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Ursaring/Crobat

markymark14048

Aspiring Trainer
Member
Pokemon
4-4 Ursaring Prime
3-2-3 Crobat Prime
1 Smeargle
1 Farfetch'd
1 Lunatone
1 Solrock

Total Pokemon - 20

Energy
4 Double Colorless
4 Rainbow
2 Rescue
5 Psychic
3 Fighting

Total Energy - 18

Trainers
2 Emcees Chatter
1 Flower Shop Lady
1 Twins
2 Elms Training Method
2 Rare Candy
3 Pokemon Communication
2 Pokemon Collector
2 Oak New Theory
3 Junk Arm
3 Seeker
1 Professor Juniper

Total Trainers - 22


I think Ursaring is an amazing card with its Poke-Body "Berserk". Everything I've heard about it around my card shop is that any Ursaring Rogue deck wouldn't be able to stand up a "Metagame" deck. With the Pokemon I chose, now that Mod is HG/SS-on, alot of people around my card shop are using B/W cards.

Im not sure about the Lunatone/Solrock. Alot of B/W rares deal damage and take that same amount of damage away so I figured it was a good idea to put that in there since two bench spots isnt really killing me. Im just worried about drawing either or them opening hand, or having to attack with one of them if it came down to it in a game. Thats where the fighting energys come into play.

I didn't specify which set the Pokemon in my deck came from (hopefully, I don't get penalized) so hopefully I can save myself when I describe my deck here. The Ursaring primes are my main attackers (Teddiursa UL). I'm running four rainbow energy because I really don't like attacking with my main attacker while its still basic. The Teddiursa have 60 HP, which is higher than the Triumphant Ursa, so if by any chance Teddiursa becomes active for more than one turn it'll be able to survive an attack from anything other than Donphan.

The Smeargle's "Portrait" would be a blessing if I drew it opening hand, and Farfetch'd is my draw engine if my trainers fail me that turn.

I'm not running four of any trainer thankfully because of Junk Arm, and If I have to discard a Pokemon or basic Energy I'll need later in the game I have my Flower Shop Lady. I wasn't sure whether or not I wanted to run one or two twins. I'm expecting this deck to play from behind (prize wise) a majority or the time so Twins will come in handy and allow me to get my Crobat set up.

Crobat is in there for the simple fact that Ursaring is terrible against Donchamp decks. Crobats' "Severe Poison" is going to be the attack I use the most (unless someone is running the Triumphant Ditto or baby Pokemon (which I heard Cleffa and Tyrouge are popular in the Metagame.

I want to use COL Jirachi just because I feel as if it will help me against Machamp decks. Also, I feel that in the long run the "Heal Block" tech just wont help me in the long run. Im just not sure whats a better decision.

any suggestions?
 
CoL Teddiursa is a better card in my opinion since it can trainer lock the opponent with a heads flip, which is really good. Also, if Crobat is just a tech for Donphan, you might want to replace it with Samurott, which hits Donphan harder as well as being good against fire decks. Let me sum up some of the changes I'd make:

-3-2-3 Crobat Prime as a tech for Donphan, Yanmega/Samurott is better
-1 Solrock healing is really uncommon in this format
-1 Lunatone see above
-5 Psychic Energy without Crobat there is no need for this
-3 Fighting Energy with or without Solrock/Lunatone there is no need for this
-2 Emcee's Chatter there are better supporters
-2 Professor Elm's Training Method Communication is better
-2 Seeker this deck doesn't really need this except to remove benched starter to prevent yanmega from getting a prize, but you don't need this many
-1 Professor Juniper in this deck without much recovery PONT is better
-25

+3-2-3 Samurott Ability a counter to donphan, also improves fire matchup considerably
+3 Water Energy along with Rainbow it can power Samurott to give it KOs against things that aren't weak to it
+1 Pokemon Communication best evolution searcher
+2 Pokemon Collector any deck without Dual Balls needs these
+2 Professor Oak's New Theory without Cleffa/Manaphy 4 hand refreshers is a minimum
+1 Junk Arm staple, must be maxed in any deck
+4 Pokemon Reversal allows ou to pull up lower hp pokemon to kill or their set-up pokemon
+4 PlusPower since Ursaring generally hits 120 damage and stuff like Reshiram, Zekrom, Typhlosion, etc. all live that with 10-20 health this card will net you key KOs
+25
 
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