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[Reshiboar] [Reshiram] [HGSS-On]

RE: HGSS-On Reshiram+Reuniclus [Reshiclus]

Ghost Bear said:
oh yeah (duh) forgot you didn't have electric or rainbow. rainbow does that 10 damage but with reun it wouldn't be too big a deal...just throw it on emboar. he has high enough hp...he can take it....or on reshiram for outrage. I personally run 2 electric energies in my reshiboar deck for ampharos (to counter blastigatr :] ) so fisherman works to get it back, as well as energy retrieval like you stated. and even if I pull and electric energy without ampharos out and I need that third energy for reshiram, I can just attach that and let it stick on ampharos and cycle the other two energies which would both be fire (of course) with emboar. the electric energy would count of the energy attachment for the turn, then emboar's ability for the two fire. easy stuff...then there's another electric in the deck if I need ampharos or...whatever...many strategies could be used. point is, 2 electric works great for me.

:) I love this game

haha. me to. I just can't wait to get my hands on these fisherman and go test this out. ;]
 
RE: [Reshiclus] [Reshiram|Reuniclus] [HGSS-On]

With the addition of Amphy, deck became less consistent. Took out a line of reuni added in RDL. Maybe test that out for awhile.
 
RE: [Reshiclus] [Reshiram|Reuniclus] [HGSS-On]

-1-0-1 Reunculus (not really needed in this deck because your main source of attack will be blue flare and rare candies are better spent on emboar.)
-1-0-1 Amphy Prime (Amphy is great on paper unfortunately is terrible for consistency I tried him extensively in a reshiboar deck and it just slowed it down.)
-2 IQ (Early game you wont need many supporters that arent collectors. Middle game youll have enough energies in the discard pile for burnt tower/fisherman/energy retrieval)
-1 Rare candy (2-1-2 Emboar only needs two revives usually)
-2 Fisherman (4 is a bit overkill i run 2 and find it works just fine.)
-2 Oak (Again i think 4 is overkill. 2 Will help reset bad hands or deck refresh if you go a bit too crazy on ninetales.)
-2 twins (Reshiboar shouldn't get behind too many times except against zekrom and with Ninetales its recovery and draw is strong enough without twins imo.)
-2 Seeker (Reshiram thrives on damage and with revive/rescue you dont really need to seeker things up imo)

+1-1 RDL (I like 2 just for consistency and a backup in case you lose the first one. Not all that necessary if you cant afford it since hes a bit on the high side.)
+2 Junk arm (Reshiboar runs a fair amount of trainer mainly energy retrieval so being able to use it again is nice. Also youll have a lot of extra cards mid-late game because of ninetales)
+2 pluspower (needed to OHKO in the mirror or on zekrom with your reshiram.)
+2 Burnt tower (Another form of energy recovery its flippy but nice to use if only i energy is discarded so you dont waste a retrieval/fisherman.)
+2 rescue energy (To bring back RDL/reshiram in a bind)
+1-1 Ninetales (more consistent and I like to run 2 Ninetales on bench to assure i get what i need on the draw. Purely opinion though since I run 4 and cant believe how i did it with only 2.)
+2 switch (to get out of bad starters or pull back a reshi/RDL)
+1 communication (to easily get out legend pieces)

I know thats a lot. The main points though would be the junk arm, pluspower, and rescue the others are just preferences I and my test partners have found when playing around with this deck. If you have any questions feel free to ask me :] Hope it helped a bit
 
RE: [Reshiclus] [Reshiram|Reuniclus] [HGSS-On]

xDMVx said:
-1-0-1 Reunculus (not really needed in this deck because your main source of attack will be blue flare and rare candies are better spent on emboar.)
-1-0-1 Amphy Prime (Amphy is great on paper unfortunately is terrible for consistency I tried him extensively in a reshiboar deck and it just slowed it down.)
-2 IQ (Early game you wont need many supporters that arent collectors. Middle game youll have enough energies in the discard pile for burnt tower/fisherman/energy retrieval)
-1 Rare candy (2-1-2 Emboar only needs two revives usually)
-2 Fisherman (4 is a bit overkill i run 2 and find it works just fine.)
-2 Oak (Again i think 4 is overkill. 2 Will help reset bad hands or deck refresh if you go a bit too crazy on ninetales.)
-2 twins (Reshiboar shouldn't get behind too many times except against zekrom and with Ninetales its recovery and draw is strong enough without twins imo.)
-2 Seeker (Reshiram thrives on damage and with revive/rescue you don't really need to seeker things up imo)

