• 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.

Phoenix Rising (Ho-oh EX deck list, analysis, and discussion)

Ho-oh EX

The Undaunted
Member
Hey there guys, I'm going to do an extremely detailed discussion of a deck that's been taking the Battle roads by storm after being considered a joke before it's release date, and it just so happens to include my favorite Pokemon. Here come's a deck discussion of the most surprising deck of the Autumn Battle Roads, Ho-oh EX.

The main strategy of the deck is to get your Ho-oh's and a variety of Basic energies into the Discard pile to make use of Ho-oh's Rebirth ability, which let's you flip a coin and if heads, allows you to attach up to 3 different basic energies to it and place it on your bench, which let's Ho-oh literally rise from it's own ashes, so to speak. (Hence the name I've given to the deck)
There are a total of 9 different Basic energies in this deck, which makes use of the key supporters and item cards that discard, as well as the other attackers of the deck, which have colorless attack requirements. There will be a discussion of most of the card choices, so if you guys are more of a tl;dr type of crowd, feel free to skip the fine print and give your input of what should be added or taken away taken away. Without further delay, let's get my own spin of this deck.

Pokemon:
3 Ho-oh EX
2 Mewtwo EX
3 Tornadus EX
2 Terrakion

Now, I know what the majority of you are thinking: "Opponent drops Sigilyph, gg"
This actually hasn't been the case in my play testing. Very rarely will I come across more than 1 of those dreaded creatures, and the key items that I run give me easy access to Terrakion to get rid of it, which is in here for no other reason than too counter the ever popular Eel variants that are running around, along with the Darkrai variants that will continue to be popular until Darkrai is rotated out. Mewtwo and Tornadus are secondary attackers in case I can't get the Ho-oh engine running properly, which is the main focus of the deck. Seeing as both Mewtwo and Tornadus have colorless attack requirements, and I run so many different energy to fuel Ho-oh EX, I thought they were a perfect addition to this deck.

Items: (Updated)
4 Random Receiver
2 Sky Arrow Bridge
2 Eviolite
2 Energy Switch
4 Pokemon Catcher
4 Switch
4 Ultra Ball

Random Receiver has become an increasingly popular Item card in the meta ever since it's release in Dark Explorers for one reason and one reason only: It thins the deck. It gives you access to a Supporter you might not have had access too, getting you out of the occasional horrid hands every deck is plagued by from time to time. SAB has also become a staple, as it reduces the retreat cost of your Pokemon, and also fuels Tornadus' Blow Through attack, which gives it 60 damage with SAB on the field for a single DCE. Eviolite needs no explaining, as it's just a great card all around and helps your key Pokemon stay in the game longer. 4 Catcher/4 Switch has become the norm in every single BW-on deck and I see no reason to run any less than 4 of each. Ultra Ball lets you discard those extra Energies to get access to a Mewtwo, or maybe a Terrakion if you're facing an Eel variant or a Sigilpyh. Seeing as the point of the deck is to get rid of your extra energies to fuel Ho-oh, 4 Ultra Ball makes a lot of sense to me for this particular deck.

Supporters: (Updated)
4 Professor Juniper
4 N
1 Cheren

Professor Juniper and N have become the most widely used Supporters in the game to date, giving the player access to a way to get out of dead hands. Juniper also has a secondary function in this deck, and that is to get extra energies and your Ho-oh's into the Discard pile, all while refreshing your hand and giving you access to even more plays. I had Engineers Adjustment's in my original build, but I somehow missed the fact that it was rotated out in the latest cycle! They have been since replaced by 2 Energy Switch. The 1 Cheren is in there for added draw support, but I've been considering taking it out. If you guys can think of any suggestions, feel free to comment.

Energies:
3 Double Colorless
2 Psychic
4 Fighting
2 Darkness
2 Water
1 Fire
2 Grass
2 Lightning
1 Metal

Holy energies, Batman! I know what must be going through most of your minds, "19 energy? There's no way that will work, that's double what any other deck runs"
I know. Believe me, I've been asked about this time and time again, so let me set the record straight. Ho-oh EX's attack relies on as many different basic energies being attached to it as possible. With the discarding power of Engineers Adjustments and Juniper, along with my other 2 attackers having colorless attack requirements, it seems like a no-brainer to have such a wide variety. Well, that's my deck analysis. Please share your thoughts and suggestions in the comments below, and good luck to everyone in their future tournaments!
 
Moving energy is very important in this deck because the demand for energy is so high.
I suggest you put energy switch in.
 
A few small things:
Engineer's Adjustments has been cycled out.
You have eight different Basic energy, not nine.
I'm curious about your thoughts on the deck as a whole, rather than just card by card.
Ho-oh EX said:
Random Numbers said:
Moving energy is very important in this deck because the demand for energy is so high.
I suggest you put it in.

put in what?

