• When creating a thread in the Deck Garage, make sure that you post one deck per thread, you use the correct prefix, you have the set name/card number next to each card, you give a strategy for non-metagame decks, and give translations for all cards not available in English.

    When posting in a thread, be sure to explain all your suggestions thoroughly. Additionally, do not ask for advice in another member's thread.

[Samgatr] Samurott+Feraligatr

Salty

Aspiring Trainer
Member
Use Gatr to put energy's on Sam's and Gat'rs. Sam to hydro for at least 100. Noctowl for draw support and Mantine to grab poke's I need.

Pokemon:20
2-1-2 Feraligatr Prime
3-2-3 Samurott Ability
2-2 Noctowl (Night sight)
3 Maintine (group swim)

Trainer:25
3 SSU
3 IQ
2 Dual Ball
2 Poke Collector
3 Petm
3 PONT
2 Switch
3 Poke Comm
2 Rare Candy
2 Junk Arm

energy:15
15 Water

Looking for help with the tss. and wondering on your thoughts about Suicune/entei. Which with Gatr I could keep playing the energy's to snipe for 100. Sort of like blastoise.
Would I take out 2 junk arm and 2 duel ball for them? do a 2-2 line? Lmk what you guys think
 
You need to put in some Collector in here.

-2 Alomomola B/W
-1 Qwilfish HGSS

For what your trying to achieve, these guys are not needed.

+3 Collector

These get all your basics out and running fast.
-1 Copycat
+1 Communication

I don't see what this is needed for so I say take it out. Add in the Communication to get things out easier.

-3 Revive
+3 SSU

With Feraligatr in this deck, SSU is the better option. You can scoop up your Samurott, with another in play and just throw the energy back on the new Samurott.

-2 Switch
+2 Communication

Again its a staple for this format.

-2 TRT (Team Rockets Trickery)
+2 PONT

You'll want that hand refresh. It's gonna help in pressure situations.

-2 Junk Arm
-1 Fisherman

+2 Juniper
+1 PONT

Again these are just pure staple cards that are going to be used in every deck, so capitalize on these.

I would suggest taking out a few energy for some more staples, but that's your call.

Hope this helped!
 
Gengar_is_Pwnage said:
You need to put in some Collector in here.

-2 Alomomola B/W
-1 Qwilfish HGSS

For what your trying to achieve, these guys are not needed.

+3 Collector

These get all your basics out and running fast.
-1 Copycat
+1 Communication

I don't see what this is needed for so I say take it out. Add in the Communication to get things out easier.

-3 Revive
+3 SSU

With Feraligatr in this deck, SSU is the better option. You can scoop up your Samurott, with another in play and just throw the energy back on the new Samurott.

-2 Switch
+2 Communication

Again its a staple for this format.

-2 TRT (Team Rockets Trickery)
+2 PONT

You'll want that hand refresh. It's gonna help in pressure situations.

-2 Junk Arm
-1 Fisherman

+2 Juniper
+1 PONT

Again these are just pure staple cards that are going to be used in every deck, so capitalize on these.

I would suggest taking out a few energy for some more staples, but that's your call.

Hope this helped!

I'm waiting to get some more cards (staples) from some trades then add them in. Your suggestions look good. I'll have to change what I can for the time being. Thanks a bunch.
 
Update list. wondering if I should get my hands on suicune and entei to try and add them into this deck. Would add a blastoise concept to this Otter deck. Lmk what you think.
 
For a Samgatr I recommend rescue energy.Getting a full Samurott line is a very great power and can ensure that the deck always has something to attack,however I can't find places for it to fit in so IL let you decide that.Also,no suicune entei legend,the attack is decent however being weakness to electric is bad PLUS the fact that your opponent takes two prizes is unacceptable
 
i love the Idea of either adding in a laturn prime to punish other water types or SEL for some sniping ability. The great thing about SEL is that you can power it up in one turn when you have a feraligatr prime on your bench. But why is this important? It means that you can switch/warp-point your active SEL then seeker it to your hand so you can place it down and raindance all the energy back and retreat your active. So as long as they don't ohko you can do this repeatedly to gain a prize advantage.

