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Lanturn Lock

xXLANTURNPRIMEXx

TROLOLOLOL
Member
Ok, this deck idea just came to me one day whie playing reshiphlosion. So i made it and it works pretty nice but i need some advice on it. I seem to have trouble getting energy out of the deck and getting vileplume out by turn 2. So heres the list

Pokemon
4-4 Lanturn Prime
3-3 Elektrik NV
3-2-3 Vileplume UD
2 Tornadus EP

T/S
3 Pokemon Communication
3 Rare Candy
1 Twins
2 Flower Shop Lady
2 Sages Training
3 Engineer's Adjustments
3 Professor Oaks New theory
4 Pokemon Collector

Energy
3 Rescue Energy
4 Double Colorless Energy
8 Lightning Energy

I would really like some input on speed and getting energy out. I hope to take this deck to the upcoming cities tournament in College Station. Please help me out! Thanks!!
 
I like the idea, for getting energy out i would suggest adding 2 interviewer's questions .... but i dont know what to get out
 
-1 1-1 Elektrik
-1 Vileplume
-1 FSL
-1 Candy
-2 Sages

+2 Interviewers
+1 Communication
+2 Catcher
+1 Cleffa
+1 Juniper/Cheren (preference, really)

While getting Plume out fast is key, 3 is a little much, 2 will do you fine, same with Candy since you only really need as many as you have Stage 2's. 3-3 Elektrik is also a bit much, since with Vileplume you shouldn't have to worry about Catcher kills on your Elektrik, and seeing as how none of your pokemons attacks discard energy, your only really going to use them for getting back energy used for Engineer's or from a KO'd pokemon. Removed Sages as I find that outside of certain speed decks that require picking and choosing cards it can be better replaced with cards for consistency, personally I have become a fan of putting at least 1 Juniper in my decks because it lets you take a small hand of stuff you might not necessarily need and get a fresh 7. Also reduced FSL to one because it's very situational and with Elektrik you shouldn't have much energy in discard as it is. Without Sages, your not going to be discarding pokemon you might need, so it should be a last resort, most likely near end game.

You said you wanted help with energy, well the single card that is going to help this is obviously Interviewers, so no further explanation needed there. Added another Comm for consistency and speed setup for Vileplume, you will likely have one almost every time in opening hand. Adding catchers is also a no brainer as it could turn the tide of a game by letting you get an early kill on their basics during setup, but I kept it to only 2 because of Vileplume since they will be useless once it is out, but you could still be able to Catcher up an oddish, solosis, pretty much any pokemon you want, rare candy a Plume and get a T2 KO with Lanturn. Cleffa and Juniper/Cheren are here for added setup speed by letting you potentially get 1-2 hand refreshes a turn between Cleffa and PONT or Juniper. Even T1 when you would normally Collector this is nice as you can dump hand with whatever you need to, then Eek for a fresh hand next turn.

I would also see Shaymin viability in this, since you could pile energy on Plume or Elektrik to hold off until you get another Lanturn or Tornadus benched and then move energy, or if you are on a second lanturn with more than one Lightning you could spread them out and DCE to have more ready and waiting.

Just my thoughts on this. Theres alot of energy in play for a deck that doesn't discard, but I see your reasoning for each so I can't really think of how you could change them for any better.
 
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