SpeedDurant seems to be the most viable option of Durant, but if you're willing to sacrifice a little consistency Weavile is a great tech. Cards Mandatory for any Durant version (in my opinion) include (in no particulair order):
- Professor Juniper
- N (depends on personal preference, it could re-fill your opponent's deck if used incorrectly!)
- Twins
- Seeker
- Collector/Dual Ball
- Eviolite
Heck, a friend of mine even tested the ant with Potion, Moo Moo Milk, and Serperior (onviously combined with Sp Metal and Eviolite). While it sometimes makes it pretty hard for your opponent to KO a durant, my friend and I came to a simple conclusion; Durant wasn't meant to [strike]last[/strike] tank, just to go on to the quick mill, and keep the milling up (against all odds!). I must say Durant certainly lived up to my expectations(or even better), and I can safely state it has potential, even in the competitive area. It all depends on what you mill, and what you're up against.
I would also like to point out that against faster decks, Durant can simply win by keeping milling while your opponent burns trough their resources (any smart ''rush'' player will opt to burn less resources than normal of course), and depending on what you mill you can cripple their setup (or at least for a while). While your opponent keeps on taking prizes, it is important to stall as long as possible, and keep on milling for 4 every turn (5 if you count the draw on your opponent's next turn). Though unlikely, you could build up a ''tanker'' Durant later in the game, with an Eviolite and at least 2 Sp Metal to tank a little, and Defender can also aid you there. As long as any of your Durant can survive for 2 (or when lucky 3) turns before going down, you have a good chance at milling them out. It all comes down to timing, and what your opponent throws at you (but isn't that always an issue?).
Against slower decks you can easily win if you can disrupt them enough (mainly Catcher in my opinion, but of course it also depends on what you mill) early game, while you keep up the milling. For me, Gothitelle is only really a problem if they get up a trainer lock T2/3, otherwise you'll be milling most of their (precious) resources in no time. Watch out when that Gothitelle is fully charged though, as even your Durants will fall to Gothitelle once it goes on a rampage (Note that Gothitelle also requires the ''magic number'' 130 to OHKO your Durant at full health while sporting 1 Sp Metal Energy and an Eviolite. They WILL come prepared). Against other slower decks (like MagneBoar and The Truth/googlebox for example) Durant can do the same as when facing Gothitelle; just disrupt and Devour.
Other things I find important to mention:
While Slowking might look good on paper, think on what you're including. First of all, you'll be including a stage 1 which needs time to evolve (minor flaw for Durant). You'll also be adding more basic(s) to your deck, meaning more bad starts (lone Slowpoke), higher chance on Durant being prized, and even less room for techs (also minor to medium flaw for Durant). Now, however, comes the big deal breaker himself; you'll be milling the top 4 cards with Durant (or at least 3, or you're doing it wrong!!), what use does it have to re-arrange the top 3 cards of your opponent's deck?! ''Oh hey, I re-arrange your top 3 cards! Now I discard the top 4 of your deck! What? Why I first looked at your top 3? Well, to stall... I mean, euh...'' See what I mean? I don't want to sound harsh here, but Slowking is utter trash for the Durant deck, and no one should be thinking about including it! Yes, it's just that bad! Did I also already mention the risk it brings to your deck with it's 2 retreat cost and Catcher running everywhere in the format?
N is in my opinion a great card for Durant, but other people might not like it in their build. Just to clear this out, N is not mandatory in any Durant list. N is a great weapon to use, but only when timed correctly. Don't forget that late game, N could possibly re-fill your opponent's deck, meaning you'll just have to start milling more! Early game it can help greatly though, by disrupting your opponent's hand (and when versus a ''rush'' deck, you could possibly shrink their hand size early on, to force them into playing their refresh supporter, meaning they'll be drawing even more!). Just never forget the blade cuts on both sides; it can hinder your opponent, but it can also mean you're ''helping'' them by refueling their deck. Think before you act (a LOT of problems can be solved this way, not just Pokémon TCG issues)!
Also, as with N, don't over-estimate Twins in this deck. While it certainly is true Twins is the perfect partner for Durant (seeing as you won't be taking any prizes, normally seen), Durant can work without Twins as well. Surely, this doesn't hold true Durant shouldn't play any Twins, just don't grow too dependant on it! It is great to help you on the way, but don't wage everything on the two cute little girls!
