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Standard M Sharpedo EX

MajoraMayhem

Aspiring Trainer
Member
M Sharpedo EX
Dark
210 HP

Torpedo Dive (D)(D)(C) 120
This attack does 10 damage to each of your opponent's Benched Pokemon for each (C) in that Pokemon's Retreat Cost. (Don't apply Weakness and Resistance for Benched Pokemon.)

So obvious Team Aqua deck is obvious. Best case scenario would be the Aqua Stadium up and 4 Aqua Muks on bench for a +50 damage that could be 70 or even 80 against certain EX's and GX's. Realistically you're probably only getting two Muks up, which leaves you in a grind game of 30-40 snipes on a comparatively light 210 body (I just called 210 light, what even is this game??). In my opinion, the best bet is to play a Lysandre heavy deck and punish your opponent for setting anything down. This naturally slows the game down when paired with heavier retreat cost, and gives you time to set up your Mega and its 3-cost attack (seriously though, why 3? This thing requires so many resources to begin with.)

Current list.

Mons - 17
4 Sharpedo EX AOR
3 M Sharpedo EX PR
3 Team Aqua's Grimer DCR
3 Team Aqua's Muk DCR
2 Zorua BKT
2 Zoroark BKT

Trainers - 26
4 Ultra Ball
4 VS Seeker
2 Switch
3 Float Stone
3 Spirit Link
4 Team Aqua's Secret Base
3 Mega Turbos
3 Trainer's Mail

Supporters - 9
3 Lysandre
3 N
3 Sycamore

Energy - 8
8 Darkness


Other Options:


Hammers
Crushing Hammer and Enhanced Hammer would do wonders in this deck, disrupting your opponent's early game and buying the time you need to get your Muk's up. Issue is simply space. We are running a Mega deck paired with two evolution lines, and simply do not have the room for the cards. If Zoroark isn't cutting it for you, drop him for these.

Shaymin
This deck probably needs it, but I really, really don't want to play it. We need bench space, and we do not want to gift-wrap a Lysandre target for our opponent to use our own strategy against us.

Consistency cards
Full Trainer's Mail line, Acro Bikes, and more draw supporters are never unwelcome in my lists. Again we run into the issue of space. If Zoroark isn't pulling his weight (get it? Cause retreat costs) and you are morally opposed to Hammers then bump up the consistency my friend.




Well those are all my thoughts. Any ideas on making Jaws better? Please comment and critique, and thank you for reading.
 
Here is my take on Mega Sharpedo, that I drew up when the cards were first revealed.

Pokémon: 13
2 Shaymin EX
4 Sharpedo EX
3 Mega Sharpedo EX
3 Yveltal O-Wing
1 Yveltal Break

Trainers(Supporters/Items/Stadiums): 36(10/22/4)
4 Professor Sycamore
3 N
2 Lysandre
1 Olympia

4 Ultra Ball
4 VS Seeker
4 Sharpedo Spirit Link
4 Max Elixir
3 Trainers' Mail
3 Escape Rope

4 Team Aqua's Secret Base

Energy: 11
11 Darkness Energy

Fairly different take on Sharpedo, I thought that using Oblivion Wing Yveltal and Max Elixirs should help speed up the deck. And Yveltal Break made sense to me as a decent finisher or mid game attacker that has some synergy with Torpedo Dive, pretty much guaranteeing the additional 30 DMG bench snipes. Oh and running 3 Escape Ropes helps to shuffle the opponents bench around, potentially forcing them give up KO's a turn or two earlier than expected thanks to the bench damage.

Some thoughts on your list. I think you really need some more ball search cards if you're essentially playing 3 stage-1's. A pair of nest ball would help set the foundation of your set up although the list does seem tight as is. Might have to drop the Zoroark lines for those nest balls, another energy and something along the lines of a 4th N or a Skyla.
 
Here is my take on Mega Sharpedo, that I drew up when the cards were first revealed.

Pokémon: 13
2 Shaymin EX
4 Sharpedo EX
3 Mega Sharpedo EX
3 Yveltal O-Wing
1 Yveltal Break

Trainers(Supporters/Items/Stadiums): 36(10/22/4)
4 Professor Sycamore
3 N
2 Lysandre
1 Olympia

4 Ultra Ball
4 VS Seeker
4 Sharpedo Spirit Link
4 Max Elixir
3 Trainers' Mail
3 Escape Rope

4 Team Aqua's Secret Base

Energy: 11
11 Darkness Energy

Fairly different take on Sharpedo, I thought that using Oblivion Wing Yveltal and Max Elixirs should help speed up the deck. And Yveltal Break made sense to me as a decent finisher or mid game attacker that has some synergy with Torpedo Dive, pretty much guaranteeing the additional 30 DMG bench snipes. Oh and running 3 Escape Ropes helps to shuffle the opponents bench around, potentially forcing them give up KO's a turn or two earlier than expected thanks to the bench damage.

Some thoughts on your list. I think you really need some more ball search cards if you're essentially playing 3 stage-1's. A pair of nest ball would help set the foundation of your set up although the list does seem tight as is. Might have to drop the Zoroark lines for those nest balls, another energy and something along the lines of a 4th N or a Skyla.

Tbh your list would probably perform better, but looking at the style and structure of it I gotta ask why not just play Darkrai Turbo? It does the same thing better. Would prefer the higher ball count in my list, but then we run into a space issue where I'm either sacrificing an engine or consistency cards.
 
Ha! You could say that about any Dark deck not already named Turbo Dark!

Although seriously, the snipes that Mega Sharpedo bring are already pretty strong with Secret Base. Against Turbo Dark for instance, 1 Torpedo Dive would hit each benched Darkrai and Hoopa for 30 damage per attack. 2 such attacks (or 1 Torpedo Dive and 1 Baleful Night) and those benched pokemon are now at risk of being KO'd by either attack while continuously sniping the bench.

In order to really benefit from Muk's ability in that situation you would need to set up 2-3 of them before your first Torpedo Dive. Otherwise you're still attacking the same number of times to score KOs on benched pokemon. Of course, there is the physical benefit of increasing your opponent's retreat cost as well. Potentially forcing them to either attack with their active or find that Float Stone/ switching card, but I find that people will rarely actually pay the retreat cost and will build their decks to rely on those switch cards. And dedicating 6 cards to force that situation is tough to swallow when the deck is suffering from consistency issues already.
 
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