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Standard M Tyranitar EX / Forretress

Danielxgc

A Boujie Trainer
Member
ADJUSTMENTS HAVE BEEN MADE IN BOLD

Pokémon: 15
  • 3-3 Mega Tyranitar EX
  • 2-2 Forretress (FLF 59 & 60)
  • 3 Yveltal (XY 78)
  • 2 Shaymin EX
Trainers/Supporters/Stadiums: 31
  • 3 Professor Sycamore
  • 2 Professor Birch's Observations
  • 1 Lysandre
  • 1 Hex Maniac
  • 1 AZ
  • 3 Tyranitar Spirit Link
  • 2 Hard Charm
  • 4 VS Seeker
  • 4 Ultra Ball
  • 3 Switch
  • 2 Mega Turbo
  • 1 Battle Compressor
  • 1 Professor Letter
  • 4 Shadow Circle
Energy: 13
  • 4 Double Colourless Energy
  • 2 Dangerous Energy
  • 7 Darkness Energy

Strategy:


Mega Tyranitar and destroyer King because lets be honest, we're never going to attack with Tyranitar EX. The strategy is to get as many damage counters on as many of my opponents Pokemon by the time M. Tyra is set up. To this, I have a 3-3 Foretress line. I prefer Forretress over bats because of speed, also most ex Pokemon have 170/180 hp, 2-3 damage counters on a single Pokemon is excessive and not needed, 1 counter evenly spread easily allows for OHKO's and does so quickly. Speed is important because M. T-Tar needs two dark energy's and a DCE. That is why there is baby Yveltal, 4 of them to increase the chance of opening a match with it. Ideally I would start with a baby Yveltal, battle compress, ultra ball or sycamore some energy and then oblivion wing to energy accelerate on to M. T-tar. Yveltal is also a great non ex attacker. Standard deck list, battle compressor and mega turbo for energy acceleration. Shadow circle to remove weakness. Team magmas hideout is great because it can help send out damage counters. I also added 3 Dangerous energy's as it can easily get damage counters on attacking EX Pokemon.

I am still unsure on whether two hard charms or two muscle band is bettertar (and because he has an awesome Theta Double Ability that will NOT go to waste). As the deck revolves around M. T-tar we want to keep him alive for as long as possible and so the hard charm is great option for that. However a muscle band is great as you only need one damage counter to OHKO AND can be shared by Yveltal if we need a non EX attacker.

Your feedback is greatly appreciated
- Thank you!
 
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I too ran a M Tyranitar deck for a while and have some thoughts for your consideration:

With only 2 Ultra Balls devoted to Pokémon searching, your setup will be inherently slow, as well as those times when you need to get a particular Pokémon.

You may want to incorporate a few Level Balls into your deck to help get your Forretress lines into play when needed.

One of the advantages M Ttar has is that you can attach up to TWO Pokémon Tools to it. So, I definitely incorporated 4 Tools into my deck in order to get "lots" of utilization from this advantage. I found using Tool Retriever to be very useful in removing my Links after evolving and then replacing it with either a Hard Charm and/or Muscle Band (less important, IMO).

I found a 2-2 Forretress line to be quite sufficient since "my plan" was to use them only a few times (2 most of the time) in order to get the necessary damage counters into play.

Given the commitment of 4 Yveltal and the early game strategy of energy-attachment acceleration via Yveltal, the 3 additional Mega Turbo seem a bit excessive.

There are only 5 card-draw supporters in the deck, and, that, IMO, is woefully insufficient despite the 2 Shaymin EX. Without certain Items (e.g., Acro Bike), Stadiums (e.g., Scorched Earth) and/or Pokémon (e.g., Octillery) to supplement card drawing, these 5 cards (and the 4 VS Seekers) may not provide consistent card drawing support.

Currently, Lightning type Pokémon are perhaps more of a threat than Fighting type Pokémon. So, a combination of Parallel City and Team Magma's Secret Base Stadiums might be more effective.

Given the above comments, following are some suggested deck changes for your consideration:

-1 Pineco
-1 Forretress
-3 Mega Turbo
-2 Shadow Circle
-1 DCE - 3 are sufficient, IMO

+2 Professor Birch's Observations (or 1 PBO and 1 Level Ball)
+1 VS Seeker or Level Ball
+1 Hard Charm (suggest running ALL Hard Charm since you can 1HKO most Pokémon without a Muscle Band)
+1 Tool Retriever
+2 Parallel City (to force opponent's bench size to 3, knowing the PC will be replaced by you TMSB)
+1 Trainer's Mail or Professor's Letter or Team Magma's Secret base

Lastly, I found the Bats option to be more advantageous in the long run vs. Forretress for several reasons:

  • Free retreat (Crobat and Golbat) if Lysandre'd out; opponent's Item-lock will not stop my retreating
  • ALL Bats can still attack for just C energy should a Hex Maniac effect be in effect
  • Bats can be used to specifically target a particular opponent's Pokémon and drop "lots" damage counters onto it for a 1HKO
I hope you find these comments helpful.
 