A lot of people seem to like Weavile as an inclusion for the deck, and I can't blame them. I myself also like Weavile in the deck, but to me it has been proven that SpeeDurant >>>>> Durant+Weavile. Of course this is personal preference, but to me it proved to be more effective to start milling asap at all times is way better than plucking a single card from your opponent's hand. While it is true that one card can sometimes mean the difference between winning and losing, Weavile is not Im afraid. Weavile is a nice little ''extra'' for the deck, but in my opinion in no way mandatory. Factor in all the ''disadvantages'' for being a Stage 1 in a ''Basic'' deck (also seen on Slowking earlier), Weavile just doesn't seem to slice the cake the way he should in this deck. Don't be discouraged though, in my earlier builds of Durant Weavile was often a great help (not just it's power, but also because it's an all free retreater evo line as well), but just not as helpful as I hoped it to be. Personal preference, but I wouldn't include Weavile in the list unles you're really baffled on what to include otherwise.
While not a tech, I certainly think Reshiram is worth mentioning here. If your opponent plays ReshiPhlosion/TyRam, and they get a single Reshiram with 2 energy and in any way at least 3+ damage counters, that's GG for you. Your best bet would be dragging up front something that can't attack (most likely a Ninetails or some tech) to stall while you keep milling. I'm still trying to figure what to do against a decent fire deck (not just Reshiram, but fire in general), but to me it seems all you can do is hope you mill precious resources and keep disrupting. I'm yet to discover a near decent enough tech that greatly helps with any fire matchup. Do you guys have any, or is it simply an autoloss? (you're free to PM me your results as well, if you don't like them ''in public'' of course!)
A last thing I'll mention for now (you guys all think I typ to much, huh?) is Seeker. If you thought Seeker was designed to work with LostGar, you haven't played Durant yet. The only catch is, you'll need to have a perfect timing (or at least a decent amount of skill) to pull it off the way it is supposed to be. If you don't understand that last sentence, I suggest you start playtesting it. Like earlier, I can't stress enough that the timing of it however makes all the difference when playing it. Fore me Seeker certainly is a staple in (Spee)Durant! Try it for yourself and see!
This was James, signing off for now. I hope you guys got some helpful advice/tips from my post...!
- Professor Juniper
- N (depends on personal preference, it could re-fill your opponent's deck if used incorrectly!)
- Twins
- Seeker
- Collector/Dual Ball
- Eviolite
Heck, a friend of mine even tested the ant with Potion, Moo Moo Milk, and Serperior (onviously combined with Sp Metal and Eviolite). While it sometimes makes it pretty hard for your opponent to KO a durant, my friend and I came to a simple conclusion; Durant wasn't meant to [strike]last[/strike] tank, just to go on to the quick mill, and keep the milling up (against all odds!). I must say Durant certainly lived up to my expectations(or even better), and I can safely state it has potential, even in the competitive area. It all depends on what you mill, and what you're up against.
I would also like to point out that against faster decks, Durant can simply win by keeping milling while your opponent burns trough their resources (any smart ''rush'' player will opt to burn less resources than normal of course), and depending on what you mill you can cripple their setup (or at least for a while). While your opponent keeps on taking prizes, it is important to stall as long as possible, and keep on milling for 4 every turn (5 if you count the draw on your opponent's next turn). Though unlikely, you could build up a ''tanker'' Durant later in the game, with an Eviolite and at least 2 Sp Metal to tank a little, and Defender can also aid you there. As long as any of your Durant can survive for 2 (or when lucky 3) turns before going down, you have a good chance at milling them out. It all comes down to timing, and what your opponent throws at you (but isn't that always an issue?).
Against slower decks you can easily win if you can disrupt them enough (mainly Catcher in my opinion, but of course it also depends on what you mill) early game, while you keep up the milling. For me, Gothitelle is only really a problem if they get up a trainer lock T2/3, otherwise you'll be milling most of their (precious) resources in no time. Watch out when that Gothitelle is fully charged though, as even your Durants will fall to Gothitelle once it goes on a rampage (Note that Gothitelle also requires the ''magic number'' 130 to OHKO your Durant at full health while sporting 1 Sp Metal Energy and an Eviolite. They WILL come prepared). Against other slower decks (like MagneBoar and The Truth/googlebox for example) Durant can do the same as when facing Gothitelle; just disrupt and Devour.
