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Reshiboar HGSS-on

Rock Wrecker

I want to be a Pokemon master :-)
Member
Well I have been testing my Reshiboar on Redshark just to see how fast I can start since I want to use this next season, but I can never a T2 or T3 set up.
Here's my list I'm not really sure how to tweak it:
Pokemon: 22
2 Cleffa
3-2-3 Emboar
2-2 Ninetales
2-2 Rayquaza & Deoxys LEGEND
4 Reshiram
Trainers: 23
2 Dual Ball
3 Energy Retrieval
2 Fisherman
2 Interviewer's Questions
3 Pokemon Collector
4 Pokemon Communication
3 Prof. Oak's New Theory
2 Rare Candy
2 Revive
2 Switch
Energy: 15
10 Fire Energy
1 Lightning Energy
2 Rescue Energy

All criticism is wanted and appreciated!
 
RE: Reshiboar

You're going to want to run Revive, as it will help get Reshiram back if you are in trouble. I suggest:

-2 Professor Elm's Training Method(not needed for a deck w/ little evolutions)
-1 Lightning Energy (1 is enough, trust me, I run RDL and 1 is all you need, considering you run Fisherman AND Energy Retrieval)

+3 Revive

Also, I don't think 4 Reshiram is needed. You rarely use 3 from experience, and you need roomfor another Cleffa. So:

- 1 Reshiram
+ 1 Cleffa

That's all I can observe for now.
 
RE: Reshiboar

Ok I'll test with these changes for now and edit when I make changes. Just going to put in 2 revives because I like 4 Reshiram and I already have 2 rescue energy.
 
RE: Reshiboar

Throughout testing various Reshiboar lists I have found that Switch really helps, Reversal is seeing more and more play and it isn't fun to hard retreat something with a 4 retreat cost such as Emboar.

-2 Fire Energy (you are playing enough IMO)
+2 Switch.

BTW this list looks really good. I hope that my suggestions helps.


Edit: I see your post below this one, didn't feel like making a whole new post because it would be low on content, but you could try dropping the Interviewer's for Switch.
 
Thanks, only problem is in testing it's not working. I originally had Switch, but I took it out when I took out Seekers. I'll try Switch, but sometimes I don't get enough fire energies even with 12.

EDIT: List updated with Yoshi's suggestions still haven't test Vulpix's.
 
i would say
-1-1-1 emboar line 2 is fine unless the third is to hit for 150 but even at that it isnt necessary..
-2-2 RDL this makes the deck lack consistency and a better counter can be used
-1-1 ninetails 2 should be just fine
-1 collector will explain later
-1 revive or interviewers questions you really only need one
+2-2 lanturn prime not only will this help you in the dreadful blasgatr match but will help in the mirror as well
+2 dual ball this will help your consistency and will help not waste a supporter (your search line should be 4-2-4 dual ball-collector communication)
+1 plus power help with mirror and anything else
+2 junk arm for every situation
+1 electric for lanturn
+1 switch
this should really help your set up and hope this helps
 
RDL practically OHKO's everything so I'm leaving it in and not putting in Laturn Prime. I can try some of your suggestions, but I don't see any of those things helping.
 
Rock Wrecker said:
RDL practically OHKO's everything so I'm leaving it in and not putting in Laturn Prime. I can try some of your suggestions, but I don't see any of those things helping.

I don't want to start anything here so I apologize if I offend you, but I think that you should at least give some if not most of his suggestions a try. They are good ideas that are worth testing, and you should do just that; test and see what it is from the suggestions that you like or don't like. You are the one posting your decklist for suggestions.

This is all just friendly advice coming from someone who has been doing as much testing as possible on a Reshiboar list. I've come to many of the same conclusions that he has, or at least very similar ones. The Lanturn Prime is one thing that I hadn't thought about and I know I'm definitely going to at least test it. :)

Oh and RDL does OHKO anything but then again so does the starter emboar which can be easily splashed in this deck and does not get OHKOd back for 2 prizes by Zoroark which is gonna be run a lot as a tech, or by something as fragile as Cinccino which can't OHKO Reshiram himself at all. I however don't feel that that's a good alternative either since it discards way too many fires and I feel that running things like DCE and extra Rare Candy's to help it out also hurts consistency. I think that maybe you should try something else. Maybe at least TEST the Lanturn or anything else. But I feel that you should focus mainly on getting a fast setup (which believe it or not is possible in an HS-on format), consistency, recovery. AAAANNNND Junk Arm and PlusPower are a MUST, and help ALOT with consistency, speed, and against certain matchups.
 
you can always try shuckle over ninetails. Its a basic and you can draw multiple cards with it. with the comb of super scoop up, seeker or unown return you could have a decent draw engine.
 
