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Wailord/Feraligatr Prime

FawfulGengar

Earthbound/Mother Maniac
Member
I saw a couple BlastGatr threads around, but being a fan of at least semi-original decks, and lacking enough Blastoise, I came up with this...

Pokemon: 16
2-2-2 Feraligatr Prime
2-2 Wailord TM
3 Delibird HGSS
1 Uxie LA
1 Azelf LA
1 Spiritomb AR

T/S/S: 25
2 IQ
1 Poke-Collector
1 Volkner's Philosophy
1 Buck's Training
2 PETM
1 PONT
1 Judge
1 Twins
2 Bebe's Search
2 BTS
4 Warp Point
3 E-Belt
1 PlusPower
2 Pokemon communication
1 Lux ball

Energy:19
19 {W} Energy


Strategy: Get out a wailord and Feraligatr fast, Arm up wailord with Rain Dance, and then spam Swallow up! :D
 
WOW. That seems kind of scary. How quickly does this usually get set up? and what kind of decks have you plat-tested against?

Also, why is Delibird in there? I can't see how he'd be a starter and It seems like if you already had Feraligatr set up to put water energies on everyone, you would never put Delibird in the active spot.
 
Thanks! It sets up in about 2-4 turns, but almost never longer than 3. I've tested against DonChamp twice, miasma wind once, a random bunch of electric primes twice.

I beat Donchamp once, miasma wind once, and the electric deck once.

Delibird is admittedly a little bit of a place holder. If I had a good replacement for it, I'd remove 2 of them. Still, it can be OK for draw power.

bump.
 
my brother ran this deck. Here are the changes I would make. Afterward, I will explain my reasons.

-3 Delibird
-1 Buck's Training
-1 Volner's Philosophy
-2 Professor Elm's Training Method
-1 PlusPower
-1 Expert Belt
- 9 Cards

+2 Dawn Stadium
+2 Wailmer
+2 Wailord
+2 Rescue Energy
+1 Pokemon Collector
+9 cards

Delibird: I would take him out because he just isn't good. Drawing a card for each pokemon you ha{W} in play might be good, but how easy it is to KO Delibird isn't worth it.

Buck's Training: If you really need that extra damage, Black Belt is always an option. You could also use a Crobat G drop just as easily.

Volkner's Philosophy: Not used very much for good reason. It requires you to have less than 7 cards in your hand to actually draw any cards, but (I speak from experience) a Wailord deck will generally have a full hand anyway.

PETM: Not a very used card, even though it let's you search for an Evolution card, you have enough search options as it is.

PlusPower: Only one? If you need the extra damage, add more than just one.

Expert Belt: 2 is sufficient. As it may be hard to knock Wailord out, LuxChomp is still around. When you're behind on prizes against an SP deck, it's going to be really hard to catch up. Besides, I played a Wailord deck with my Nidoking TR deck, and I managed to two shot his Active Wailord
(80>+20 Expert Belt>+20 poison (two turns)
If Wailord attacks first, then Nidoking would have been screwed, but as it is, Swallow Up didn't hit for 100 seeing as it had less HP than Nidoking.

Point is, 2 is a good number for this deck. It's slow, so losing that extra Prize Card may be devastating.

Dawn Stadium should be obvious. When you attach the energy, you remove damage. Basically, it's in for healing.

The other cards should be self explanatory.

-------------------

There is also another Wailord combo I have heard of. It utilises Wailord, Feraligatr Prime, Blissey Prime and Unown RETURN. Basically, you attack with Wailord with Feraligatr providing you with the necessary energy. when Wailord is heavily damaged, lay down Unown RETURN to take back all energy. Drop Blissey Prime to heal, and lay down the energy with Feraligatr Prime.
 
@HeyBoy963: Thanks a million! I really appreciate the advice. The idea of adding blissey sounds good. However, I don't really want the strategy to get TOO complicated.

The only thing with your edit to the deck is that I wanna keep 1 PETM. So instead of taking out 2 PETM and adding 2 Rescue energy, I might take out 1 PETM and add 1 rescue energy.

Thank you, I doubt this deck would do too well without most of these changes!!
 
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