• When creating a thread in the Deck Garage, make sure that you post one deck per thread, you use the correct prefix, you have the set name/card number next to each card, you give a strategy for non-metagame decks, and give translations for all cards not available in English.

    When posting in a thread, be sure to explain all your suggestions thoroughly. Additionally, do not ask for advice in another member's thread.

Oodles of Damage At your own risk

rileysill32

Aspiring Trainer
Member
4 Darumaka 23
4 Darmanitan 60
3 Tepig
2 Pignite
3 Emboar 20
2 Victini 14
1 Smeargle

4 Oaks New Theory
4 Copy Cat
3 Rockets Trickery
2 Seeker

2 Max Potion
2 Rare Candy
4 Pokemon Communication
3 Super Rod
2 Switch

4 DBCE
11 Fire

Obv is Obv.
You attach energies to Darmanitan
and roll away. 50 per heads. get a crap roll, try 1 more time. :)
My philosophy is to not put more than 4-5 Energy per Darmanitan.
Don't wanna lose all energy on 1 KO obv.

LMK.
 
Well, this is certainly cheaper than garvedoir builds...

I'd drop 1-1 on the darma line for 2 rerishram and the rocket trickery for N (better draw and disruption)

4 collector is also recommended for consistency, so drop the copycats. I would also remove 1 DCE for Cilian to add 3 {R} to your hand. 3 super rod is overkill, so you can remove 2 of these for heavy ball (which adds both darma and boar to your hand). You can then move back on the poke-comm, as 4 becomes redundant since you don't have junk arms to discard them. Drop 2 comm and 2 Max potion to add +4 Junk Arm.

Smeargle without Skyarrow is very awkward, so replace him with the EX of your choice (rerishram, Mewtwo and Regigigas would all be good in this deck)

hope it helps
 
rileysill32 said:
4 Darumaka 23
4 Darmanitan 60
3 Tepig
2 Pignite
3 Emboar 20
2 Victini 14
1 Smeargle

4 Oaks New Theory
4 Copy Cat
3 Rockets Trickery
2 Seeker

2 Max Potion
2 Rare Candy
4 Pokemon Communication
3 Super Rod
2 Switch

4 DBCE
11 Fire

Obv is Obv.
You attach energies to Darmanitan
and roll away. 50 per heads. get a crap roll, try 1 more time. :)
My philosophy is to not put more than 4-5 Energy per Darmanitan.
Don't wanna lose all energy on 1 KO obv.

LMK.

Not a big fan of darmanitan, deck is really flippy and is normally gonna get OHKO'ed by Mewtwo. I just feel like your gonna work really hard to load energy's on the darm just to get revenged by a mewtwo with a DCE.
 
Cameron_b said:
Not a big man of darmanitan, deck is really flippy and is normally gonna get OHKO'ed by Mewtwo. I just feel like your gonna work really hard to load energy's on the darm just to get revenged by a mewtwo with a DCE.

thats when you sacrifice 1 pokemon and let mewtwo get the ez kill..
bring in darm and roll 100 per heads on 4-5 die rolls. if u can't get 2 heads reroll with victini's ability. mewtwo is ezpk..

----------------------------------------------------------------------------
as for those changes above.
they sound like good fixes, i have no ex's atm. will proxy and order a few off ebay to see what works. thanks.
 
rileysill32 said:
thats when you sacrifice 1 pokemon and let mewtwo get the ez kill..
bring in darm and roll 100 per heads on 4-5 die rolls. if u can't get 2 heads reroll with victini's ability. mewtwo is ezpk..

----------------------------------------------------------------------------
as for those changes above.
they sound like good fixes, i have no ex's atm. will proxy and order a few off ebay to see what works. thanks.

THis works in a perfect world but with catcher/junk arm etc...how do you suppose you load 4 on a benched nevertheless active darm? He gets KO'ed with one energy by mewtwo in one turn.
 
Cameron_b said:
THis works in a perfect world but with catcher/junk arm etc...how do you suppose you load 4 on a benched nevertheless active darm? He gets KO'ed with one energy by mewtwo in one turn.

and mewtwo gets ko'ed too in one turn?
i don't see the mewtwo argument people pose at all.
if either pokemon can ko each other.

e/ and i'm saying that would be totally fine for mewtwo to ko 2-3 of my darm's.
because where mewtwo falls and makes you lose 2 prizes you are only getting 1 off of me.
and most people from what i've seen haven't been running 3-4 mewtwo in decks due to scarcity and price..
so if i can knock off 2, that leaves me still with 1 maybe 2 darms and my emboars still as well.
 
Add: Junk Arm, Fisherman/Energy retrieval, at least 1 Reshiram EX, Collector!
Take out: Max potion, Rockets trickery, 2 Super Rod
 
I'd add a reshiram EX since its good for KOs and I would add a shaymin EX if you can for revenge killing. Try using some N or some other drawing power instead of some copycat and Team Rocket's Trickery.

-4 copycat
-3 rocket's
-2 max potion
-1-1 darmanitan
-2 super rod
-2 fire

+3 N
+2 Juniper
+1 other drawing
+2 reshiram EX
+1 reshiram
+4 collector

2 extra spaces
 
Back
Top