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Torterra Tank

fantasy_freak08

Go Canucks Go
Member
heres my Torterra deck that I need some help with. right now its inconsistent and struggles against Trainer lock.

Pokemon:

4-3-3 Torterra (UL-UL-2UL/1SF)
1-1 Sunflora (HGSS)
2-2 Cherrim (SF)
1-1 Shaymin X (UL-PL) (thanksfullness)
2 Uxie (LA)
1 Azelf (LA)
1 Regice (LA)
1 unown Q (MD)

total: 23

T/S/S:
3 Pokemon Collectors
2 Pokemon Communication
3 Rare Candy
3 Broken Time Space
2 Seeker
3 Bebe Search
2 Prof. Oak New Theory
1 Luxary Ball
1 Judge
1 Fisherman
2 Warp Point
3 Expert Belt
2 Interviewers Questions

Total: 28

Energy:
5 Grass
4 Double Colourless

Total: 9


Strategy is to get out UL Torterra with Landmin X and cherrim(s) on bench to hit and heal @ the same time. SF torterra is there for more speed as he can dish out 80 with belt and a DCE, his power speeds up my deck, and its a luxray and magnezone counter. Regice is to deal with spiritomb starts, and sunflora searchs out the Pokémon i need faster. any help and suggestions would be greatly apprciated. Thanks!
 
RE: Torterra Tank (masters)

I would take out one Interviewers and one Fisherman. And add in another 1-1 Sunflora HGSS.

Because, really in Torterra Tank you do not really need a fisherman and, with the interviewers you are lucky to use one a game. But, with the other Sunflora HGSS you are able to have more of an opportunity to get him out consistently every game and a lot quicker.

Hope I helped.

PS: I also think level max would be helpful but, I do not know what I would take out.
 
RE: Torterra Tank (masters)

I would take out Cherrim and add in another line of Sunflora. My wife has played this deck for a few months now, and it works really well and fast with the Sunflora.
Also, run 2 Giga Drains and 2 Sunshine Songs - just a matter of pref
 
RE: Torterra Tank (masters)

-1 Turtwig
-1-1 Shaymin X (UL-PL) (thanksfullness)
-1 Fisherman
-1 Expert Belt
-1 Interviewers Questions

the reasons behind my changes are simple really:
-shaymin is to hard to get out these days with all the gengar running around they will just devolve you.
-Interviewers/Fisherman are basicaly useless but I keep 1 interviewers just in case, 3 expert belt is to many, why would you run 4-3-3?

+1-1 Sunflora HGSS
+1-1-1 Flygon RR
+1 Seeker

Sunflora for consistancey
Flygon for more options
seeker for more draw or search

consider another seeker since it will sped things up and save things.
 
RE: Torterra Tank (masters)

Ive played this here and there. From what Ive seen, the whole point is to just have way too much HP, and heal while knocking them out at a somewhat reasonable pace.

Do you like Regice over say, Jirachi or something else? I see Regi's use, but those two cards might be needed and actually end up slowing you down. Maybe not though.

Leave Shaymin in. But you need to find a spot for a Level Max. Sure its a flip of a coin, but it can and does swing the battle in a considerable manner.

1-1 Cherrim should be good. You might find yourself getting rid of it all together.

Beef up your Sunflora line like everyone is saying.

Early draw power is huge for your start up so consider a possible 3rd Uxie or another Seeker.

Play test your T/S/S line against fast decks and Tomb starters and see how you feel about what your setup. Take notice on what cards tend to be serious dead draws after turn 4-5 and thin or phase them out.

SSU can help too. The rest is up to play testing against your meta. Best of luck

- 1 Turtwig
- 1 Judge
- 1 Fisherman
- 1 Ebelt
- 1 Interview
- 1 Pont
- 1-1 Cherrim (Situational really)

+ 1-1 Sunflora HGSS
+ 1 Uxie
+ 1 Seeker
+ 1 Level Max
+ 1 SSU
+ 2 Junk arm

The 1 SSU could be pointless, it could be a game saver. The Junk Arms can help with dead draws late game and getting back cards that can swing the game dramatically back into your favor.
 
RE: Torterra Tank (masters)

Thanks for your suggestions. I'll definitly put in another 1-1 line of sunflora. i'm not too sure about flygon, i've tested flygon torterra before and i',ve never really found flygon too be useful.

some concerns with level max, SSU, junk arms, Tlocks are extremely popular in my area, having vileplume makes them useless, but i will definitely test them out

what do you guys think about rosarade GL instead of regice to slow down some Tlocks, also, should i maybe put in a few contest halls to enable me to attach belt to work around Tlocks? sometimes i find that belt is so essential in this deck its almost auto-loss if I dont get one.
 
