Pokemon (18)
3-2-3 Tyranitar (UL 51-UL 38-2 SF,1 Prime)
2-2 Umbreon UD (RR Eevee)
4 Sableye SF (Reason is obvious)
1 Unown RETURN (HS)(This guy has saved me so much with his drop power. I'm not taking him out)
1 Uxie
Trainers (25)
4 Super Scoop Up
3 Broken Time Space
3 Rare Candy
2 Prof. Elm's (These guys save me too whe I can't get a T-tar line in my starting hand)
2 Interviewer's Questions (My best source of energy, but running 3 of 'em just hurts the deck)
2 Collector's
2 Communication
2 Seeker
2 PONT
1 Energy Returner (Just in case a T-tar gets killed with lots of energy on it)
1 Expert Belt
1 Luxury Ball
Energy (17)
4 Special Dark
7 Basic Dark
4 DCE
2 Rescue Energy
(I know its a lot of energy, but the deck needs it)
Basically, you wanna start with either a Sableye or Larvitar with Rare Candy+T-tar in thehand. If you have both, put Sableye up. Build up a T-tar as fast as you can. Usually attaching 5 units of energy total is the max you should ever attach. Then use T-tar to finish everyone. If you can get one out fast enough they won't have enough bench and can't set up fast, so you just out speed them. Umbreon UD is if you get stuck and need to wall for a few turns or even just grab a quick KO with out the hassle of building a T-tar. Unown RETURN is good for taking energy off of T-tar when they're almost dead and you don't have like an SSU or anything else. Darkrai's drop power is a great tech also, auto sleep for the drop. People think that they win then you Darkrai their active and they lose. Its fun
Matchups:
Any Gengar varients- Auto win lol. They're weak to you, you resist, and the trainer lock just can't stop this.
Probably will update with more matchups as soon as I complete them.
3-2-3 Tyranitar (UL 51-UL 38-2 SF,1 Prime)
2-2 Umbreon UD (RR Eevee)
4 Sableye SF (Reason is obvious)
1 Unown RETURN (HS)(This guy has saved me so much with his drop power. I'm not taking him out)
1 Uxie
Trainers (25)
4 Super Scoop Up
3 Broken Time Space
3 Rare Candy
2 Prof. Elm's (These guys save me too whe I can't get a T-tar line in my starting hand)
2 Interviewer's Questions (My best source of energy, but running 3 of 'em just hurts the deck)
2 Collector's
2 Communication
2 Seeker
2 PONT
1 Energy Returner (Just in case a T-tar gets killed with lots of energy on it)
1 Expert Belt
1 Luxury Ball
Energy (17)
4 Special Dark
7 Basic Dark
4 DCE
2 Rescue Energy
(I know its a lot of energy, but the deck needs it)
Basically, you wanna start with either a Sableye or Larvitar with Rare Candy+T-tar in thehand. If you have both, put Sableye up. Build up a T-tar as fast as you can. Usually attaching 5 units of energy total is the max you should ever attach. Then use T-tar to finish everyone. If you can get one out fast enough they won't have enough bench and can't set up fast, so you just out speed them. Umbreon UD is if you get stuck and need to wall for a few turns or even just grab a quick KO with out the hassle of building a T-tar. Unown RETURN is good for taking energy off of T-tar when they're almost dead and you don't have like an SSU or anything else. Darkrai's drop power is a great tech also, auto sleep for the drop. People think that they win then you Darkrai their active and they lose. Its fun
Matchups:
Any Gengar varients- Auto win lol. They're weak to you, you resist, and the trainer lock just can't stop this.
Probably will update with more matchups as soon as I complete them.