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No Supporters for You! (A.K.A. Stoutland)

Machamp The Champion

TCG Articles Head
Member
14 Pokemon
4 Stoutland BC 122
2 Herdier BW 82
2 Lillipup BW 81
2 Lillipup BW 80
(all the pre-evolutions in this deck are from Black & White, so I'll just give you the link to all the BW scans, they're at the bottom)
2 Tornadus EX
1 Ho Oh EX
1 Victini NV 98

35 Trainers
4 Pokemon Catcher
4 Rare Candy
4 Ultra Ball
3 Switch
2 Tool Scrapper
1 Super Rod
4 Professor Juniper
4 Cheren
2 N
2 Skyla
2 Random Receiver
2 Aspertia City Gym
1 Computer Search

11 Energy
4 Double Colorless Energy
1 Fire Energy
1 Water Energy
1 Psychic Energy
1 Fighting Energy
1 Metal Energy
1 Grass Energy
1 Darkness Energy

The strategy is to stop your opponent from setting up with Stoutland's "Sentinel" Ability.

Card explanations:

Tornadus EX
It's there as your early game attacker, and as a way to stop Landorus EX from saying "attach, hammerhead, GG"

Ho-Oh EX
This guy is in case you have no way to get energies after an N to 1 or 2, and need an attacker.

Victini (A.K.A. Fliptini)
This let's you re-flip for Wild Tackle to keep him alive for longer.

Not so much N
N gives your opponent a new hand, something you don't want to be doing. But it's still useful for getting your opponent down to a low hand size and not allowing them to Juniper there way out.

Aspertia City Gym

You run 99% Colorless Pokemon, and it gives Blow Through more power. Seems obvious.

That's all folks. Let me know any advice you can give. Thanks.
~MtC
 
-1 Ho-Oh EX
-1 Stoutland
-1 Lillipup (whichever one you want)
-1 Rare Candy
-1 Fire Energy
-1 Water Energy
-1 Psychic Energy
-1 Fighting Energy
-1 Metal Energy
-1 Grass Energy
-1 Darkness Energy

+1 Victini
+2 Raikou EX
+2 Mewtwo EX
+6 Lightning energy

Since you are using Victini anyway, Raikou can really help to paralyze the opponet with 2 Energy, and using Victini 2 will help if they Catcher KO one of them. I see no reason not to use Mewtwo in this deck, since it can use DCE to Revenge kill other Mewtwo. 4 Stoutland seems a bit much, since I doubt it will be alive long anyway with Terrakion and Landorus being so popular.
Of course, these are just my ideas, make of them what you will.
 
Keeper of Night said:
-1 Ho-Oh EX
-1 Stoutland
-1 Lillipup (whichever one you want)
-1 Rare Candy
-1 Fire Energy
-1 Water Energy
-1 Psychic Energy
-1 Fighting Energy
-1 Metal Energy
-1 Grass Energy
-1 Darkness Energy

+1 Victini
+2 Raikou EX
+2 Mewtwo EX
+6 Lightning energy

Since you are using Victini anyway, Raikou can really help to paralyze the opponet with 2 Energy, and using Victini 2 will help if the Catcher KO one of them. I see no reason not to use Mewtwo in this deck, since it can use DCE to Revenge kill other Mewtwo. 4 Stoutland seems a bit much, since I doubt it will be alive long anyway with Terrakion and Landorus being so popular.
Of course, these are just my ideas, make of them what you will.

Hmm, interesting ideas. Why exactly is having less of Stoutland a good course of action if you think he'll be dying often? Shouldn't you have more so you can set up as many as possible to keep up with it being KOed often? I'd also like to focus on attacking with Stoutland as much as possible, since he has to be active for Sentinel to work. Tornadus is mostly a starter and Ho-Oh is just a backup really. I definitely like the idea of Mewtwo though, and I'll try out the Raikou as well.

Thanks for the help. Even if the idea's don't work, I always appreciate the help.
 
I really only suggested 3 because you do use Super Rod to set up another if necessary. I guess it's just preference, though I can only really see Stoutland as a Beginning game disruptive pokemon, not so great Mid-Late game when your opponet is already set up with several attackers, thats why Raikou becomes better, by stopping your opponet from attacking/retreating when they need to most.
At the very least Mewtwo is useful because it can...well...be Mewtwo. :D
 
Keeper of Night said:
I really only suggested 3 because you do use Super Rod to set up another if necessary. I guess it's just preference, though I can only really see Stoutland as a Beginning game disruptive pokemon, not so great Mid-Late game when your opponet is already set up with several attackers, thats why Raikou becomes better, by stopping your opponet from attacking/retreating when they need to most.
At the very least Mewtwo is useful because it can...well...be Mewtwo. :D

I agree with this. Stoutland should be harnessed for early game, when the opponent tries to set up. If it gets up and running, they can't do much, and you can set up mewtwo (raikou without eels is hard to get up and going with his 2nd attack I think, plus no energy refresh is harsh) even if you are paralyzing late game, it isn't going to do much. But since you will be in the lead late game due to them not being able to supporter, you can just create an overpowered pokemon (your choice, since most is colourless) and then beat face. You could go with any of the meta game killers to make sure that you cover the holes ( example: water type, fighting type, and grass type... maybe dragon too) if you could fit something which would cover and kill all the metagame, this might be quite the winning strat for late game as set up is what you'll do ;)
 
KadyShack707 said:
(raikou without eels is hard to get up and going with his 2nd attack I think, plus no energy refresh is harsh)

Raikou wasn't supposed to be used for his second attack, just to Paralyze with his first attack, which really helps against Darkrai decks since they don't usually run switch.
 