Other things I find important to mention:
While Slowking might look good on paper, think on what you're including. First of all, you'll be including a stage 1 which needs time to evolve (minor flaw for Durant). You'll also be adding more basic(s) to your deck, meaning more bad starts (lone Slowpoke), higher chance on Durant being prized, and even less room for techs (also minor to medium flaw for Durant). Now, however, comes the big deal breaker himself; you'll be milling the top 4 cards with Durant (or at least 3, or you're doing it wrong!!), what use does it have to re-arrange the top 3 cards of your opponent's deck?! ''Oh hey, I re-arrange your top 3 cards! Now I discard the top 4 of your deck! What? Why I first looked at your top 3? Well, to stall... I mean, euh...'' See what I mean? I don't want to sound harsh here, but Slowking is utter trash for the Durant deck, and no one should be thinking about including it! Yes, it's just that bad! Did I also already mention the risk it brings to your deck with it's 2 retreat cost and Catcher running everywhere in the format?
N is in my opinion a great card for Durant, but other people might not like it in their build. Just to clear this out, N is not mandatory in any Durant list. N is a great weapon to use, but only when timed correctly. Don't forget that late game, N could possibly re-fill your opponent's deck, meaning you'll just have to start milling more! Early game it can help greatly though, by disrupting your opponent's hand (and when versus a ''rush'' deck, you could possibly shrink their hand size early on, to force them into playing their refresh supporter, meaning they'll be drawing even more!). Just never forget the blade cuts on both sides; it can hinder your opponent, but it can also mean you're ''helping'' them by refueling their deck. Think before you act (a LOT of problems can be solved this way, not just Pokémon TCG issues)!
Also, as with N, don't over-estimate Twins in this deck. While it certainly is true Twins is the perfect partner for Durant (seeing as you won't be taking any prizes, normally seen), Durant can work without Twins as well. Surely, this doesn't hold true Durant shouldn't play any Twins, just don't grow too dependant on it! It is great to help you on the way, but don't wage everything on the two cute little girls!
A lot of people seem to like Weavile as an inclusion for the deck, and I can't blame them. I myself also like Weavile in the deck, but to me it has been proven that SpeeDurant >>>>> Durant+Weavile. Of course this is personal preference, but to me it proved to be more effective to start milling asap at all times is way better than plucking a single card from your opponent's hand. While it is true that one card can sometimes mean the difference between winning and losing, Weavile is not Im afraid. Weavile is a nice little ''extra'' for the deck, but in my opinion in no way mandatory. Factor in all the ''disadvantages'' for being a Stage 1 in a ''Basic'' deck (also seen on Slowking earlier), Weavile just doesn't seem to slice the cake the way he should in this deck. Don't be discouraged though, in my earlier builds of Durant Weavile was often a great help (not just it's power, but also because it's an all free retreater evo line as well), but just not as helpful as I hoped it to be. Personal preference, but I wouldn't include Weavile in the list unles you're really baffled on what to include otherwise.
While not a tech, I certainly think Reshiram is worth mentioning here. If your opponent plays ReshiPhlosion/TyRam, and they get a single Reshiram with 2 energy and in any way at least 3+ damage counters, that's GG for you. Your best bet would be dragging up front something that can't attack (most likely a Ninetails or some tech) to stall while you keep milling. I'm still trying to figure what to do against a decent fire deck (not just Reshiram, but fire in general), but to me it seems all you can do is hope you mill precious resources and keep disrupting. I'm yet to discover a near decent enough tech that greatly helps with any fire matchup. Do you guys have any, or is it simply an autoloss? (you're free to PM me your results as well, if you don't like them ''in public'' of course!)
A last thing I'll mention for now (you guys all think I typ to much, huh?) is Seeker. If you thought Seeker was designed to work with LostGar, you haven't played Durant yet. The only catch is, you'll need to have a perfect timing (or at least a decent amount of skill) to pull it off the way it is supposed to be. If you don't understand that last sentence, I suggest you start playtesting it. Like earlier, I can't stress enough that the timing of it however makes all the difference when playing it. Fore me Seeker certainly is a staple in (Spee)Durant! Try it for yourself and see!
This was James, signing off for now. I hope you guys got some helpful advice/tips from my post...!