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Reshiboar (Reshiram/Emboar) HG/SS-on

mike3796

Aspiring Trainer
Member
hey guys this is my deck list that i thought of for after rotation tell me what you think

Pokemon
4 Reshiram
2-2-2 Emboar (Inferno Fandango)
2-2 Ninetales CoL
2-2-2 Typhlosion Prime
2-2 Dodrio Undaunted

Trainers/supporters
4 Pokemon Collector
4 Pokemon communication
4 Energy Retrieval
3 Interviewers Questions
2 Engineers Adjustments
2 Rare Candy
2 Seeker
2 Sages Training

energy
13 Fire Energy

The strategy of this deck is too bring Reshiram and emboar out as soon as possible for me to give reshiram as many energies possible to deal the 120 damage. typhlosion is there to recycle the energies that i either discard for ninetales and also for reshiram. ninetales is there too draw and dodrio to retreat freely.

tell me what you guys think:):):):)
 
RE: Masters: Reshiboar (Reshiram/Emboar) HG/SS-on

I always thought sage's training is horrible unless you have a deck that capitalizes on having cards in the discard (gyarados being the most useful of that) which is not what his deck is. I'd trade that out for 2 PONT's because PONT is the ultimate in recovery from a bad starting hand pretty much. Also, you probably don't need two dodrio's...you only need 1 out for the effect and it's not often they'd get pulled up and killed in one turn. Revive would be very useful for getting reshiram back since it's your main attacker, and after 4 are KO'd, you're kind of screwed trying to fight with the low attacks of emboar and typhlosion.

you probably only need one quilava with the rare candies, so I'd replace that with another rare candy (which could either substitute quilava and reduce one turn to get to typhlosion or help with emboar to get set up in one less turn). people are giving rare candy a bad rep now that you have to wait a turn to evolve, so even though it's useless for stage 1's, it still very useful for stage 2's, and you have two different lines of stage 2's in this deck, so it would come in handy. and with that said, you could probably take out a pignite as well and replace it with a third PONT for consistency.

with ninetails, you probably don't need engineer's adjustments because you already have good draw power and you could use the 1 supporter per turn slot for IQ, collector, PONT, or seeker. collector and PONT would be better for setup than engineer's, and IQ would help a lot for getting your reshirams energized. then seeker is seeker. so I'd suggest replacing the two engineer's for a 4th PONT and a 4th IQ.

another thing about PONT is that with all of this drawpower, if late-game you realized you've drawn a little too much, you can just PONT your enormous hand back into your deck so you no longer risk decking out. also it would stop other people from copycat'ing to get your hand size as well....once you have the cards you need and you're ready to go, PONT back down to 6. (I'm saying this because at states this year, one of my opponents had nientails draw power and at one time had 23 cards in his hand. I used copycat and with that plethora of cards, I ended up coming back from having more prize cards and won.)

so:
-1-1 dodrio
-1 quilava
-1 pignite
-2 sage's training
-2 engineer's

+4 PONT
+2 revive
+1 IQ
+1 rare candy

those are my two cents. sorry about the long post, just wanted to get all of my ideas in there to help the best I can.
 
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