Keeper of Night said:
Raikou wasn't supposed to be used for his second attack, just to Paralyze with his first attack, which really helps against Darkrai decks since they don't usually run switch.
Keldeo EX... I'm sure 1 Keldeo EX will become a staple in Darkrai to escape paralysis.
 
Drop every extra attacker you have except for Tornadus EX (even though it doesn't really help that against Landorus, but I suppose it's better than just dropping your cards and saying GG.) It's just a way for them to catcher out of the lock. I've played this deck before and the way to win is to have nothing but Stoutlands on your field, literally stopping your opponent from doing anything unless they continuously draw energy. Otherwise, the instant they topdeck catcher it gives them a free chance to set up.

As mentioned, Keldeo EX is often run in Darkrai to stop Para-lock now, so Raikou isn't going to help much. Ho-oh is an interesting idea but it's more worth it just go all-out Stoutland and not worry about techs.
 
You could run a mew EX and an attacker thats attack lets you switch to the bench. Run high max potion so your stoutland wont be koed. Its a great idea but as long as catcher is around i dont see it ability being that effective
 
exdarkrai01 said:
You could run a mew EX and an attacker thats attack lets you switch to the bench. Run high max potion so your stoutland wont be koed. Its a great idea but as long as catcher is around i dont see it ability being that effective

Uh, that's Celebi EX that switches itself to the bench. Interesting idea though. Celebi doesn't do that much damage though, and also takes a lot of energy to attack. I think Gothitelle would be better to use with Celebi then Stoutland, since they can't take there 2 easy prizes off of Celebi that way.
 
Machamp the Champion said:
exdarkrai01 said:
You could run a mew EX and an attacker thats attack lets you switch to the bench. Run high max potion so your stoutland wont be koed. Its a great idea but as long as catcher is around i dont see it ability being that effective

Uh, that's Celebi EX that switches itself to the bench. Interesting idea though. Celebi doesn't do that much damage though, and also takes a lot of energy to attack. I think Gothitelle would be better to use with Celebi then Stoutland, since they can't take there 2 easy prizes off of Celebi that way.

I meant use mew for any pokemons attack that can switch to bench. Any weaker pokemon with a good attack can really benefit from mew. Besides not attaching energy to stoutland so you have max potion would be fairly important IMO
 
Haha! I really really tried to get this Deck to work a few weeks back, and the results were quite surprising. I ran 4 Tornadus EX, and 4 Super Scoop Up. I use Tornadus EX to protect Lillipup from any first turn Donks, and attach the first Energy Turn 1. Then, I attached the Double Colorless Turn 2 (or another Basic Energy if that's what fate allows...) Super Scoop Up on Tornadus EX, and boom! Sentinel lock is up and kicking.


If you want to do that, then certainly run 4 Super Scoop Up, since its a flippy card, and you can fit in 3 of them by replacing Switch. You could dock off a Herdier, maybe, to make room for the 4th one.

This results, by the way, were me mostly Donking with Tornadus EX, or knocking off prizes from evolving Basics, and pretty much decimating my foes in 3 turns.... as long as I wasn't facing an EX-heavy Deck. That's when I really started losing a lot! Even against Landorus EX because he packed 4 Max Potion! I clearly ended up depending too much on Tornadus EX, and actually built a separate Deck without Lillipup.



I'm telling you bro, if you're using so many Ultra Balls, AND Computer Search than swap the Cheren with Bianca! There will certainly be many many turns where you'll have 2-0 cards in your hand (after playing Bianca).


You might consider swapping 1 or 2
Ultra Ball for Heavy Ball, to maintain resources for Stoutland, but that's still iffy, since fueling the Discard Pile gives more resources to Ho-Oh EX.

EX Pokemon can setup dangerously fast, so you'll have to be more aggressive with them. I'm hoping you can shave off 1 or 2 cards for 1 or 2 more Tool Scrapper, so you can really get rid of your opponent's Eviolite, AND Counter against Garbodor. I think you can afford to shave off 1 Herdier for that, at least. You've got 4 Rare Candy, so you should usually have it whenever you need it. Not to mention Skyla and Computer Search boosting consistency in general.

Speaking of aggression, you might consider 2 Pluspower to Donk Sableye!

You don't really need to have 4 Tornadus EX like I did. I kinda find your idea with Ho-Oh EX alot more convenient and practical. Except you know, it works on a coin flip... and some Champions over the years say they actively avoid coin-flipping.

Good luck *salutes* 0.==~ .
 
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