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lost legends (palkia g lv.x and gengar prime) masters, states

Brave Vesperia

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3-3-3-1 gengar lv.x TR, SF, TR, AR
1 azelf LA
1 mr. mime CoL
1 spiritomb TR
1-1 darkrai & cresselia legend TR
2-2 palkia G lv.x PL
1-1 lumineon SF
1-1 honchkrow SV
------------------------- 23 pokemon
1 warp point MD
2 SP radar RR
1 luxury ball SF
1 lucian's assignment RR
1 aaron's collection RR
1 palmer's contribution SV
2 professor oaks new theory HGSS, CoL
2 pokemon collector HGSS
3 seeker TR
2 cyrus's conspiracy PL
3 bebe's search RR
4 lost world CoL
------------------------23 T/S/S
7 psychic energy
2 basic dark energy
2 special dark energy 1 MT, 1 SW
3 warp energy 1 UF, 2 PK

strategy: confuse my opponent by having both palkia G lv.x and gengar prime out so they dont know whether to keep there pokemon in there hand or on there bench because they cant stay in my opponent's deck or prizes forever.
please dont steal my list and if you do use it give credit where credit is due.
 
Have you play-tested this yet? It looks like it would be incredibly slow to set up and utilize.

No rare candies?

Also, against LuxChomp(or any deck that runs Luxray Lv.X), Palkia G won't confuse them very much. Considering you don't play BTS (I don't suggest it either, but it would be better than not playing rare candies at all) Palkia G would have to sit out a turn before being Leveled Up. That's one Bright Look and Flash Impact away from an easy prize.

It's definitely a unique LostGar build, though. I wouldn't mind watching someone play-test it.
 
i have play tested it a few times but most of the games against vilegar and one game against one of my other decks but i only won about 2 or 3 times =( but on the upside once i get everything out i can do pretty well though i need some form of damge output i was thinking of taking out 1-1 honchkrow, 1 lucian's assignment and 1 warp point for 1-1 absol G lv.x, 1 bebe's search and another dark energy.
 
Run 4 Gastly SF. As long as your stuck with only a gastly active for a turn then you might as well trainer lock.

Haunter is a bit more subjective, but I think the TM Haunter is the best still. Doind damage is a bad thing in this deck but I've gotten really lucky with putting the other pokemon to sleep in a really tight bind before. Of course that's a very less than ideas situation to be attacking with Haunter. My main argument for him is free retreat.

Now... other suggestions are based on weather or not you intend to ever take prize cards or not. LostGar decks aren't but it looks like you have another strategy going on. Would you elaborate?
 
First off: Do what horribleGhost said and add in the 4 Ghastly trainer lock. As your only running one Spiritomb, you need something to slow down your opponent. With that, this looks like it will take forever to set up. I would drop the Palkia line 1-1 as you will never need more than 1 on your bench and you can just Azelf/seeker/Azelf it out of your prizes.

As for Lumineon and Honchkrow, both of their powers will benefit you but both require being active to use. I would suggest keeping Honchkrow active as he has a decent attack that can counter a mirror matchup and his retreat cost can be augmented by an Unknown Q.

I would also suggest dropping the Legend for either some Spiritombs to expedite set up or a Uxie or two for some draw power.
I am also surprised you don’t use Twins. As your deck relies on the lost zone, I don’t see why you shouldn’t include it.
 
@ ErradicaSean about 3 or 4 turns if i have a good hand. also @ everyone else i dont even know how to respond to what you just said.
 
Its just some stuff to consider. I take it your a newer player? These are just some suggestions to help with consistency and speed, two things that are imperative in today's metagame.
 
Well this deck is actually a really popular new one that's usually called LostGar. The main strategy of the deck is to actually take no prizes at all and to get your opponent's pokemon in the lost zone as fast as possible and then play the stadium. The one thing you should change about your deck I would say, would be to remove pokemon that you intend to attack with and do damage. You do not want to deal damage in a LostGar deck, because the deck speeds up a lot once you fall behind in prizes especially (because of Twins and such)

If you're going to tournaments you can expect to see other people running this deck too.

That means that everyone there will also know your strategy though. If I was playing someone and if I only saw Palkia G as their active I wouldn't expect them to be running a water deck, but a LostGar.
 
@maccavetti and horribleghost i am not a newer player i have been playing for almost 6 years now and my problem with this deck is i need ways to get more of a damage output or new ways to get setup faster + i cant run a whole lot of trainers because in my meta where i live trainer lock is very popular.
 
You don't need to do damage in this deck. Your goal is to put pokemon in the lost zone. If you try to complete 2 goals at once (KOing pokemon and LZing pokemon) you're going to be slowed down considerably. Make the focus of the deck entirely lost zoning.
 
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