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Making Darkrai/Hydreigon work this format

Atlatrozius

Aspiring Trainer
Member
Hey guys, plain and to the point I need help. as a newer player to Pokemon, but not a newer player to card games and a quick learner of the general game theory I decided that the next deck I wanted to play for this regional format and battle roads following them was Darkrai/Hydreigon. This deck was previously a BDIF contender but fell off the radar and even after hearing players tell me that it was a bad call I stubbornly stood up for my favorite awesome dragon, with the main arguments people were telling me "the deck is to slow" "there's not enough room" "lando is a problem" the only one from testing the main line was that there wasn't enough room for tech. The reason i believe this deck can realy roll out is because MATH while strait Darkrai is a fast deck it lacks the ability to fully smash single target in one go only doing 140 max to the active (night spear dark claw laser virbank) and in one go Hydreigon does that same amount. This 140 blast of damage gets even more viable if a virbank laser combo is fit into the deck allowing for 170 damage out of nowhere. I believe this deck has a good keldeo match-up being able to OHKO all of attackers with a hydreigon+laser virbank or in black kyurems case just a dragon blast. On the other hand it feels like it has no real bad mach-ups besides garchomp which is normally a no-show.

This is the main skeleton build I've been working around

Pokemon-14
3 Darkrai EX
3 Sableye
3 Deino (deep growl as the dark type gets donked by lando)
1 Zweilous (draw in is the best)
3 Hydreigon (dark trance obviously)
1 Keldeo (still important even if you can dark trance retreat)

Supporters-11
1 Bianca
4 N
4 Juniper
2 Skyla
0 Colress (even if this card is a godly supporter it doesn't help starts)

Items-18
ACE SPEC-Dowsing machine (I feel that dowsing is the best for any deck with sable as it allows you to junk hunt for you supporter or your stadium which allows you to streamline your builds)
3 Dark patch
2 max potion (can be bad against keldeo and eels if they get rolling fast and its only a good draw later on and with dowsing machine you can pull a third one off a skyla technically)
4 Pokemon catcher
1 Random receiver (just one as a matter of space)
3 Rare candy
4 Ultra ball

Energy-12
4 GRPD Blend
8 Darkness

that total the main deck line at 55 cards with 5 free space
as for techs the list sprawls out pretty long

TECHS

Pokemon
Shaymin EX-revenge blast is a nasty attack and it can be powered in one turn by shifting the blend to it
Mewtwo EX-very large X balls are possible with the mass energy shift similar to the celebration wind shaymin of past formats
Giratina EX-was a decent tech at times against the likes of eviolite and sigiliph
Sigiliph-good for stalling and even better later if you opponent is out of catchers

Supporters
Colress-there is no question this card is good I just don't like that it causes bad starts and in a regional event were consistency is key this card sees the ax for space first
Skyla-a third skyla is a very attractive addition for more reason than one joking aside I feel it would help rare candy consistency and late game max potions, after all when you have a set up field this is the best supporter

Items
2 Bicycle-call me crazy but this card can be good to increase speed especially with junk hunts
1 Dark patch-the forth dark patch pushes this deck into a closer correlation with speed darkrai which helps in your eel and stage 2 match-ups
2 Eviolite-eviolite can help you Darkrais survive Ray bursts and retaliates as well as lets you tank damage before a max potion better I see it in earlier builds but I'm not sure I like it
2 Level ball-this tech helps to speed up the process allowing you to slap two ballin deinos in one go or go for the zweilous for the regular line as a plus it also searches sableyes
Hypno/Bank-this is the big one for damage and the lines possible bounce around quite a bit personally I'm a fan of 4/2 but with 5 empty slots this is like fitting a triangle into a square hole
1 Max potion-a third is good against deck that can't blow you up in one go, but I really don't want to play it that much because of the numerous one shots that can happen
1 Random receiver-simply put it allows you to junk hunt for supporters that's really it

Energy (yup there are energy tech choices)
2 darkness-this would round up the line at 10 energy if included which is the number needed for 4 dark patch if that was teched in as well
3 prisim-crazy as it may sound it can work with the 1 keldeo for the chance to have a 90 damage secret sword just barely KOing a full HP lando

The two ones that really stand out to me are the 3/2 or 4/1 laser bank variants and the 1 dark patch 2 darkness energy and 2 laser

That's all I really have right now and if I could get help with this that would be great.
 
I would use some space for more Bianca since 11 supporters is low in this format and maybe for techs add Mewtwo or Sigilyph, but Sigilyph is getting worse because of Cobalion EX.
 
This is a quick re-post about the MATH I was talking about

This deck can be Extreemly good at taking out big EXs
The main math comes with Hydreigons Dragon blast and Virbank laser
Dragon blast for 140 + 30 from virbank + laser = a 170 ex KO
this can also happen with prior night spear damage and no laser

Another situation that occurs is that darkrai can put night spear damage on the bench on a 180 ex and then a simple catcher dragon blast laser gets the knock out
Night spear to bench for 30 + Dragon blast for 140 + an unboosted laser for 10 =180

As far as stage 2s go Dragon blast OHKO both klingklangs, blastoise and opposing Hydreigons as well as Garachomp
 
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