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Alt. Format Teenage Lava Ninja Turtles - Post Rotation Turtonator/Magcargo Deck

jo94

Gen 3 lover
Member
Hi everyone, here I am again with another post rotation deck list (I'm going to post all of them). This time is the big turtle's turn, with some ninja tricks to help him doing his stuff. Here it is the list:

Pokemon (15)
3 Turtonator GX (GUR)
4 Slugma (THS)
2 Magcargo (CHR)
Magcargo – Fire – HP90
Stage 1 – Evolves from Slugma

Ability: Smooth Over
Once during your turn (before your attack), you may search your deck for a card. Shuffle your deck, then place that card on top.

[R][C][C] Searing Shot: 50 damage.

Weakness: Water (x2)
Resistance: none
Retreat: 3
2 Magcargo GX (THS)
Magcargo-GX – Fire – HP210
Stage 1 – Evolves from Slugma

Ability: Crush Charge
Once during your turn (before your attack), you may discard the top card from your deck. If that card is a basic Energy card, attach it to 1 of your Pokemon.

[R][R][C] Lava Flow: 50+ damage. You may discard any number of basic Energy cards from this Pokemon. This attack does 50 more damage for each card discarded in this way.

[R] Magma Burn GX: Discard the top 5 cards from your opponent’s deck. (You can’t use more than 1 GX attack in a game.)

When 1 of your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Water (x2)
Resistance: none
Retreat: 3
1 Victini * (DRS)
Victini Prism Star – Fire – HP90
Basic Pokemon

You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star card would go to the discard pile, put it in the Lost Zone instead.

[R][R] Infinity: 20x damage. This attack does 20 damage times the number of basic Energy cards in your discard pile. Then, shuffle those cards into your deck.

Weakness: Water (x2)
Resistance: none
Retreat: 1
1 Oranguru (SM)
2 Tapu Lele (GUR)


Trainer Cards (30)
1 Kiawe
4 Guzma
4 Cynthia
3 Sightseer
Sightseer – Trainer
Supporter

Draw cards from your deck until you have 5 cards in your hand. Before drawing, you may discard any number of cards from your hand.

You may play only 1 Supporter card during your turn (before your attack).
1 Lillie
2 Switch
3 Choice Band
3 Minor Ball
4 Ultra Ball
2 Field Blower
1 Rescue Stretcher
2 Energy Recycle System
Energy Recycle System

Trainer - Item

Either put 1 basic Energy card from your discard pile into your hand or shuffle 3 basic Energy cards from your discard pile into your deck.

Energy Cards (15)
15 Fire Energy

Deck Strategy
The strategy is pretty straight and simple, putting one of each tipe of magcargo on the bench and turtonator in the active.
Each turn attach from hand and with the non-gx magcargo put energy on topdeck, then attach to turtonator with magcargo gx's ability,
thus you can spam bright flame each turn (190 with CB). When you really need you can load energies onto magcargo gx and hit
for 230 (with CB) and one shot anything. Victini is useful as a late game attacker and to recover energies (as well as turtonator's gx).
Use kiawe early game to put pression.
 
So, I definitely did not notice that Turtonator GX would be an awesome partner for Magcargo GX and Magcargo. I really like what you've done with the list.

Now, Victini definitely helps Magcargo GX hit more energy attachments late game, and especially sightseer, too. I'm wondering if Zebestrika is a worthwhile addition over Oranguru, especially since it also has the potential to act as a Sight Seer in these late game scenarios. Just a thought.

I might increase Magcargo GX line to 3 to make sure that you get multiple out early, so then you can try to get multiple Crush Charge attachments and setup more than 1 Turtonator GX a turn. I might even just switch out the 3rd Turtonator GX for the 3rd Magcargo GX, especially since you play with Rescue Stretcher.

Love the deck idea and think I might play with it when the cards become available!
 
I would personally rather run Mallow than the non-GX Magcargo. Doing so frees up your bench space and makes your Magcargo GX more consistent in set up. I would also run Zoroark GX to fill the discard pile with energy faster for Victini Prism Star as well as giving you the ability to play its ability with Mallow to search 2 cards if you have enough energy, and just so that you have ability draw in general.

I would also run some Ho-oh GX since hitting for 210 damage with Choice Band is probably going to be necessary to handle Stage 1 Pokemon upcoming. 190 covers basic GXs but 210 covers Stage 1s.

I would also like to mention that Magcargo GX makes Ho-oh's GX attack actually not crap anymore. You can skip Slugma entirely and have 3 Magcargo GX on the bench just like that with Eternal Flame GX. It's just a back up strategy in case you don't need Turtonator's GX attack throughout the game.

We're definitely going to need a good fire deck with Stakataka GX coming out, and I think Magcargo GX is currently the closest thing we have to making Ho-oh/Turtonator more useable and not rely on Kiawe.

 
I might increase Magcargo GX line to 3 to make sure that you get multiple out early, so then you can try to get multiple Crush Charge attachments and setup more than 1 Turtonator GX a turn. I might even just switch out the 3rd Turtonator GX for the 3rd Magcargo GX, especially since you play with Rescue Stretcher.

working with this list was hhard, space is so tight. I'm pretty sure everything I've put in the deck is useful, but as you said I also complain about the magcargo line, since i really need to hit one of both, maybe a 4-3-3 line is needed. I could remove an energy and a field blower maybe.