+1-1 RDL (I like 2 just for consistency and a backup in case you lose the first one. Not all that necessary if you cant afford it since hes a bit on the high side.)
+2 Junk arm (Reshiboar runs a fair amount of trainer mainly energy retrieval so being able to use it again is nice. Also youll have a lot of extra cards mid-late game because of ninetales)
+2 pluspower (needed to OHKO in the mirror or on zekrom with your reshiram.)
+2 Burnt tower (Another form of energy recovery its flippy but nice to use if only i energy is discarded so you don't waste a retrieval/fisherman.)
+2 rescue energy (To bring back RDL/reshiram in a bind)
+1-1 Ninetales (more consistent and I like to run 2 Ninetales on bench to assure i get what i need on the draw. Purely opinion though since I run 4 and cant believe how i did it with only 2.)
+2 switch (to get out of bad starters or pull back a reshi/RDL)
+1 communication (to easily get out legend pieces)

I know thats a lot. The main points though would be the junk arm, pluspower, and rescue the others are just preferences I and my test partners have found when playing around with this deck. If you have any questions feel free to ask me :] Hope it helped a bit

I like some ideas. Just trying to get the first set of RDL has been a pain. Idk how I'll get two sets.

As for some changes I'll have to play around with it. Reuni twins and seeker are fersure cards I wanted to try and switch out.
Would lanturn be any help vs feral decks?

edit. Thanks for the suggestions. I'll try them out.
 
I would take out the burnt towers for 2 more Retrievals. You would need 8 turns to statistically get the same amount of energy from your discard as you would from 2 Retrievals. Plus, if you need 2 energy for Reshiram burnt tower only gives you one. Retrievals can also be reused due to the junk arms you play.

I would try to also fit in 2 rescue energy. You can attach it to Reshiram and use that as the colorless energy needed for Blue Flare. Maybe take out a Reshiram and fire energy?
 
Hmmm. I changed my deck last night and I worked in 3 or 4 energy retrievals. So thanks

Are the rescues really worth it? It would give me an extra resh in the long run I suppose. Which would make sense since I only have 2 in play. 1 active and 1 back up.
 
4 Reshiram
2-1-2 Emboar (ability)
2-2 Ninetales (CoL)
2 Cleffa
15

4 Pokemon Collector
2 professor elms training method
4 Plus Power
4 Junk Arm
3 Prof. Oak's New theory
4 Pokemon Communication
4 Energy Retrieval
3 Rare Candy
1 fisherman
29


15 fire
1 rescue
16

try that it should run quite a bit more consistent!
 
That looks consistent. I haven't had any problems with the new list so far, but if I come across something I'll try that out.
 
ROFLiron said:
4 Reshiram
2-1-2 Emboar (ability)
2-2 Ninetales (CoL)
2 Cleffa
15

4 Pokemon Collector
2 professor elms training method
4 Plus Power
4 Junk Arm
3 Prof. Oak's New theory
4 Pokemon Communication
4 Energy Retrieval
3 Rare Candy
1 fisherman
29


15 fire
1 rescue
16

try that it should run quite a bit more consistent!

3 Rare Candy is way too many for a deck that would in a worst case scenario need 2 of them. Elm's doesn't necessarily help too much either with all the drawing you should be doing.
 
SMP said:
ROFLiron said:
4 Reshiram
2-1-2 Emboar (ability)
2-2 Ninetales (CoL)
2 Cleffa
15

4 Pokemon Collector
2 professor elms training method
4 Plus Power
4 Junk Arm
3 Prof. Oak's New theory
4 Pokemon Communication
4 Energy Retrieval
3 Rare Candy
1 fisherman
29


15 fire
1 rescue
16

try that it should run quite a bit more consistent!

3 Rare Candy is way too many for a deck that would in a worst case scenario need 2 of them. Elm's doesn't necessarily help too much either with all the drawing you should be doing.

That's what I found from bouncing around with so many edit's of this deck. 3 candy was too many and too dead (without junk arms at the time) and elm's/poke collectors you'd get after you drew everything else.

I've found I really like your help and love the 3-3 Tales line. 2 Roosts is a helper. =]
 
SMP said:
ROFLiron said:
4 Reshiram
2-1-2 Emboar (ability)
2-2 Ninetales (CoL)
2 Cleffa
15

4 Pokemon Collector
2 professor elms training method
4 Plus Power
4 Junk Arm
3 Prof. Oak's New theory
4 Pokemon Communication
4 Energy Retrieval
3 Rare Candy
1 fisherman
29


15 fire
1 rescue
16

try that it should run quite a bit more consistent!

3 Rare Candy is way too many for a deck that would in a worst case scenario need 2 of them. Elm's doesn't necessarily help too much either with all the drawing you should be doing.

its about drawing into a candy early enough for it to be useful,only having 2 candy, one just doesnt come into your opening hand as often... elms allows a better chance of getting the t2 emboar (provided i hit the candy, which is more likely because there are more in the deck) or getting the turn 2 ninetales... you cant draw like crazy without the ninetales and you dont get it fast as often without elms...

consistency is most important in the first few turns of the game... after i'm set up, extra candy and things like elms are great things to discard via junk arm to re use a plus power or to re use a retreival to continue the chain of OHKO's this deck is designed to do... but that goal cant be achieved without getting fast emboar and ninetales...
 
