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Standard Zoroark GX/Banette GX

kishido1205

Aspiring Trainer
Member
****** Zoroark-Banette [v2] ******
##Pokémon - 16
* 3 Zorua SLG 52
* 3 Zoroark-GX SLG 53
* 3 Shuppet CES 63
* 3 Banette-GX CES 66
* 1 Oranguru UPR 114
* 2 Tapu Lele-GX GRI 60
* 1 Buzzwole FLI 77

##Trainer Cards - 36
* 4 Ultra Ball FLF 99
* 2 Mysterious Treasure FLI 113
* 4 Cynthia UPR 119
* 3 Guzma BUS 115
* 3 N NVI 92
* 3 Acerola BUS 112
* 3 Field Blower GRI 125
* 1 Rescue Stretcher GRI 130
* 1 Energy Loto GRI 122
* 2 PokéNav CES 140
* 3 Tate & Liza CES 148
* 1 Pal Pad UPR 132
* 2 Brigette BKT 134
* 2 Sky Pillar CES 144
* 1 Mallow GRI 127
* 1 Choice Band GRI 121

##Energy - 8*
4 Double Colorless Energy XY 130
* 4 Rainbow Energy PL 121

Total Cards - 60****** Deck List Generated by DeckBox ******

This is my current Standard deck. The strategy is simple, setup Zoroark GX and/or Banette GX early (preferrably turn 2) and deal damage before opponent can finish their setup. Since both these Pokemon only need a single attachment for their attacks, it's quite easy to pull off. Add utility trainer cards such as Acerola and Guzma, you can easily swap in and out Pokemon. Tate & Liza is also a good way to swap out as you don't really want to discard your energy. Sky Pillar to prevent damage from spread attacks (Buzzwole, Tapu Koko, etc.) Oranguru is for card recycling, very important especially against mill decks. then Baby Buzzwole for Zoroark matchup. Both the Dark and Psychic typing of this deck match well with most metadecks.

The only consistent problem is that this deck doesn't have 1HKO potential to >160HP Pokemon. Zoroark can only hit 120 (150 if with Choice Band) while Banette can hit 130 (160 if with Choice band). However, this is to assume that the condition for the max possible bonus damage is met (full bench for Zoroark and 10 supporter cards for Banette). Banette GX somewhat help with this problem with its ability, but its only 10 damage per turn.

Feel free to suggest some improvement for more consistency.
 
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