I would personally rather run Mallow than the non-GX Magcargo. Doing so frees up your bench space and makes your Magcargo GX more consistent in set up. I would also run Zoroark GX to fill the discard pile with energy faster for Victini Prism Star as well as giving you the ability to play its ability with Mallow to search 2 cards if you have enough energy, and just so that you have ability draw in general.

I would also run some Ho-oh GX since hitting for 210 damage with Choice Band is probably going to be necessary to handle Stage 1 Pokemon upcoming. 190 covers basic GXs but 210 covers Stage 1s.

Your idea is nice, but seems clunkier than mine to me, since is hard to hit every turn a mallow (even with pal pads), also you run two different stages 1 (in a format without bridgette) and the strategy of the deck is to relay on turtonator rather than victini (that is just a tech). Bench space is relly free, since all you need is 2 magcargos (1 gx and 1 non gx) and turtonator on the active. To cope with big stage 1s you have magcargo gx, 3 energies = 230 with CB, so you don't really need ho-oh.
 
The whole Ho-oh GX thing is kind of pointless, agreed, but running 2 different Stage 1 lines is not a non-option just because we no longer have Brigette. Pokemon Fan Club is no Brigette replacement, but between Pokemon Fan Club and Nest Ball, it's not that impossible to get things set up, in my opinion. I admittedly have a huge fixation on Zoroark GX since I personally believe it's a game changing ability in a format with no Sycamore.

In my head I was thinking that you would need 2 of each Magcargo in play so that you could attach two energy per turn via abilities just in case you don't have the energy in hand to attach for turn, though I guess you really could just rely on attaching 1 from ability and 1 from hand.

If we're going to make everything more Pokemon-based, I think at least 1 copy of Alolan Vulpix is in order to make sure things can be searched out, and if we're going with a 4/3/3 spread, I think Ditto Prism Star is also something that needs to be added to the list so that we can have a pseudo 5/3/3 to make the Magcargos more accessable (as well as Zoroark GX). Pokemon Fan Club into Alolan Vulpix + Anything and then Beacon for 2 more Pokemon is a very effective strategy, in my opinion. This deck doesn't have a very good attack for turn option for the early game anyway, so Alolan Vulpix is a great choice in my opinion.

This is a very different approach than your list, so please bear with me:

Pokemon x20

Magcargo GX x3
Magcargo x3
Slugma x4
Ditto Prism Star x1
Turtonator GX x3
Tapu Lele GX x3
Victini Prism Star x1
Alolan Vulpix x2

Supporter x13

Cynthia x4
Sightseer x4
Guzma x3
Pokemon Fan Club x2

Item x12

Ultra Ball x4
Choice Band x4
Switch x3
Energy Recycler x1

Energy x15

Fire Energy x15

My gameplan with this would basically be the following:

T1: Open with Alolan Vulpix, Turtonator GX, Slugma, Ditto Prism Star, or Zorua (just not Lele or Victini hopefully). Ultra Ball -> Lele, Pokemon Fan Club to make sure you have Alolan Vulpix in play and, depending on match up, focus on Slugma or Turtonator GX to have your attach for turn go on. You should have 3 or 4 Pokemon in play by the end of this turn. 3 if you didn't need Lele, 4 if you did need Lele.

T2: Beacon for the rest of your set up (Will likely need Switch to get into the active). Regardless of how you opened, you should have no less than 5 Pokemon in play (6 including Lele). These Pokemon should be Alolan Vulpix, Turtonator GX, Slugma, Slugma, Slugma, Tapu Lele GX. Assuming you naturally drew into your Stage 1s or some Ultra Balls, on this turn you would likely have at least a Magcargo GX or regular Magcargo. You want 3 Slugma or 2 Slugma & Ditto Prism Star in play so that if either of your Magcargos get shut down, you can evolve ASAP.

T3: Beacon for any missing Stage 1s to complete your set up, and turn 3 is the latest that you should have 3 energy on a Magcargo GX or a Turtonator GX to switch/guzma into the active to start attacking.

Looking at how the first 3 turns should go for this deck, it really just doesn't have room for Zoroark GX, unfortunately, so despite talking about it, it just doesn't actually work in application. 4 copies of Sightseer should hopefully see the deck through in terms of draw power.

I am not a fan of Kiawe and never will be since playing Kiawe on T1 ultimately just slows down your whole set up by 1 turn, and there's usually nothing worth blasting for 160 damage with Turtonator GX on turn 1 anyway. Doing this against any Ultra Beast deck just gives your opponent access to Beast Ring on Turn 2 and that's not something this deck can keep up with, especially if we're talking UNGX. If you're not up against a UB deck, you'll end up blasting a basic evolution Pokemon for a pointless 1 prize take and still need to KO 3 GXs anyway.

This is still just a concept, by the way. I'm not saying this is a finalized or perfect list by any means.
 
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