• When creating a thread in the Deck Garage, make sure that you post one deck per thread, you use the correct prefix, you have the set name/card number next to each card, you give a strategy for non-metagame decks, and give translations for all cards not available in English.

    When posting in a thread, be sure to explain all your suggestions thoroughly. Additionally, do not ask for advice in another member's thread.

Tetrakion + GroudonEX

Materious17

Pokemon Geologist
Member
My deck list is pretty tight currently, but Battle Roads is next weekend and my area always sees a ton of Tornadus and now Tornadus EX is bound to show his face along side RaiZekeels and Darkrai variants so I could use some last minute tweaking, giving me a week in advance to play test and raising my chances for my first battle roads to go off without a hitch.

4 Terrakion (NV)
2 Groudon EX (DEX)
Total: 6

12 {F}
Total: 12

4 N
4 PONT
3 Juniper
4 Pokemon Catchers
4 Exp Share
4 Junk Arm
4 Heavy Ball
3 Switch
3 Plus Power
3 Random Receiver
2 Enhanced Hammers
2 Revive
2 Ruins of Alph
Total: 42

Hopefully start with Groudon and go tromping around, building up my Exp Share army of retaliating Terrakions.

I know I could probably use more Ruins of Alph to block everyone's Skyarrow Bridge and to make Tornadus more bearable, but I'm not sure what to remove and not hurt consistency or survivability.
 
Take out a the revives, you can get pokes by your refreshing and also from the heavy balls. and groudons can easily tank 2 pokes, then, the retaliate game comes into effect. If you want more ruins, you can go that route.

-2 revive
+2 ruins
 
Mmm I'll play around without having any revives and see how I like it. I may just end up doing 1 revive and 1 extra ruins. Or maybe I was thinking

-2 Revive

+1 Ruins of Alph
+1 Crushing Hammer

For the extra disruption, and I can always just Catcher around the Tornadus. Not sure how 1 crushing hammer could really be that effective though...

Thoughts?
 
I'm actually thinking that the Rescue Energy could come out, I'd rather have Revives, Rescues can be lost remover-ed, where as Revive is only block by trainer lock, and this deck is auto-loss to trainer lock anyways. Also you can junk arm them like crazy, where as getting a one-of energy that you can't search for and have no other way to get your Pokemon back, Revive is better than Rescue. But I do agree that more Ruins is needed.

-1 Rescue
+1 Ruins of Alph
 
Fair, with all of the Sableye Junk hunt shenanigans I want to run as few special energy as I can.

So the revives stay, I like having them too much anyways, not to sure I want a single crushing hammer, when I eventually would draw it from a refresher and play it, probably flip tails anyways.

Gonna update the OP with the changes I like the best.
 
Tbh, Crushing Hammer is horrible in this format simply because the top two decks (Darkrai/Tornadus and Eels) benefit from discarded Basic Energy (that's all it's used for, other wise use LR and EH)
 
Actually, Crushing Hammer is still great because Dark Patch is single use and Eelekrik can‘t do anything about Crushing Hammer combined with smart Catchering.
 
TheBugManiac said:
Actually, Crushing Hammer is still great because Dark Patch is single use and Eelekrik can‘t do anything about Crushing Hammer combined with smart Catchering.

This guy knows what's up. As much as a darkrai gets up super fast via the dark patch, sending things back only makes life harder for the deck. It is a coin flip, but a junk arm-able coin flip for basic energy loss. Also it can take off any special energies if need be. More choice than just the EH, which decks are now protecting themselves by adding more basic energies than non-basic.

the Revive spot is up to you, as I sometimes run 1-2 and keep them in due to them saving me many o times. If they seem to just be sitting there though, I'd consider them being what I remove firstly and then playtested. Some cards are more necessary than just getting a basic pokemon from the discard (depending on the deck)
 
Alright, I'll keep the revives for the sake of my sanity and that I've played this deck many times to know that a revive plus junk arm'd exp share has given me very close wins.
 
You only have six Pokemon, which means if two are prized, you run the risk of being donked. I don't see anything good coming from no revive.
 
@Emopanda133: Which is another good reason I can add to my list of "Why Revive is one of my favorite cards in the universe for the purposes of this deck"

*edit* On a side note what do you guys think of Black Belt. When my Groudon eventually gets taken out, Black belt could benefit greatly from the potential prize drop. I'm just not sure I want to risk using a Random Receiver expecting a hand refresh and instead I get a situational karate man.

If I did do that it would probably look like:

-1 Plus Power
+1 Black Belt

Thoughts?
 
I'm still unsure if this deck needs Groudon in it although I can see the advantages of having them in there, have you considered Shaymin?
 
It probably doesn't need Groudon, granted Tetrakion as a deck with all of the Tornadus@EX running around isn't doing so well. Terrakion works better as a tech than a deck nowadays.

Ignoring that fact; I like having Groudon in here because he is a cool pokemon. I have considered Shaymin and I'm not a fan, plus getting my hands on nonproxy Shaymin is expensive for my blood.
 
You have to get Mewtwo EX in there what if your going againest a Mewtwo that has 10 energys and is doing 200 then what?
-1 Random Reciever
-1 Revive
-2 Fighting
+2 DCE
+2 Mewtwo EX
hope I helped
 
Dweaver said:
You have to get Mewtwo EX in there what if your going againest a Mewtwo that has 10 energys and is doing 200 then what?
-1 Random Reciever
-1 Revive
-2 Fighting
+2 DCE
+2 Mewtwo EX
hope I helped

Then you retaliate twice and Mewtwo says bye bye and you take a yummy two prizes. Mewtwo is not necessary for this deck to work and truthfully, I would recommend against it because of consistency problems.

Anyway, the decklist looks very solid right now. My only suggestion is to take take out Enhanced Hammer for Lost Remover, but truthfully it doesn't really matter. I might also try to find room for a 4th pluspower due to it being extremely helpful in some situations, but I'm not sure what to take out and Ruins of Alph fixes most of that problem anyway.

Overall, very nice deck.
 
Blah said:
Then you retaliate twice and Mewtwo says bye bye and you take a yummy two prizes. Mewtwo is not necessary for this deck to work and truthfully, I would recommend against it because of consistency problems.

Anyway, the decklist looks very solid right now. My only suggestion is to take take out Enhanced Hammer for Lost Remover, but truthfully it doesn't really matter. I might also try to find room for a 4th pluspower due to it being extremely helpful in some situations, but I'm not sure what to take out and Ruins of Alph fixes most of that problem anyway.

Overall, very nice deck.
The problem with that is what if the Mewtwo has Eviolite
 
Back
Top