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Lost Slowgar (Slowking/Gengar Prime)

Which deck should I make?

  • HydraBoar (Hydreigon/Emboar)

    Votes: 0 0.0%
  • This deck

    Votes: 1 100.0%

  • Total voters
    1

pokemaster563

BABY MUSHROOM! <3 :D
Member
Pokemon=20
3 Gastly
2 Haunter
3 Gengar Prime
2 Mime Jr.
2 Mr. Mime
2 Slowpoke (UD)
2 Slowking
2 Zorua
2 Zoroark

T/S/S=26
Supporter=10
4 PONT
3 Seeker
3 Twins
Trainer=13
2 Rare Candy
3 Dual Ball
2 Super Scoop Up
3 Switch
3 Pokemon Communication
Stadium=3
3 Lost World

Energy=14
12 Psychic Energy
2 DCE

Strategy:
Get slowking and mr.mime on the bench to look at their hand and deck. use gengar and mime jr with slowking and mr mime to put pokes from their hand and deck into the lost zone, and use lost world to call win. zoroark for reshiboars and such.
 
pokemaster563 said:
Pokemon=15
Gastly 3
Haunter 2
Gengar Prime 3
Mime Jr. 1
Mr. Mime 2
Slowpoke (UD) 2
Slowking 2

Trainers=29
Supporter=11
2 Cheerleaders Cheer
2 Interviewer's Questions
2 PONT
3 Seeker
2 Twins
Trainer=16
2 Pokedex
4 Rare Candy
3 Research Record
4 Super Scoop Up
3 Switch
Stadium=2
2 Lost World

Energy=16
16 Psychic Energy

Strategy:
Get slowking and mr.mime on the bench to look at their hand and deck. use gengar to put pokes from their hand into the lost zone, and use lost world to call win. mime jr is to put things in at random, and get lucky when pokes go in.

Needs help with search power, and maybe a few pokes for attacking.

You have the right idea, but I have a deck similar to this and took a different approach.

3-2-3 Gengar Prime
4 Mime Jr.
2 Mr. Mime
2-2 Slowking
2 Spiritomb(Spooky Whirlpool)(lets you cycle their hand to get hurl to go off)

3 Seeker
3 Lost World
3 Candy
4 Junk Arm
4 Dual Ball(I know its flippy but if your lucky its faster setup)
3 Defender
2 Juniper
2 Switch
4 Communication

2 Rescue
10 Psychic

Basically with my version you use tomb to cycle cards back to their deck. Mr mime to see hand, king to look at their top three. use mime jr. to deck poke into lost zone or curse drop with gengar. IMO this build is a little bit better
 
4 Mime Jr just seems like too much, it would only be there for a start. the gengar is the main lost zoner, not mime jr.
4 Communication is for search i get it, but four seems like too much. maybe 2 or 3.
i havent done much with the cards for a while, so i dont know anything about the spiritomb, whether its a attack or an power i dont know. so whoever posts next if you could explain that to me, that would be great.
2 lost world is enough.
junk arm would provide almost absolutely no point in this. i mean yeah, get a switch or two back, along with ssu. but i put 3 switch and 4 super scoop up for a reason.
i might add some dual balls though.
cheerleaders cheer is to taunt them with draw, then hurl it into darkness. :D

but thanks for the suggestions. ill change a bit.
 
I'd take out a haunter and add in another pokedex. 4 rare candy means that you'll most likely have a haunter left over in games.
 
@pokemaster
I strongly disagree mime Jr is a great staller and lost zoner. Paired with slowkings second sight it denies your opponents good cards and zoning off critical cards including Pokemon. I cant tell you how many games I've won with mewgar just walling with mime jr. Switches and full heals to get the sleeping ones out if the way

@OP
Have you looked into mew prime? Its not BCIF by any means but its good for this
Probably go for Max twins too. You arent going for prizes. 3 lost worlds work great
 
-2 Cheerleader's Cheer
-2 Interviewer's Questions
-3 Seeker
-2 Super Scoop Up
-3 Research Record
-3 Switch
-1/2 Rare candy
-3/4 Energy
-2 Pokedex

None of these cards are necessary in this deck. Cheerleader's Cheer is inferior to stuff like PONT, Juniper, and Collector. This deck doesn't use much energy so it doesn't need that many of them or extra ways to draw them like Interviwer's Questions. Seeker and SSU are just totally unrelated cards that don't do much for this deck. Research Record is useless when Slowking can do pretty much the same thing every turn. Everything you have other than Slowking has 0 retreat cost so you don't need Switch. Gengar is the only stage 2 so you only need 2/3 rare candies. Pokedex just takes up a spot when you can add more of the supporters themselves.

+2 Mime Jr.
+1-1 Slowking
+4 Pokemon Communication
+4 Pokemon Collector
+2/3 PONT/Juniper
+1/2 Lost World

Mime Jr. and Slowking are so great together for preventing the opponent from getting anything good that you need more of them. Pokemon Communication is THE best pokemon searching card in the format, every deck but ZPS MUST carry 4. Similarly, Collector is the best way to get out your basics easily, although 1 or 2 could be removed for some dual balls. PONT/Juniper are great cards, letting you trade in a dead hand for a big, fresh, new one, so pretty much no deck can afford to run less than 4 of any combination of these. Lost World is your win condition, having more always helps.

