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Stage 1s Galore (Donphan/Yanmega/Zoroark)

TehBrownSauce

Gourmet Brown Sauce =3
Member
Name: Stage 1s Galore
Comments: HGSS- ON

TOTAL CARDS: 60

POKEMON: 18
Stage 1: 8
2 : Zoroark, BW-71
3 : Yanmega (Prime), TM-98
3 : Donphan (Prime), GS-107
Basic: 10
2 : Zorua, BW-70
3 : Yanma, TM-84
3 : Phanpy, CL-66
1: Zekrom BW
1: Reshiram BW

TRAINERS: 30
Trainers: 16
4 : Pokemon Communication, BW-99
4 : Pokemon Catcher (currently using Reversal, will switch once it's released)
4 : Junk Arm, TM-87
4 : Pluspower

Supporters: 14
3 : Professor Oak's New Theory, CL-83
3 : Judge, UL-78
4 : Pokemon Collector, GS-97
4 : Copycat, CL-77

ENERGY: 12
Special Energy: 4
4 : Double Colorless Energy, GS-103
Basic Energy: 8
8 : Fighting Energy, BW-110

Okay, so I played Donchamp for a while and it was nice. Turns out I really like Donphan and seeing as Stage 1 Rush did so well in the US Nationals, I figured I would try to re-integrate my peanut-loving pal into what may become a candidate for "BDIF" (the deck as a concept, not mine in particular lol). Now on with the strategy. It really isn't rocket science. The key idea is to swarm your opponent. Keep pumping out stage 1s and bugging your opponent. Ideally you want to have a combination of Yanmegas and Donphans out by T2 or T3 if your hand sucks. Disrupt your opponent and snipe for free once your Yanmegas get going and tank with Donphan's Earthquake until then. Zoroark is there as a counter to...well, a lot of things. You can Foul Play to mimic Magnezone, Reshiram, BadBoar, Zekrom etc. for 1-hit KOs with Special Darks. Take prizes and annoy your opponent for victory.

Obviously the deck needs work... a lot of work. Help is greatly appreciated.

EDIT:
So, I've gone and done some revising. I don't use special darks, rather I rely on Junk Arms and Pluspowers for that job. There are some dragons in here as well. Works a little differently, but gets the job done. Once again, all help is appreciated.
 
RE: Stage 1s Galore

If im not mistaking, (don't take my word on this) but you can't evolve on the turn you play something anymore no matter what, so the candies are useless.

-3 Rare Candy

+2 Copycat
+1 Judge

Copycat is very useful for running mega, and judge gives you even, which also helps with mega. other then that, i'd say this is a pretty solid deck.
 
RE: Stage 1s Galore

-2 Juniper I think with 3 PONTs 3 Judges and 4 Copycats you've got enough hand refresh
-1 Fighting Energy Donphan really only needs 1 to attack so I think 8 would be fine
-3

+3 PlusPower a great card in any deck, easily splashable and comboes well with junk arm, it will net you many KOs if you don't have special darks
+3

Really little changes because I think this deck is really good already.
 
RE: Stage 1s Galore (Needs main Pokemon from deck in title)

The energy count is much too heavy
-3 special dark
-3 fighting
+ 3 pluspower
+ 1 pokemon reversal
+2 pokegear 3.0
This is likely to increase consistency, allowing more hits with Mega
 
Your Energy count is a tad low. The lowest I would go for Basic Fighting Energies is 8 and even then, I find that's lower than I would like in this kind of deck. I suggest taking the PokeGear out for two more Fighting. With how many Draw Supporters this deck has, it's almost impossible to have a dryspell where you don't get one for a while (but is still known to happen from time to time). Additionally, I would just like to suggest that if you're playing this against other Yanmega decks that Manaphy will end up being the better option for you than three Babies (they will be free Prizes for the opponent's Mega). Any other deck that has Tyrogue and goes first will donk you if you start with a single Cleffa/Tyrogue. Just something to consider when running a pretty hefty count of Babies.

dmaster out.
 
