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ZPST Donk

Bump. I really want to find some way to fit in some Eviolite. Maybe Bellsprout and something else for two? Only need two because I run 4 Junk Arm.
 
I don't think you need Bellsprout... isn't that what catchers for?
I would probably replace it with a 4th Pluspower or 3rd DualBall...
 
Bump. What I want to figure out most is what to take out with the bellsprout to make room for 2 Eviolite.
 
I dont really think that Defender is very good, because it only lasts for 1 turn. I really like Eviolite as it lasts the entire game, and makes it so that Zekrom cant be KO'ed by Donphan, and it would take 6 turns for Donphan to KO Tornadus.
 
Because Gothitelle can't retreat or run Switch?

Defender is great because dropping it at the right time can easily be the difference between winning and losing. Delaying the loss of a Zekrom and 3 energy for a turn, as well as potentially having a huge Outrage is too game-changing not to run it.
 
I havent tested it yet, but it seems much better than Bellsprout. If they miss heads, they die, and if they dont have another one it is very, very helpful. What should I take out for 2 Defenders? I guess I could take out the Magby, but what should the other card be.
 
Unown Dark, Energy Search. The deck also needs more draw supporters in place of those cards.
 
Unown Dark has gotten me more donks than I can count. I think almost every donk I have had has been because of Unown Dark. Energy Search has gotten me only about 1 donk, but because it did, its better than a regular energy because if it had been a regular energy, I couldn't have donked that time and maybe other times. Also I feel like I have a good amount of draw support, you might have overlooked the Pokegears. The thing that I want to find room for is Eviolite, which will improve my matchup against everything.
 
I did not overlook Pokegear. Pokegear is only good if you have enough supporters in the first place.

Energy Search has only gotten you one donk out of what should be 100+ games and you think that justifies it? It gets locked against trainer lock. It can't actually be an energy when you don't have enough energy in your deck.

Unown Dark is gimmicky and bad and I can't think of a single high-level player who even considers it a possible tech in Zekrom, but w/e. It was only anywhere near good before the deck ran DCE.
 
Unown Dark is really good. It gives another option to get the third energy, and makes it so you need just a Zekrom/Torn start, 2 {L}, and a collector to donk. 4 cards isn't hard to get. It has won me games.
 
Celebi, I have only played about 30 games... Anyways, because it was even one game, its better than a regular energy. The very fact that you think Unown Dark is gimmicky and bad tells me that you have never played ZPST before.
 
The unown dark idea seems really interesting I think I may give it a shot in my zpst deck
 
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