3-3 Yanmega Prime (TR)
3-3 Zoroark (BW)
3-3 Cinccino (BW--worth noting that the minc is EP)
1 Smeargle (UD)
19 pokemon
4 Pokemon Collector
3 Copycat
2 Judge
3 Professor Juniper
4 Pokemon Catcher
4 Pokemon Communication
3 Junk Arm
4 Pluspower
2 Switch
2 Pokegear 3.0
31 T/S/S
4 Double Colourless Energy
2 Rescue Energy
4 Special Darkness Energy
10 Energy
Strategy
So, I'm new to the TCG, but modifying a few of the standard-looking Stage 1 decks (especially that feature these 3 pokemon) based on what the metagame looks like to me has led me to this deck.
I'll mention as an early side note, since this is only for early game, that this deck obviously loves the opportunity to get the donk, and only misses it on coin flips.
Now then, aside from the obvious "set up Cinccino asap and use it to beat down everything", I think I'll explain why my choices varied from what might be standard (from what I can tell, more Yanmega Primes, fewer cinccinos, occasionally fewer zoroark). Aside from wanting a shockingly high donk chance, this set is all about the damage. Maxing out on Cinccino lets me nearly guarantee turn 2 swings with its strongest attack, which I want to use as often as reasonable, despite how fragile Cinc is. Zoroark is left at 3 while Yanmega is decreased from the usual amount: this is for legend-heavy decks; with no Donphan to get in the way and use up my energy slots, attaching a special dark energy or two is a reasonable expectation for one-shotting reshiram with its own attack after dragging it onto the field in case I'm fighting ReshiBoar. But, that doesn't make me shy up on the pluspowers, to account for all possibilities. Yanmega is good for early game basic killers, but I don't want to count on it too much for damage; the decrease in yanmega is also what left me with a low count of judge and copycat. If I rely less on yanmega, I can rely less on hand-eveners. Most of the other trainers should be pretty self-explanatory.
Concerns
I've tested this deck a bit and it does well, but if anyone thinks the energy count is too low (due to the low count of yanmegas, perhaps), I'd be up for trading out trainers for 2 more rescue energies. Also, any recompositions of trainer cards that would result in a higher count of pokegear 3.0 would be highly appreciated (I'm new to this meta but not to TCGs in general--more deck thinning means more consistency, in everything I've ever played), but only if you really think the recomposition is better.
If you're going to suggest I add more yanmegas (swap a 1-1 of something else out for a 1-1 of yanmega? Currently, I admit I'm pretty weak to fighting types, and adding more yanmegas would help, if deemed necessary), then I'd also appreciate suggestions for how to rebalance the trainers I have (I will want more cards to even out hands).
When making any other suggestions for this deck, assume that I have access to 4 of every card in Modified.
Thanks!
EDIT: I swapped a cinc line for a yanmega line and swapped tyrogue for smeargle (for set up in case of fail, and to make them not get the donk).
3-3 Zoroark (BW)
3-3 Cinccino (BW--worth noting that the minc is EP)
1 Smeargle (UD)
19 pokemon
4 Pokemon Collector
3 Copycat
2 Judge
3 Professor Juniper
4 Pokemon Catcher
4 Pokemon Communication
3 Junk Arm
4 Pluspower
2 Switch
2 Pokegear 3.0
31 T/S/S
4 Double Colourless Energy
2 Rescue Energy
4 Special Darkness Energy
10 Energy
Strategy
So, I'm new to the TCG, but modifying a few of the standard-looking Stage 1 decks (especially that feature these 3 pokemon) based on what the metagame looks like to me has led me to this deck.
I'll mention as an early side note, since this is only for early game, that this deck obviously loves the opportunity to get the donk, and only misses it on coin flips.
Now then, aside from the obvious "set up Cinccino asap and use it to beat down everything", I think I'll explain why my choices varied from what might be standard (from what I can tell, more Yanmega Primes, fewer cinccinos, occasionally fewer zoroark). Aside from wanting a shockingly high donk chance, this set is all about the damage. Maxing out on Cinccino lets me nearly guarantee turn 2 swings with its strongest attack, which I want to use as often as reasonable, despite how fragile Cinc is. Zoroark is left at 3 while Yanmega is decreased from the usual amount: this is for legend-heavy decks; with no Donphan to get in the way and use up my energy slots, attaching a special dark energy or two is a reasonable expectation for one-shotting reshiram with its own attack after dragging it onto the field in case I'm fighting ReshiBoar. But, that doesn't make me shy up on the pluspowers, to account for all possibilities. Yanmega is good for early game basic killers, but I don't want to count on it too much for damage; the decrease in yanmega is also what left me with a low count of judge and copycat. If I rely less on yanmega, I can rely less on hand-eveners. Most of the other trainers should be pretty self-explanatory.
Concerns
I've tested this deck a bit and it does well, but if anyone thinks the energy count is too low (due to the low count of yanmegas, perhaps), I'd be up for trading out trainers for 2 more rescue energies. Also, any recompositions of trainer cards that would result in a higher count of pokegear 3.0 would be highly appreciated (I'm new to this meta but not to TCGs in general--more deck thinning means more consistency, in everything I've ever played), but only if you really think the recomposition is better.
If you're going to suggest I add more yanmegas (swap a 1-1 of something else out for a 1-1 of yanmega? Currently, I admit I'm pretty weak to fighting types, and adding more yanmegas would help, if deemed necessary), then I'd also appreciate suggestions for how to rebalance the trainers I have (I will want more cards to even out hands).
When making any other suggestions for this deck, assume that I have access to 4 of every card in Modified.
Thanks!
EDIT: I swapped a cinc line for a yanmega line and swapped tyrogue for smeargle (for set up in case of fail, and to make them not get the donk).