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ReshiPhlosion ( i need help..) pls comment

Respext

Aspiring Trainer
Member
POKEMON

3 - Rehiram
3 - 1 - 3 Typhlosion
1 - Zekrom
1 - Cleffa
1 - Mewtwo EX
1 - Reshiram EX total pokemon - 14

Trainers/Supporters/Stadiums

3 - Pokemon Collectors
4 - PONT
4 - Junk Arm
2 - energy retrieval
2 - pokemon communication
2 - pokemon catcher
2 - revive
2 - rare candy
2 - level balls
2 - eviolite
2 - switch
1 - lost remover
1 - super rod
1 - plus power
1 - pokegear total T/S/S - 31

ENERGY

11 - fire
2 - DCE total energy - 13

TOTAL CARDS - 58[/i][/b]
 
-1 zekrom(not needed)
-2 level ball(can only get a few things that could just be collectored)
-1 energy retrieval(not too importaint)

+1 rare candy(very importaint)
+1 pokegear(helps get T1 collector)
+1 collector(see above)
+1 catcher(never a bad card)
 
Energy Retrievals. That is what gets my attention. The entire point of this deck is to get energies into the discard pile, and not out, thus making this card absolutely useless in this deck. Also, I noticed that you run only 3 out of the staple of 4 Pokemon Collectors. You should bump this up with the space that you get from taking out the Energy Retrievals, so that you'll have a guaranteed great start. Also along the lines of Energy Retrieval, you don't need Super Rod. You run Revive, which gets back you Pokemon for you, and you don't need any energies back into your deck. Rely on one or the other.

Only 2 Rare Candies can be an issue in any deck that runs a/multiple heavy stage 2 lines, and you could struggle some without it. In order to make room for a maximum of 4 of these, I would take out one fire energy. This is because this deck only needs to run 10 fire energies to be consistent, and even one space in your deck could mean the game to you.

Also, why only 3-1-3 Typhlosion? That could ruin your chance of getting them out easily, and it isn't that functional under trainer lock, which for whatever reason seems to be making a comeback. Personally, I run 4-2-4 Typhlosion. This works great for a nice set up, and functions very well under a trainer lock.

-1 Fire Energy (Consistency)
-2 Energy Retrievals (Not needed because of this deck's strategy)
-1 Super Rod (Same Reason as Energy Retrieval)
-2 Level Ball (Could just Collector Basics)
-1 Switch (1 with a Junk Arm is plenty because of consistency)
-1 Lost Remover (Totally not needed. If anything, you want opposing Pokemon to have DCEs on them because then you can get easier KOs with Mewtwo)

+1 Pokemon Collector (Good starts = good)
+2 Rare Candy (For a quick set up)
+1 Pokemon Catcher (For cheap and easy KO's)
+1 Cyndaquil (Consistency)
+1 Quilava (Consistency + functionality under trainer lock)
+1 Typhlosion (Consistency)
+1 Mewtwo-EX (Cheap KO's and an upper advantage on Mewtwo wars)​
 
You need more draw power IMO. Try sage's/N/Juniper maybe. I wouldn't run level ball since communication is already there or revive and zekrom since they don't work to well IMO. I'd max out collector for consistency.
 
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