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The Royal Bug (M Heracross EX / Serperior)

leobandit121

Aspiring Trainer
Member
Pokemon:

  • 2-2 M Heracross EX
    4-2-4 Dusknoir (Pain Pellets)
    1 Virizion EX
Trainers/Supporters/Stadiums:

  • 4 Juniper
    3 N
    3 Colress
    1 Pokémon Fan Club
    2 Skyla
    1 Lysandre
    3 Ultra Ball
    1 Sacred Ash
    1 Evosoda
    3 Rare Candy
    1 Dowsing Machine
    2 Hard Charm
    2 Float Stone
    2 Startling Megaphone
    4 Max Potion
Energy:

  • 4 Herbal Energy
    8 Grass Energy

Strategy:
The strategy is pretty simple, get out Mega Heracross and attach a hard charm. Serperior is there because royal heal takes off 10 damage between turns. If you have four, that's 80 damage healed coming back into your turn. Virizion if for acceleration and no special conditions. Dusknoir is in there so we can move damage around if needed.
 
Why do you play Sinister Hand Dusknoir over the other one? I feel like it synergies better with Heracross anyways. If you're intending to one shot stuff with Heracross's attack, Sinister Hand doesn't do much for you while the other Dusknoir can move damage off of Heracross, making its attack do more damage. And if there's some role that Sinister Hand Dusknoir fills that I've overlooked, you can always play both.
 
Good luck getting more than 2 Serperior out in a game. I think you should cut all of the Leaf Snakes and just play a bunch of Shadow Void Dusknoirs. Like a 4-2-4 line. Sinister Hand is almost useless because there aren't going to be damage counters to move if you're going *boom, headshot* to each of the Defending Pokemon.

VirizionEX: Yes! This is a grass deck so VirizionEX must crash the party

Consider adding...
A Sigilyph or two to stall while you are Mega-Evolving or anytime you need to stall, really.
Another Lysandre because your opponent will do their best to sacrifice something while they power up a benched EX
Another Megaphone because the deck is screwed if Garbodor attaches a second tool.
4 Max Potion!!You can move the damage from Heracross to your Dusknoir(s) and Max Potion the damage off from there.
Another VirizionEX, if you find that you need the energy acceleration
Bicycle for the extra draw power
Another N because this deck seems like it draws prizes later in the game.

You might want to take out...
I already said this, but all the Snivy evolution lines. Really, it's not worth the trouble of getting a Stage 2 out for a measly 10 heal between turns. Meanwhile, Dusknoir can wipe 120 damage from your field at a time.
Pokemon Fan Club. This is a personal preference because you can get a new hand with a Pokemon and maybe an Ultra Ball if you use a draw Supporter. Of course, Fan Club has it's advantages too.
Evosoda is a card that I have tried and tried again to use in my evolution decks, but it always ends up getting replaced by something that uses the slot better.
One or Two Colress because this isn't like a Plasma deck where you can slap down 3 Deoxys and a Kyurem out of nowhere in one turn, then Colress for 20 million cards. Also, if you play three, there's a good chance you'll get one in your initial hand and have to Colress for 2 cards or something.
One Juniper because you really need to be conservative with your cards in a deck where you want to evolve multiple Stage 2's.
Energy Retrieval. Nothing discards energy in the deck except Juniper and Ultra Ball. Oh, and the rare instance that you pay some massive retreat cost.

Good luck with the deck, and sorry for all the reading above. :p
 
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