Try this...

-2 Revive (rescue energy is enough and even better for reasons I'll explain later.)

-(1-1-1) Emboar (only run 2-1-2; it is not necessary to run 3 to get out turn two or three)

-(2-2) RDL (take them out for now to focus on consistency and getting that fast start you want. Keep in mind that it's complicated to bring out especially with hand disruption like judge and lostgar, and it is OHKO'd for 2 prizes easily by zoroark, bouffalant, and cincinno. He's a late game sweeper at the most, but for the most part will hurt consistency in this deck. Test without it first and see your matchup results, then decide if you still want/need it.)

-1 Reshiram (you only need three if you have good recovery which the rescue energies will provide. AND your preferred starter for this deck is cleffa with it's zero retreat cost and the ability to help you set up within those 2 or 3 turns. If you run 4 reshiram and only 2 cleffa the odds of starting reshiram are MUCH higher than cleffa, and believe it or not, from my testing, stage 2 decks, or anything running zoroark can be ready to OHKO a reshiram on their second turn. So yeah run one less to maximize your chances of starting cleffa.)

-1 Fisherman (This is one of those cards which you wanna test with only 1 frst. If you run 3 Energy retrieval and 4 junk arm and the high hand refresher card count that I suggest later (oh and ninetales), those cards will help you move through your deck and discard to find the energies that you need VERY consistently. Still being able to bring back four on a tough spot like having to retreat an emboar the hard way, or just buying yourself 2 turns of energy is good...so keep one...and after testing, if you can find a spot to put another, then great...I honestly only think you need one though.)

-2 Interviewer's Questions (I need to test with this card. All I can say is I don't run it and I set up great and always have energy.)

-1 lightning (obviously if you're gonna test without RDL, replace with an extra fire...those are always good and add consistency to this deck.)

+2 cleffa (Again...maximize the chance of starting with it...also great communication fodder to find pieces that you do need, or for junk arm)

+1 Pokemon Collector (Having four maximizes the chances of you drawing one first turn, or early game while you're setting up. The reason I like four of these rather than 4 dual ball, is that even though it is an item-supporter, collector gets you 3 pokemon for sure, and this is great early game for this deck, not affording to discard many things with juniper to run through your deck. Dual Ball only gets you 1 pokemon on average, 2 if you're lucky, and even then sometimes that's not good enough for this deck, and occasionally you get nothing which is just terrible. Dual Ball is still a good card to have when you need that extra reshram mid to late game, or you need ANYTHING to communication so the 2 s fine, but collector is something you want more chances of starting early or first turn with.)

+1 PONT (Will help you move through your deck, sending cards you don't need at the moment (but you can't afford to get rid of with juniper) and getting a fresh hand with energy, energy retrievals, junk arms to get those retrievals and therefore energies, or anything else you might need to set up early game.)

+1 Rescue Energy (adds recovery and consistency to the deck, allowing you to keep a steady stream of reshiram going, and also providing that colorless requirement that blue flare has, so that if they knock you out the next turn, you don't lose any fire energy with the knockout.)

+1 Fire

+2 Professor Juniper (Although you might be scared of running this...you will find that you can use it in late game situations when your deck is thin and you just need to draw into that one card...you will ALMOST ALWAYS have the option to PONT or eeeek instead, but this is definitely a good card to have, and adds even more speed and consistency to the deck. I've found that in this deck the almost perfect line of these are 4 pont and 2 juniper, as opposed to the other way around like some stage 2 decks run.)

+2 Pluspower (need it for mirror and anything else that is 130 hp. Trust me...it's a MUST)

+4 Junk Arm (And FINALLY...I've talked about it a lot and here it is...these 4 babies will add consistency to this deck like crazy...test it out...if you decide to not take a lot of my advice at the least, take this one.)

Try to at least test most of these suggestions...I haven't tested against everything so I myself am not sure what techs I wanna throw in the deck, but this will get you the result you were seeking and after testing, you can decide how to further improve this. :)
 
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