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Alt. Format Raikou/Jolteon/Koko (Guardians)

Kietharr

Aspiring Trainer
Member
Pokemon - 15
Shaymin-EX x2
Tapu Koko-GX x2
Tapu Lele-GX x1
Jolteon-EX x2
Raikou x4
Voltorb x2
Electrode x2

Supporters - 12
Sycamore x4
Ace Trainer x1
N x2
Lysandre x2
Hex Maniac x1
Brock's Grit x1
Olympia x1

Items - 18
Level Ball x2
Field Blower x2
Ultra Ball x4
Vs seeker x4
Fighting Fury Belt x3
Max Elixir x4

Stadiums - 5
Aether Paradise Conservation Area x4
Parallel City x1

Energy - 10
Lightning x10

This list is pretty similar to my current favorite standard deck, Raikou/Electrode, except it takes advantage of a few key cards in Guardians, the two biggest cards being Koko and Aether Paradise.

Tapu Koko-GX – Lightning – HP170
Basic Pokemon

Ability: Aero Trail
Once during your turn (before your attack), when you play this card from your hand onto your Bench, you may move any number of [L] Energy attached to your Pokemon to this Pokemon. If you move any Energy, switch this Pokemon with your Active Pokemon.

[L][L][C] Sky Claw: 130 damage

[L][L][C] Tapu Thunder GX: Does 50 damage times the number of Energy attached to all of your opponent’s Pokemon. (You can’t use more than 1 GX attack per game.)

When your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: none
Resistance: none
Retreat: 2

Aether Paradise Conservation Area – Trainer
Stadium

Each player’s Basic [G] and [L] Pokemon takes 30 less damage from opponent’s Pokemon’s attacks.

This card stays in play when you play it. Discard this card if another Stadium card comes into play. If another card with the same name is in play, you can’t play this card.

Aether Paradise is another tool for stacking HP on Raikou. Under ideal conditions, with this card, FFB and Shining Body activated, Raikou has a whopping 210 effective HP as a one prize card. Jolteon and Koko also benefit from these cards, hitting 240 with belt and paradise active.

Koko provides two things.
1. Pulls injured Raikous/Jolteons out of active, and also pulls resources off of them to reduce the impact of them being Lysandre'd back in and KO'd. This is especially important when running Electrode.
2. Provides a GX attack with OHKO potential in a deck that is otherwise 2HKO/chip damage centric.

In particular, field blower and Koko give this deck a fighting chance against Mega Mewtwo which is currently the bane of Raikou's existence in standard. Tapu Lele is also an interesting choice against Mewtwo since it could pretty easily come online with an attachment and an elixir, if M-Mewtwo has 4 or more energies attached, which it needs to OHKO a fully tanked Raikou, Lele can OHKO due to weakness. I'm almost tempted to include rainbow energies so I can access Lele's GX move heal if I want it.
 
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Iv been playing a raikou list for a while now and im planning to make some similar adjustments. 1st, unless im mistaken, tapu leles attack does not hit for weakness and a mew will allow you to 1 hit mega mewtwo for one prize. The level ball count seems excessive since it only searches 4 cards, 2 or 3 nest ball may be better. I persionally would play an escape rope over olympia and a super rod over brocks grit. A paralel city could be good for removing shaymins. Other than that a solid list.
 
Lele is a psychic type card so it does hit weakness on Mewtwo. But of course, that's not the play I'd ideally make, just one that's kind of there as a secondary option if I need it.

I prefer the supporter versions of the escape rope/super rod effects for 2 reasons

1. VS seeker recoverable
2. Lele searchable

On top of that, with Electrode and one L attachment I'll pretty much have the resources I need on the board, so spending a supporter on these effects opposed to another Sycamore isn't as painful as it would be otherwise. I do like rope tricks though and might work a rope or two into the deck for that play.

I should cut the level balls to two though, but I don't think nest ball is ideal. Only searches Raikou and Jolteon over level ball since the other basics I have are either level ball searchable or have a played from hand ability and need to be ultra'd for. I run 4 Raikou so the game's not going well if I need to expend search cards to get one, and Jolteon is kind of a match up specific card that doubles as a nice 0 retreat cost start.

Parallel city is a good idea since the bench does get crowded in this deck and it can be a way to ditch damaged stuff that Koko pulls out of active too, thanks.
 
Lele is a psychic type card so it does hit weakness on Mewtwo. But of course, that's not the play I'd ideally make, just one that's kind of there as a secondary option if I need it.

I prefer the supporter versions of the escape rope/super rod effects for 2 reasons

1. VS seeker recoverable
2. Lele searchable

On top of that, with Electrode and one L attachment I'll pretty much have the resources I need on the board, so spending a supporter on these effects opposed to another Sycamore isn't as painful as it would be otherwise. I do like rope tricks though and might work a rope or two into the deck for that play.

I should cut the level balls to two though, but I don't think nest ball is ideal. Only searches Raikou and Jolteon over level ball since the other basics I have are either level ball searchable or have a played from hand ability and need to be ultra'd for. I run 4 Raikou so the game's not going well if I need to expend search cards to get one, and Jolteon is kind of a match up specific card that doubles as a nice 0 retreat cost start.

Parallel city is a good idea since the bench does get crowded in this deck and it can be a way to ditch damaged stuff that Koko pulls out of active too, thanks.
Leles attack doesnt hit for weakness, its just like lugia
 
Leles attack doesnt hit for weakness, its just like lugia

oh, rofl. guess I need to read cards closely before commenting on them. Was never my main way to deal with Mewtwo anyways, Koko can OHKO if the opponent has 5 energy or more on the board which is pretty common in a mega mewtwo deck.
 
oh, rofl. guess I need to read cards closely before commenting on them. Was never my main way to deal with Mewtwo anyways, Koko can OHKO if the opponent has 5 energy or more on the board which is pretty common in a mega mewtwo deck.
Its also going to be a really good for taking a 1 hit on a turbo dark deck. The only potential problem with mega mewtwo is a garb and not being able to drop it from hand for the 1 hit.
 
PCL seems like a weak card here. I feel like Olympia is just a better version of PCL.. I'd personally replace PCL with another Olympia or Fighting Fury Belt. Both of which I find to be stronger cards. You could also go with a 2nd N or Kukui if you feel like you could use the extra 20 damage.

Ace Trainer also seems like an odd choice considering you don't have many other draw options. Ace Trainer is awesome late but could be a burden early if you are stuck with it and don't have any of your other supporters in the discard to VS Seeker back.

Other than that the deck looks very solid.
 
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I use Ace Trainer as a one of because I depend on using an early Electrode. It sort of lets me use the card on command since it's losing a prize on my own turn, then I can shuffle the prize and their hand back into their deck and force their hand to 3. It's kind of a hit or miss card, I admit. But I think Lele might improve its consistency.

I agree that PCL is probably not strictly necessary, kind of a remnant because in my current PRC-SM list I run escape ropes rather than Olympia and Rough Seas, so the combined heal effect was powerful against chip damage decks. Another N would be better since Kukui doesn't really let me hit useful numbers I can think of except maybe a Koko GX on a 4 energy undamaged Mewtwo, but FFB on Koko also gets me there.
 
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