RE: Torterra Tank (masters)

If you fear the Tlock, which is understandable, then take out 1 Warp point and add in a Warp Energy. Maybe consider a starter or something like Jirachi to get take the first knock out, get you some much needed cards, and prepare your Shaymin Lv X.

Example

Start with Jirachi, play collector or Bebe's twice with his attack. Final wish when he gets knocked out. Grab your Warp energy, Shaymin X, or whatever you need, move Shaymin up from the bench, lvl him up, then be able to set up his Unown Q or warp (even if trainer locked) Then start in with your Torterra. OR, slow the game down and lock it yourself with Spiritomb. Ive tried this, and it works.

Example

Start with Tomb, play Bebe's or Collector the first chance you get. If collector (depending on what you have, lets just imagine you have a uxie and some energy in your hand) grab Sunkern, Shaymin, and Turtwig. Play an energy on Turtwig. Drop Uxie if you have it, then Darkness Grace your Sunkern to Sunflora. 2nd Turn Play your second energy on Turwig and sunflora him to Grotle. Depending on what you have in your hand you can either grace him to Torterra or get a second sunflora or Torterra working. You can see where this is going. If you have the supporters to do it, prepare Unown Q before Tomb goes down so you can get it on Shaymin. Obviously when tomb drops you want to be prepared to get shaymin X out. And if the other player is moving fast and donking, dont worry. If you can see that comming get another tomb out and keep your setup going. Ive played this plenty of time where I lost 2-3 Tombs before Torterra was ready and still won the game. Afterall, its mainly about you getting two Tort's up and being unkillable. Play test the Spiritombs, and see what you think. To make room, drop the cherrim line and or Azelf/Regi.
 
RE: Torterra Tank (masters)

i',ve never thought of tomb starts before, it sounds like a good idea. thanks, i'll play test it out.
 
RE: Torterra Tank (masters)

Me wife also plays with tomb. She doesn't like it, but in my opinion, she couldn't get the deck to work as fast as she does without it. It's FO SHO!
 
RE: Torterra Tank (masters)

There were several big games last year I played and lost 2 or even 3 tombs before my bench was ready. With Torterra, once its up and running, its borderline unstoppable. If you also want to try another fun way to play this deck, fit this in to your pokemon lineup.

+1 Shaymin UL
+ 2-1-1 Tangrowth X

He can be used as a second attacker and mainly just throws a loop at people. You obviously want to save Shaymin for when they Bright Look your tangrowth up and chuckle thinking they have you in a tough spot. Then you drop shaymin and switch all the energy and start popping for 120, or warp energy him out and now begin to heal Torterra even more each turn,


One thing that can be very hard is playing against Charizard. With Ninetales being one of, if not the best draw engine right now, consider seeing this in your meta at large events. You might want to try to work on a possible counter. What would fit the part? Not quite sure. More trainers to pull up Ninetales and Typhlosion I guess. But those will not do you much good against VileX. Hmmm...
 
RE: Torterra Tank (masters)

It is okay to say that Tomb is not worth the time, but some decks don't do well without it. It works for some people, and though I don't personally play it at the time, I could make it work when it was in my decks - and with minimal casualties. Tomb is a great card - not only for the Darkness Grace, but for the body as well. No one likes to be trainer locked!
 
RE: Torterra Tank (masters)

for charizard i would put in a 1-1 metapod line. but fire isnt too big as a concern in my area atm so i dont have it in. Tangrowth is a cool idea too, but does it deviated away from the purpose to tanking with torterra? i'm afraid that it might become dead cards in my hand in certian situations.
 
RE: Torterra Tank (masters)

Ya with this deck, and many others, you want to build a line where you absoluetly know what you need to do to get it set up for the win and then avoiding dead draws as much as you can. The nice thing about Tangrowth over Shaymin X is the fact that it can tank and spank as well. And no one will see it comming and make a mistake by reversing or bright looking him. Plus if you flip for the heal, you will here a lot of sighs!

Keep play testing against popular decks!
 
RE: Torterra Tank (masters)

why don't you put spiritomb in it us spiritomb to lock up your opponets for trainers to slow them down and then use pokemon collector to search shaymin land form and sunkern. and also i would use a combee from stromfront and a vespiqueen from undaunted to protect you bench. then they have to hit on torterra with belt and 40+ more hp thanks to shaymin x. with torterra from unleased with 200 hp and hitting 80 and healing 80 damage.


p.s (put 3 pokemon collectors so you can have always a pokemon colletor at the beginning of your turn)
 
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