Evolved from several days of trying and discarding deck ideas, I have stumbled upon a new way to invigorate an old deck. Donchamp's problem has always been its speed. Getting four energies onto a Stage 2 is a slow and methodical process. Initially, I tried to get around this with Emerging Power's Gigalith, but it ran into many consistency problems, essentially boiling down to the problem that I was trying to use one Stage-2 to support another.
And then, something magical happened. Someone on PlayTCG suggested Landorus. What follows was the result.
~~~
{F} Harvest Buster
Pokemon (15)
4 Landorus
4-1-3 Machamp Prime
1 Shaymin
2 Noble Terrakion
T/S/S (33)
2 Cheren
4 Junk Arm
1 Max Potion
2 N
3 Pokemon Catcher
4 Pokemon Communication
4 Pokemon Collector
2 PONT
4 Rare Candy
4 Sage's Training
1 Super Rod
2 Switch
Energy (12)
12 {F}
~~~
Ideal play goes something like this:
Start with Landorus, with Machop on bench.
Turn 1: Discard {F} for Engineer's Adjustments, attach {F} to Landorus, and Harvest the discarded energy back.
Turn 2: Fill the bench with some combination of Pokemon Collector and Pokemon Communication. Rare Candy Machop into Machamp, or Machop into Machoke. Attach {F} to Landorus, and Gaia Hammer, putting 1 damage on everyone.
Turn 3: Evolve to Machamp, if I haven't already. Fighting Tag in Machamp, attach {F}, (optional: Catcher out a prime target) and let it rip with a 150 Champ Buster.
Priorities for later turns involve setting up Terrakion for a revenge kill, and evolving Phanpy, and possibly another Machamp to tag in when the first gets weak. Super Rod is in to pull back lost mons, or occasionally energies.
This deck does exceptionally well against Magnezone decks, as Terrakion can come in with a Retaliate and OHKO anything in their deck for {F}{F}.
Engineer's Adjustments, a lot of basic energy, and a complete lack of Special Energies are absolutely crucial to make sure Landorus is ready to Gaia on turn 2, and thus Machamp is ready on turn 3.
Tips? Help? Comments?
And then, something magical happened. Someone on PlayTCG suggested Landorus. What follows was the result.
~~~
{F} Harvest Buster
Pokemon (15)
4 Landorus
4-1-3 Machamp Prime
1 Shaymin
2 Noble Terrakion
T/S/S (33)
2 Cheren
4 Junk Arm
1 Max Potion
2 N
3 Pokemon Catcher
4 Pokemon Communication
4 Pokemon Collector
2 PONT
4 Rare Candy
4 Sage's Training
1 Super Rod
2 Switch
Energy (12)
12 {F}
~~~
Ideal play goes something like this:
Start with Landorus, with Machop on bench.
Turn 1: Discard {F} for Engineer's Adjustments, attach {F} to Landorus, and Harvest the discarded energy back.
Turn 2: Fill the bench with some combination of Pokemon Collector and Pokemon Communication. Rare Candy Machop into Machamp, or Machop into Machoke. Attach {F} to Landorus, and Gaia Hammer, putting 1 damage on everyone.
Turn 3: Evolve to Machamp, if I haven't already. Fighting Tag in Machamp, attach {F}, (optional: Catcher out a prime target) and let it rip with a 150 Champ Buster.
Priorities for later turns involve setting up Terrakion for a revenge kill, and evolving Phanpy, and possibly another Machamp to tag in when the first gets weak. Super Rod is in to pull back lost mons, or occasionally energies.
This deck does exceptionally well against Magnezone decks, as Terrakion can come in with a Retaliate and OHKO anything in their deck for {F}{F}.
Engineer's Adjustments, a lot of basic energy, and a complete lack of Special Energies are absolutely crucial to make sure Landorus is ready to Gaia on turn 2, and thus Machamp is ready on turn 3.
Tips? Help? Comments?