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LostGar I'm working on

HorribleGhost

Aspiring Trainer
Member
20 Pokémon:
2 Gengar Prime
1 Gengar Lv. X
3 Haunter T M
4 Gastly SF
1 Palkia G
1 Palkia G Lv. X
1 Mr. Mime (CL)
3 Spiritomb AR
1 Spiritomb T M
2 Uxie
1 Azelf

24 Trainers:
4 Seeker
2 Pokemon Collector
2 bebe's search
2 pokemon communication
4 Twins
1 Luxury ball
3 Lost Link
2 Rare Candy
2 Looker's Investigation
2 Vs Seeker

16 Energies:
3 Rescue Energy
13 Psychic Energy

Here's the updated version of my deck so far! The strategy is mostly the same except I've removed the attempt at try to spread as well as hurl into darkness, so the deck is now exclusively trying to get pokemon in the lost zone.

The Palkia G line was teched in for the Lv. X's ability to put pokemon in the lost zone. Another major change is the Mr. Mime strategy. I can say... use Looker's investigation to see what they have going on in their hand, and if I don't see any pokemon I make them do the shuffle and then I check again with Mr. Mime to make sure I'm not wasting an attack. Too bad my opponent sees my hand too D:

Also, I was thinking of teching in Machamp SF. He would counter the Lostgar Absol counter, and also counter SP decks (that Luxray will be even more useful to my opponent if Gengar Lv. X would put it into their deck again. I don't like that). I was thinking of doing maybe...
-1 Palkia G
-1 Palkia G Lv. X
-1 Bebe's Search (I have a lot of search cards already)

and then...
+1 Machop SF
+1 Machamp SF
+1 Fighting energy

What do you think of the updated deck? The Machamp tech?

Also, should I be running Warp energies? I was also planning on play-testing the Omastar set for more prize cards.
 
You should put spiritomb Triumphant in, it can be crucial with hurl into darkness..ti

-2 Rare candy
+2 Spiritomb TR

Note: Lost link? do you mean Lost world???

take a look at my list:

http://www.pokebeach.com/forums/showthread.php?tid=91769
 
Well I'd have to drop another Spiritomb AR to add 2 TM. I actually liked the Rare candies because when I tested this deck out, I could scoop the Gengar back into my hand once it's KO'd and on my turn use a rare candy and have it right back into play, switch with the free retreats and hit again with hurl into darkness. I do want to get some of those spiritomb though, I'm going to have to try them in a play test, thanks.

But I'm still worried about relying completely on one pokemon for attacking. Should I be running another line of another pokemon in here? With the rare candies I could splash in a stage 2 with just the basic and the top evolution.

I had some questions about Omastar MD though. The fossil says that it's treated as a basic colorless pokemon and a trainer, so could I search for it with a Pokemon Collector or Bebe's Search or something? That would up the versatility a lot. Also, whenever I use the UD Espeon against the people I play it absolutely crushes them, but I never hear anything about it from tournament goers. Is it just not strong enough to last in that kind of environment?
 
The rulings on fossils are:
*You CANNOT search for them with pokemon collector; because they count as pokemon ONLY while they are in play (that also means that they don't count as pokemon while in the lost zone, which works for you if you plan on using them...)

Also, I have actually playtested LostGar with Espeon UD; and it cannot play in tornament envronment for a couple of reasons;
1. Its attack is too slow. Yes, it heals/deals 40 dmg per turn; but in LostGar, you ARE NOT looking for a long game.
2. Eevee is too easy to kill in this format. In a format where SPs and LostGar are clashing for rights to be the top deck; dealing 50 damage would be something that could be easily aquired on the 1st turn.

I think that there are a couple of pokemon and trainers you NEED for this deck:

1. Palkia G + Palkia G Lv.X (I run one of each, but you may need to run two if your league plays lots of LostGar in the future.) Palkia G Lv.X has a poke-power that forces your opponent (and yourself) to place benched pokemon into the lost zone. Against Sps or most othe meta decks, that would give you the EASIEST pokemon into the lost zone that you would get all game.

2. Add 1 Haunter, 1 Rare Candy, and one Gengar Prime. (For more consistency.)

3. Mr. Mime from Call of Legends. It allows you to see all players hands (you have to show yours, too.) This will assure you that you aren't wasting a Hurl Into Darkness attack when your opponent has no pokemon in his hand.

4. Slowking HS. It allows you to manipulate your opponent's draws. That way, you can force him either to draw bad cards or force him to draw more pokemon that ou can put into the lost world.

5. Add 1 twins and one lost world stadium. The whole point of this deck is to take advantage of lost world. That way, you can use twins without worrying (since you're supposed to be losing on prizes anyway,) and win easier.
 
I edited this post out because lotus and I posted at the same time, which is redundant. I'd say try the spiritomb TM idea. It's a good one. also Black belts. You won't be taking prizes, so you could use that to do more damage with cursed droplets, though I'm not sure if it will work that way, since it says damage counters.
 
A few things I see immediately:

1. 4 Gastly ™ <--- Always go with SF.

2. If your spiritomb are starters, you should always maximize your chances of drawing it.

3. Crobat G...? You're not looking to kill anything from what your deck strategy states.
 
Thanks for the advice everyone, I'm ordering some Gastly SF, Spiritomb TM, and a few other cards... I'm going to try running the Palkias when I can get my hands on them too.

About the Crobats, I have them in there because even though the playtest didn't work as well as I wanted with the spread, I still managed to get a bunch of pokemon in the lost zone by targeting some of my opponent's techs with weaker HP. I'm gonna try other cards first and see if I still need them, just so I'm cutting down on my variables that I'm testing.
 
-4 crobat G
+1 palkia G
+1 palkia g lvl.x
+1 Azelf lvl.x
+1 Mr.Mime call of legends

the palkia G lvl.x is used for lost zoneing your oppents bench. The azelf lvl.x is to get rid of your weakness to dark pokemon. Mr.Mime call of legends says you can look at your oppents hand and they can look at yours to see if you evev have to use seeker

-1 rescue energy
-1 psychic energy
+2 warp energy
To warp lvl.x to bench. also 4 rescue energy aren't really needed I've play tested with my friends over and over and they have just been a waste of hand space.

-1 judge
+1 haunter

Judge just really isn't needed in this deck after hurling in to darkess a couple times the chances of tem drawing a pokemon is very low

-2 interviewers question's
+1 gengar sf
+1 spiritomb TR

interviewers questions in this deck really isn't needed you'll always have an energy in your hand.
I'm recommending sf gengar because if they get out a heave hitter that is weak to psychich and they keep on killing primes your in trouble. Spiritomb just the same reason everyone else said.

-2 looker's investigation
+2 vs seeker

you wont be needing lookers when you have Mr.Mime. Plus you need vs seeker if you have a seeker in discard pile but not your hand or if your all out of seekers.

-2 Pokemon communication
+1 slowking HGSS
+1 slowpoke HGSS

Pokemon communication won't really be needed in this deck. Slowking is used for its pokepower second sight look at top 3 cards of oppenets deck and re-order them to make sure they draw into useless pokemon.

-1 interviewer's question's
-1 Psychic energy
-1 Rare candy
+3 Broken Tine Space

every stage 2 deck needs 3 BTS.
 
Wow, lots of advice. I'm certainly gonna have to test these out.

I kinda want an Azelf Lv. X too but I dunno if I can justify spending so much on one. I'm gonna wait to try that out, lol.

Only thing is I've actually tried BST against my friend, and he would just search out pokemon and get his Garchomp out in one turn. When I took it out I actually got it into the lost zone and shut down his deck completely from that point, so I kept them out after that.
 
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