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TyphloRam (Typhlosion/Reshiram)

Zhaituki

The hollowized typhlosion tamer.
Member
Just posting here of this pretty perfectized TyphloRam. So ppl here know what kind of deck i'm talking about when talking about that metagame deck TyphloRam. Well it's metagame deck in Finland atleast.

Pokemons
1 Cleffa
4 Reshiram
3 Cyndaquill (HS)
2 Quilava
3 Typhlosion (Afterburner)
=13

T/S/S
3 Collector
2 PONT
3 Juniper
1 Twins
4 Communicator
4 Candy
2 PlusPower
1 Switch
3 Sage's training
4 Junk Arm
1 Burned Tower
3 Pokemon Catcher
2 Defender (Eviolite when released, since catcher comes surely from EP and there might be tourneys between EP and next set...)
= 32

Energies
12 {R}
2 Rescue
=15

Deck's idea: Cleffa to help building ninetales, reshiram and 1-2 typhlosions to the field which has been fast in the testing so far. Ninetales to put energies to discard pile so energy loading gets faster. Typhlosion loads Reshirams very quickly and then can swarm enemy with consistant powerful attacking. damage counters from typhlosion's afterburner hasn't been big deal yet in the testing.

Only metagame deck i haven't tried against yet is Zekrom/Yanmega. I've been having mostly 50-50 matchup or better against other metagame decks. And catcher's just gonna make this deck better. :)
 
You run a lot of supporters... but few trainers. A few suggestions:

-1-3 Twins (You want to be in the prize lead the whole game)
+1-3 Junk Arm (to reuse trainers, and to discard fire energy which you can afterburner onto pokemon)

-1 switch and -1 pluspower
+1 Pokemon Communication and +1 Energy Retrieval (You should run one, just in case)

-2 collector
+2 Dual Ball

^ If you have that many supporters, it would be better to use dual balls and then PONT or Juniper on the same turn.
 
3 Collectors is enough. Dual Ball plays well in Zekrom and this is not Zekrom.

But maybe good is when:

- Twins
- Switch

+ Juniper
+ Communication
 
Modified it once more (After Argentine's changes :p)

Took away 1 Juniper, 1 twins and 1 plus power to add in 3 catchers.

Edited:
Took away 1 collector and 1 fire energy to add 2 Defenders purely to have better matchup against ReshiBoar and even better matchup against some speedy little buggers like Cinccino and Yanmega variants even tho matchup against those speedsters are alrdy good. Those defenders become Eviolite when released.
 
Typhlosion HGSS is COMPLETELY moot with Reshiram. Reshiram is faster, hits just as hard, and doesn't take up unnecessary space. I'd also up your Cleffa. Since you state that your goal is to start with it, just playing 1 will never accomplish that goal.

-1-0-1 Typhlosion HGSS
+2 Cleffa
 
^I respectively disagree with Cleffa. Running 3 will lower the consistency of the deck, and in turn increase the chance of being donked by Tyrogue with a lone one on the field to start the game. I do agree, however, that the regular Typhlosion just doesn't work(I run a Revive just incase all Reshirams are KO'd anyway).

I would try Sage's Training over PONT to get the energies in the discard early game. Your Juniper line should be maxed out anyway, and Twins makes little sense because you should be in the lead after T3(otherwise, you should have run more than 2 if you were that worried). Try this:

- 3 PONT
- 1 Twins

+ 2 Juniper
+ 2 Sage's Training

I don't know if running 1 Junk Arm is a good idea BTW. I would either drop it or make the count at least 3.
 
XFlameMasterX said:
Typhlosion HGSS is COMPLETELY moot with Reshiram. Reshiram is faster, hits just as hard, and doesn't take up unnecessary space. I'd also up your Cleffa. Since you state that your goal is to start with it, just playing 1 will never accomplish that goal.

-1-0-1 Typhlosion HGSS
+2 Cleffa
It's meant for that incase 4 reshirams gets ko'ed.... and no, i don't want to play more than one baby with catcher soon to be in format.... i don't need more. I've tested it 2 months alrdy.

Edit: @Yoshidude10: It is good idea to run just 1 Junk arm. Juniper amount is totally a personal preference. But guess i could add in 2 sages but totally not removing all of ponts.
 
okay i have some advice for you since i run the same deck.

-1 cyndaquil
-1 typhlosion prime
-1 Twins
-1 Cleffa

+2 rescue energy
+2 tyrogue

Twins doesn't run good in this deck because you get a lot of solid KO's in the beginning, making you have LESS prize cards then your opponent. tyrogue is better then cleffa because i notice a lot of the popular decks out there have 130 hp. so you use tyrogue for 30, then reshiram for 120. You also have enough hand refresher anyways.

3 typhlosion primes are just NOT needed. 3 is overkill.
4 cyndaquils are a donk deck's favorite opponent.
You need some rescues for those pesky colorless energies on reshiram and reviving power is a HUGE factor with this deck.

That's it. Please take my advice and put it to good use. Also, check my deck out. I mean, we run the same one!

-Flea
 
^Again, I'm going to have to disagree. 1 Tyrogue is enough(though you could run it anyway), and 3 Typhlosion is very much needed for this deck. Run either Cleffa or Tyrogue: running even two is risky. Rescue energy is okay, but I would just run Revive(probably one) for when every Reshiram is KO'd.

@Zhaituki: Yeah, PONT is fine, but I wouldn't run more than 2. I'd like to know why only 1 Junk Arm is good(especially when all you run is 2 Pluspower to take care of mirror match and Zekrom), because certain Trainers are ones you need to recover often.
 
flea212 said:
okay i have some advice for you since i run the same deck.

-1 cyndaquil
-1 typhlosion prime
-1 Twins
-1 Cleffa

+2 rescue energy
+2 tyrogue

Twins doesn't run good in this deck because you get a lot of solid KO's in the beginning, making you have LESS prize cards then your opponent. tyrogue is better then cleffa because i notice a lot of the popular decks out there have 130 hp. so you use tyrogue for 30, then reshiram for 120. You also have enough hand refresher anyways.

3 typhlosion primes are just NOT needed. 3 is overkill.
4 cyndaquils are a donk deck's favorite opponent.
You need some rescues for those pesky colorless energies on reshiram and reviving power is a HUGE factor with this deck.

That's it. Please take my advice and put it to good use. Also, check my deck out. I mean, we run the same one!

-Flea
tbh, i didn't post the list here to take advice, would've done that in finnish forum if that was the case. I posted it mainly so new ppl can take good look at good typhloram list. Well i understand that you US players have different point of view of things. But this list is my view of good TyphloRam. Twins is to cover up many things like bad starts which do happen sometimes for unlucky person like me.

Play tested it hard for a long time alrdy and i think this is the final list until new good trainers and etc. come.
 
The deck garage is for stuff to be fixed up, not to brag. You post your deck here, people will make it better.
 
Dark Void said:
The deck garage is for stuff to be fixed up, not to brag. You post your deck here, people will make it better.
Soo where's section for that then, may i ask? :p

Edit:
Did do a few changes....

Took away:
1x fire energy
1x Switch
1x PONT
1-0-1 line of typhlosion (took spinlosion away)

Added:
2 rescue energies
2 Sage's training
1 Juniper


Edit:
Removed ninetales lines (2-2) to add:
3 Junk arms
1 Sage's training
 
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