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Standard Miltank / Archie's Empoleon / Articuno

stewboy6

Aspiring Trainer
Member
Image of deck
Pokémon: 12
  • 4 Miltank FLF 83
  • 2 Shaymin-EX ROS 77
  • 3 Articuno ROS 17
  • 1 Swampert PRC 36
  • 2 Empoleon BKT 38
Trainer/Supporters/Stadiums: 38
  • 4 Trainers' Mail ROS 92
  • 3 Acro Bike PRC 122
  • 2 Archie's Ace in the Hole PRC 124
  • 1 Lysandre AOR 78
  • 2 Professor Sycamore BKP 107
  • 4 Puzzle of Time BKP 109
  • 4 Battle Compressor Team Flare Gear PHF 92
  • 3 Max Elixir BKP 102
  • 1 Switch ROS 91
  • 4 VS Seeker ROS 110
  • 1 Sky Field ROS 89
  • 1 Judge BKT 143
  • 1 Hex Maniac AOR 75
  • 1 Float Stone BKT 137
  • 4 Ultra Ball ROS 93
  • 2 Muscle Band XY 121
Energy :10
  • 10 Water Energy
Strategy:

Use Archie's ace in the hole to set up a swampert or an empoleon (empoleon is more important, but getting swampert first can guarantee future archies). Use miltank to weaken your opponents, and kill them with articuno to take the extra prize card. Because of empoleon's ability, hitting for 80 damage minimum with articuno is possible, and with 3 heads you can do up to 200 damage (before weakness and resistance).

I've found that this deck does very well against EX heavy decks because you can take a third prize card. It also does well against night march and other fast decks (if you can get hit enough max elixers to set up articuno quickly). This is because you can take an easy lead with the extra prize draw so trading prize cards is not a problem.

Hex maniac can mess up first turn Archies on occasion, but it wins more games than it loses. Without it, this deck loses 100% of its matchups against greninja and pyroar decks.

This deck seems to lose to Item lock for obvious reasons.
 
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