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Muk Lock (Muk, Metagross, Mismagius, Vileplume)

Force2BRW

Aspiring Trainer
Member
*EDIT*

This is the newest version of the deck list. Changes were made from suggestions, and will have a quick change in strategy update:

31 Pokemon

3-3 Muk UD
3 Misdreavus UL
3 Mismagius (2 UL, 1 CL)
3-3-3 Metagross UL
2-2-2 Vileplume UD
3 Cleffa CL
1 Jirachi CL

15 T/S/S

4 Elm
3 Collectors
2 Copycat
1 Oak
2 Rare candy
1 Fisherman
2 Seeker

14 Energy

4 DCE
10 Psy

Metagross' body allows free retreat to any pokemon with a psy energy attached, and Mismagius UL lets you freely move 1 psy energy per turn. This helps with retreat, moving energy to your attacker, and making the best use of limited energy. Keep 1 Mismagius CL for attacking with trainer lock.

Metagross also has 130 hp, so can take a hit from most pokemon. It can then be retreated for free, move it's energy to someone else (most likely muk in the active spot), and then possibly seeker up to heal (this would work best if I already have another Metagross on the bench, as that way i still have free retreat, and another attacker waiting while I reset up the metagross that i seeker'd up.)

Other strategies and explanations can be found by reading through the thread.

Deck is still being tested and tweaked, but it's looking pretty good. Keep up the good ideas.
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

omg when i first started i wanted to make this deck!!!!! what i might change would be maby -2 collector and -1 copycat and -1DCE (since its only for zoroark) and +1 mr mime and +3 judge so u can look at ur opponents hand and if they have no T/S/S u can judge and maby at least hit 30 or 60- so i would say test a lil with that and idk what to take out but try fitting in +2 spiritomb so you can disrupt ur opponent for a new hand-- hoped i helped a bit and i wish u the best of luck with ur deck-- PeAcE!!!
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

28 pokemons... disadvantage against lostgar deck ~ Slowking's second sight + Mime.Jr's sleepy lost.
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

joe said:
omg when i first started i wanted to make this deck!!!!! what i might change would be maby -2 collector and -1 copycat and -1DCE (since its only for zoroark) and +1 mr mime and +3 judge so u can look at ur opponents hand and if they have no T/S/S u can judge and maby at least hit 30 or 60- so i would say test a lil with that and idk what to take out but try fitting in +2 spiritomb so you can disrupt ur opponent for a new hand-- hoped i helped a bit and i wish u the best of luck with ur deck-- PeAcE!!!

Actually, the DCE is for Zoroark and Muk's second attack. Through the little testing I've done so far, I only actually used Mismagius once. but that might change against different decks. I like the idea of spiritomb, however, i also don't want to give the free hand refreshers when I have trainer lock in effect. I'll keep testing it out and making tweaks, but so far it's a fun deck to play (and annoying one to play against haha). Both of the decks i've posted on here so far are really annoying decks to play against. Thanks for the help! I'll look into your ideas to see how they work


oscarxoscar said:
28 pokemons... disadvantage against lostgar deck ~ Slowking's second sight + Mime.Jr's sleepy lost.

Any ideas how you would counter it? It has held it's own against an emboar deck, but i've never played a lostgar deck before, so I don't know how it would go (altho, if it's the mew variant (do all lostgar use mew?), then they could win pretty quickly prob). I'm not sure how I would defend against that, so do you have any ideas?
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

I run a similar deck but using Metagross UL as the attacker instead of Mismagius and Zoroark. Killing the active after dragging out just sets up your opponent for the revenge kill, so instead I went for dragging out the heaviest bench sitter and sniping the bench, 40 to 2 targets at a time, while he has his active stuck. I run a couple of Judge to take away all his energy and Supporters after I've set up Trainer lock and used Sludge Drag.

I would also suggest adding in 1 more Oddish because Yanmega Prime is quite popular and he can take out Oddish in one shot, it's best you bench two Oddish the moment you see a Yanma.


Against the Mew variants of Lostgar, I set up my 1-1 Mismagius UL ASAP to just do 60 constantly, or Metagross to snipe away the Mime JRs. A full Gengar Prime variant would give you problems however, but you always stand a chance because of the lack of VS Seeker.


