
1 Rescue
 
Let me be the first to say that I like this deck as an alternative to Magneboar w/ Reshiram. I remember mentioning that once in a Magnegatr viability thread, and I'm glad to see someone else was creative enough to think of it and use it. As a frequent Magnezone player, I have some advice you might find useful.

First things first, you need a little more lightning energy. I find four lightning energy is pushing it, and five to be a good number, so swap a couple water for lightning.

Secondly is N. N is great in Magnezone because it can provide good refresh in the early game to set up your Magnezones, and can screw your opponent over late game in a prize exchange where you each only have a couple prizes left. I'd probably do a 3/2 N/PONT split. I also think N is superior to Judge when used with Magnezone, since it can help you (though sometimes your opponent) better in the early game, and hurts your opponent substantially more in the late game.

-2 Water
-1 Judge
-1 PONT

+2 N
+2 Lightning
 
Magnevire said:
Let me be the first to say that I like this deck as an alternative to Magneboar w/ Reshiram. I remember mentioning that once in a Magnegatr viability thread, and I'm glad to see someone else was creative enough to think of it and use it. As a frequent Magnezone player, I have some advice you might find useful.

First things first, you need a little more lightning energy. I find four lightning energy is pushing it, and five to be a good number, so swap a couple water for lightning.

Secondly is N. N is great in Magnezone because it can provide good refresh in the early game to set up your Magnezones, and can screw your opponent over late game in a prize exchange where you each only have a couple prizes left. I'd probably do a 3/2 N/PONT split. I also think N is superior to Judge when used with Magnezone, since it can help you (though sometimes your opponent) better in the early game, and hurts your opponent substantially more in the late game.

-2 Water
-1 Judge
-1 PONT

+2 N
+2 Lightning

Thanks for the feedback! Now to address some of your suggestions:

I run only 3 Lightning because I see Lost Burn as more of a luxury than a necessity. I will usually Lost Burn to take the remaining 1 or 2 prizes, and even if I am forced use it early-game, I would burn off Water Energy which can be easily attached via Feraligatr. I find that playing too many Lightning hinders my energy acceleration; this could be different for other players I guess. For now I'll try upping my Lightning count to 4 and see how it works out.

I agree with you on the part about N. :D With Magnezone in play, I can always draw off 6 cards after playing N. I also agree that N has a larger disruption factor than Judge; my only reason for adding Judge is its consistent disruption (dropping hand to 4). In some Reshiram/Typhlosion matchups, my opponents sometimes don't even draw two prizes due to Kyurem sniping off multiple Cyndaquils in two turns. In that case N would simply be another free hand refresher for them.

I still have a problem with Kyurem though. Like I mentioned in my first post, Kyurem may or may not stick around long enough due to its low damage output. I've thought of running 3 Kyurem instead of 2, but energy count may be a problem.
 
4 should be okay if you're only using Lost Burn for late game. It just helps to have that extra just so you can score a KO in a pinch if it becomes absolutely necessary.

Judge is good too, but moreso in the early game, and that probably isn't going to happen with just one of them. If you want the big disruption, you might want to rely on N and Judge rather than PONT, just be advice that N gives them a PONT in the early game too.
 
my friend at a league plays this deck,and here's what i saw him run:(just an idea)He ran a darkrai cresselia legend to move damage around your opponents field and a victini to counter cobalion.
 
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