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Samurgatr

Would you use this deck?

  • Yes, for sure!

    Votes: 0 0.0%

  • Total voters
    7

rebelslaxr14

Aspiring Trainer
Member
Here is my deck,

3 Samurott (the one with the ability)
2 Dewott (#30)
4 Oshawott (#28)
2 Feraligatr prime
1 Croconaw
2 Totodile
2 Zoroark
2 Zorua
3 Mantine
4 Dual ball
4 Rare candy
3 Pokemon communication
3 PONT
3 Interviewer's questions
2 Junk arm
2 Pro. Juniper
2 PlusPower
1 Copycat
1 Pokemon Collector
1 Energy Retrieval

{W} 14

I am trying to catch my deck up with the new rotation and this is my first shot. If anyone has any ideas on what to take out or add to this, please feel free to comment. :D

My strategy is to have Feraligatr to be able to drop as much energy as I want.Then start powering up Samurott. If they bring up Zekrom I will use the Zoroark+PlusPower to OHKO it and by then hopefully have another Samurott built up to finish the game.
 
RE: Samurgatr (Needs division in thread title)

well to start off I would remove 1 dewott because you have 3 rare candy so:
-1 dewott
I would also add in 1 more rare candy to ensure you get one when you need it so:
+ 1 rare candy
I would take out the 2-2 golduck because in my opinion, it doesn't help much. so:
-2-2 golduck
Also take out,
-2 pokeball
-1 vs seeker (it's rotated out)
-1 emcee's chatter (doesn't help)
-1 judge (you have enough drawpower now)
I would add in:
+1 pokemon communication
+3 professor oak's theory
+1-0-1 samurott (it would help to start with it more)
+3 junk arm

These changes will ensure that you get a good hand consistently and that you have a higher chance of starting with oshawott. You could also take out 2 copycat for 2 cleffa if you want, depending on your playstyle.
 
RE: Samurgatr (Needs division in thread title)

You need to add a Strategy to the decklist in the first post.

dmaster out.
 
RE: Samurgatr (Needs division in thread title)

i was thinking that I would replace the golduck and psyduck with Mantine so I can use its Group Swim attack to get the game moving faster. Good idea?
 
-1 Interviewer's Questions 3 is excessive
-2 Poke Ball too flippy to be reliable
-2 Copycat you aren't running yanmega prime so this card is too unreliable to be worth the space
-1 Vs. Seeker illegal in the HGSS-On format
-1 Judge as you aren't running yanmega, this'd hurt you as often as help you
-1 Emcee's Chatter there are better options than this
-8

+1 Rare Candy when running two stage 2 lines 4 of these is a must
+1 Pokemon Communication this is such a helpful card any deck with evolutions must run 4
+2 PONT without any hand refresh other than this and Juniper I think more is good
+4 Junk Arm the ability to reuse your numerous trainers is very good.
 
Dark Void said:
-1 Interviewer's Questions 3 is excessive
-2 Poke Ball too flippy to be reliable
-2 Copycat you aren't running yanmega prime so this card is too unreliable to be worth the space
-1 Vs. Seeker illegal in the HGSS-On format
-1 Judge as you aren't running yanmega, this'd hurt you as often as help you
-1 Emcee's Chatter there are better options than this
-8

+1 Rare Candy when running two stage 2 lines 4 of these is a must
+1 Pokemon Communication this is such a helpful card any deck with evolutions must run 4
+2 PONT without any hand refresh other than this and Juniper I think more is good
+4 Junk Arm the ability to reuse your numerous trainers is very good.

I made most of the changes, but im not sure about the junk arm. I see the potential but I have a hard time discarding two cards for it. What happens if you dont have any cards in your hand? Can you not play Junk arm>
 
You can't use it if you can't discard. However, with PONT and Juniper you can easily get your hand back. Plus, you can use it to discard stuff that you don't need med to endgame, like collector or dual ball or extra feraligatr or something.
 
Dark Void said:
You can't use it if you can't discard. However, with PONT and Juniper you can easily get your hand back. Plus, you can use it to discard stuff that you don't need med to endgame, like collector or dual ball or extra feraligatr or something.
[/quote/]

Ok, i see its potential now. But what do i get rid of to make room for 4 of them?
 
One thing I noticed, is you have a 3-2-4 gatr line. Three basics and four stage twos. Either take out a gatr (not the prime one) or add in another totodile. Other then that, pretty solid deck.
 
pokemaster563 said:
One thing I noticed, is you have a 3-2-4 gatr line. Three basics and four stage twos. Either take out a gatr (not the prime one) or add in another totodile. Other then that, pretty solid deck.

So Drop a reg Gatr and add a Totodile?
 
I was thinking of a counter for Zekrom, and the best thing i could come up with is Donphan. My biggest problem is what to take out and how many Phanphy and Donphan prime to add. Please help!
 
I'd change samurott to a 3-2-3 line and feraligatr to a 2-1-2 line (non-primes not really needed) for a 2-2 line of zoroark and change the energy to 12 water 3-4 DCE because DCE also helps power up Samurott with less energy if you can't get feraligatr out. Donphan would be tricky to incorporate due to you needing rainbow/fighting energy, although it could be done.
 
Dark Void said:
I'd change samurott to a 3-2-3 line and feraligatr to a 2-1-2 line (non-primes not really needed) for a 2-2 line of zoroark and change the energy to 12 water 3-4 DCE because DCE also helps power up Samurott with less energy if you can't get feraligatr out. Donphan would be tricky to incorporate due to you needing rainbow/fighting energy, although it could be done.

I agree with with dropping the two reg Feraligatrs. But if i add the Zoroark, it still doesn't take care of Zekrom. I can'y OHKO it. And assuming that most people have more than one Zekrom in their deck, my Zoroark would only last one turn.
 
You can just use Zoroark to revenge kill Zekroms that already have damage on them. ZPS decks can't keep charging Zekroms very fast, if you can eliminate the first 1-2 in a turn each the opponent will slow down and you will have a chance. Of course, that's partial theorymoning. Non-ZPS decks with a Zekrom tech can be easily handled just with a Zoroark, no trouble.
 
Dark Void said:
You can just use Zoroark to revenge kill Zekroms that already have damage on them. ZPS decks can't keep charging Zekroms very fast, if you can eliminate the first 1-2 in a turn each the opponent will slow down and you will have a chance. Of course, that's partial theorymoning. Non-ZPS decks with a Zekrom tech can be easily handled just with a Zoroark, no trouble.

Add a few plus powers just in case?
 
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