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Standard Mudou Blade (M Gallade EX / Forretress / Absol)

appleatingoat

Aspiring Trainer
Member
The finial product idea is at the very bottom, the previous ideas #1 and #2 are there to show you first steps in the editing process before I was helped by the nice people at pokebeach.com but now thanks to all the comments posted, I came up with the 3rd and final deck list. But if any one else has a brilliant idea in how to yet again improve the final idea, then your welcome to help out. :D

Idea # 1
Pokémon:17

  • 3 Gallade-EX
    2 M Gallade-EX
    2 Nincada
    2 Shedinja
    2 Duskull
    2 Dusclops
    1 Dusknoir (FLF 40)
    2 Dusknoir (BCR 63)
    1 Sigilyph
Trainers/Supporters/Stadiums:44

  • 4 Battle Compressor
    2 Revive
    4 VS Seeker
    2 Mega Turbo
    3 Gallade Spirit Link
    3 Robo Substitute
    3 Ultra Ball
    2 Evoaoda
    2 Max Potion
    1 Rare Candy
    2 Float Stone
    1 Dowsing Machine
    2 N
    2 Colress
    2 Professor Juniper
    2 Teammates
    2 Wally
    1 Lysandre
    1 Lysandre's Trump Card
    3 Dimension Valley
Energy:10

  • 4 Rainbow Energy
    2 Grass Energy
    4 Psychic Energy
Strategy:

The strategy is to use Shedinjas attack to damage the bench then switch out with robo-subs and Sigilyph, putting damage counters on an expanded bench from sky-field that your opponent has put into play because of the Rayquaza set up, then use teammates, revive, wally and evo-soda to get mega-Gallade and Dusknoir up. use the 120-180 damage from Shedinja to kill any bench protectors. then deal up to 350 damage a turn with mega Gallades Mudou blade, and max potion any damage off using the second Dusknoirs ability. Though this set up is less effective when not against Rayquaza, Gallade can still deal 260 damage without a sky-field in play

Idea # 2
Pokémon:14

  • 3 Gallade-EX
    3 M Gallade-EX
    4 Pineco
    4 Fortress
Trainers/Supporters/Stadiums:36

  • 4 Battle Compressor
    2 Revive
    4 VS Seeker
    2 Mega Turbo
    3 Gallade Spirit Link
    3 Ultra Ball
    4 Super Scoop Up
    1 Scoop Up Cyclone
    3 N
    2 Colress
    3 Professor Juniper
    1 Lysandre
    1 Lysandre's Trump Card
    3 Dimension Valley
Energy:10

  • 10 Psychic Energy

Best and final Idea # 3

Pokémon:19

  • 3 Gallade-EX
    3 M-Gallade-EX
    3 Pineco FLF
    3 Forretress FLF
    2 Absol
    4 Shaymin EX
    1 Jirachi EX
Trainers/Supporters/Stadiums:32

  • 2 Professor Sycamore
    2 N
    1 Lysandre's Trump Card
    2 Colress
    2 Scared Ash
    4 Ultra Ball
    2 Mega Turbo
    3 VS Seeker
    3 Gallade Spirit Link
    1 Switch
    2 Escape Rope
    1 Computer Search
    4 Dimension Valley
    3 Sky Field
Energy:9

  • 9 Psychic Energy

Strategy:
Use sky field and dimension valley to discard Forretress Absol and Shaymin, then use sacred ash to recycle them back into your deck. Shaymin and Jirachi are used to provide almost all of the draw power. Other than that the strategy stays the same.

Spoiler:


Gallade-EX - Psychic - HP170
Basic Pokemon

[P][C] Speed Jab: 30 damage. You may have your opponent switch his or her Active Pokemon with 1 of his or her Benched Pokemon.
[P][P][P] Side Slasher: 50+ damage. This attack does 20 more damage for each Prize card you have.

Weakness: Fire (x2)
Resistance: none
Retreat: 2


M Gallade-EX - Psychic - HP220
Mega Evolution - Evolves from Gallade-EX

[P][P][C] Mudou Blade: 110 damage. This attack does 30 damage to each of your opponent’s Benched Pokemon that already have any damage counters on them. (Don’t apply Weakness and Resistance for Benched Pokemon.)

When a Pokemon-EX has been Knocked Out, your opponent takes 2 Prize cards.