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I have a philosophy on trainers mail "only play the card in your deck if you've gotten to that point that you can put a dead card or 2 in your deck, otherwise don't play it as it is technically a dead card in your deck even if it grabs a card".

I don't like your list it's to rigged.

  • 3-3 Mega Tyranitar EX
  • 2-2 Forretress (FLF 59 & 60) (technically this is a tech in your deck, lower the amounts in your deck forces other things to become basic over pineco)
  • 3 Yveltal (XY 78)
  • 2 Shaymin EX
Trainers/Supporters/Stadiums: 28
  • 3 Professor Sycamore
  • 2 Professor Birch's Observations
  • 2 Lysandre
  • 2 AZ
  • 1 fan club (it is the hoopa of this deck)
  • 3 Tyranitar Spirit Link
  • 2 Hard Charm (dmg reduction is probably more important then dealing more gregarious dmg)
  • 2 Mega Turbo (2 of any mega turbo is better then none, as it is reduced to a minute amount that it doesn't hurt consistency but is more likely to come in handy then not)
  • 4 VS Seeker (consistency)
  • 1 professor's letter
  • 1 Battle Compressor (one is fine enough)
  • 4 Ultra Ball (consistency)
  • 3 Switch (consistency
  • 4 Shadow Circle (no weakness is a good policy, as opposed to tuxedo it's still to much of a problem to have the weakness even if you reduce dmg from 3 types, if you feel like damg reduction is a big thing with those 3 types go ahead in put the card in here)
Energy: 14
  • 4 Double Colourless Energy (4 are solid, you still have shaymin right, solid combo with mega tyranitar)
  • 8 Darkness Energy
I Encourage testing it out, this is my experience's with Dark pokemon over the years in the form of this deck list, I hope that it is helpful towards you in playing tyranitar, GL and if it doesn't seem the best always test.
 
My tip: add 1 Yveltal EX as it is a good, hard-hitting tech that can help power up t-tar and has good synergy with cheap strong attacks.
 
I've been trying this guy out a lot and I've noticed a few things that can help M TTar out. Firstly, Dangerous Energy is very useful in this deck. M-Manectric is very popular and Rough Seas will negate your spread damage. Dangerous Energy gives you a chance to OHKO them after they attack you. Secondly, I think defensive tools are more important than Muscle Band. I also think that Assault Vest is a better option over Hard Charm. A lot of decks rely on special energies and if you face a Psychic deck that uses special energies, then you reduce their damage by 60, which is very strong. Also since you're running Forrettress, you might want to at least one Float Stone. For tools, I'd run 2 Assault Vest, 1 Hard Charm, and 1 Float Stone, along with the Spirit Links.
 
@TuxedoBlack thank you very much for all of your suggestions, much appreciated. For the most part, i agree with what you've provided. What i would like to discuss is Bats. It seems like everywhere I read, there's a debate on whether Forretress or Bats is the superior partner for T-Tar. I didn't test my list out too much, but it won 3 consecutive local matches. I will def give bats a shot and compare results.

@Yo-yos i agree, the deck can be slow, clunky and may seem inconsistent. I will definitely make adjustments based on your suggestions. Its also good to see a trainer who shares a similar view on trainer mail.

@Vaultboy91 and now you understand why i run a hefty line of energy. Dangerous energy can be that extra damage needed for a OHKO. You also bring a good point about the defensive tools over the offensive one. It helps me solve one question.

@kingqazbatt i'll test and take into consideration. However i do feel like it would take up important card space, its a tight list as it is.

I will make adjustments in Bold Shortly. Thank you.
 
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@Danielxgc Good luck with your testing (best way to figure out what works best for you). I'd be happy to discuss (via PM on PokeBeach) and/or even test online (via Tcgone.net) different matchups.
 
I think the mega turbos to stay and also maybe add another sycamore and 1-2 more ultra balls to accelerate energy because it is a 4 cost attack (3 with DCE). Getting some energies in the discard to use mega turbo and yvaltal small really helps set the deck up. My thoughts on your original list are:

-1 Team Magma's Hideout
-1 Dark Energy

+1 Sycamore
+1 Ultra ball

This my be excessive, but I tried this concept and I'm able to set up on turn 2-3 most of the time.
 
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