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ZETT (zekrom/eelektric/tornadus/thundurus)

D

derkapalooza

pokemon x15
zekrom x3
thundurus x3
tornadus x2
eelektric x3
tynamo x3
bellsprout x1

trainer/supporters x31
Pokémon collector x3
prof. juniper x3
pont x2
seeker x2
Pokémon catcher x4
junk arm x3
plus power x3
Pokémon communication x3
eviolite x2
pokegear 3.0 x2
switch x2
energy retrieval x1
revive x1

energy x14
electric x11
dce x3

alright, well im going to be trying this deck out at my local cities tomorrow and im hoping to get some constructive, last minute critiques. basically, hope to start out with thundurus so i can start getting energy out of my deck and start attacking. then setup eelekric and zekrom asap. tornadus is there as a donphan counter obviously. i know hes a good and important card in zpts decks, but imo i need thundurs more for setup. bellsprout is there as a trainer lock tech too. what i need help with mostly is just speeding up the deck, so im anxious to see everyones responses! :D
 
I'd take out Thundurus to max out Junipers, Junk Arms and Zekroms. Thundurus isn't needed (I'm playing this deck), with supporters or retreating Tynamo/Tornadus you will always have something to re-attach with Eelektrik.
 
Yeah, I really, really don't like seeing Thundurus in this deck. It brings nothing to the Table that Zekrom or Tornadus can't do better. It takes the two low points of the two (Weakness to Fighting, RRC Attack cost, only 110 HP and a damage cap of 80) and combines them into a pokemon made of mediocrity.

The only 'benefit' it has other either of the other two is Charge. And thats terrible.

You'll get more out of your TSS line to grab energy and chuck it into your Discard Pile (I'll suggest replacing your 2 Seekers, which are... oddly placed, and your Energy Retrieval to add 3 Sage's Training is a good call; think of it as drawing 5 Cards and discarding what you didn't want to draw).
 
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