I've run a variety of stage 1 decks myself and find that you really don't need to many shuffle draw Supporters, since you're running Yanmega Prime I'd max out the Judge and leave the Copycat as it is and remove the others and I'd also take out the Pokegear's because they just aren't good.

This will give you 6 free spaces, I'd personally put in 2 Dual Ball since you can't rely on always drawing one of the 3 collectors and also sometimes you need so search for basics but also play another Supporter. I'd put in 2 Switch because it's generally very useful for shuffling around your attackers where you need and helping against the opponent's Reversals. Then I'd add in 2 more Fighting Energy, I don't usually like to run too many but since Donphan can't use the DCE's you need to be running some more.
 
donphan yanmega dies to other yanmega variants as earthquake with damage your bench full of basics or baby pokemon, then your opponent's yanmega would get the easy snip kill..


imo, donphan has NO synergy with yanmega other than both being fast and stage 1 cards.

yanmega magnezone tends to work alot better, and you can tech cetain cards like sunflora to constantly have a yanmega prime ready while magnezone sits on your bench
 
I disagree with the inclusion of Switch - Yanmega has free retreat and so does its basic and Cleffa. Only Donphan doesn't and he is a tank and only needs one energy to attack so just leave him active.
 
Yes Yanmega has free restread but neight Donphan nor Zoroark do and you can't really afford to be discarding any energy to retreat, after getting a KO on a Zekrom/Reshiram with Zoroark there's a very good chance whatever they bring in next is not going to be something you want Zoroark to attack, Switch is good for getting the Zoroark out to bring in the Donphan or Yanmega.

Also when you are tanking with Donphan and they bring out something you don't want to be attacking with it, things like Reshiram, Emboar and high HP waters that will 1 hit KO you but where Zoroark would do well.

Then once Pokemon Catcher is released running at least 1 Switch in any deck (assuming you're running multiple Junk Arm) becomes mandatory.
 
How many times have you had Zoroark still alive on your next turn to retreat him anyway? Donphan I could see surviving the opponent's next turn, but Zoroark usually gets one shotted right back.
 
I would try to fit in a Defender or 2 so that you could drop one on Yanmega so it doesn't get OHKO by Reshiram. Also, maybe a Ruins of Alph? It helps against all the other Yanmegas out there.

I would take out an Oak/Juniper and maybe either a Junk Arm or Communication/Reversal. You don't run a ton of trainer-items, so 3 Junk Arms could be too many.
 
15 Supporters is a little bit overkill, they become dead draws when you have already played one, or have more than one in your hand.

-2 Professor Juniper
+1 Junk Arm
+1 Pluspower (kill those Magnezones)

DCE is useless on everything in this deck but Zoroark, you should either use other attackers that utilize DCE, or cut the amount down to two or three.

-2 DCE
+1 Fighting Energy
+1 Collector (you really need one of these in your opening hand)
OR
-2 Pokegear
-2 Cleffa
+1 Collector
+1 Zekrom
+1 Reshiram
+1 Bouffalant

It couldn't hurt to play a Ruins of Alph, in case you are having difficulties with a Yanmega, or Crobat or something, just Junk Arm it if you are playing Magnezone or ZPS or something like that.

-1 PONT
+1 Ruins of Alph.
 
I've been playing a straight stage one deck for a bit and I found that 4 communications are not so hot. You run 4 junk arms so even if you need one you can probably get it later on. I would dump a poke/comm and add whatever you think would work better. From my experience 3 is often more than enough in a stage 1 setup with junk arm but good insurance.
 
Cuthbert said:
I've been playing a straight stage one deck for a bit and I found that 4 communications are not so hot. You run 4 junk arms so even if you need one you can probably get it later on. I would dump a poke/comm and add whatever you think would work better. From my experience 3 is often more than enough in a stage 1 setup with junk arm but good insurance.

Hmmm? Could you vaguely describe the situations in which Pokemon Communication becomes "not so hot" for you. Sorry, I really don't mean to pry, it's just that my deck usually finds a use for those communications whether it be assistance in getting out one of the many stage ones in this deck or junk arm fodder for a pluspower or something of that situational nature.
 
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