Weakness: Psychic (x2)
Resistance: none
Retreat: 2


Shedinja - Grass - HP30
Stage 1 - Evolves from Nincada

[G] Curse Rain: Put 1 damage counter on each of your opponent’s Pokemon. Then, switch this Pokemon with 1 of your Benched Pokemon.
[C] Transient Cry: 50x damage. This attack does 50 damage times the number of damage counters on this Pokemon.

Weakness: none
Resistance: none
Retreat: 1


Wally - Trainer
Supporter

Search your deck for a card that evolves from 1 of your Pokemon (excluding Pokemon-EX) and put it onto that Pokemon. (This counts as evolving that Pokemon.) Shuffle your deck afterward. You can use this card during your first turn or on a Pokemon that was put into play this turn.

You may play only 1 Supporter card during your turn (before your attack).
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

Feels like Shedninja is unreliable as it gives an easy prize and has to attack to put the counters down. You only need 2 pokemon with counters to hit 170. I'd go with Bats instead.The only dusknoir you need is the one that moves opponent counters. Dunno what Wally does. Your strange revive-battle compressor combo doesn't seem as reliable as 4 juniper 4 N. I'd choose either the Subs or Sigiliph, not both. 1 teammates should be enough I think. That's just my 2 cents, tell me what you think.
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

-3 Nincada
-3 Shedinja
-1 Duskull
-1 Dusclops
-2 Dusknoir FLF
-4 Revive
-4 Robo Substitute
-3 Max Potion
-2 Evosoda
-1 Float Stone
-4 Grass Energy

This will take out all of the extra fluff and get you down to a 60 card deck. From there, there are changes you could make to make the deck better, but this should get you started.

Rafelker said:
Dunno what Wally does.

Added it to the OP.
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

Thx for the advice guys, really appreciate it, but I think I need to explain my strange battle compressor/revive/VS seeker/mega turbo combo. So it works like my maxiechamp deck actually, so I battle compress a supporter, a basic Pokémon, and an energy into my discard pile then use VS seeker to get the supporter to hand, then revive to put the basic Pokémon onto my bench, then use wally or evo-soda to evolve into the stage 1 or mega Gallade, then use mega turbo to put the energy onto mega Gallade, then either play the supporter I used VS seeker to get in order to get a new hand or use it as support for Pokémon that need evolving. Also Shedinja is very very useful because it switches with a benched Pokémon (robo-sub/Sigilyph), because Dusknoir is in play, Shedinjas spread out damage can be concentrated onto a single Pokémon and depending on your opponents bench size I would call 90 damage for a single energy pretty good. Also if he was KOed then that's a teammates right there. The other Dusknoir is there to heal damage off of Gallade, it moves all the damage onto it's self then I max potion it all away. Almost like what fairy decks do.


PS I'll post the spoiler for wally, sry I forgot about it.

oh nvm looks like Mora got it for me, thx a ton

I also followed a little of your advice, but I could just not bring my self to take out Shedinja and Dusknoir, because I love how it lets me heal my damage away, and Shedinja is there because mr mime totally shuts downs my damage output. Shedinja kills mr mime, because damage counters go through bench barrier.
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

Use Forretress instead of Shedinja, maybe? It has the same effect, except as an ability rather than an attack.
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

Forretress would give you another good use for Wally, too. If you're not using Shedinja, then you could probably pitch the robo substitutes and make room for some scoops.
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

But you wouldn't want to because Wally evolves from the deck like Evosoda, and not the hand. You couldn't use Forretress's Ability that way.
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

Excellent point. Still like the Forretress idea. I play a deck with forretress, Groudon EX (DEX) and scoops that works somewhat similarly to what mudou blade would accomplish. Forretress can also deal out a reasonable attack in a pinch.
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

Yea I've thought about using fortress instead of Shedinja but I want the amazing draw power from teammates. Also the ability to switch with a benched Pokémon can really help buy time when I power up Gallade, at least that's what I'm hoping.