Another problem this deck will face is fast hitters like Zekrom and Cinccino (with Kingdra). They are just too fast and it is almost impossible to cope, I have yet to figure out a solution myself.
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

julliant said:
Another problem this deck will face is fast hitters like Zekrom and Cinccino (with Kingdra). They are just too fast and it is almost impossible to cope, I have yet to figure out a solution myself.

if T2 set up is fast, then add in T-tar/Mandibuzz as problem. :)
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

Zhaituki said:
julliant said:
Another problem this deck will face is fast hitters like Zekrom and Cinccino (with Kingdra). They are just too fast and it is almost impossible to cope, I have yet to figure out a solution myself.

if T2 set up is fast, then add in T-tar/Mandibuzz as problem. :)

At least T-tar has a heavy retreat cost. Muk can drag you out once you evolve or grab the next one you set up. Not saying it's a favourable match up or that T-tar is slow, but when you're a stage 2 and with high retreat cost there's always a good chance for Muk to capitalize.

Cinccino on the other hand, is a stage 1 with 1 retreat cost.
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

julliant said:
I run a similar deck but using Metagross UL as the attacker instead of Mismagius and Zoroark. Killing the active after dragging out just sets up your opponent for the revenge kill, so instead I went for dragging out the heaviest bench sitter and sniping the bench, 40 to 2 targets at a time, while he has his active stuck. I run a couple of Judge to take away all his energy and Supporters after I've set up Trainer lock and used Sludge Drag.

How do you pull out Muk to put Metagross in?

Also, I've been finding that 1 thing that can hurt Mismagius is Cleffa. Even if they don't have supporters in their hand, and can't use trainers, Cleffa can give them a clean hand refresh at no cost, which might make get a lo of trainers out of their trainer locked hands (altho, usually at least 2 still remain). However, I've been finding that Muk is great for a Cleffa counter, as Muk can either ko Cleffa if it is awake, or pull someone else out to get around the sleep (which is normally nice, because cleffa is often used to wall up while they get somebody on the bench set up.)
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

Force2BRW said:
julliant said:
I run a similar deck but using Metagross UL as the attacker instead of Mismagius and Zoroark. Killing the active after dragging out just sets up your opponent for the revenge kill, so instead I went for dragging out the heaviest bench sitter and sniping the bench, 40 to 2 targets at a time, while he has his active stuck. I run a couple of Judge to take away all his energy and Supporters after I've set up Trainer lock and used Sludge Drag.

How do you pull out Muk to put Metagross in?





Muk is still there, but instead of the Zoroark and Mismagius I'm running a 2-2-2 Metagross line. Metagross also has Pokebody which makes any of your Pokemon with Psychic energy to have free retreat, so you no longer need Switches.
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

julliant said:
Muk is still there, but instead of the Zoroark and Mismagius I'm running a 2-2-2 Metagross line. Metagross also has Pokebody which makes any of your Pokemon with Psychic energy to have free retreat, so you no longer need Switches.

Well, I meant pull him out of the active spot, but I just looked up the UL metagross. I never even knew it existed! (just started playing not too long ago) I just assumed Meatagross was always metal, as I have his metal version (Undaunted maybe?). That metagross works very well with psychic build decks. Too bad that attack is 3 psy...but i guess he will normally take 3 turns to set up anyways.

So do you think Meta would work in place of both zoro and mismagius? I was thinking about taking both out, and then adding in a 3-3-3 metagross line, and 3 psy energies (since he needs more)

The thing I liked about zoro and mismag though, was that they were stage 1, and needed only 2 energies for their attacks (mismag needed 2 attachments, but zoro could do it with a DCE if needed). zoro was my Reshiram/Zekrom counter, as a special dark energy plus any other energy could take out an active Resh or Zek.

From what I can see of these builds, without playtesting though, is that yours, when set up, is much better, and works perfectly together. Mine gets set up quicker, and can adapt to conditions a bit more, but doesn't have the synergy yours has when fully set up. What would a happy medium be, where it will set up faster, or have more adaptability, but still have the synergy when all set up...
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

Force2BRW said:
julliant said:
Muk is still there, but instead of the Zoroark and Mismagius I'm running a 2-2-2 Metagross line. Metagross also has Pokebody which makes any of your Pokemon with Psychic energy to have free retreat, so you no longer need Switches.

Well, I meant pull him out of the active spot, but I just looked up the UL metagross. I never even knew it existed! (just started playing not too long ago) I just assumed Meatagross was always metal, as I have his metal version (Undaunted maybe?). That metagross works very well with psychic build decks. Too bad that attack is 3 psy...but i guess he will normally take 3 turns to set up anyways.

