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ZPST zekrom,pachirisu,shaymin,tornadus HGSS-NV

Kkillax

Aspiring Trainer
Member
Pokemon- 11 Pokemon
4 Zekrom
3 Tornadus
2 Pachirisu
2 Shaymin

Trainer 30 Trainers
3 Prof oaks new theory
1 N
4 Pokemon Collector
1 Blackbelt
2 Dual ball
1 Seeker
1 Pokegear 3.0
3 Eviolite
2 Rocky Helmet
4 Pokemon Catcher
1 Interviewers Question
4 Junk arm
1 Switch
1 Plus power
1 Energy search

Energy 19 Energy
15 {L}
4 {C}{C}

Here is my zpst decklist Ive made a few modifcations from NV cards since i went to the pre release. Let me know how you guys think this can be improved. The strategy here is just like other Zpst decks try to get the donk with zekrom/tornadus.

I also have a question about zpst and thats what if i dont get the donk, who do i want to power up first zekrom or do i power up tornadus whom will then power up zekrom?
 
RE: ZPST HGSS-NV

N: not needed
Dual ball > collector (in this deck)
Energy search: bad
You also have too many energy.
 
RE: ZPST HGSS-NV

Alright, since I see your deck has been recently updated (or so you say), I think you're still having it in the ''experimental phase''. Your list can use a lot of changes, even just for the basics of a ZPST list. Let's take a look:

Pokémon:
You lines look fine to me, the only suggestion I can make (from my point of view) is to add in maybe another Tornadus, Pachirisu, OR Magby or Bellsprout. Magby and Bellsprout help you against the Gothitelle matchup, which would otherwise be an autoloss once they build up. Another Tornadus gives you an 8th/10th attacker (10th if you also count in Pachirisu as an attacker), and allows more starts with it. An additional Pachirisu could help you with consistency issues, if you are facing some.

Trainers:

Alright, here is where the most changes will be made; first off, ZPST runs on Juniper. No less than 3 should be included, and if possible I'd even aim for the 4 of them. Your current list doesn't include a single copy, so be sure to add in at least 3. Secondly, Interviewer's Questions shouldn't be needed; you are supposed to draw/refresh into your energy (which you should have no problems with as you should run sufficient energy counts). N really has no place here, as you should be the one that's up in prizes at all times, meaning you are always getting the worst deal from that bargain. If you're really that fond of disruption, play Judge. But I must tell you, even Judge (normally) has no place in ZPST either. My last piece of advice on the supporters is that you don't need Collector at 4. Most ZPST decks rely on Dual Ball to fetch their basics, and even players who don't like coin flips (like myself) lean towards Dual Ball more than to Collector. There are still players who rather use 4 Collector, but that's up to you (most doubtful players play a 3/3 split of Collector/Duall Ball).

As for your trainers, I suggest you drop some of the Eviolite and Rocky Helmet. They're quite useful, but only after you fail the donk. I'd be pulling my own hair out if I had an opening hand perfect for the donk at a Finals match, but I lack one energy... On the other hand, I of course have a Eviolite in my hand... More than 2/3-ish Eviolite aren't needed in my opinion, and Rocky Helmet is nothing more than an extra bonus if you have deck space left. While Energy Search is preffered by some players, I think it's useless (as it has always been), as it could easily be replaced with a basic energy to serve the same cause? ''But James, Energy Search is a basic energy that can be searched with Junk Arm!'' I know, but with all that Trainer Lock and Rush type of decks in the format, you'll either want to normally draw into the energy (because you can't play trainers during Trainer Lock, or you're simply better off with an energy to attach vs some Rush decks), or you could use the spot Energy Search takes up for something more suited for against a certain matchup (depends on your meta of course, and what you'd like to tech) you might have trouble against.

Energy:

Well, not much to say here, except for one simple thing: You pack way too much energy! My own build runs 15 energy, and I rarely have trouble with energy at all. I might adjust it to 16 energy, but time (and playtesting) will tell. For now, I'd say drop 4 {L} energy, or maybe a few less. I doubt you'll ever need more than 16 energy in the deck.

Summary:

Drop: (9)

- 1 N
- 1 Pokémon Collector
- 1 Eviolite
- 1 Rocky Helmet
- 1 Interviewer's Questions
- 4 {L} Energy

Add: (9)

+ 3 Juniper
+ 2 Dual Ball
+ 2 Plus Power
+ 1 Switch
+ 1 Energy Retrieval

Good luck, and feel free to PM me to discuss your deck any further!
 
RE: ZPST HGSS-NV

Thank you very much for your input , now I understand why people run juniper in this deck, I also notice I always have an extra Pokemon collector in my hand. I'm going to try out your advice. Once again thanks and I'll let you know if I have more questions
 
Since ZPST is supposed to take lead with prizes from turn one, Black Belt most likely won't work. If it's a tech for Gothitelle/Reuniclus, it proberbly won't work either because (I have heard that they do. I havn't experienced myself) Gothitelle keeps your prize number lower than it's own, to prevent ei. ZPST from using Black Belt.
I don't like N, again because of ZPST's want to draw prizes quickly.
I don't think that Rocky Helmed will work either. You can OHKO almost any pokémon with just Plus Power (that I miss in this deck) exept of Gothitelle (and a few others). But if you want to use Rocky Helmed against Gothitelle, then it must be attached to your active pokémon before your opponent gets Gothitelle out. Then a plan could be to wait for Gothitelle to attack and get 20 dmg, and then use Bolt Strike (I once considered that strategy too), but if I played Gothitelle/Reuniclus then I would just stack {P} energies on Gothitelle until it could OHKO Zekrom.
You proberbly don't need 3 Eviolite since it's a tool (it will stay in play), it can be Junk Arm'ed and it isn't a must (though it's cool to get only 20 dmg from Bolt Strike.
I don't know about your deck, but I felt that 4 DCE was too much for me. You can remove one if you also think that 4 is too many.

I'm missing a few Seeker or SSU for ei. reuse of Pachirisu or to remove an unwanted active pokemon (I prefer SSU because you can use it on your active, it's a trainer and it can be Junk Arm'ed).
With only one Plus Power you got a very low chance of drawing it. Yes, you can Junk Arm it, but that require that you have had it.
PokeGear 3.0 is the same as above.
Energy Search is the same as above.

This is the changes that I would make:
-1 Black Belt
-1 N
-2 Rocky Helmed
-1 Eviolite
-1 DCE (If you think that 4 is too much)

+2 SSU (or Seeker if you don't like SSU (I run 4 SSU, and sometimes, because it's a trainer, it helps me into some epic situations))
+1 PokeGear 3.0
+2 Plus Power
+1 Energy Search (if you removed a DCE)
 
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