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Standard Zoroark/Drampa

momand

Aspiring Trainer
Member
4x Zorua BKP
2x Zoroark BKP
2x Zoroark GX
2x Zoroark BREAK
2x Drampa GX
2x Tapu Lele GX
1x Oranguru
1x Tapu Koko PR

4x Professor Sycamore
4x N
3x Lusamine
2x Mallow
2x Guzma
1x Brigette

4x Ultra Ball
3x Choice Band
2x Field Blower
2x Counter Catcher
2x Float Stone
1x Rescue Stretcher
1x Special Charge

2x Po Town
1x Altar of the Moone

4x DCE
4x Rainbow Energy
2x Darkness Energy

Haven't had much experience with neither this nor Drampa/Garb, so I'm not sure if this list is any good or not, lmfao
 
You don't need 3 Lusamine, Mallow, Altar of the Moone, or more than 1 Counter Catcher. If you have Float Stone, Altar of the Moone kind of serves no point, and you always want Po Town in play so your opponent can go down into the OHKO range from Drampa.I personally prefer 4 Choice Band in anything Drampa related, since you always want to do 180 when you attack. 3 Lele is preferred when you have Zoroark GX, since it's another Pokemon for your bench, and increases consistency. Mallow is a card that I don't think is that good, but in Zoroark GX engines, a 1-of is probably best, since you'd still rather draw 7 instead of any 2 most of the time. 3 Lusamine is a bit much, considering that if you have 2, you can still loop the Lusamine, and it's also a supporter, so having a handful of them doesn't help you much. Counter Catcher is a good card, but I don't think it's good enough to warrant 2 spaces. You HAVE to be behind on prizes to use it, and sometimes you don't even WANT to switch you opponent's active Pokemon, so it can end up being a dead card in your hand. Not to mention we already have Guzma. Yes, Guzma is a supporter, but it's more accessible, more versatile, and you can use it at any point in the game. I would increase your basic Energy count to 4, since you attack with Drampa most of the time, and can't afford to whiff an Energy. The core of the deck is very similar to Drampa/ Garb, so you usually want the same setup as well. Have you thought about Stardust Jirachi? Stardust seems really good for the meta RN, since just about every deck plays DCE, and there's quite a few deck playing Rainbow Energy. It's also handy sincd this deck has a bad Gardy matchup, so you can Choice Band, Stardust for 80, and discard their Energy, AND get a one-turn invincibility.
 
I agree with your feedback except for Mallow. IMO, the only argument against Mallow is that it's a dead card if Garbotoxin is in play and your field blower are nowhere to be found, but as long as you still have 4 Sycamore and 4 N, you aren't affecting your supporter-based draw power at all. On the note of the Garbotoxin, as long as you play Mallow first and grab a Field Blower in anticipation, you won't be locked out either. Just a thought.

Grabbing 2 guaranteed cards is actually sometimes a lot better than drawing for 7, especially mid to late game. If all you're missing is a Choice Band and a DCE then there you go. Take for example if you've already played 2 DCE and 2 Choice Band, and you know you have 1 prized. You're looking for a single DCE in maybe a 20 to 30 card deck. You would prefer to Mallow than Sycamore. Mallow needs good timing to be effective, but when it is effective it's much better than blind drawing for 7. The main issue I'm focused on is decking out though, really.

Let's say the average game is 8 turns long. You get 2 Zoroark GX in play on Turn 3 and begin drawing 4 cards every turn from Turn 3 thru Turn 8, which is 6 turns. That's grabbing you 24 cards from Zoroark GX's ability alone.

When you open the game for your hand of 7 and 6 prizes and draw for turn, you drop your deck size to 46 cards on the opening turn. Continuing from my scenario above, by turn 3 you will have a 44 card deck if you have played no supporters, never ultra balled to search out a Pokemon, or never played Lele to grab a supporter. We all know that isn't realistic, so let's say by turn 3 you have a 40 card deck without playing any Sycamore yet. If you draw 24 cards from Zoroark GX's ability, by turn 8 you are left with an 11 card deck, drawing 24 from Zoroark, and drawing 5 from each turn.

If you played 1 Professor Sycamore and ultra balled/lele'd multiple times throughout the game, then you've decked out.