I guess if I took out Dusknoir and Shedinja and instead used fortress it could have a pretty good damage capability, but that would remove healing damage and killing Mr mimes.
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

A 2-2 line of Meowstic can be a lot more consistent than a line of Dusknoir, imo. It also has a situationally powerful attack.
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

Rakkis157 said:
A 2-2 line of Meowstic can be a lot more consistent than a line of Dusknoir, imo. It also has a situationally powerful attack.

huh? meowstic? why would I use that? I need my turn to attack with mudou blade. If I used ear influence then that's practically giving up a prize card to my opponent. And if you know the first Dusknoir's ability, then you know how the other Dusknoir can let me heal damage off of Gallade.

so I have to disagree with you on the consistency of meowstic, even though it may be more consistent evolution-wise, meowstic does not have the versatility and practicality that Dusknoir allows for.
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

Do you try to mix Gallade with Bats (like Rafelker said), they are good with valley/free retreat/nice fighting resistance/nice ability for mudou blade? the damage spread not cover the entire field like shedinja, but you don't waste your attack

something like this :
Pokémon:18
3 Gallade-EX
3 Mega Gallade-EX
4/4/4 Crobat family

Trainers:32
3 Professor Juniper/Professor Birch's observations (if you don't like discard your cards)
3 N
2 Colress
1Teammates
1 Lysandre

4 Ultra Ball
4 Super Scoop-Up
3 VS Seeker
2 Repeat Ball
2 Max Potion
1 Dowsing Machine

3 Gallade Spirit Link

3 Dimension Valley

Energy:10
6 Psychic Energy
4 Mystery Energy (free retreat on Gallade)

i keep the Max potion, because you don't need too many energies, and i didn't find a room for a potential Sigiliph of Woobufet :-/
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

The max potion was actually meant to be a utilization of the second Dusknoirs ability... because I can move most of the damage on mega Gallade onto Dusknoir and then max potion the damage away without taking any energies. On the topic of bats, they do not actually need 4/4/4 to function properly instead they only need 4/3/2 because you need 3 on the bench and only 1 of them needs to be a full Crobat (for you can use 1 Crobat to circulate the damage). So now you have 5 open spots because max potion was only there to take advantage of Dusknoir. And I mean you have scoop ups so max potion is really not going to help as much as you would think. Mystery energies are not that useful in this situation because they will only provide 1 more weakness that your opponent can use against you, and I mean if they want to Lysandre anything up... then it's either gonna be a Gallade or a bat. Bats have free retreat and Gallade is your main attacker, so no need for retreating. If I was to use bats (which I don't think I will, in this situation) then I would also play AZ or Cassius so I can have a secondary way of picking up bats without having to resort to a coin flip.

But don't worry about the usefulness of bats, they are going to be very useful with the new team magmas Groudon and magma pointer that are coming out. Come to think of it I think I'll post a thread on that. XD
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

I've updated and added the best and final deck list right below the other 2
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

2 things float on my mind when I hear this deck:

What about AT Natu and team magma's stadium?
 
RE: Mudou Blade (Gallade / Shedinja / Dusknoir)

oops I guess I forgot to update the main title to the final version.

TheUltimateAbsol said:
2 things float on my mind when I hear this deck:

What about AT Natu and team magma's stadium?

And to answer your question. No, I have already went through the processes and have found the best way to use Mudou blade (using Forretress) I'll cut out the Shedinja and Dusknoir from the title and I'll # the deck lists from 1-3 (in order to stop any more confusion)
 
RE: Mudou Blade (Gallade/Forretress/Absol)

This deck have 1 problem in my vision:

- U don't have 1HKO. This make a BIG difference today. Dragon Ray ex, Colorless Ray ex and primal groudon ex can kill 2 mega gallades.
 
RE: Mudou Blade (M Gallade EX/ Forretress / Absol)

That's the thing, I don't need to OHKO. All I gotta do is shift a few damage counters around with Absol and take out their benched Shaymin, Jirachi and such, and with primal Groudon it's the same thing, I can shift the damage counters onto Groudon/Primal Groudon before he gets a chance to power up and start hitting, because the baby Landorus they use to power up the Groudon has 120 health so the 110 direct damage from mudou blade wont kill it in one shot. This gives me time to shift the damage counters onto Groudon. (By circulating the 2 Absol in my deck with trump card and sacred ash) You'd be surprised at how fast a deck can move when you play Shaymin and sky field.
 
I need to see this deck beat a primal groudon's deck with mega turbo energy.This match is hard for Gallade.
 
Oh wait I forgot that mega Groudon would spam mega turbo... Thx for reminding me. Got any ideas to counter Groudon? Because I was counting on how slow Groudon set up without mega turbo.
 
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