Pokemon:
Strategy:
This is my first attempt at an actually serious deck type, which will become possible once Dimensional Valley gets released. Basically the strategy is to get Trevenants set up in 1 turn with D.Valley, Plasma badge and colress machine, and then start hitting for up to 140 cumulative damage every turn with Trevenant, who actually suddenly becomes a pretty good attacker.
Opponents get their items cut off and are getting hit actually very hard every turn, so hopefully most teams will crumple under this pressure. This deck is going to do well vs mewtwo EX who is going more into favour, and will benefit from yveltal EX going away a bit. The deck is also going to have a favourable typing matchup vs landorus and fighting decks due to trev resisting fighting, while really slowing down any machamp decks with trevenant's ability.
So I run 3 Dimensional valley because it allows Trevenant to hit for just 2 energy which is achievable in 1 turn, thanks to 4 Plasma badge and 3 Colress Machine. Getting a very early attack is important to this deck, because it means you can put a lot of pressure down before the opponent can deal with it. Also Deoxys EX can hit for 30 in a pinch for 1 energy if necessary, with dimensional valley in play... nothing special but still notable I guess. 3 Switch and 1 Escape Rope are important because of the huge retreat costs on trevenant. 2 Plasma ball means faster deoxys EX on the bench and 2 Ultra Ball and 1 Evosoda for the trevenant line. Perhaps I could invest more in search power here, and I don't have a ace spec yet so master ball could be useful perhaps.
I'm only running 2 N because I dont want to shuffle my opponent's hand for them if I can help it. It is still useful if I can put my opponent to 1 card later in the game. 1 Ghetsis seems good with trevenant because I can discard their items in a situation where it looks like my active trevenant is going to not be there next turn. 1 Shadow triad because it could pull back a plasma badge, colress machine, plasma ball or whatever.
Feedback much appreciated. I think this deck has potential, I could probably go a different route with this too with dusknoir but I wanted to keep it very basic for the first draft and see how fast it is.
EDIT: I didnt realise how long away dimensional valley actually is There doesnt seem to be any rules against making decklists with far-in-the-future cards so I guess Im fine, but yea I guess this wont be actually usable for a very long time. I guess I have no excuse for the deck not being a perfect listing by the time it is
4 Deoxys EX
4-4 Trevenant
4 Plasma Badge
3 Dimensional Valley
3 Colress Machine
2 Professor's Letter
3 Switch
1 Startling Megaphone
1 Evosoda
2 Plasma Ball
2 Ultra Ball
2 Energy Retrieval
1 Sacred Ash
2 N
4 Sycamore
4 Skyla
2 Colress
1 Ghetsis
1 Shadow Triad
7 Psychic Energy
3 Plasma Energy
Strategy:
This is my first attempt at an actually serious deck type, which will become possible once Dimensional Valley gets released. Basically the strategy is to get Trevenants set up in 1 turn with D.Valley, Plasma badge and colress machine, and then start hitting for up to 140 cumulative damage every turn with Trevenant, who actually suddenly becomes a pretty good attacker.
Opponents get their items cut off and are getting hit actually very hard every turn, so hopefully most teams will crumple under this pressure. This deck is going to do well vs mewtwo EX who is going more into favour, and will benefit from yveltal EX going away a bit. The deck is also going to have a favourable typing matchup vs landorus and fighting decks due to trev resisting fighting, while really slowing down any machamp decks with trevenant's ability.
So I run 3 Dimensional valley because it allows Trevenant to hit for just 2 energy which is achievable in 1 turn, thanks to 4 Plasma badge and 3 Colress Machine. Getting a very early attack is important to this deck, because it means you can put a lot of pressure down before the opponent can deal with it. Also Deoxys EX can hit for 30 in a pinch for 1 energy if necessary, with dimensional valley in play... nothing special but still notable I guess. 3 Switch and 1 Escape Rope are important because of the huge retreat costs on trevenant. 2 Plasma ball means faster deoxys EX on the bench and 2 Ultra Ball and 1 Evosoda for the trevenant line. Perhaps I could invest more in search power here, and I don't have a ace spec yet so master ball could be useful perhaps.
I'm only running 2 N because I dont want to shuffle my opponent's hand for them if I can help it. It is still useful if I can put my opponent to 1 card later in the game. 1 Ghetsis seems good with trevenant because I can discard their items in a situation where it looks like my active trevenant is going to not be there next turn. 1 Shadow triad because it could pull back a plasma badge, colress machine, plasma ball or whatever.
Feedback much appreciated. I think this deck has potential, I could probably go a different route with this too with dusknoir but I wanted to keep it very basic for the first draft and see how fast it is.
EDIT: I didnt realise how long away dimensional valley actually is There doesnt seem to be any rules against making decklists with far-in-the-future cards so I guess Im fine, but yea I guess this wont be actually usable for a very long time. I guess I have no excuse for the deck not being a perfect listing by the time it is