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RaiZeels Help for Battle Roads

GordieHoweHatTrick

Aspiring Trainer
Member
Hi Guys,

I'm just getting back into the tcg and wanted to get your feeling on a decklist I am thinking of running for Battle Roads.

Pokemon

4 – 3 Eelektrik(3 x38,1x 39)
2 Thundurus
2 Zekrom
1 Smeargle or Cleffa
1 Tornadus Ex
2 Mewtwo Ex
2 Raikou Ex
TOTAL - 17

Trainers
4 PONTs
4 Juniper
1 N
4 Dual ball
2 Level Ball
4 Junk Arm
2 Catcher
2 Eviolite
2 Plus power
2 Pokegear 3.0/Random Reciever
1 Switch
1 Super Rod
2 SAB
TOTAL - 31

Energy
9 {L}
3 {C}{C}
TOTAL – 12

WARNING!!! Proceed with caution, new york times bestseller follows. If you cannot/do not want to read all of it please feel free to critique the list as it is.

The strategy for this deck is pretty obvious as it is a RaiZeels deck with a couple different techs added to the skeleton. The main idea is to have 2 eels up and running by T2 or T3 for energy acceleration. Thundurus is in the list because it is a good early game energy drawer and decent attacker. Zekrom is the non EX attacker of the group and is used to avoid the 2 card prize trade. Raikou EX is used for sniping (especially in mirror). In other games the idea behind having two Raikou's is to have them both cycle from attacker to bench every other turn to continuously snipe and catcher something up to lock the opponent out if needed. Tornadus is there for the fighting decks as a counter and is a decent Ex attacker otherwise. Mewtwo is still too prominent of a card to not include and although the idea is to avoid Mewtwo wars, Zeels can easily abuse them if needed. Cleffa or Smeargle is in there to aboid the dead hand when needed. The trainers are pretty self-explanatory as is the energy.

My Questions:
Should I use Cleffa or Smeargle? Cleffa is a guaranteed hand refresh but is within easy range of a donk and is a easy bench target for a free prize card from bench damage decks such as ones that include darkrai or raikou. Smeargle on the other hand is a risk because other players may not have a supporter in their hand or if they are skilled enough will be able to play around the smeargle's ability for a hand refresh. My gut is to go with Smeargle just to avoid the donk/bench damage prize card.

Random Reciever or Pokegear 3? Gut here is to go with random receiever as this deck list has very few surprises in it and the main downfall of RR is giving away your decklist.

Should I switch any level ball for ultra ball? IMHO here are the major pros/cons for my deck of each card:
Ultra Ball:
Early Game - Pros – Puts energy into discard, allows you to search any pokemon Cons – wasting two cards for an eel most likely
Late Game – Pros – hopefully the eels are already set up and now you can grab any pokemon rather than 90hp or less, Cons – If I am N’d this card may become pointless and unusable
Level Ball:
Early Game – Pros – Get eels going Cons- can only get eels
Late Game – Pros – get chance to look at deck? or replenish dead eels Cons – almost useless if eels still alive (of course usable as a junk arm discard but most of these are gone by then)

Other ideas I have been toying around with/Wants:

Is there a way to fit in a 4th eel? Reason why I am thinking of adding one is because it is an immediate target for opposing decks and decks that do bench damage (the mirror and dark.dek) can very easily abuse the 90hp and having bench eels is what makes the deck work.

Should I add in a max potion or 2? Would work really well with most of the pokemon of the list (especially raikou because since I have two I could rotate them around and heal damage when on the bench…) Max Potion is also capible of replenishing energies into the discard if I need to move energy around with dynamotor…

Should I add in more Switchs? This is a pretty obvious card but I feel it may only be needed for a catchered eel since SAB takes care of my basics.


Should I add one more N? Are 9 draw supporters enough considering what the items have to offer. (Smeargle also takes the role of another draw supporter so I guess you could say I have 10 in the deck.)

Drop plus power for other things? (still is a very useful card but others may offer more)

Switch all eels to 40 hp?

4th DCE? This has some very obvious advantages, 1) Tornadus EX 2) doesn't need to be discarded with Raikou's snipe and is recharged with two eels right away 3) Mewtwo Wars 4) Easy retreat of catcherd eel. I would like to avoid dropring a lighting to accomplish this though because 9 lighting seems to be very consistent.

Congratulations! You have finally reached the end of this lengthy post.:D Please feel free to respond to as much or as little of this as you like. Any suggestions/critiques are helpful. Thanks!
 
I'll try to help you out here with some of your questions as best as I can.

1. Smeargle > Cleffa. With Darkrai EX in the Format, playing Babies is a thing of the past. It's better to have a utility that you can use throughout the game rather than a free prize.

2. Random Receiver > Pokegear. You don't play Pokemon Collectors (so all you have here are draw Supporters). Receiver becomes the superior choice as you are guaranteed a Supporter (until you run out of them lol).