So do you think Meta would work in place of both zoro and mismagius? I was thinking about taking both out, and then adding in a 3-3-3 metagross line, and 3 psy energies (since he needs more)

The thing I liked about zoro and mismag though, was that they were stage 1, and needed only 2 energies for their attacks (mismag needed 2 attachments, but zoro could do it with a DCE if needed). zoro was my Reshiram/Zekrom counter, as a special dark energy plus any other energy could take out an active Resh or Zek.

From what I can see of these builds, without playtesting though, is that yours, when set up, is much better, and works perfectly together. Mine gets set up quicker, and can adapt to conditions a bit more, but doesn't have the synergy yours has when fully set up. What would a happy medium be, where it will set up faster, or have more adaptability, but still have the synergy when all set up...

I have a 1-1 Mismagius UL tech, whose PokePower allows me to transfer 1 Psychic energy from one of my Pokemon to another, once per turn. That essentially means my attacks are 1 Energy less, thus Metagross doesn't actually take that long to power up. The main issue is always getting everybody up and running, mainly Muk, Metagross and Vileplume.

The Muk/Metagross combo can really kill decks with Magnezone and Emboar because of their retreat costs. The synergy between the 3 plus the option 4th component being Mismagius, means I can adapt to the various play conditions in a Magnezone/Emboar match up. Muk will drag out, followed by sniping with Metagross for as long as his active remains stuck.

The problem comes when you're NOT playing against someone with high retreat cost. That's where your version would shine, or at least fare better. Zoroark and Mismagius both do serious damage upfront, so it can hold its on against Zekrom and Cinccino. However against Magnezone/Emboar match ups, dragging up followed by killing the active with Zoroark/Mismagius will only set up a revenge kill by your opponent, which I think is unfavourable in the long run.

I think if you can formulate a list that answers both the heavy match ups (Emboar/Magnezone) as well as the fast ones (Zekrom/Cinccino), you could have a winner.

Right now I'm testing Muk/Metagross/Vileplume, with a couple of Bouffalants. Hopefully we can find the best list and share it.
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

Force2BRW said:
28 Pokemon

3-3 Muk
3-3 Mismagius
3-3 Zoroark
2-2-2 Vileplume
4 Cleffa

17 T/S/S

4 Elm
4 Collectors
4 Copycat
2 Rare candy
2 Twins
1 Fisherman

15 Energy

3 Special Dark
4 DCE
8 Psy

Ok so for your "meduim" build here is what I would do :D
( I will remove stuff then explain why then add stuff)

-3 Special dark
-3-3 zoroark
-1-1 Muk
-1 fisherman
-1 elms
-1 Mismaguis
13 spaces free
Ok so the reason I removed zoroark and the Sp. dark is because its just to situational and with the trainer lock in effect nobody except machamp prime can ohko your metagross without plus powers (and they cant use those.. trainer lock :D)
the muk isnt going to be a main attacker more of a tech you know? So I reduced his line by 1-1 so you can get mroe consistency out of your support cards.
And when I removed the mismaguis.. well youll see ;)

Alright now to the changes!

+1 Mismaguis unleashed This guy will be super useful for your deck as he can move psychic energy therefore letting you conserve that precious energy!
+2-2-3 Metagross line Now the reason for the odd line is to conserve space because with flowershop lady and twins you wont need those 2 spaces
+1 flowershop lady. Much better then fisherman as you can get energy and pokemon!
+2 seeker... What you just did 120 damage to my metagross! well Im going to retreat for free and seeker him to send up my mismaguis (trainer lock one) to kill you!
So now we have your main attacker plus a nice tech to move around psychic energys and some recovery!

So now we have 3 spaces left..

And me personally I would devote these to more draw power like PONT or Proffesor Juniper.

So in all...

2-2-3 Metagross
3-2/1 Mismaguis
2-2-2 Vileplume
2-2 Muk
4 cleffa
27 pokemon...
That is still alot and the only thing I would consider taking out is muk.. but thats a personal preference and I know you like your muk :D

4 Pokemon collector
4 copycat
3 elms
2 rare candy
2 twins
2 seekers
3 extra spots... PONT! or maybe 2 ponts and one more twins...
In total 20 Items

and for energy we are gonna use your origanal line
8 psychic
4 DCE

This should be a fairly consistent deck try it out! and if you dont like it.. ehh oh well I had fun making changes to your deck!

