Isnt there only 1 lost zone? or will this be changed to incorporate this and unknown LOST?
also, i feel that this decks problems with a slow early game and not enogh lost mixer targets could be shored up with a spinarack, as the paralysis can buy you a turn to set up, and most decks don't want to have to play a guzma early on just to take a KO, as this means they will not be set up. as well, after the first attack you can burn them all for lost mixer, and let them help that way.
What type of supporter/search/draw count would you run for this deck? I think
-4 cynthia (no brainer, best draw in game)
-3 elms (getting out 3 jumpluff on turn 2 is great, and it still frees up the rest of the cards to do what they need to do)
-2 tate and liza (shuffle draw 5 is good, and the switch effect, while niche can still be rarely useful)
-2 apricorn maker (grabbing out ball cards is great, but you already play multiple search cards)
-3 ultra ball (you dont want to be discarding much, it should all be lost mixered, or lost zoned)
-4 net ball (search for a grass or a grass energy is great)
-3 timer ball (evolved pokemon search is great, plus a trumbeak going to the lost zone is fine later on)
-3 lost mixer (one of these can make the game go much smoother, letting you hit numbers faster, but multiple is not needed)
-1 oranguru (draw up to 3 each turn lets you play down everything you need, or you can just lost mixer it to fuel your attacks
also, i feel that this decks problems with a slow early game and not enogh lost mixer targets could be shored up with a spinarack, as the paralysis can buy you a turn to set up, and most decks don't want to have to play a guzma early on just to take a KO, as this means they will not be set up. as well, after the first attack you can burn them all for lost mixer, and let them help that way.
What type of supporter/search/draw count would you run for this deck? I think
-4 cynthia (no brainer, best draw in game)
-3 elms (getting out 3 jumpluff on turn 2 is great, and it still frees up the rest of the cards to do what they need to do)
-2 tate and liza (shuffle draw 5 is good, and the switch effect, while niche can still be rarely useful)
-2 apricorn maker (grabbing out ball cards is great, but you already play multiple search cards)
-3 ultra ball (you dont want to be discarding much, it should all be lost mixered, or lost zoned)
-4 net ball (search for a grass or a grass energy is great)
-3 timer ball (evolved pokemon search is great, plus a trumbeak going to the lost zone is fine later on)
-3 lost mixer (one of these can make the game go much smoother, letting you hit numbers faster, but multiple is not needed)
-1 oranguru (draw up to 3 each turn lets you play down everything you need, or you can just lost mixer it to fuel your attacks