Other cards that I recomment include Junk Arm, which allows you to reuse trainers, and mew prime, which lets you use gengar's hurl into darkness with a basic, speeding up the deck. Zoroark and some DCEs could be helpful to deal heavy damage to enemy's main attackers if they manage to set up. Ambipom could combo well with Slowking by discarding the opponents cards from their hand to make it even harder for them to get a good hand. Whatever you do, don't add spiritomb. The point of this deck is to combine Mime Jr., Slowking, Gengar, and maybe Mr. Mime to prevent the opponent from getting a good hand while sending cards t the lost zone, and Spiritomb gives them a hand of 6 cards that you can't control and that could be all they need to set up.
 
Spiritomb is great for this ddeck if you run Mr mime. If you look at their hand and they have nothing to hurl, thendraw one card and don't pont judge or juniper you lay down the spiritomb and 6 new cards. Increasing your chances at hurling. And seekers unrelated??? If they don't havr anything in their hand seek something up then. Pick your spiriomb up and put it down. Max disruption.
 
I overlooked Seeker, it does help, my mistake. However, I still think Spritomb defeats the purpose of slowking. Max disruption, as you say, would be using slowking and mime jr. to make sure you are lost zoning a mon almost every turn, and giving them a horrible hand while you're at it. Giving them a fresh hand with spiritomb doesn't seem like it'll come in handy very often, but I haven't tested much with it so I may be wrong.
 
@Dark Void thats almost all of my T/S/S cards, the cheerleaders cheer is there for when i do have a good hand, but there is one card that i dont have. then if they draw a card that i have second sighted to make a good mon, i can use hurl and get rid of it. the interviewers questions is there because there arent many energy in the deck. it may not need much energy to use hurl, but the way i like to do it, is have about 3 energy on gengar at a time, so he can get a full line or if they have multiple of the same poke, ie two reshiram. the super scoop up is to heal all damage and in case mime jr doesnt wake up for me. switch is there to wake up mime jr in case i dont have any ssu, plus if i have slowking as my start, i can add energy to my bench guys instead of wasting them on slowking to retreat. max candies is for increased chance of getting. again, i like to add a bit more energy to gengar so im keeping the energy. and i might add another lost world. i might add some pokemon communication though. 3 maybe. collector is just a couple of dual balls, so i might add one or two, but it would mainly be dual balls in here. i never did like junk arm, only point i ever saw for it was for tail revenge gyarados. PONT>juniper to me. unless i have like only one card in my hand that is completely crap atm, i wouldnt use it. but zoroark will work great for those evil little reshiboar and pachirom. no ambipom, if i add both zoroark and ambipom thats too many pokemon for this deck. two slowking will be good enough for me.

@GyaradosPrime you may be right about mime jr, but i wont put four of them in. maybe two or three. spritomb is definitely a no go for this deck. i have to agree with Dark Void on that. max twins is a good idea though. and no mew prime for me.

i'll edit this deck list in a minute, and ill post the changes i made.
 
*BUMP*
Here are the changes I made:
-2 Pokedex
-2 Rare Candy
-4 Psychic Energy
-2 Super Scoop Up
-2 Cheerleader's Cheer
-2 Interviewers Questions
-3 Research Record
-16 Total

+1 Lost World
+1 Twins
+1 Mime Jr.
+2 Zorua
+2 Zoroark
+2 PONT
+3 Pokemon Communication
+2 DCE
+3 Dual Ball
+16 Total

I got to thinking, and Dark Void was right.
i took out the pokedex and research record cause slowking does the same thing, and if i have two out, i can look at my deck and their deck. took out two candies cause i have a 3-2-3 so i'd have two extra cards i couldnt do anything with. 16 was too many energy, so i took some of those out. took out two ssu cause four was too many. interviewers questions and cheerleaders cheer are out.

i added a lost world cause everyone seems to think that three would be better then two. added another twins cause i wont be going for prizes as was said above. added another mime jr to keep switching them out with switch when they don't wake up, and in case i get a one turn wake up ill have another one handy. added a 2-2 zoroark for those evil little reshiboars. added two more PONT for getting better cards. 3 pokemon communication for search when i already have one thing down that i don't need another of. 2 DCE for zoroarks. and 3 dual balls for searching basics.
 
@void the tomb can help or hurt you though if you learn to use it at the right time the deck runs golden. That is y u chain and go 1st slowking to see, then tomb to shuffle, mr mime to see they got poke, 2nd slowking if needed then lost with gar or jr.
 
I'd say remove 1 switch and 1 super scoop up (you already have 3 seekers, that should be enough) for 2 pokemon collectors to run a 3/2 split of dual ball and collector.
 
Try it a couple times with tomb. It gives you something to pull up with seeker and if there arent any pokes on their hand give then a new hand. Its not a sure thing but its better than lost zoning a supporter or energy or something with Jr if there isnt a poke in the top 3.
 
@dark void ill take out the two super scoop ups, but the switches are for mime jr when he wont wake up. so,

-2 Super Scoop Up
+2 Pokemon Collector

but im thinking about putting in pokemon catcher when it comes out. any ideas what to take out?
 
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