Thats my two cents
'PokePhenom
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

I just got back into pokemon a week or so ago after a ~2 year hiatus, so I'm a bit out of touch with today's pokemans.
With that in mind... from which expansion is Cleffa that you're using from? I notice everyone seems to use it. I'm assuming black & white. There's been seven expansion releases since I last played, so I'm not sure where to begin.

Cheers.
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

HGSS is the set. some good stuff to start with would be.. HGSS and B&W mostly because HGSS gets you alot of staples DCE, collector, etc. and BW also gets you staples like Pokemon communication and the like.
anyways yeah... thats all
haha

'PokePhenom
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

Ah ok, thanks. I actually got a few packs from arceus, undaunted, unleashed, triumphant, and B&W just to catch up a bit. I was looking at Cleffas from those sets wondering how on earth people are making use of em. Of course the only one I didn't get some packs of was HGSS lol. It shall be done. Thanks for the help!
Thread hijack complete.
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

Lt. Coldfire said:
Ah ok, thanks. I actually got a few packs from arceus, undaunted, unleashed, triumphant, B&W, and CoL just to catch up a bit. I was looking at Cleffas from those sets wondering how on earth people are making use of em. Of course the only one I didn't get some packs of was HGSS lol. It shall be done. Thanks for the help!
Thread hijack complete.
Use them to get better hand and same time stall while building up your strategy on the bench. Cleffa is anyway way better starter than most since it has great poke-body and free attack, also free retreat cost.
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

julliant said:
The problem comes when you're NOT playing against someone with high retreat cost. That's where your version would shine, or at least fare better. Zoroark and Mismagius both do serious damage upfront, so it can hold its on against Zekrom and Cinccino. However against Magnezone/Emboar match ups, dragging up followed by killing the active with Zoroark/Mismagius will only set up a revenge kill by your opponent, which I think is unfavourable in the long run.

I think if you can formulate a list that answers both the heavy match ups (Emboar/Magnezone) as well as the fast ones (Zekrom/Cinccino), you could have a winner.

Right now I'm testing Muk/Metagross/Vileplume, with a couple of Bouffalants. Hopefully we can find the best list and share it.

Actually, the way i was playing it with my old list was first bring out Muk to help disrupt while you set up vile. Hopefully he can pull someone w/ a retreat they can't pay, and get the ko. I originally had no way to retreat Muk, so he eventually got koed. if it was a heavy hitter that came in for the ko (zek/resh), I would come back with Zoro with a special dark for the ko, and hope they didn't have much ready waiting on the bench. Then i would retreat zoro and bring in Muk or Mismag, and start the process over.

However, i really like the Metagross and UL Mismag you had. Meta is awesome since he negates those huge retreat costs, and mismag can make sure you always have the energy you need (and can even attack decently in the beginning if you are stuck with him as a starter (Misdreavus to put a counter on a bench pokemon, and then evolve to Mismag to to 30, plus 10 to damaged bench. It's terrible late game, but can help out a bit early game.)

Low retreat cost decks are still hard to deal with, since they won't stay in place, but if they at least have 1 retreat cost, Muk can still disrupt and stall, by making them use their energy attachment for the turn if they want to retreat (unless they have energy acceleration already set up)

What i'm trying to think of is a way to get the best of both worlds. I was thinking, maybe drop zoro, get a line of meta and muk, and then have a line of mismag split between UL and CL (that way one is for set up, one is for attack). This might work, since you can use Muk to disrupt, Meta to take out bench (especially Cleffa, as they can ruin a good trainer lock if they have a mit full of cards. And also Meta can survive almost any attack, so you can pull him back, and use a seeker, which I though was a very good idea from the post below yours that i saw), and then bring in Mismag CL for some kos....it might work, but I'll just need to play around with the numbers to get consistency. What do you think? I think with a little more tweaking, this deck might hold it's own against a lot of decks (altho, speed and lostgar are still weak points...so those might come down to luck, with you getting a good start and them getting a bad one. It's hard to beat a speed when you have 2 stage 2s to get up, but I guess other decks run into that problem too.)

Alright, it's coming together. lets see if we can make it work even better

PokePhenom said:
Ok so for your "meduim" build here is what I would do :D
( I will remove stuff then explain why then add stuff)

-3 Special dark
-3-3 zoroark
-1-1 Muk
-1 fisherman
-1 elms
-1 Mismaguis
13 spaces free
Ok so the reason I removed zoroark and the Sp. dark is because its just to situational and with the trainer lock in effect nobody except machamp prime can ohko your metagross without plus powers (and they cant use those.. trainer lock :D)
the muk isnt going to be a main attacker more of a tech you know? So I reduced his line by 1-1 so you can get mroe consistency out of your support cards.
And when I removed the mismaguis.. well youll see ;)

Alright now to the changes!

