Gyarados (Need help incorporating bats and other advice)

Discussion in 'Deck Help and Strategy' started by SSBBDaisy, Feb 26, 2011.

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  1. SSBBDaisy

    SSBBDaisy New Member

    Pokemon
    4 Magikarp (SF)
    3 Gyarados (SF)
    4 Sableye (SF)
    2 Uxie
    1 Uxie Lv.X
    1 Dialga G
    1 Dialga G Lv.X
    2 Regice (LA)
    1 Azelf
    1 Combee (SF)
    2 Unown Q

    Total: 22

    Supps/Trainers/Stadium
    4 Pokemon Collector
    3 Bebe's Search
    3 Seeker
    1 Volkner's Phylosophy
    2 Pokemon Communication
    2 Pokemon Rescue
    3 Junk Arm
    1 Luxury Ball
    2 Warp Point
    4 Super Scoop Up
    2 Expert Belt
    3 Broken-Time Space (BTS)

    Total: 30


    Energy
    3 Rescue Energy
    3 Warp Energy
    2 Special Dark Energy

    Total: 8



    Total Cards in Deck: 60



    Strategy: Set up gyarados with 3 karps in discard and a belt attached to G-Dos(if necessary) to hit for 110 each turn. Revitalize gyarados w/ seekers and super scoops, and maintain magikarp and g dos in hand even when knocked out with rescues.


    The kind of change I would like to see in this deck: Is to hit for more, which I find bats + some turns being the best way to do that. The problem I'm having is incoporating them.


    Any advice is very appreciated and suggestions are more than welcomed.


    Please excuse my grammar (I have the excuse of being native to this country and english being my first language which is more than enough to vouch for terrible grammar :thumb:)
     
  2. Raen

    Raen New Member

    First off, I'd suggest only running 1 Regice and only 1 Unown Q. They are very bad starters, and too many of them makes it MUCH more likely you'll start with them. They also simply aren't needed.

    So that right there frees up two spots for a bat and a Turn. I'd replace one SSU with another Turn (with 3 seeker, you don't need 4 SSU), and I'd pull out a Bebe's Search (I personally feel 2 is enough when you have 2 Communication; this is something some may disagree with, though, so experiment and test it) for a 3rd Turn.

    So now you have a Bat and 3 turns!
     
  3. SSBBDaisy

    SSBBDaisy New Member

    I actually like this idea. I was thinking 3 Bebe's might have been a little too much and maybe 1 regice might be enough. But I really would like to keep my extra unown q and 4th SSU :-(
     
  4. Raen

    Raen New Member

    I would really recommend not playing two unown q's. I know they are nice and very convenient, but the added risk of running two is just too high, particularly in this donk-filled, super fast format.

    There's nothing wrong with 4 SSUs, but it seemed to me to be the easiest, least painful way to add space for PokeTurns. I personal feel 3 is enough when you have 3 Junk Arms as well, but if you really like 4, use 4 :D Nothing wrong with that!

    EDIT: Oh, also, another card you could consider getting rid of is Volkner's Philosophy. It's a nice card, but isn't really essential, as you have plenty of draw and discard capabilities without it.
     
  5. SSBBDaisy

    SSBBDaisy New Member

    @Raen: Oh...I totally have forgotten about Volkner's. I rarely use that card. VERY RARELY. By the time I get it or have a chance to use it I already have a uxie lv.x or I have used uxie already. LOL I'm fine with loosing Volkner's ;).
     
  6. vaporeon

    vaporeon Moderator

    Try the deck with Garchomp LV X. I think Restore could be really helpful, that way you can hit for 120 every turn.
     
  7. Lumneion

    Lumneion New Member

    IMO this would be a bad idea
    1. You would have to set up a stage 2 lv.x which takes up too much space, consistancy, and speed.
    2. There are other ways to hit for 120 such as crobatGs, expert belt and some lists play black belt.
    3. It takes up a turn to use charchomp's attack and takes up an important bench space that could be used for stuff as extra uxie drops
    4. It is harder to heal G-dos, because if you seeker or ssu to heal him you have to have a magikarp on the bench to play him back down and if you discard him to get him back with restore it takes up another turn, but with the regular deck you can play him down in the same turn.
     
  8. Recoded

    Recoded New Member

    Regice is really bad at 2. It's a terrible start, and you won't be needing to use more then one Regi Move per turn.
    -1 Regice

    Uxie X doesn't fit in Gyrados. It's not really needed for consistency and it takes up deck space for more important cards.
    -1 Uxie X

    You only need one Unown Q. It's only need to retreat Sableye and Uxie once before Crobat takes that job.
    -1 Unown Q

    Pokemon Communication is decent, but there's trainer lock running around and it's easily just an inferior Bebe's.
    -2 Communications

    4 Special Dark or none at all. Terrible draw late game and you're not donking with two.
    -2 Special Dark

    -1 Regice
    -1 Uxie X
    -1 Unown Q
    -2 Communications
    -2 Special Darks

    +2 Crobat G
    +3 Poketurn
    +2 Cyclone Energy
     
  9. SSBBDaisy

    SSBBDaisy New Member

    @Vaporeon: I will at least try it on redshark. :)

    @Recoded: I have changed the deck. I'ma update soon.


    I took out

    1 Regice
    1 Palmer's Contribution
    1 Bebe's Search
    1 Combee (SF)


    for

    2 turns
    2 bats.


    I find Uxie Lv.x completely necessary in the deck. I can actually attack with it (normally I warp energy it out of active giving it one energy) then when I need to attack with it I just throw either a special dark or even a rescue(rescue if I absolutley have to). But really it helps get those impossible to search for cards like bts, expert belt, or pokemon rescue.

    I kind of agree on the communications, but they are nice for getting uxie lv.x, a gyarados, or dialga G lv.x when I absolutley have to have them.

    The unown Qs are to get either uxie x or a stray sableye out of active and the convenience (< pretty sure I spelled it wrong :p) is that they are searchable unlike warp point or warp energy.

    I took your advice or regice (rhyme ftw). I now only run 1 in the deck I do find no need to run 2 especially when I have 3 junk arms.

    I also kind of agree on the special darks... I find my self rarely used them and I very rarely donk with sableye. But now with 2 turns and 2 bats I find the sp darks to be slightly more useful in the donking ratio. They are also nice against anybody with the dreaded gengar sf. I can always keep gyarados unbelted when I know Im up against a heavy gengar sf line to do a 90 damage and then kill the gengar with bats or offer up a sableye for the ko and only have to possibly give up a sableye.
     
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