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Speed Durant

Captain Oats

I'm worse than you at TCG.
Member
Pokemon: 5
4 Durant NV
1 Rotom UD

T/S: 44
4 Collector
4 Juniper
4 Twins
4 Eviolite
4 PokeGear 3.0
4 Revive
4 Dual Ball
4 Junk Arm
2 FSL
2 Lost Remover
2 Crushing Hammer
2 Catcher
2 Defender
1 Alph Litho 4
1 Switch

Energy: 11
4x Sp. Metal
7x Metal

Strategy:
Swarm Durants through collector/revive/etc to mill your opponent's deck with Devour. Rotom + Alph to unprize Durants. Stall/tank with eviolites/crushing hammer/catcher/etc.
 
Sounds solid, though I'd try to work in 4 defenders. Maybe take out 2 dual ball, and 2 FSL. You can just junk arm/revive as necessary to get durants back, and ideally, you never want 3 in the discard pile anyways, so FSL is kinda dead draw IMO. Defender just helps to keep durant 2-shotable instead of 1 shot. Every turn counts.
 
fsl gives hims way if he gets trainer locked

switch is useless though

also rescue energies wouldnt be a bad idea
 
Spidy Freakshow said:
fsl gives hims way if he gets trainer locked and lets me refuel my deck with energies against the mirror

switch is useless though it's actually quite useful. If you start Rotom you have to get him out of the active for a T1 devour, and it lets you get past a stalling catcher

also rescue energies wouldn't be a bad idea I don't like rescues in this deck, 2 energies for 1 Durant just doesn't work out in actual play experience

bigbija said:
If you are worried enough about trainerlock to put in FSL then bellsprout is a must because catcher becomes useless. If you were to work in the defenders, which may not work in your list since it revolves around speed, I would do this:

-1 Switch
-1 Alph Lithograph
-2 Pokegear 3.0

+4 Defender
Pokegear needs to be maxed for a T1 devour, 1 switch/alph might work though.

If your worried about trainer lock or there's a lot of it in your area use bellsprout.

-1 Twins

+1 Bellsprout

I'm not that worried about it really. Gothitelle already runs switch to get around this and Vileplume relies on sages/twins to get out their attackers after they lock, so they are going to have to mill through their deck to get something out to ohko me. Also, 4 twins is a staple.

Defender helps Durant a lot but you are going for speed so I don't think it fits.Bellsprout in this list really cripples trainerlock because the lists are so tight and play the minimal amount of energy and can't waist it on retreating a vileplume or reuniclus. Tech it in and try it, it really helps. Hope this helps!

Edited the OP.
 
My buddy runs a similar deck. He added archeops in it so if you can get that out t.2 - t.5 your oppenent is pretty screwed. He also ran 2 rotoms along with alpholitho so he could switch off more than 1 card along with look at his prizes again without needing to use a junk arm. Also you might want to think about taking out 2 metal energies for 2 rainbow energies for rotom if you get stuck with him. He also hurts really bad if you run a deck that uses a lot of energies.
 
Well, if it's only 2% then I have the worst of luck. I ran a deck almost exactly like this one and started lone Rotom about 2 times out of 5 matches. Awesome deck by the way!
 
bigbija said:
Archeops is an interesting idea, but, sadly, it would slow down the deck tremendously. Durant decks are only meant to disrupt and mill their opponent's deck, not lock them. I wish it could work but don't think it will. I may try it to see if I can get it to work. Also, rainbow energy in this deck is a bad idea. The chance of starting lone Rotom is about 2% which makes it the rarest of chances. You need at least 10 energy in this deck and I, personally, as well find 11 to be a good amount. If you ever get lone Rotom your strategy is still to get 4 Durant out and hopefully get a switch and mill T1. If not you'll just be behind a turn, but, a 2% chance will not change my decision to waste 2 spots in my deck on rainbows.

While yes it would seem archeops would slow down the deck but why? If you have a collector with durant start you are already set up first turn! Why not add in archeops so it gives you something to aim for while burning their deck. To tell the truth it really dosent slow it down and i dont know why people say it does o_O I can get completely set up with 4 durants 1 rotom 1 archeops on 3rd turn usually.

Okay so here is what I have compiled up so far of how the deck could be tweaked along with adding in an almost unbeatable lock.