Now let me take this back a notch. I'm not saying Professor Sycamore is useless. By God if you can draw for 7 to dig into your deck, especially early on, then go for it. You realistically won't be using Zoroark GX's ability twice per turn literally every turn. The point that I'm trying to make is that between Zoroark GX and Sycamore, you have enough draw power to deck yourself out very easily in 7 to 8 turns. Mallow lets you play efficiently by taking advantage of the draw power you already have instead of recklessly discarding a hand of resources to draw for 7.

2 Mallow is also justifiable for the draw rate. I ran 2 Mallow in my Gardevoir GX deck list and I never have to Lele for her for the right time. I did drop her to 1 copy in that deck though since Octillery is much less reliable than Zoroark GX for the ability.

I believe a 4/2 Sycamore/Mallow split is ideal in Zoroark GX heavy lists. You aren't too dependant on your ability by running 3 Mallow and clogging your deck, and you have Sycamore when you need it early to ditch bricked hands and get your momentum back. I personally see Professor Sycamore as being a very common discard target for Zoroark GX's ability in favor of Mallow for the mid to late game when the situation is correct, but you still run 4 to see it when you need it. Professor Sycamore is much more playable than Mallow, but Mallow is much more efficient.
 
I agree with your feedback except for Mallow. IMO, the only argument against Mallow is that it's a dead card if Garbotoxin is in play and your field blower are nowhere to be found, but as long as you still have 4 Sycamore and 4 N, you aren't affecting your supporter-based draw power at all. On the note of the Garbotoxin, as long as you play Mallow first and grab a Field Blower in anticipation, you won't be locked out either. Just a thought.

Grabbing 2 guaranteed cards is actually sometimes a lot better than drawing for 7, especially mid to late game. If all you're missing is a Choice Band and a DCE then there you go. Take for example if you've already played 2 DCE and 2 Choice Band, and you know you have 1 prized. You're looking for a single DCE in maybe a 20 to 30 card deck. You would prefer to Mallow than Sycamore. Mallow needs good timing to be effective, but when it is effective it's much better than blind drawing for 7. The main issue I'm focused on is decking out though, really.

Let's say the average game is 8 turns long. You get 2 Zoroark GX in play on Turn 3 and begin drawing 4 cards every turn from Turn 3 thru Turn 8, which is 6 turns. That's grabbing you 24 cards from Zoroark GX's ability alone.

When you open the game for your hand of 7 and 6 prizes and draw for turn, you drop your deck size to 46 cards on the opening turn. Continuing from my scenario above, by turn 3 you will have a 44 card deck if you have played no supporters, never ultra balled to search out a Pokemon, or never played Lele to grab a supporter. We all know that isn't realistic, so let's say by turn 3 you have a 40 card deck without playing any Sycamore yet. If you draw 24 cards from Zoroark GX's ability, by turn 8 you are left with an 11 card deck, drawing 24 from Zoroark, and drawing 5 from each turn.

If you played 1 Professor Sycamore and ultra balled/lele'd multiple times throughout the game, then you've decked out.


Now let me take this back a notch. I'm not saying Professor Sycamore is useless. By God if you can draw for 7 to dig into your deck, especially early on, then go for it. You realistically won't be using Zoroark GX's ability twice per turn literally every turn. The point that I'm trying to make is that between Zoroark GX and Sycamore, you have enough draw power to deck yourself out very easily in 7 to 8 turns. Mallow lets you play efficiently by taking advantage of the draw power you already have instead of recklessly discarding a hand of resources to draw for 7.

2 Mallow is also justifiable for the draw rate. I ran 2 Mallow in my Gardevoir GX deck list and I never have to Lele for her for the right time. I did drop her to 1 copy in that deck though since Octillery is much less reliable than Zoroark GX for the ability.

I believe a 4/2 Sycamore/Mallow split is ideal in Zoroark GX heavy lists. You aren't too dependant on your ability by running 3 Mallow and clogging your deck, and you have Sycamore when you need it early to ditch bricked hands and get your momentum back. I personally see Professor Sycamore as being a very common discard target for Zoroark GX's ability in favor of Mallow for the mid to late game when the situation is correct, but you still run 4 to see it when you need it. Professor Sycamore is much more playable than Mallow, but Mallow is much more efficient.
I suppose you have a good point
 
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