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Reshiboar hgss-on

i understand. I'm getting 1 typhlosion prime in the mail that i will deffinitely test and i'll probably run proxies. I think i know what im taking out for them and everything though. And do you do the trading post here on the beach?
 
Haven't yet I'm still kinda getting back into it after a long hiatus so don't have much value other than my deck.
 
ddub65 said:
Ok this is my first attempt to make a deck since getting back into the game a short time ago. Any construcive criticism or advice is much appreciated.

4 Reshiram BW
2-1-2 Emboar BW (ability)
2-2 Ninetales CoL
1-1 RDL
4 Cleffa HGSS

19 Pokemon

4 PONT
4 Pokemon Communication
3 Energy Retrival
3 Pokemon Collector
2 Junk Arm
2 Switch
2 Professor Elm's Training Method
2 Rare Candy
2 Plus Power
2 Fisherman

26 Trainer/Supporter

12{R}
3{L}

15 Energies

Strategy: Basically like all Reshiboar decks try to get Reshiram set up early and hit for 120 every turn. Emboar with ability is to help speed that up. While Cleffa is their to help stall as my hopefull starter. Ninetales is their for extra draw power and RDL is to help as a counter and a late game closer.
Please let me know what you guys think.

Do this trust me I play reshiboar:

-1 PONT
-1 Pokémon Comm.
-2 PETM
-2 Fisherman (Do you really want to wast a supporter)
-1 Fire

+1 Energy retrieval
+2 Junk Arm
+2 PlusPower
+2 Rescue

If your worried about energy, here's what you do. Play energy retrival (after blue flarin') this allows you to blue flare again. Use ninetales' ability to draw three cards. Use junk arm to get rud of useless cards such as collector. Play energy retrieval again to blue flare again. After we do all this you have blue flared 3 times! As for rescue that's a built in revive.

Hope I helped! Again I play this deck and it is currently undefeated at my local league. Good luck and good-bye!:)
 
ddub65 said:
Ok this is my first attempt to make a deck since getting back into the game a short time ago. Any construcive criticism or advice is much appreciated.

4 Reshiram BW
2-1-2 Emboar BW (ability)
2-2 Ninetales CoL
1-1 RDL
4 Cleffa HGSS

19 Pokemon

4 PONT
4 Pokemon Communication
3 Energy Retrival
3 Pokemon Collector
2 Junk Arm
2 Switch
2 Professor Elm's Training Method
2 Rare Candy
2 Plus Power
2 Fisherman

26 Trainer/Supporter

12{R}
3{L}

15 Energies


Strategy: Basically like all Reshiboar decks try to get Reshiram set up early and hit for 120 every turn. Emboar with ability is to help speed that up. While Cleffa is their to help stall as my hopefull starter. Ninetales is their for extra draw power and RDL is to help as a counter and a late game closer.
Please let me know what you guys think.
Normally, I'm not one for giving out deck advice, but I've done quite a bit of play testing around Reshiram.
Heres some personal play tests you should try out.

4 Reshiram BW
2-1-2 Emboar BW (ability)
2-2 Ninetales CoL
1-1 RDL
4 Cleffa HGSS

-1 Resh
-1 Cleffa
+1-1 Ninetales

19 Pokemon

4 PONT
4 Pokemon Communication
3 Energy Retrival
3 Pokemon Collector
2 Junk Arm
2 Switch
2 Professor Elm's Training Method
2 Rare Candy
2 Plus Power
2 Fisherman

-1 Oak
-2 elm's
+1 -energy retrieval
+1 Fishermen
26 Trainer/Supporter

12{R}
3{L}
-1 Fire
-1 Lightning
+3 Rescue

16 Energies

Also 18 energy is a bit much, so you could drop 1 lightning and 1 fire for 1 energy retrieval and 1 fishermen. I've found 2 L's being a tad much at times, so I'd imagine 3 is over kill. Plus that'd give you back 6 energy for taking out 2.

From tuning and play around with different techs in my reshiram deck and all the advice I've received, I'd like to share some findings. Take my advice as you please, but it doesn't hurt to test it.

I've found that 3-3 line of Ninetales allows you to get 2 down as fast as possible to draw what you need asap. Also by taking out a Reshiram and adding in rescue energy's is helpful. Running 3 is more than enough to get 1 and a back up, then you have rescue to assure a third back up if need be. 4 Cleffa seems a bit to much, because once you draw everybody you'll have 2/3 dead in your hand. I'd try 3, thats still a good chance to get one and allows for another card. elm's arent really useful because you have cleffa and communication's to get Ninetales and once you have them, you have everything. Also drop 1 oak, you're lucky to use 1 let alone 3, with cleffa's and tales. 3 Fishermen is nice, especially vs plume. Allows you to keep playing without killing your whole engine. I suppose it's up to you. 4 energy retrieval 3 fishermen or 3 energy retrieval and 4 fishermen.


-1 Resh
-1 Cleffa
-1 Oak
-2 elm's
-1 Fire
-1 Lightning
+1-1 Ninetales
+1 energy retrieval
+1 Fishermen
+3 Rescue

Hope I helped some.
 
thanks a lot for the advice and a new perspective. I am gonna get a few proxies and begin testing these new ideas out tomorrow.
 
Test both with a 3-3 line of ninetales and a 2-2 line. You will find in most of your test is that with the 3-3 line you have a bigger chance if starting with vulpix. That's bad if you are faceing ZPS. I highly recommend a 2-2 line.
 
Why is starting with Vulpix any worse than starting with Tepig or Cleffa? You're going to lose to ZPS if they can get the turn 1 donk no matter who you put out there.
 
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