- 3 metal
- 1 switch
- 4 dual ball
-1 twins
-1 fsl
-1 junk arm
-2 juniper

+ 4-2-2 (3-2-2 could also be used and you can keep the switch if so) archeops
+ 2 rainbow energy (for either archeops if needed to attack or rotom)
+ 2 N (a pont for you and a screw over for you oppenent if they have 3 or less prizes)


I really do think you should at least try archeops it isnt bad and it still keeps a quick set up for the deck. It also will give you an almost auto win if you can get him within the for 3 turns of the game.
 
Archeops slows this deck down because it cuts recovery, draw support and consistency. Look at everything you took out. Those are key cards for getting out your Durants and keeping them going, all for a tech you don't need. Archeops is just unnecessary and takes up absolutely way too much space.

Rainbow is bad in this deck because that 10damage is huge with such a frail attacker (Durant), and you have to mill every turn so you could be forced to lay this down.

I don't like N. Most players keep a big hand against durant then PONT/Judge/Copycat/N it all back in to refuel their deck, you playing N or Judge just helps them. Drawpower outclasses hand refresh in Durant.
 
The only thing that i took out that so much might be key cards are dual balls. That is at best a chance card. You dont need 11 metal energies you only have 4 durants and at max you should use 8 but thats if you attacking. If you are going for a super strong durant is still leaves you room to set up the other 4. And the other thing would be juniper sense it renews your hand and helps you get crap out of the way. This is like using your deck on urself if you keep 4 in there. Thats the equivelant of discard lets say 24 cards if not more sense this deck keeps a large hand. And rainbow is great for this deck even tho it does 10 damage it keeps rotom to be allowed to do something and not sit up front and get face rolled. While yes i do agree about the N comment but i usually keep a low bench/hand when playing durant because i know how it is run.


And archeops takes up at max 8 cards. That isnt much exspecially if you play this deck correctly. The way i have mine set up it runs nice and smoothely with archeops. T.2 archeops usually with 4 durants atleast 2 evioleted and either 2 special metal on defending or 1 on him and another benched. I never run into any trouble with bad set ups. And while yes archeops is NOT REQUIRED it is sure as heck useful and feels like it makes the deck almost unstopable due to the fact of now you cant attack me with a main attacker because i have a lock on you.
 
Dual Ball is a staple, not "at best a chance card". 8 energy is too low, even with twins to search out the energy when you need it. Durant doesn't keep a big hand, you can play your hand down very fast to 1-3 cards you won't need for the matchup and Juniper gives you a new hand to work with. You don't just discard 24 cards because you use Juniper, almost everything in this deck is a trainer, so just play your hand out. Rainbow is bad for this deck, that 10 damage is huge, and you don't want to use Rotom to attack. I'm not running archeops. It isn't worth it and is bad.
 
No need to call a card bad because you displease of it. But okay if it works for you thats all that matters :p

Also question :/ how does this deck work out. Does it have a lot of moleagains? Itlooks like it would.
 
Archeops really is a bad card just because of the new fossil system, it's too hard and too unreliable to get it out and just slows down a deck that is focused around pumping out basics non stop throughout the game.

And yeah, there can be a few mulligans at times, but it doesn't matter really. Your opponent will either take a card which actually helps you, or they will know not to since they are playing Durant and just let you keep going til you get a basic.
 
I would do this for consistency and speed:
-2 Defender
-1 Twins
-1 Lost Remover
-1 Crushing Hammer
-1 Revive
-4 Juniper
+4 Xtranciever
+2 Alph 4
+4 PONT
PONT is better than juniper to conserve your resources and 3-4 Alphs is important to win if Durant is prized and Xtranciever gets you a T1 collector better than Pokegear
 
Literally none of those suggestions add consistency or speed. Juniper > PONT and pokegear > xtransceiver. You don't need 3 or god forbid even 4 alphs.
 
bigbija said:
Archeops is an interesting idea, but, sadly, it would slow down the deck tremendously. Durant decks are only meant to disrupt and mill their opponent's deck, not lock them. I wish it could work but don't think it will. I may try it to see if I can get it to work. Also, rainbow energy in this deck is a bad idea. The chance of starting lone Rotom is about 2% which makes it the rarest of chances. You need at least 10 energy in this deck and I, personally, as well find 11 to be a good amount. If you ever get lone Rotom your strategy is still to get 4 Durant out and hopefully get a switch and mill T1. If not you'll just be behind a turn, but, a 2% chance will not change my decision to waste 2 spots in my deck on rainbows.

Lolwut? Where did you get 2% from? You have 5 basics in the deck, so assuming you only start with 1 basic (which most of the time you will), you have a 1 in 5 (20%) chance of starting with it.
 
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