Pokémon TCG: Sword and Shield—Brilliant Stars

HGSS-on Creeping Shadows (Zoroark and Weavile)

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Zorua0629

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4x Zorua Dark Explorers
2x Zoroark BW
2x Zoroark Dark Explorers
2x Darkrai EX
2x Tornadus
2x Mewtwo EX
4x PONT
3x Professor Juniper
2x Bianca
3x Pokemon Collector
3x Dark Claw
2x Dark Patch
4x Junk Arm
3x Pokemon Catcher
2x Random Receiver
3x Ultra Ball
1x Super Rod
2x Lost Remover
4x Double Colorless Energy
4x Special Dark Energy
6x Dark Energy

Strategy:
This deck has great potential for being in the meta with as swift as it runs.
How it works is like this: depending on various situations, this deck has great versatility, only having a big difficulty against CMT, and Terrakion, and is some-what favorable against Eels.
The way it sets up is fairly easy, you either want to start off with a Zorua, and at least 1 energy. Otherwise, you should start with a Tornadus and at least 1 energy. This is how turn one should play out: Zorua in active, Dark Energy, Ascension into a Zoroark (usually the one from Dark Explorers).

Ascension
Search your deck for a card that evolves from this Pokémon and put it onto this Pokémon. (This counts as evolving this Pokémon.) Shuffle your deck afterward.

Now this move is fantasticly broken if you're going first, but either way it lets you control how you attack for whatever situation you're facing. For example, the original Zoroark has the ability of donking either Reshiram-EX or Zekrom-EX with Foul play. This is pretty easy to pull off as long as you meet the requirements of having a Dark claw, then adding a Special dark energy or a plus power to back you up. However, be warned that when dealing with Reshiram-EX the 50 damage recoil if you fail brave fire's coin flip, the damage becomes 80 damage and that's some massive back lash. But you also have other options. Did you fill your bench with dark types before evolving? Are you facing something that using foul play on just wont cut, such as another Zoroark? Well that's great because now you have another option with the new Dark Explorers Zoroark. This guy can dish 120 dmg which can easily be inflated to a fatal 160 damage with its Brutal Rush attack!

Brutal Rush 20x
Does 20 damage times the number of Pokémon you have in play.

With Dark Claw aiding in this attack and if you where lucky enough to pull out 2 Special Dark Energy, this attack now becomes 160 damage. Add a Plus Power to that and you have just KO'd Mewtwo-EX with no problem. That's not all, if this guy can't be knocked out in one shot, he can turn around and retaliate with Dark Rush, dealing 20x the number of damage counters on him, making his max damage with this 180 minus the Special Dark Energy or Dark Claw boosting him up. These two guys are the key to victory in this deck. Throwing Darkrai-EX in the the deck provides a little bit of support, granting all of your pokemon with free retreat, and a fairly decent attack.
The items are pretty straight forward, but thanks to Ultra ball we can now utilize Bianca, using Ultra ball you can dump your hand, get the Pokemon you need, and then follow up with Bianca to get a new hand, being best played after you have one or two cards in your hand.
The energy delaying Lost Remover is a great option because I havent seen an EX that doesn't use DCE, and with more and more Special Energy coming into play, having this card is a wonderful choice.
All the other items are pretty basic for powering up Zoroark, or using Random Receiver to pull out that one supporter you need.

This deck has a few consistancy faults as the game progresses or if your unlucky enough to have your Zoroarks prized. It sometimes has some set up difficulties with getting out a large amount of Pokemon. It also hates fighting types, against Donphan Prime, or other fighting types that can deal at least 50 damage, it is pretty much useless you go first, and everything has to be set up perfectly against a fighting type or else you're in for a world of hurt. Decks that can do lots of damage on turn 1 are also quite annoying, and you again need that first turn to get going.

Please help critique this deck and help me make it better. Thanks.

Zorua HP 50 BW4
-Attacks-
Ascension
Search your deck for a card that evolves from this Pokémon and put it onto this Pokémon. (This counts as evolving this Pokémon.) Shuffle your deck afterward.
Scratch 20
-Weak x2 -Resist-20 Retreat cost:

Zoroark HP 100 BW4/DXP-079
-Attacks-
Brutal Rush 20x
Does 20 damage times the number of Pokémon you have in play.
Dark Rush 20X
Does 20 Damage times the number of damge counters on this Pokémon
-Weak x2 -Resist-20 Retreat cost:

Darkrai-EX HP 180 BW4
Ability: Dark Cloak
Each of your Pokémon that has any Energy attached to it has no Retreat Cost.
-Attacks-
Night Spear 90
Does 30 damage to 1 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
-Weak x2 -Resist-20 Retreat cost:

Random Receiver
Trainer-Item
Reveal cards from your deck until you reach a Supporter card. Put that card in your hand, and shuffle the cards you revealed into your deck.