3. I find Level Ball to still be the superior choice at least for Eel search. Ultra Ball is a pretty hefty cost to search for anything but besides that, Dual Ball+Level Ball grab everything in the deck. I'm torn on the decision but I personally would not pick Ultra Ball over Level Ball.

Max Potion would probably be a good idea with how Raikou centric this "Zeels" is. Not sure what I would cut for them...I would suggest changing them all to the 40 HP Tynamo but it's really up to you to keep one free Retreater. Another Switch and N would be good but space is tight enough as it is. You do have 2 Receiver though, so that's good for Supporter search. I don't find a 4th Eel necessary tbh but that's just me. I find PlusPower to still be good in the deck to warrant two spots, but I could see cutting it for other things. Finally, I think with the Mewtwo and Tornadus in the deck, you'd probably want to max the DCE just to have maximum capabilities. Three is by no means bad, though.

dmaster out.
 
For the decklist, one raikou should be enough IMO. Try
-1 raikou
-2 PONT (just my preference but I really like N in this deck for its disruption as well as hand refreshment)

+2 N (explained)
+1 catcher (3 is essential) or something else you may need
 
take out the tynamo NV #39 because someone running darkrai ex can catcher and eel, attack, and kill both a benched 30 HP tynamo and the eel, leaving you short on tynamos/eels for the rest of the game
-1 tynamo NV 39
+1 tynamo NV 38

Other than what Jirachi and dmaster have already covered, your list is pretty good :)
 
I agree with taking the free retreat Tynamo out, for that reason and because you play Skyarrow Bridge. I suggest Smeargle because again you play Skyarrow Bridge. Also, 2 Mewtwo EX is not necessary with Dark Explorers coming out. If you are scared of m2, the 2 Raikou will work. You can Volt Bolt. They hit you for like nothing. You retreat to your other Raikou and Volt Bolt again. It's that simple. But 1 is still preferred because it can get a rare donk again a Tynamo once in a while. For the Tynamos, I like the Spark ones from DEX because they can set up later game OHKOs if funny situations. You can OHKO a m2 w/ a DCE w/ your own m2 w/out having to play a Pluspower. You can Bolt Strike your opponents Zekrom without having to play Plupower. You can also Spark twice a Vileplume to set up a Volt Bolt (if anyone plays Vileplume still). You can also set up a Bolt Strike w/out a Pluspower on a Terrakion.
 
Thanks for all the responses!

Here are the changes I have made so far (still not 100% sure on all of them though):
Smeargle over Cleffa (obvious now)
Random Reciever over Pokegear 3.0 (also obvious now)

- 1 Tynamo (39)
- 2 Pluspower (still not sure on this one)
- 1 PONTs
- 1 {L} (Not 100% on this one either because it is a little less consistant)

+ 1 Tynamo (38)
+ 2 Max Potion (replaced the pluspower)
+ 1 N
+ 1 {C}{C}


And this is what my deck list looks like now:

Pokemon

4 – 3 Eelektrik(4 x38)
2 Thundurus
2 Zekrom
1 Smeargle
1 Tornadus Ex
2 Mewtwo Ex
2 Raikou Ex
TOTAL - 17

Trainers
3 PONTs
4 Juniper
2 N
4 Dual ball
2 Level Ball
4 Junk Arm
2 Catcher
2 Eviolite
2 Max Potion
2 Random Reciever
1 Switch
1 Super Rod
2 SAB
TOTAL - 31

Energy
8 {L}
4 {C}{C}
TOTAL – 12

So far I have noticed that Max Potion is actually a very good addition to this deck. It has been able to streamline really well with both Raikou EX and Tornadus EX and actually in some cases Mewtwo EX has really benefited from it.

Fluttershy said:
Also, 2 Mewtwo EX is not necessary with Dark Explorers coming out. If you are scared of m2, the 2 Raikou will work. ....For the Tynamos, I like the Spark ones from DEX because they can set up later game OHKOs if funny situations.

The reason why I still have two Mewtwo's in the deck is to avoid the "prized card" scenario where I can't get to it. I agree with you that 2 Raikou's is more than capable of handling the Mewtwo on its own when both are out but I've faced the issue in the mirror where they will deal at least 70 with the Mewtwo and follow up with the next turn with a bench snipe with their own Raikou we enter into a 2 prize trade. Also, since CMT is still going to be a strong deck (albeit with a reduced Mewtwo count) I think the double Raikou attack suffers when it has to face multiple Mewtwo's. Obviously that changes if you are able to catcher something and snipe around it or have Max potions in your hand.

I also like the idea of using the newer Tynamo with spark but I don't know if the tradeoff is worth it. Optimally, I never want to have a tynamo as active but the majority of the time it will be is T1 or T2 where I am trying to setup and can't retreat it yet. In those cases I like the chance at paralyzing over doing bench damage as this may avoid the easy Tynamo prize card but I do understand the draw for the bench damage as I did remove my pluspowers. I will try testing these out though to see which one works better for me. Just curious have you been able to test using the spark one's?
 
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