Pokémon TCG: Sword and Shield—Brilliant Stars

Magmortar is THE PLAY!

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This deck works really well.my girlfriend has her own spin on it and it takes down almost every deck we test it on its really fast and it really stincks knowing that your opponent has 2 ta 3 pokemon already fully powered and you only have one or two

+ being able to knock off castform and any form of rainbow nrg's is a real problem for most decks , any water deck is a good match up and can still win (snipe cyndaquils lol)
 
This deck works really well.my girlfriend has her own spin on it and it takes down almost every deck we test it on its really fast and it really stincks knowing that your opponent has 2 ta 3 pokemon already fully powered and you only have one or two

+ being able to knock off castform and any form of rainbow nrg's is a real problem for most decks , any water deck is a good match up and can still win (snipe cyndaquils lol)

I personly don't care how fast this deck is. All I have to do is stall, once I get a gatr active, it's game over for magmar. What do you intend to do against gatr?
 
I personly don't care how fast this deck is. All I have to do is stall, once I get a gatr active, it's game over for magmar. What do you intend to do against gatr?

This deck can hit the bench, you know. If you stall with something I'll flamebuster your charging Gatr. Alternitivley here is another situation:

You have Gatr active with 2 Water on it and 2 in your hand (Which, I'm guessing, will happen most of the time In early setup.). I have Magmortar and a Typhlosion in play. We both have 6 Prizes left.

You: Attack with Gatr, shuffle back 2 water, knock out Magmortar...
Me: Send up Typhlosion, attach Scramble, Vaporizing Heat.

Now I just have to keep Vaporizing Heating Your Gatr, and he is useless as you have to attach the energy you search for (If you have any energy searcher) onto Gatr for an attack instead of shuffling it into your hand.

If that doesn't work, I could always Smoke Bomb. It reduces the attack to a 50% chance of even happening. Agreed that you won't always flip tails, but it's better than nothing.

KingGengar: Care to explain how Typhlosion d works?
 
The only way, that I see, that can counter Empoleon, and an Active Gatr, that has about 3 or 4 energy in hand, is a tech Ray ex d, with Multi Energies in the deck. But, on a serious note, its still a pretty solid deck idea.
 
This deck can hit the bench, you know. If you stall with something I'll flamebuster your charging Gatr. Alternitivley here is another situation:

You have Gatr active with 2 Water on it and 2 in your hand (Which, I'm guessing, will happen most of the time In early setup.). I have Magmortar and a Typhlosion in play. We both have 6 Prizes left.

You: Attack with Gatr, shuffle back 2 water, knock out Magmortar...
Me: Send up Typhlosion, attach Scramble, Vaporizing Heat.

Now I just have to keep Vaporizing Heating Your Gatr, and he is useless as you have to attach the energy you search for (If you have any energy searcher) onto Gatr for an attack instead of shuffling it into your hand.

If that doesn't work, I could always Smoke Bomb. It reduces the attack to a 50% chance of even happening. Agreed that you won't always flip tails, but it's better than nothing.

KingGengar: Care to explain how Typhlosion d works?

You do relize that I use DRE?

ignoting the deck can hit the bench? yeah, you are right

My gatr build isn't slow if that's what you are relying on, it consistantly sets up t3-t4. Don't forget that I can t2 gatr if needed.
 
errr gatr should play delcatty anyways to get nrg, 4 mr stones as well. but on to this deck.

Magby is needed.
I'd play 2 chingling, it isn't THAT important.
 
DarthPika: Magmortar is about 50-50 against Gatr. It all really depends on when you get out Magmortar.

Rew: A lot of supporters in this deck are key to have(Celio's, Mr. Stones). That is why I run 3. The more you get in your hand, the easier the deck becomes.
 
you should use blaziking instead of Typhlosion. Same power, but with blaze you get an attack that hits the bench. And since magmorter already hits the bench it will work out better IMO.
 
A nice Anti-Water deck could be 1-1 Magneton (PK) combined with one Lake Boundary and Multi Energy. I mean most of the time your side of the field is going to have atleast 3 to 5 energys making Magneton a a nice Water counter specially with lake Boundary in play and after the real big threats then discard lake with Windstorm. And the Power could work too.

Just a Thought
 
I like TVR over Adventurer. As to the Lake Boundry thing, that is just a simple NO. This deck already suffers against most water decks, why make it worse?
 
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