***Deck has been currently modified as of 02/18/16***
Pokemon: 13
I am revisiting this deck list because I still believe there is a lot of potential for this deck. I have remodified the deck list to the current set Breakpoint, in which they gave this deck list a few buffs. To give a brief idea of how this deck plays, it is rather slow but fast. It is slow due to the fact that, if you haven't looked at the pokemon in the deck list, that there are zero shaymins. There are a few reasons for this. One: this deck is a maxie's gallade deck, meaning that the goal of the deck is to have as few as cards in hand as possible for a turn one gallade. Two: Shaymins become a liability and an easy prize card for my opponent. And third, too much bench space will be taken up. While I run garbordor and manectrics, i have to always make room for my gallade which i play. Playing shaymins somewhat ruin that. I will address the reasoning behind the max elixirs because, while I can always turbo bolt to get energies from my discard pile onto my pokemon, my issue was always getting out my energies on turn one or two. That becomes hard when you can't mega evolve m manectric till turn two anyways and mega turbo energies on it. So i have decided to run max elixirs because of the high basic energy count that i run in the deck. For a majority of the time, it comes very much handy but i have seen one or two flops with it. Honestly, its a card that helps during the beginning and partial part of the meta game.
Gameplay strategy:
Alright, so heres how to play this deck. Turn one, obviously you want to get your Manectric set up with an energy and spirit link. It is important to start off with a trubbish benched with a float stone in order to potentially lock all abilite's next turn. I also play only 2 stadiums, mainly against a giratina or aegislash matchup if my opponent has xerosic'd my float stone off trubbish. It is important to either ultra ball or battle compress your gallades and maxie's hidden ball trick in order to get it off. I have an issue turn one getting this done, but turn two I seem to get it much often because I ussually can sycamore turn one, into a better hand for turn two to make that possible. After you successfully obtained a M manectric active with a benched manectric, it is important to start loading up the second manectric with energies. As you continue to play, your active manectric might be damage and that becomes an opportunity to use max potion on the active to heal it completely, causing you to discard your energies. Free retreat the active mega into the benched mega and continue to cycle around. Max elixirs help in this situation because if your looking for a last minute energy to attach to the benched mega manectric, this becomes extremely useful. Let me know what you guys think, and I will edit my deck if change is needed! Thank you!
Pokemon: 13
- 4 Manectric EX
- 3 M-Manectric EX
- 2 Trubbish
- 2 Garbador
- 2 Lugia EX
- 4 Professor Sycamore
- 3 Judge
- 2 Lysandre
- 1 AZ
- 4 Ultra Ball
- 3 Mantric Spirit Link
- 2 Float Stones
- 2 Battle Compressor
- 2 Muscle Band
- 3 Trainers Mail
- 4 Vs Seeker
- 3 Max Elixer
- 2 Max Potion
- 1 Switch
- 2 Rough Seas
- 9 Lightning Energy
I am revisiting this deck list because I still believe there is a lot of potential for this deck. I have remodified the deck list to the current set Breakpoint, in which they gave this deck list a few buffs. To give a brief idea of how this deck plays, it is rather slow but fast. It is slow due to the fact that, if you haven't looked at the pokemon in the deck list, that there are zero shaymins. There are a few reasons for this. One: this deck is a maxie's gallade deck, meaning that the goal of the deck is to have as few as cards in hand as possible for a turn one gallade. Two: Shaymins become a liability and an easy prize card for my opponent. And third, too much bench space will be taken up. While I run garbordor and manectrics, i have to always make room for my gallade which i play. Playing shaymins somewhat ruin that. I will address the reasoning behind the max elixirs because, while I can always turbo bolt to get energies from my discard pile onto my pokemon, my issue was always getting out my energies on turn one or two. That becomes hard when you can't mega evolve m manectric till turn two anyways and mega turbo energies on it. So i have decided to run max elixirs because of the high basic energy count that i run in the deck. For a majority of the time, it comes very much handy but i have seen one or two flops with it. Honestly, its a card that helps during the beginning and partial part of the meta game.
Gameplay strategy:
Alright, so heres how to play this deck. Turn one, obviously you want to get your Manectric set up with an energy and spirit link. It is important to start off with a trubbish benched with a float stone in order to potentially lock all abilite's next turn. I also play only 2 stadiums, mainly against a giratina or aegislash matchup if my opponent has xerosic'd my float stone off trubbish. It is important to either ultra ball or battle compress your gallades and maxie's hidden ball trick in order to get it off. I have an issue turn one getting this done, but turn two I seem to get it much often because I ussually can sycamore turn one, into a better hand for turn two to make that possible. After you successfully obtained a M manectric active with a benched manectric, it is important to start loading up the second manectric with energies. As you continue to play, your active manectric might be damage and that becomes an opportunity to use max potion on the active to heal it completely, causing you to discard your energies. Free retreat the active mega into the benched mega and continue to cycle around. Max elixirs help in this situation because if your looking for a last minute energy to attach to the benched mega manectric, this becomes extremely useful. Let me know what you guys think, and I will edit my deck if change is needed! Thank you!
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