Energy Switch
 
Mora said:
A few small things:
Engineer's Adjustments has been cycled out.
You have eight different Basic energy, not nine.
I'm curious about your thoughts on the deck as a whole, rather than just card by card.
Ho-oh EX said:
put in what?

Energy Switch

oh wow, how could I have not noticed that?? good thing i didn't try taking this to locals! Energy switch is a very good card and i'll definitely consider putting it in upon further research of possible replacements. As for the deck as a whole, I think it's a competitive deck in the right hands given the current slowed format, and I look forward to seeing how it will do at future battle roads and nationals. I'll admit, it does have a slow start at times, but in my play testing, I've found it can duke it out with the best decks in the meta.
 
Random Numbers said:
-2 engineers adjustments (rotated)
+2 energy switch ( see my post above)

Thank you for everyones input. I'll definitely consider throwing in energy switch.
 
Why oh Why do you have Terrakion? Ho-Oh EX fairs great against Zekrom, and Raikou... Darkrai fears it because it can set up T1...

-2 Terrakion (See above)
-2 Fighting (2 of each energy is amazing for my deck)
= -4

+1 Fire (For Ho-Oh)
+1 Grass (For Ho-Oh)
+2 Cheren (You seriously need this draw power)
= +2

One more thing, you have overloaded a few things...
-2 Sky Arrow Bridge (If Ho-Oh gets your energy back... WHY WORRY ABOUT DISCARDING IT!!!)
-1 Random Receiver (3 is plenty, with 4 you just over do it)
= -3

+3 Bianca (You play through hands so fast with Ultra Ball, that this card becomes a PONT in a sense)
= +3

One more thing. If you are having issue's with items, try adding in a Sableye... He's extremely helpful. Also follow what everyone else has said.
 
Martini said:
Why oh Why do you have Terrakion? Ho-Oh EX fairs great against Zekrom, and Raikou... Darkrai fears it because it can set up T1...

-2 Terrakion (See above)
-2 Fighting (2 of each energy is amazing for my deck)
= -4

+1 Fire (For Ho-Oh)
+1 Grass (For Ho-Oh)
+2 Cheren (You seriously need this draw power)
= +2

One more thing, you have overloaded a few things...
-2 Sky Arrow Bridge (If Ho-Oh gets your energy back... WHY WORRY ABOUT DISCARDING IT!!!)
-1 Random Receiver (3 is plenty, with 4 you just over do it)
= -3

+3 Bianca (You play through hands so fast with Ultra Ball, that this card becomes a PONT in a sense)
= +3

One more thing. If you are having issue's with items, try adding in a Sableye... He's extremely helpful. Also follow what everyone else has said.

Thanks for your input, but I have to disagree with you about my Terrakion choice for a number of reasons. First and foremost, if my opponent drops a Sigilyph and I'm caught with my pants down and and no Catcher, that's gg. In the Eel variants I've been matched up against (Both Rayquaza and many others) I've found Terrakion to be my saving grace. Catcher up Zekrom or Raikou EX, or even an Eel, and that's GG to me. Lastly, as I've stated in the Pokemon lineup explanation, it's absolutely wrecks the Darkrai variants that are running around. About SAB, it's in there to retreat the Mewtwo if necessary and bring up a fully stacked Ho-oh or maybe a Tornadus, who deals 60 damage for a single DCE with SAB on the board. As there are already 19 energies in the deck, I hardly see the need to add 2 more. I might take the advice about the Biancas, but other than that, I feel the list is very solid. Too many decks revolve around 1 strategy and 1 strategy only and they get wrecked when that 1 strategy fails. This build offers me outs to many different problems and I feel you are wrong about a lot of the things you mentioned.
 
That's what I forgot *facepalm*

Change Tornadus EX to Tornadus, he works better IMO. And I've tested my deck against Dakrai's, and Eels, and catcher + KO doesn't mean GG bro... It means they just play Super Rod, pull of some sort of lucky draw, and their back on track to killing you.
 
Martini said:
That's what I forgot *facepalm*

Change Tornadus EX to Tornadus, he works better IMO. And I've tested my deck against Dakrai's, and Eels, and catcher + KO doesn't mean GG bro... It means they just play Super Rod, pull of some sort of lucky draw, and their back on track to killing you.

I still feel Terrakion is very necessary in the current Darkrai Wars we consider a format, along with all the Eel variants still very popular. And again, I have to disagree with you about the Tornadus. I think EX is a much better card for THIS deck, simply because I have enough Energy Movement without Tornadus, and I feel EX is a better fit for it's easily manipulative attacks in case the Ho-oh engine fails.
 
