THE Durant thread: Durant NV.

Except it can also be used if you have a Rotom and need a Durant to get out Durant. And it's not like you'd use 4. Or 3.
 
glaceon said:
Except it can also be used if you have a Rotom and need a Durant to get out Durant.

Can you rephrase that? I'm having a hard time understanding what you mean.
 
glaceon said:
Except it can also be used if you have a Rotom and need a Durant to get out Durant. And it's not like you'd use 4. Or 3.
Bleh. You have a better chance of getting the Pokemon you need with Poke Ball. Dual Ball works better for what you listed, and outside of that there isn't much you need to search for. Running a 2-4 Weavile line would make more sense than running 2-2 with 2 Communication.
 
2-4? That makes 2 Weavile useless. Using Communication is better because it can be used in different situations, while Weavile cannot.

Gliscor said:
Can you rephrase that? I'm having a hard time understanding what you mean.


Ok. The player has a Rotom, and needs a Durant. Then they use Communication to get the Durant.
 
glaceon said:
2-4? That makes 2 Weavile useless. Using Communication is better because it can be used in different situations, while Weavile cannot.

You're much more likely to draw into a Weavile by running a 2-4 line than getting Communication and some Pokemon you don't need.
 
But if you can't ever actually play the Communication, it's useless too. At least you can Junk Arm away extra Weavile. Like I said before, you're only going to have one card you can communicate in for the Weavile. So at that point, you might as well just run more Weavile to draw into manually.

Ninja'd
 
You can Junk Arm Communication too when not needed. Even if Communication isn't the best way to search out Weavile, there must be something better than 2 extra Weavile. How about the card that discards two cards to search for a Pokémon?
 
glaceon said:
And what about when you don't have one.

When I don't have a Junk Arm to discard a Weavile? It wouldn't matter much, since the deck doesn't need Communication anyways.

EDIT: Ultra Ball isn't coming out in this set.
 
Level Ball will probably come before Ultra Ball, and it will be 1000x better for Durant/Weavile.

Lost Remover worked okay in testing; I think it's best as a 1-of to Twins/Junk Arm for. ZPST is so bad already it probably won't save you there, although if they T1 Tornadus over Zekrom, that's a nice surprise for them. I like Crushing Hammer as a higher count and then Lost Remover as a more reliable tech for certain matchups. There's so much extra space in the deck, I don't really see a reason not to run it.
 
Yeah, I noticed all the extra space and was like: Yayz, first deck w/out a tight list!
Catchers are great as well. How many Evolites should be ran? I only have 2 so I run a 2/2 Defender split, but that's subject to change.
I found Rotom really useful for pulling Twins/ Revives onto my deck from my prizes, but I'd only run 1.
 
I'd personally run 3-4 Eviolite and maybe 0-2 Defender just because Eviolite is a permanent Defender while Defender helps block even more damage. The higher Evioite count is more important, though.
 
I only ran 2 Evolite just because you can Twins for them and Junk Arm them back after a Durant goes down. But running more certainly works - I just didn't find a huge difference between 80 and 100 damage against most decks.
 
When Level Ball is out, Weavile might work better.

Until then, I'm going to change my mind and agree with Celebi23– Weavile isn't needed, because in most cases the only time you'll get it up is when your opponent has already knocked something out, which defeats its own purpose. I'd say the four spots could go toward something else.

Now what I'm worried about is just running 4 Durant and a Rotom, and maybe a Mime Jr– that will lead to a lot of mulligans. Is anyone else worried about the opponent starting to attack T2? Because that could definitely be a huge problem, if you're giving them so many cards to work with. And starting with Mime Jr could mean Tyrogue donk (which is why I wouldn't play it if I didn't, though it's still a possibility).

How about Pichu in this deck? I'm leaning away from it myself (just get Durant with Collector/Dual Ball and skip setting up your opponent), but I feel like in starts where you have a Dual Ball and no other search for Durant, one could at least get the Pichu.

EDIT: How are these lists not tight on space? I was having trouble finding space for Eviolite, even... with Catcher, wouldn't you want an Eviolite on every Durant to save from being OHKO'd? I guess ideally you'll be discarding some Catcher, but that won't stop your Yanmega/Donphan+PP/etc from getting Catchers out.
 
I almost said Pichu, but:

When using Collector, just get 3 Durant and you'll be fine, and most often have all four. A turn wasted setting up is one less turn Durant has to mill before the opponent gets an attacker.

Pichu can be Donked. And Sniped.

Also, for mulligans. You will get quite a few of them, but not if you use Weavile. Weavile, by discarding important cards in your opponents hand, could potentially stop a Turn 2 attacker.
 
Weavile's just too situational. The odds of starting early-game with a Sneasel and Weavile are just too low when you're running 2 of each– by the time you get them set up, your opponent will already have his main attacker out, and no reason to use Weavile other than to take cards out of the deck if your opponent uses Judge or something.

EDIT: Super Rod or Revive? I'm thinking a split of each, but not sure how many. Obviously you'll want the maximum number of Durant out every turn, so Revive helps there, but sometimes you'll want energy back as well (and honestly, searching out Durant shouldn't be tough with Collector/Dual Ball left over that weren't used early-game).

How about PokéGear 3.0? That T1 Collector is pretty vital, and Pokégear can be oh-so-useful for Twins. Just a thought.

Also, what does this deck do against Trainer-lock? I'd imagine recovery is pretty tough except in the case of Rescue Energy. You do have a significant speed advantage, but I'm just not sure how well you could function once your opponent is up and running.
 
PokéGear 3.0 is a staple. It must be used for a turn 1 four Durant.

Against Trainer lock... well, thats a really bad matchup. Tech ideas? I'll think of some.
 
I'm not sure it's that bad, though. You stop them from using Twins (a staple), and you can get a bunch discarded before your opponent even gets set up. Sure, they start OHKOing you once they do set up (whether it be Goth or Donphan), but with Rescue Energy and a speed advantage, it shouldn't be so bad. Plus, they have to worry about you discarding a lot of important cards– and even with Super Rod, that can be a problem.
 
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