ROFLiron said:
SMP said:
ROFLiron said:
4 Reshiram
2-1-2 Emboar (ability)
2-2 Ninetales (CoL)
2 Cleffa
15

4 Pokemon Collector
2 professor elms training method
4 Plus Power
4 Junk Arm
3 Prof. Oak's New theory
4 Pokemon Communication
4 Energy Retrieval
3 Rare Candy
1 fisherman
29


15 fire
1 rescue
16

try that it should run quite a bit more consistent!

3 Rare Candy is way too many for a deck that would in a worst case scenario need 2 of them. Elm's doesn't necessarily help too much either with all the drawing you should be doing.

its about drawing into a candy early enough for it to be useful,only having 2 candy, one just doesnt come into your opening hand as often... elms allows a better chance of getting the t2 emboar (provided i hit the candy, which is more likely because there are more in the deck) or getting the turn 2 ninetales... you cant draw like crazy without the ninetales and you don't get it fast as often without elms...

consistency is most important in the first few turns of the game... after i'm set up, extra candy and things like elms are great things to discard via junk arm to re use a plus power or to re use a retreival to continue the chain of OHKO's this deck is designed to do... but that goal cant be achieved without getting fast emboar and ninetales...

Which is also true...I'll have to play around with my current deck list and see how it goes.

Updated OP with current deck list
 
ROFLiron said:
SMP said:
ROFLiron said:
4 Reshiram
2-1-2 Emboar (ability)
2-2 Ninetales (CoL)
2 Cleffa
15

4 Pokemon Collector
2 professor elms training method
4 Plus Power
4 Junk Arm
3 Prof. Oak's New theory
4 Pokemon Communication
4 Energy Retrieval
3 Rare Candy
1 fisherman
29


15 fire
1 rescue
16

try that it should run quite a bit more consistent!

3 Rare Candy is way too many for a deck that would in a worst case scenario need 2 of them. Elm's doesn't necessarily help too much either with all the drawing you should be doing.

its about drawing into a candy early enough for it to be useful,only having 2 candy, one just doesnt come into your opening hand as often... elms allows a better chance of getting the t2 emboar (provided i hit the candy, which is more likely because there are more in the deck) or getting the turn 2 ninetales... you cant draw like crazy without the ninetales and you don't get it fast as often without elms...

consistency is most important in the first few turns of the game... after i'm set up, extra candy and things like elms are great things to discard via junk arm to re use a plus power or to re use a retreival to continue the chain of OHKO's this deck is designed to do... but that goal cant be achieved without getting fast emboar and ninetales...

I tend to use communications to get things like Ninetails and the like. I would also rather use my T2 supporter for an Oak or Twins (if Cleffa is KOed) to get the cards I need rather than Elms.

Salty, I would run at least 1 more collector. You need to get that card T1 or T2 or else none of the evolutions matter. Also, you don't need 2 revive with 2 rescue energy. You would only use a revive on a cleffa or reshiram really and you shouldn't be going through that many pokemon in the first place.
 
Good point. So -1 rescue +1 Collector? -2 rescue? + some thing else?
Should I keep the other rescue or add back in another fire or Reshiram? Or should I try to get a third cleffa? Which if I add another cleffa wouldn't I want to bring twins back in since cleffas would be getting knocked out? Or is that just thinking too much?
 
Twins wouldn't be a bad thing to run if you want to start with Cleffa. If you're going to run it put in at least 2.

I would take out both revives and add a collector and and other rescue energy. Ideally you would drop a reshiram, then a rescue energy and 2 fire and be ready to go once you get emboar set up. Then if reshiram gets killed you can repeat the process the following turn. Revive can get the reshiram back but you'll need to waste another fire energy for blue flare.
 
SMP said:
Twins wouldn't be a bad thing to run if you want to start with Cleffa. If you're going to run it put in at least 2.

I would take out both revives and add a collector and and other rescue energy. Ideally you would drop a reshiram, then a rescue energy and 2 fire and be ready to go once you get emboar set up. Then if reshiram gets killed you can repeat the process the following turn. Revive can get the reshiram back but you'll need to waste another fire energy for blue flare.

I had 2 in the deck, but took them out with DMV's suggestions.

So 3 Rescue 3 Collector? or 2 Rescue 4 Collector?
 
It's up to you. Play the deck against a couple decks and see how it works. Switch out a card or 2 if you feel that you aren't using them. The main part of your deck is fine, right now you just have to fine tune it and that can only really be done by playing it.
 
Well thanks a lot. I appreciate the help. Now to keep play testing it vs my other decks. Thanks again =]
 
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