Cheers
Bwaaaa
 
Barux said:
For a Samgatr I recommend rescue energy.Getting a full Samurott line is a very great power and can ensure that the deck always has something to attack,however I can't find places for it to fit in so IL let you decide that.Also,no suicune entei legend,the attack is decent however being weakness to electric is bad PLUS the fact that your opponent takes two prizes is unacceptable

I'll find a way to work in Rescues. Just 2?
Sel seemed like an idea, just not how sure it'd work. I tested it vs. my reshiboar. It sniped off ninetails and other low hp, but RDL took it down for 3 prizes for game.

bwaaaa said:
i love the Idea of either adding in a laturn prime to punish other water types or SEL for some sniping ability. The great thing about SEL is that you can power it up in one turn when you have a feraligatr prime on your bench. But why is this important? It means that you can switch/warp-point your active SEL then seeker it to your hand so you can place it down and raindance all the energy back and retreat your active. So as long as they don't ohko you can do this repeatedly to gain a prize advantage.

Cheers
Bwaaaa

Well. thats an interesting idea, but I dont have seekers in the deck. And Idk how i'd work them in.
I like the idea of being able to snipe in a Samgatr, but idk. wanted to see if people thought it'd be a good idea.
 
Yea Im not sure either what you could take out while still remaining consistent. I think you just need to play test your deck abit and then choose whether you really need SEL or SEL+seeker for sniping. However I think that by reading your posts you just want to add in SEL as a tech which means that if you are set on adding SEL don't go the full hog to alter your whole list to accomodate a warp/switch seeker engine to just keep healthy what is supposed to be a tech.

Cheers
Bwaaaa
 
bwaaaa said:
Yea Im not sure either what you could take out while still remaining consistent. I think you just need to play test your deck abit and then choose whether you really need SEL or SEL+seeker for sniping. However I think that by reading your posts you just want to add in SEL as a tech which means that if you are set on adding SEL don't go the full hog to alter your whole list to accomodate a warp/switch seeker engine to just keep healthy what is supposed to be a tech.

Cheers
Bwaaaa

Well. If I added it in I would be taking out 2 junk arms 2 duel balls. So I could do 2 things. A 2-2 Sel or 1-1 Sel and 2 Seekers. Or I could always just drop 2 junk arms for a 1-1 line.
 
I definitely think you should keep 1 junk arm in your list so i'm thinking

-1 junkarm
-1 dual ball
+1-1 SEL

or

-1 junkarm
-2 dual ball
+1-1 SEL
+1 seeker

It is your choice with the junk arms in the end but I think you really need at least 1(even that is stretching it) to stay consistent.

Bwaaaa
 
IMHO, SEL isn't so needed.
There aren't any important Pokémons with 100 or less HP, so 100 damage are probably useless... expecially if you need a Switch and a Seeker to play it (and especially if you play Seeker only for SEL)
Instead, I'd prefer an Umbreon line with 4 Rainbow Energies to beat Magnezone, the MagneBoar deck is now a Tier1 and your matchup against him isn't so favourable.
 
I agree balboa SEL is better played in its own deck like blastigatr so a different tech like laturn prime or umbreon are good options even if they do need their own energy lines, meaning they take up more space than a tech that uses {W} energy.

TLDR: if you just want to run {W} energy use SEL as a tech but if you can find the space for different energy run something like lanturn or umbreon.

Bwaaaa
 
Balboa said:
IMHO, SEL isn't so needed.
There aren't any important Pokémons with 100 or less HP, so 100 damage are probably useless... expecially if you need a Switch and a Seeker to play it (and especially if you play Seeker only for SEL)
Instead, I'd prefer an Umbreon line with 4 Rainbow Energies to beat Magnezone, the MagneBoar deck is now a Tier1 and your matchup against him isn't so favourable.

He isn't needed at all. Just playing with the deck I never get use out of junk arms in this deck. And was curious if it'd be useful at all. But I do like this idea.

bwaaaa said:
I agree balboa SEL is better played in its own deck like blastigatr so a different tech like laturn prime or umbreon are good options even if they do need their own energy lines, meaning they take up more space than a tech that uses {W} energy.

TLDR: if you just want to run {W} energy use SEL as a tech but if you can find the space for different energy run something like lanturn or umbreon.

Bwaaaa

Umbreon is an interesting idea, but trying to get in a 1-1 line and 4 rainbows. Do I drop 4 energys and 1 duel 1 junk?
 
Back
Top