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Masters: Feraligatr Prime-Rain Dance HGSS-on

Anavel_Gato

Aspiring Trainer
Member
This is a deck I've been playtesting for a little while now and so far I've been pleased with the results. Any suggestions on how I could make it better, though?


Rain Dance- {W}

Pokemon: (22)

3-2-3 Blastoise
3-2-3 Feraligatr Prime
2 Delibird
2 Mantine
2 Alomomola

Trainers/Supporters/Stadiums: (24)

2 Professor Junipers
3 Pokemon Collector
4 Pokemon Catchers
4 Switch
3 Energy Retrievals
1 Fisherman
1 Seeker
2 Interviewer's Questions
3 Rare Candy
1 Twins

Energy: (14)

14 Water Energy

My main strategy is to set up a Feraligatr. My resources will be focused on doing that, while bulky waters like Alomomola and Mantine stall. Mantine's first attack will help me seek out the pokemon I need to set up- be it a totodile or a Feraligatr. I feel that Delibird is a pretty good draw engine; if used as a starter, the draws will be slow. By the time I'm nearly set up however, I find Delibird allows me to draw a massive amount of cards, which usually allows me to tap into my water energy and finish setting up all of my loose ends. The main attacker is Blastoise; his ability to snipe anything for 100 is pretty nice, and I can use catcher to draw out benched Reshirams, Emboars or Typhlosions for a 1-hit KO. Alomomola is a secondary attacker; should I fail to set up a blastoise, or if Blastoise proves too slow, Alomomola's Hydro Pump should be able to get the job done so long as Rain Dance is going.

So far as my trainer spread goes, things are a little more ambiguous. The Junipers allow me to tap into my deck; during set-up, I can exhaust my hand and then use Juniper to draw 7 new cards. Later on, I can use it to access more water energy. The Switches are a must due to the prevalence of catcher; many of my attackers are bulky, and I simply can't afford to deal with that level of disruption. Switch should help me out against those. The Rare Candies will help me speed up Feraligatrs and Blastoises and the Interviewer's Questions also help me seek out energy. The catchers provide me with great disruption while I'm setting up and can provide me with easier KO's early on while opponents set up. Finally, the Collectors will help me seek out the basics I need if I should get off to a poor start and the Seeker is a situational tech; I can use it to try and bounce back an opponent's stage 2 or to bounce back one of my own beefier guys (Alomomola in particular) should they take too much damage.

Finally, 14 water energy feels about right for this deck.

I find that if my draws are decent, I can set up a Feraligatr pretty quickly. I was thinking of adding in a second Twins, since I'll probably be giving up a prize or two to faster decks in the meta while trying to get set up. What do you guys think about my deck? All suggestions/tips/comments are welcome![/b]
 
Well, Floatzel would be faster. What would you run? 3-3 Floatzel? 2-3?
The problem I have with Floatzel though is that he's pretty frail. His attack is no good, and with catcher, there's a good chance I'll end up having to attack with him.
 
Floatzel has a 0 cost Retreat Cost. U never attack with him.
 
Hagane said:
Floatzel has a 0 cost Retreat Cost. U never attack with him.

That's a good point.

Do you guys think that Floatzel could provide the necessary energy acceleration for Blastoise and other attackers like Alomomola, though? I suppose that if I had more than one of them in play it could work out.
 
Yes, u should use 3-3 Floatzel so u have at least 2 on the field
 
I've been playing a Blastzel deck lately, and Floatzel is definitely faster. With 2 floatzels on the bench, you can attach up to 3{W} per turn. I ran a 3-3 line of buizel/floatzel.

Sleeping Snorlax said:
If you go with the floatzel approach you should consider running 3-4 DCE to help with the attack cost.

^That! The DCE's are extremely useful in this deck.

Here's the decklist I had for a floatzel deck:

http://www.pokebeach.com/forums/thread-blastzel-hgss-on-blastoise-floatzel
 
Thanks for all of the suggestions, guys. I need to get ahold of another Floatzel, but I have to admit this is much faster. I playtested last night using Floatzel instead of Feraligatr, and was amazed ay how much quicker it was. I'll update the decklist in my OP when I'm through with experimentation. Thanks again!
 
If you're going to run Floatzel then I would suggest (though it should already be here) playing 4 Pokemon Communication as you really want to have 2 Floatzel set up on the bench so that you can double water acceleration the water energy for the active Blastoise while still using your regular energy attachment for the turn on a benched Squirtle/Wartortle/Blastoise. So with the Gatr prime line going, you can fit a 3-3 Floatzel and 2 pokemon communication. Then drop both alomomola for 2 more Pokemon Communication.

-1 Fisherman. (Not really needed)
-1 Energy Retrieval
-2 Pokemon Catcher (4 is just overkill in a sniping deck)
-2 Switch (4 is overkill)
-1 Seeker

+3 Professor Oak New Theory (hand refresh)
+3 Sage's Training/Cheren (additional draw power)
+1 Twins (I find that a heavy twins line really helps when its taking you 5 turns to set up)
 
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