Darkness Claw
Trainer-Item-Pokémon Tool
If the Pokémon this card is attached to is a Pokémon, this Pokémon's attacks do 20 more damage to the Defending Pokémon.

Ultra Ball
Trainer-Item
Discard 2 cards in your hand to search your deck for a Pokémon, show it to your opponent and put into your hand. shuffle your deck afterwards.
 
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I think Dual Ball will work better than Ultra Ball overall (because it has the same effect without the discard).
You can play Bianca, but Sage's Training would work better with Dark Patch.
 
Okay deck update:

4x Zorua Dark Explorers
2x Zoroark BW
2x Zoroark Dark Explorers
2x Darkrai EX
2x Tornadus
2x Mewtwo EX
4x PONT
3x Professor Juniper
3x Sage's Training
3x Pokemon Collector
3x Dark Claw
3x Dark Patch
4x Junk Arm
3x Pokemon Catcher
3x Dual Ball
1x Super Rod
4x Double Colorless Energy
4x Special Dark Energy
8x Dark Energy

Thinking about maybe taking out 1 Juniper to max out Sage's Training but not sure... Oh and possibly teching in a Groudon EX with Prism Energies.
 
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just fyi.
brutal bash does 20x the number of DARK pokemon you have in play. not just any pokemon.
this makes a huge difference.
 
I've done some testing with a similar concept, and I think Mewtwo EX hurts this deck more than it helps. You almost never want to start with it, and Darkrai can handle Mewtwo 1-on-1 with Resistance. Even Eviolite is fine to deal with because of Special Darks.

I know that Dark Claw seems like the "sexy" option to use because it's new, but I don't really like it. The extra 20 damage really doesn't allow you to hit any damage targets, since you're doing 100-120 a turn anyway. I think an Eviolite on a Darkrai EX or Tornadus EX is much better than the extra damage that you could potentially do with Zoroark or Darkrai EX.
 
Okay so I have a deck update:

4 Zorua (Dark Ascension)
1 Zoroark BW
3 Zoroark Dark Explorers
4 Sneasel UD
4 Weavile UD
1 Tornadus EX
4 Ultra Ball
4 Dual Ball
3 Revive
3 Level Ball
4 Random Receiver
4 Juniper
4 Biance
4 N
4 DCE
9 Basic Dark Energy
 
Okay so I have a deck update:

4 Zorua (Dark Ascension)
1 Zoroark BW
3 Zoroark Dark Explorers
4 Sneasel UD
4 Weavile UD
1 Tornadus EX
4 Ultra Ball
4 Dual Ball
3 Revive
3 Level Ball
4 Random Receiver
4 Juniper
4 Biance
4 N
4 DCE
9 Basic Dark Energy

Youn need more than 9 energies. Also you should be using special darks, junk arms, and dark patches. Also many of you trainers and supporters dont need to be run in 4 copies, especially if you add in junk arm. And you definetly need to have at least 1 probably 2 DarkraiEX.
Posted with Mobile style...
 
Okay so I've play tested my deck some more and here is the newest list.

4 Zorua DEX
4 Zoroark (3 DEX, 1 BW)
2 Sneasel UD
2 Weavile UD
2 Sableye DEX
1 Tornadus / Tornadus EX
3 Dark Claw
4 Dark Patch
4 Great Ball
4 Ultra Ball
3 Revive
2 Random Receiver
2 Super Rod
3 Bianca
4 Professor Juniper
2 N
4 Double Colorless Energy
4 Special Dark Energy
6 Basic Dark Energy

So basicly, I don't have Darkrai EX's but I run the Sableye from Dark Explorers to recycle my Items such as Great Ball, Dark Patch and Dark Claw and I use Super Rod for late game when my Zoroarks from Dark Explorers are in the discard pile to get them back. Great Ball is just a choice preference because I can't get Dual Balls easily and I like the benefit of almost always getting a Pokemon. The Ultra Balls allow me to get a possible donk if I start with a Tornadus, a Dark Patch and a Double Colorless Energy. The Weaviles let me discard crucial cards from my opponents hand however it is really situational... Anyway, this deck works well but still needs a little critiquing...
 
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