+1 Mismaguis unleashed This guy will be super useful for your deck as he can move psychic energy therefore letting you conserve that precious energy!
+2-2-3 Metagross line Now the reason for the odd line is to conserve space because with flowershop lady and twins you wont need those 2 spaces
+1 flowershop lady. Much better then fisherman as you can get energy and pokemon!
+2 seeker... What you just did 120 damage to my metagross! well Im going to retreat for free and seeker him to send up my mismaguis (trainer lock one) to kill you!
So now we have your main attacker plus a nice tech to move around psychic energys and some recovery!

So now we have 3 spaces left..

And me personally I would devote these to more draw power like PONT or Proffesor Juniper.

So in all...

2-2-3 Metagross
3-2/1 Mismaguis
2-2-2 Vileplume
2-2 Muk
4 cleffa
27 pokemon...
That is still alot and the only thing I would consider taking out is muk.. but thats a personal preference and I know you like your muk :D

4 Pokemon collector
4 copycat
3 elms
2 rare candy
2 twins
2 seekers
3 extra spots... PONT! or maybe 2 ponts and one more twins...
In total 20 Items

and for energy we are gonna use your original line
8 psychic
4 DCE

This should be a fairly consistent deck try it out! and if you don't like it.. ehh oh well I had fun making changes to your deck!

Thats my two cents
'PokePhenom

These are some really good suggestions. I think the zoroark may have to come out, too, even tho that makes me sad. I think maybe to combat the loss of that attacker, maybe run a line of split mismagius (some from UL with the energy movement, some from CL with the 30x t/s/s in hand). That way, you lose zoroark, but gain another attacker that can do big damage (altho still prob not enough to ko a zek/resh)

The only thing about FSL, is that you have to put the energy and pokemon back into the deck. This means you have to search them out again. However, I think maybe if i ran some rescue energy, I can maybe get rid of the FSL all together, and just hope that I can get a rescue on my important pokemon before they get koed. Then I could just use fisherman to get back the psychic energy i lost, and get it back into my hand rather than into my deck.

Seeker idea is very good. I really like that right now, and will test that out (only thing is that I then lose free retreat for 3 turns, but it may be worth it anyways. I'll just keep testing!)

And the main reason I like Muk, it he can be hugely disruptive (especially against pokemon that their power gets shut off if they have a special condition) They get stuck active, can't use their power, and have limit options to get out if trainer lock is up. I can't think of another pokemon that can pull out a pokemon of my choice and give them a condition. (Bellsprout can pull out a pokemon, and eventually evolves into Victreebel, which is another really cool pokemon that I've made a deck around (called VictreePlume on here), but it's not the same as muks, and Bellsprout has 40 hp.

Keep the ideas coming though, you had some good ones.
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

Yeah this deck could fair pretty well. Just start testing! Thats the only way you can make the changes that are neccasary to your deck. Also as you play the other meta decks you can see what works and what doesnt work in your deck. The more you play the competition the better.

Good luck with your deck and PM me if you need any Ideas or more help with your deck!
'PokePhenom
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

PokePhenom said:
Yeah this deck could fair pretty well. Just start testing! Thats the only way you can make the changes that are neccasary to your deck. Also as you play the other meta decks you can see what works and what doesnt work in your deck. The more you play the competition the better.

Good luck with your deck and PM me if you need any Ideas or more help with your deck!
'PokePhenom

Actually, if you could take a look at the other deck I posted on here (it's probably a page or two back now), and let me know what you think, that would be great. It's another annoying, lock-deck, but uses a way different system. It's called "VictreePlume (Victreebel and Vileplume)" on here, and is my only other thread post so far (idk if you can search by screenname or not...)

But see if you can come up with some improvements on that one too (it's already had 1 revision, but you can look at the original and the revision on the thread to see if you agree with the changes)

Thanks a bunch
 
RE: Muk Lock (Muk, Mismagius, Zoroark, Vileplume)

Sure no problem. How long have you been playing Pokemon TCG? and if you go to a members profile you can look at all the threads they have posted!

Can you get on the chat? If so, give me a time and i will meet you on there! Then I can give you tips on your other deck and also talk about strategies for this deck. (Just by the by... I think this deck is much, much better then the victereebel deck)
 
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