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Sharpedo Slowking Lock for Cities

iisnumber12

Team UN (White)
Member
Okay, as you can see I won regionals with magneboar. This, in my opinion, was a unique deck. I now noticed that if you play different you will do good. So, I am working with a unique deck that I might play for cities. This deck is handlock (I still need suggestions on the name). The strategy is to use Mew to lost zone Sharpedo then use Strip Bare. With the aid of victini you have a 75% chance of discarding there entire hand. Then, you use slowking to reorder there top 3 ards like this: Good, bad, good. You chose this order so you can use Mime Jr./Durant to lost zone/discard their top card. So far the problems I see this deck has are Cleffa and Magnezone. I need some suggestions on how to make this deck.
Here is a list I would like to try:
4 Mew Prime
2 Sharpedo
3 Mime Jr.
2 Victini (Fliptini)
1 Muk
1 Smoochum
2 Cobalion
2-2 Slowking

4 Psychic
4 Sp. Metal
4 Dark (Basic)
4 Rainbow

4 Pokemon Collector
3 Pokemon Communication
4 PONT
3 N
3 Pokemon Catcher
4 Twins
2 Lost World
1 Switch
1 Junk Arm

My ears are open to all suggestions so post your ideas.
 
RE: Handlock for cities

First off, with Sharpedo you have to flip two coins and get them both heads, which means the chance of it working is closer to 43%. Also, I'm not sure how useful LZing Sharpedo is because its a stage 1 with 1 energy to attack so it should be easy enough to use t2 anyway, and if you dump the Mew you can run a better starter. Also, I'm not really sure what Cobalion is there for, if you get the t2 hand destruction Cinccino would be better to clean it up and if you don't then Cobalion will struggle as your solo attacker. I think Cincinno might work a bit better as an attacker, especially if you keep Mew because then Mew can become an effective attacker too. Correct me if I'm wrong on how to use it though. Also, maybe include some Judge and possibly Pokegear? A t1 Judge could slow your opponent enough to cause your opponent to spend a turn or two setting up, giving you more chance to hit the double heads. Just a few suggestions.
 
RE: Handlock for cities

Dark Void said:
First off, with Sharpedo you have to flip two coins and get them both heads, which means the chance of it working is closer to 43%. Also, I'm not sure how useful LZing Sharpedo is because its a stage 1 with 1 energy to attack so it should be easy enough to use t2 anyway, and if you dump the Mew you can run a better starter. Also, I'm not really sure what Cobalion is there for, if you get the t2 hand destruction Cinccino would be better to clean it up and if you don't then Cobalion will struggle as your solo attacker. I think Cincinno might work a bit better as an attacker, especially if you keep Mew because then Mew can become an effective attacker too. Correct me if I'm wrong on how to use it though. Also, maybe include some Judge and possibly Pokegear? A t1 Judge could slow your opponent enough to cause your opponent to spend a turn or two setting up, giving you more chance to hit the double heads. Just a few suggestions.

First off, I messed up the statistic and forgot to change it. Second, I feel mew is better than carvahna because you are almost always going to get the turn two strip bare (not double heads) and with carvahna you need to get sharpedo. I chose to use cobalion over cinccino because it kills kyurem, donphan, vaniluxe, and trainerlock/reuniclus. you can lz cinccino, but setting it up while mimeing is easier. The idea of this deck is to lost zone there resources instead of just killing stuff with cinccino.
 
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