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LostGar (Gengar Prime, Curse Gengar, and Gengar Lv.X)

Chaos Ripper

Obsessed w/ TES-Oblivion, Lamb of God, and GH-WOR
Member
4-3-2-1-1 Gengar (2 Prime, 1 Curse, 1 Lvl.X)
3 Spiritomb TR
1 Uxie LA
1 Azelf LA
1 Crobat G
1 Unown Q

Pokemon-18

{P}-9
Warp-1
Rescue Energy-1

Energy-11

Lost World-2
Broken Time Space-2

Seeker-3
Cyrus's Conspiracy-2
Palmer's Contribution-1
Looker's Investigation-2
Twins-2
Pokemon Collector-3
Bebe's Search-3
Professor Oak's New Theory-2


Super Scoop Up-4
Poke Turn-3
Pokemon Rescue-2

t/s/s-31

get gengar prime out to remove like crazy, then slap down lost world and declare victory, or level up gengar prime then knock out pokemon, removing them because of gengar primes body, curse gengar to spread around damage
 
Where to begin! You are going to need some type of identity for this deck. It sounds like you want to use curse gar, and I understand why. He's cool. So if you want to better the deck for Curse Gar, lets make some changes there.

Unfortunately, Mew Prime doesnt really have business being in Curse Gar, or Lost Gar for what its worth. So ditch the idea, and hold strong to it. You need to focus on setting up your Gengar's and controlling the other teams trainer flow.

If you want to spread some dmg, add in Crobat G. Its perfect for this deck. You only really need 1, but two also works if you insist.

Spiritomb only locks in the beginning for you. Late game, it will be knocked out, or pointless. So consider adding in Poketurn for your Crobats. That extra 10 dmg can and will win you games all the time.

You have zero recovery. Get some! Palmer's or Pokemon Rescue. I prefer both!

Rare candies will be rendered almost completely useless in your deck. The only way they will be of use is late game with a rescue on a gengar. Its not worth the two spots. Its just not. Niether are those Super Scoops, they are terrible, and thats 4 spots that could be some seriously needed other cards. Copycat is nice, but this deck also needs to see whats in your opponents hand. Change them to Looker's to know when to Poltergeist or Hurl.

Take Lost world down to two tops, and drop Miasma Valley. Its just not worth it if you already have your lost world out. Infact, id drop one BTS too, or maybe even both. Thats a card that can actually help your opponent more than you. You will be using Darkness Grace to build, not BTS.

Twins. Lost world decks normally use 3-4. Seeing you will amost always be down 1-2 prize cards before you are nicely set up, try putting two Twins in. I doubt you will need more as you are still basing most of this deck on damage. If you are in a game where you are going straight Lost World, then you will be very happy you have these in there.

All in all, here is what I see can help. There is surely more room for improvement from where Im leaving you, but try these changes. Get a straight forward game plan, and win. Good luck!


-2 Mew Prime
-1 Mesprit LA
-2 BTS
-2 Miasma Valley
-1 Lost World
-2 Copycat
-2 Rare Candy
-4 Super Scoop
-1 Warp Energy


+1 Crobat G
+1 Unown Q
+3 Cyrus Conspiracy
+4 Poketurn
+2 Looker's
+1 Palmer's
+2 Pokemon Rescue
+2 Twins
+1 Rescue energy


Good luck!
 
i think it's better to use Spiritomb TR. It' pokèpower Spooky Whirlpool lets your opponent to shuffle his hand. With Mr. Mime (CoL) you can use it's pokèpower Trick Reveal that lets you look at your opponents hand and your opponent to look at your hand. If he dosen't have any basics... well only use spooky whirlpool then! ;)
 
I really need BTS because that means gengar can get out a lot quicker, and possibly knock out quite a few pokemon quicker, and i will drop out the AR Spiritomb for TR
 
Supergamerfreak. Your point about BTS also applies to your opponent though. I see where it can help, yes. But it can backfire as well. Especially after you use it to get out one Gengar and hurl. Then BTS is out, and your opponent can set up easier. Its 50/50 either way. I had two in my lostgar and found it to be useful once or twice. But end up as dead draws or backfiring late game.
 
First rule I always say in a LostGar deck is not to run any Gengars other than Prime, or any cards intending to do damage. If you spend your turn attacking (or deck space on attacking cards), you're trying to complete 2 goals at the same time, and your opponent will out-pace you. Especially in a mirror (which you will run into).

I agree with Drewdwn's thoughts on BTS. I don't run any in my deck, and I manage to get a Gengar active on turn 2 about 70-80% of the time I'd say, and I can almost aways manage to keep one active the entire game with Rare Candies ad Rescue Evergies. I want to keep my opponent's pokemon in their hand. Although it could work in your favor if they go over-board and evolve a bunch of benched pokemon, then you Palkia them... But most decks have their benches filled with basic techs so that never really happens.

Just curious... Have you tested out the Crobats with the Compound Pain? Do you find it manages to get pokemon in the Lost Zone faster? Does it slow down your deck too much since it limits the use of Twins?
 
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