Magic_Umbreon
Researching Tower Scientist, Retired
Luxray Gambit
Pokémon: 20
4 Shinx
3 Luxio
4 Luxray
2 Baltoy
2 Claydol
1 Togepi
1 Togekiss
1 Chatot
2 Ditto
Trainers: 24
4 Rare Candy
4 Bebe's Search
3 Team Galactic's Wager
4 Roseanne's Research
3 Dusk Ball
4 Technical Machine TS-01
2 Night Maintenance
1 Potion
Energy: 15
8 Lightning Energy
5 Water Energy
2 Grass Energy
Luxray has massive potential in the DP-on metagame. My version here is a disruptive and spontaneous build. The ideal start is to use Shinx's recharge turn 1 and get some sort of KO turn two, via Luxio doing 70 or Luxray doing 100. If you can get Luxray or even Luxio out with 2 or 3 energy charged fast (and this is very realistic with Shinx's attack), you ideally want to use wager for disruption. Turn 1 wager is also viable with Chatot: use your hand, wager, use your hand, shuffle for a new hand with Chatot if needed. That sort of thing.
It's called a gambit, because you're making quite a bold risk early on to lock the game down. If you get your Luxray out, or even a Luxio, in matchups such as Kingdra, winning a wager before they get Claydol seals the game.
You have lots of surpise tactics to keep them guessing, such as Ditto, who is very useful in a lot of matchups and gives you that extra turn you might need before everything falls into place. Togekiss is possibly the most random addition to the deck, but I think it has great potential. With Luxray's free retreat and the way it uses the energy, even 1 or 2 extra energies from Serene Grace gives you a lot of firepower for a number of turns. Technical Machine 1 is useful with roseanne's if you can't use Shinx's charge turn 1. Generally, if you can't do that, you want to setup with TS-01. I love the TMs because once you have Claydol in play, you can "discard" them from your hand to draw more, and from the deck for better draw and serene grace by just randomly attaching them to something.
Potion allows Luxray to survive two hits from Kingdra's dragon pump, and turns the tables. Also very useful for Ditto to sway the balance where you are matching another pokémon hit for hit. Perhaps if they are trying to snipe Chatot, it can live for another turn. Those sorts of situations.
I may well be testing this on Saturday, possibly just across the early turns. This deck, or Armaldo (the other imo amazing LA card that just isn't getting enough hype).
Pokémon: 20
4 Shinx
3 Luxio
4 Luxray
2 Baltoy
2 Claydol
1 Togepi
1 Togekiss
1 Chatot
2 Ditto
Trainers: 24
4 Rare Candy
4 Bebe's Search
3 Team Galactic's Wager
4 Roseanne's Research
3 Dusk Ball
4 Technical Machine TS-01
2 Night Maintenance
1 Potion
Energy: 15
8 Lightning Energy
5 Water Energy
2 Grass Energy
Luxray has massive potential in the DP-on metagame. My version here is a disruptive and spontaneous build. The ideal start is to use Shinx's recharge turn 1 and get some sort of KO turn two, via Luxio doing 70 or Luxray doing 100. If you can get Luxray or even Luxio out with 2 or 3 energy charged fast (and this is very realistic with Shinx's attack), you ideally want to use wager for disruption. Turn 1 wager is also viable with Chatot: use your hand, wager, use your hand, shuffle for a new hand with Chatot if needed. That sort of thing.
It's called a gambit, because you're making quite a bold risk early on to lock the game down. If you get your Luxray out, or even a Luxio, in matchups such as Kingdra, winning a wager before they get Claydol seals the game.
You have lots of surpise tactics to keep them guessing, such as Ditto, who is very useful in a lot of matchups and gives you that extra turn you might need before everything falls into place. Togekiss is possibly the most random addition to the deck, but I think it has great potential. With Luxray's free retreat and the way it uses the energy, even 1 or 2 extra energies from Serene Grace gives you a lot of firepower for a number of turns. Technical Machine 1 is useful with roseanne's if you can't use Shinx's charge turn 1. Generally, if you can't do that, you want to setup with TS-01. I love the TMs because once you have Claydol in play, you can "discard" them from your hand to draw more, and from the deck for better draw and serene grace by just randomly attaching them to something.
Potion allows Luxray to survive two hits from Kingdra's dragon pump, and turns the tables. Also very useful for Ditto to sway the balance where you are matching another pokémon hit for hit. Perhaps if they are trying to snipe Chatot, it can live for another turn. Those sorts of situations.
I may well be testing this on Saturday, possibly just across the early turns. This deck, or Armaldo (the other imo amazing LA card that just isn't getting enough hype).