Yes, I agree with Tornadus EP. It helps to power up Mewtwo and Ho-Oh, plus it's been helpful to use Rebirth with only two energies, and Hurricane one onto Ho-Oh. You can also Bench Terrakion and attach to it, so that if even if your opponent Catchers Terrakion, you can use Land Crush. The only thing is you can't hit a T1 60 as easily.
 
Mora said:
Yes, I agree with Tornadus EP. It helps to power up Ho-Oh to a base attack of more than 100, plus it's been helpful to use Rebirth with only two energies, and Hurricane one onto Ho-Oh. You can also Bench Terrakion and attach to it, so that if even if your opponent Catchers Terrakion, you can use Land Crush. The only thing is you can't hit a T1 60 as easily.

I will test out 1 Tornadus and see how it goes, but I still think Tornadus EX is a better decision. I will come back and post my results.
 
Ho-oh EX said:
Martini said:
Why oh Why do you have Terrakion? Ho-Oh EX fairs great against Zekrom, and Raikou... Darkrai fears it because it can set up T1...

-2 Terrakion (See above)
-2 Fighting (2 of each energy is amazing for my deck)
= -4

+1 Fire (For Ho-Oh)
+1 Grass (For Ho-Oh)
+2 Cheren (You seriously need this draw power)
= +2

One more thing, you have overloaded a few things...
-2 Sky Arrow Bridge (If Ho-Oh gets your energy back... WHY WORRY ABOUT DISCARDING IT!!!)
-1 Random Receiver (3 is plenty, with 4 you just over do it)
= -3

+3 Bianca (You play through hands so fast with Ultra Ball, that this card becomes a PONT in a sense)
= +3

One more thing. If you are having issue's with items, try adding in a Sableye... He's extremely helpful. Also follow what everyone else has said.

Thanks for your input, but I have to disagree with you about my Terrakion choice for a number of reasons. First and foremost, if my opponent drops a Sigilyph and I'm caught with my pants down and and no Catcher, that's gg. In the Eel variants I've been matched up against (Both Rayquaza and many others) I've found Terrakion to be my saving grace. Catcher up Zekrom or Raikou EX, or even an Eel, and that's GG to me. Lastly, as I've stated in the Pokemon lineup explanation, it's absolutely wrecks the Darkrai variants that are running around. About SAB, it's in there to retreat the Mewtwo if necessary and bring up a fully stacked Ho-oh or maybe a Tornadus, who deals 60 damage for a single DCE with SAB on the board. As there are already 19 energies in the deck, I hardly see the need to add 2 more. I might take the advice about the Biancas, but other than that, I feel the list is very solid. Too many decks revolve around 1 strategy and 1 strategy only and they get wrecked when that 1 strategy fails. This build offers me outs to many different problems and I feel you are wrong about a lot of the things you mentioned.
Then run tornadus and pluspower.
I do it.
 
Random Numbers said:
Ho-oh EX said:
Thanks for your input, but I have to disagree with you about my Terrakion choice for a number of reasons. First and foremost, if my opponent drops a Sigilyph and I'm caught with my pants down and and no Catcher, that's gg. In the Eel variants I've been matched up against (Both Rayquaza and many others) I've found Terrakion to be my saving grace. Catcher up Zekrom or Raikou EX, or even an Eel, and that's GG to me. Lastly, as I've stated in the Pokemon lineup explanation, it's absolutely wrecks the Darkrai variants that are running around. About SAB, it's in there to retreat the Mewtwo if necessary and bring up a fully stacked Ho-oh or maybe a Tornadus, who deals 60 damage for a single DCE with SAB on the board. As there are already 19 energies in the deck, I hardly see the need to add 2 more. I might take the advice about the Biancas, but other than that, I feel the list is very solid. Too many decks revolve around 1 strategy and 1 strategy only and they get wrecked when that 1 strategy fails. This build offers me outs to many different problems and I feel you are wrong about a lot of the things you mentioned.
Then run tornadus and pluspower.
I do it.

I find Plus Power to be very lucklaster this format and simply not worth the 2 deck spaces it takes up.
 
Tornadus vs. Tornadus EX is like Darkrai/Tornadus. Do you want to move energy on the feild, or get it into the discard? With Ho-oh EX, I think Tornadus EX is better, because of Ho-oh EX's ability, not to mention the increased chance of donking your opponent.
 
That is a good point for Tornadus EX. I think for my list, I still like Tornadus better because I can't find room for Energy Switch (disappointing), but I will give Tornadus EX another shot. I do know there have been times I've been glad I could use Energy Wheel to get an energy off of Rufflet :p
 
think 3 tornadus EX is way to many, especially with all the eel variants running around.
I found that in my decks, i would run 2 zekrom & 4 lightning. it counters empoleon variants very well.
as long as virizion NV for double draw. an AMAZING starter in this deck, pluses the energy count in hand for a solid juniper the next turn.
 
Back
Top