Lost Zone Lock?

scizorlicious

Now with one fewer 's'
Member
So I'm wondering if this combo I thought of has any merit at all...

We start off with Mime Jr CL as our main attacker. It can block (ish) and put opponents' Pokémon in the Lost Zone if you get lucky. Now, adding in Slowking HS, we can make the chances of Mime Jr LZing a Pokémon much higher. This combination is already well known, but I thought it might be a good idea to add in Vileplume UD to make it more of a locking deck– one can use Judge, Second Sight the opponent to put a Pokémon (or useful card, if nothing else) on top, then toss it in the Lost Zone. Since the opponent can't use Trainers, he'll have to rely on either deck-searching Supporters or whatever Pokémon he has active.

We can also add in Spiritomb TR to make a nice combo with Seeker– use Seeker, force a Pokémon back into your opponent's hand, play down Spiritomb, and shuffle that card back into your opponent's deck.

I was also thinking about Relicanth CL and Mew Prime, along with Gengar Prime, as a secondary attacker. With Relicanth as a starter, one could put Gengar in the Lost Zone, then later in the game if need be, Mew could be used to use Gengar's Hurl Into Darkness when need be (if the opponent doesn't have and Pokémon in the top 3 cards of his deck, for example). I think if I used Relicanth and Mew, I would just drop the Vileplume line completely.

Of course, that gets clunky, and this is all just theorymon. I'd like to hear other peoples' thoughts before I actually bother to build this, since it could end up being very, very bad.
 
I would personally stick with the Mime Jr/Slowking combo. its a lot more consistant than adding in other Pokémon. If anything add in 2 copies of smeargle UD/CL to do a hand check. atleast with smeargle you dont really loose anything but you have the potential to gain alot.

Here is a proposed Pokémon line up. Keep in mind that its just a start of a list

3 Mime Jr.
2-2 Slowking HS/CL
2 Smeargle
2-2 Alteria

Now i put Alteria in this list for 2 reasons. there will be the occasional RDL tech running around, so you will hit it for 140 - 160 with Plus Power, hitting for 70 with a stadium in place and that wont be too hard to do if your running atleast 3 copies of Lost World. hope i helped a bit.
 
With what you're talking about if you take out vileplume you're just looking at a generic MewGar deck. Honestly Relicanth isn't worth it for sending gengar prime to the lost zone - mew can do it for the same energy, 0 retreat, and can use that 1 energy to use gengar's attacks. if you use relicanth you're either essentially wasting 2 energy to retreat or giving your opponent a free prize
 
Rakuron said:
With what you're talking about if you take out vileplume you're just looking at a generic MewGar deck. Honestly Relicanth isn't worth it for sending gengar prime to the lost zone - mew can do it for the same energy, 0 retreat, and can use that 1 energy to use gengar's attacks. if you use relicanth you're either essentially wasting 2 energy to retreat or giving your opponent a free prize

some times it not so bad giving your opponent a free prize early game, sepcially with any kind of lost zone deck IF you can and definetly will recover it next turn or the the one following.

also, im not sure i totally agree with the Relicanth assessment. sure its not enitirely good to play, but its an excelent starter, where as mew is probably going to be the second Pokémon you toss out front. Infact, a well placed Relicanth could potentaily save your mew from a one-hit in turn 3-4 while you have just drawn into everything you need to set up by then.

What i have seen with lost world decks, esp LostGar/MewGar, is that it needs the very early game to set up, do everything it needs to mid game so it wont go to late game. Stalling out a Lost world deck with cards like judge, limits what your opponent can lost zone while still keeping things in your hand to play for a following turn.
 
Azurial said:
Rakuron said:
With what you're talking about if you take out vileplume you're just looking at a generic MewGar deck. Honestly Relicanth isn't worth it for sending gengar prime to the lost zone - mew can do it for the same energy, 0 retreat, and can use that 1 energy to use gengar's attacks. if you use relicanth you're either essentially wasting 2 energy to retreat or giving your opponent a free prize

some times it not so bad giving your opponent a free prize early game, sepcially with any kind of lost zone deck IF you can and definetly will recover it next turn or the the one following.

also, im not sure i totally agree with the Relicanth assessment. sure its not enitirely good to play, but its an excelent starter, where as mew is probably going to be the second Pokémon you toss out front. Infact, a well placed Relicanth could potentaily save your mew from a one-hit in turn 3-4 while you have just drawn into everything you need to set up by then.

What i have seen with lost world decks, esp LostGar/MewGar, is that it needs the very early game to set up, do everything it needs to mid game so it wont go to late game. Stalling out a Lost world deck with cards like judge, limits what your opponent can lost zone while still keeping things in your hand to play for a following turn.

I don't know how fast the decks you're playtesting are, but in my exp battling MewGar comes down to a race. A good MewGar deck needs to get Gengar Prime (or a pokemon into the lost zone with Mime Jr.) Turn 1 and put a pokemon into the lost zone every turn after that (therefor winning in 8 turns.) The extra 2 turns on top of your 6 prizes is what lets you win against MewGar, you have 1 turn to evolve while they send Gengar to the lost zone, and another turn of slack. The reason why MewGar can pull ahead is because if they can have an immune Mime Jr. sending 1 pokemon to the lost zone for 2 turns in a row they win. Period. I'd much rather take my chances of POSSIBLY losing the mew that got Gengar into the lost zone the next turn, than to give my opponent another turn of slack.
 
sillykyle! said:
^Keep in mind, you won't ALWAYS be able to lost zone a Pokemon every single turn.




-sillykyle!

A good MewGar list WILL win in 8 turns if not disrupted by your opponent (pulling up high retreat pokemon, etc.) To beat MewGar you need to take a prize every turn. MewGar pulls ahead by sending pokemon to the lost zone with Mime Jr. while being immune so your opponent can't take a prize, and so you need to snipe around it or drag something up. MewGar is at a natural disadvantage in the race, the challenge of making a good MewGar deck is finding ways to pull ahead.
 
Here's my problem: Lostgar has some problems with consistency last format, and you think adding more Pokémon and trainer locking yourself is going to fix it?
Also, there's the whole time problem.
 
lostgar is garbage...mewgar is great this format.

1 faster than other decks

2 disruptive

3 no evolving

4 more space

;D slap in a vileplume, mime jr, and slowking and you have a formidable deck

and sillykyle...that is a lie. a good spiritomb drop combined with mr mime and you get at least 1 every turn. most i got was 3 in one turn...that is 3 prizes in one turn :D
 
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