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Standard VGG (Vespiquen / Garchomp / Garbodor)

molitall

i like vileplume
Member
Pokémon: 7
  • 3 Garchomp
  • 2-2 Garbodor
Trainers/Supporters/Stadiums: 30
  • 2 Professor Sycamore
  • 2 Maxie's Hidden Ball Trick
  • 1 Judge
  • 1 Lysandre
  • 4 VS Seeker
  • 4 Ultra Ball
  • 4 Trainers' Mail
  • 4 Battle Compressor
  • 2 Assault Vest
  • 2 Muscle Band
  • 2 Float Stone
  • 1 Parallel City
  • 1 Super Rod
Energy: 8
  • 4 Fighting
  • 4 DCE
Strategy:

this is the 7th rogue attempt. it wants to be similar to the YZG yveltal deck, and should work similarly except it hits for the weaknesses in other strategies.

15 open spots for attack and support for attacker
 
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I would recommend

- 2-2 Garbodor (For a 2-2 Banette, Tool concealment/Evolution jammer.)
+ 4 Unknown (Additional draw, when needed plus can be played straight to bench for Maxie.)
+ 4 Landorus (Shout of power.)
+ 2 Wobbuffet (Over Garbotoxin as this allows you to use your psychic Pokemon abilities.)
This will give you a much higher basic count so you will almost never mulligan, plus addition draw and shutting down abilities, and tool cards/evolution. Meaning you can just throw in a ton of disruption cards to throw away for Maxie

IMO I'd run the Tool concealment Banette and wouldn't run any tool cards myself this way mega decks have to end their turns to evolve no matter what.
So I would remove
- 2 Float Stone
- 2 Muscle Band
- 2 Assault Vest
- 2 VS Seeker (4 is to much clog)
- 1 Judge
- 1 Parallel City
- 1 Super Rod
and go heavy on disrution
+ 4 Crushing Hammer
+ 4 Enhanced Hammer
+ 1 Lysandre
+ 3 Fighting Stadium
+ 2 Escape Rope
+ 3 Paint Roller
+ 2 Red Card
+ 2 Reserved Ticket
+ 2 Roller Skates

Builds Like these don't have a lot of energy and with all the current cards, if I'm correct, you will only have 3 spaces left for energy. I would take on board some of these cards and remove some to make space for around 7 energy and run 3 psychic and 4 fighting.
 
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