Shockpulse
New Member
I've collected the cards and played the game casually since its inception, but I only once tried to play competitively, at the very beginning of the Diamond and Pearl era. My Lake Trio deck, while powerful at my local POP League, was no match for the Magmortar Lv. X metagame. Every single tournament that year, from City to State to Gym, I only faced that Magmortar deck. The repetition and quickly-over games sucked the fun out of one of my favourite games. Years later, I see that my favourite G6 Pokémon, Goodra, has a card representation. I've always liked making non-meta decks, but this time I'd like some help getting this unusual deck up to shape. Even if I don't win any big tournaments, I'd like to at least stand a chance against Pyroar, Darkrai, and the others, and have fun with a decent-length game of back-and-forth, rather than being defeated before I can take a single Prize Card.
Pokémon: 18
4x Goodra
3x Sliggoo
4x Goomy
2x Florges
2x Floette (#65)
2x Flabébé (#63)
1x Xerneas EX
Trainers: 28
Supporters (8)
3x Pokémon Fan Club
2x Shauna
2x Lysandre
1x Pokémon Center Lady
Items (20)
1x Rock Guard (Ace Spec)
3x Muscle Band
1x Startling Microphone
1x Rare Candy
2x Evosoda
2x Ultra Ball
4x Professor's Letter
4x Energy Retrieval
2x Escape Rope
Energy: 14
1x Double Colourless Energy
4x Rainbow Energy
7x Fairy Energy
2x Water Energy
This deck is designed to maximise Goodra's Gooey Regeneration Ability, keeping it healthy while beating down opponents with Heavy Whip. Professor's Letter is key to make sure I have the energy I need for its attacks and ability, and Energy Retrieval is used to recover the energy its ability burns through. Florges is included for its unparalleled searching capabilities, as well as using its other attack and Floette's to deal some damage to the bench. Xerneas EX also helps as a backup attacker with Break Through and X Blast, but I don't want to rely on it thanks to Pyroar and all the anti-EX cards out there. The Ace Spec chosen, Rock Guard, is designed to be combined with an active, regenerating Goodra. Ideally, Goodra will stay around for several turns, all the while dealing 60 damage to anything that scratches it, while regenerating its own HP. Double Colourless is included at 1 simply for retreat costs, but in a pinch could also power up Xerneas EX's moves.
Cards I also considered, but cut for space:
Xerneas: Geomancy is the centrepiece of any Fairy Energy-based deck, being able to thin your deck and power your bench while Xerneas' high HP take some attacks while you further set up your field. Ideally, turn 1 would have Xerneas as my active Pokémon and a Goomy on my bench, but I wasn't sure if that would be consistent enough even with searchers and both at 4.
Flashfire Milotic: It seems like a good idea to instantly recover and equip up to 3 energy to a Goodra to keep the Regeneration up, as well as powering up its Heavy Whip. Not sure if the Feebas and KO are worth it though.
Super Potion and additional Pokémon Center Ladies: Super Potion's effect is essentially an Item version of Goodra's ability, and combining healing trainers with its Ability can keep Goodra at peak health at all times.
Hard Stone and Rocky Helmet: Giving Goodra some extra bulk and the possibility of passive damage beyond the 1 Rock Guard.
Great Ball: A quick way to search for Pokémon outside of Ultra Ball and Florges's effects.
Switch: Escape Rope might be substituted for this old favourite.
Iris: Considered at 1 copy to boost an attack just enough for a KO, especially in late game.
Tierno: Drawing 3 cards can be pretty good.
Team Flare Grunt: Not sure how useful it is with Blacksmith around, but the removal of energy can be quite dangerous if well-timed.
Fairy Garden: Free retreat costs could mean the difference between a win and a loss, but I couldn't find the space for it.
I'd love to hear some feedback, barring in mind two small points:
1. The rotation is coming soon, so I'd like to keep closer to newer releases. I don't want to build a deck heavily supported by Next Destinies cards only to completely recreate in a month or two.
2. Goodra is designed to be the active Pokémon for the majority of the action, so please don't offer suggestions that completely rework the deck's focus. I know Goodra isn't meta, and this deck isn't designed to be meta. What I'd appreciate more than anything is help giving Goodra the support deck it needs to stand up to meta decks.
Thank you for reading, and I'll be looking forward to your comments!
Pokémon: 18
4x Goodra
3x Sliggoo
4x Goomy
2x Florges
2x Floette (#65)
2x Flabébé (#63)
1x Xerneas EX
Trainers: 28
Supporters (8)
3x Pokémon Fan Club
2x Shauna
2x Lysandre
1x Pokémon Center Lady
Items (20)
1x Rock Guard (Ace Spec)
3x Muscle Band
1x Startling Microphone
1x Rare Candy
2x Evosoda
2x Ultra Ball
4x Professor's Letter
4x Energy Retrieval
2x Escape Rope
Energy: 14
1x Double Colourless Energy
4x Rainbow Energy
7x Fairy Energy
2x Water Energy
This deck is designed to maximise Goodra's Gooey Regeneration Ability, keeping it healthy while beating down opponents with Heavy Whip. Professor's Letter is key to make sure I have the energy I need for its attacks and ability, and Energy Retrieval is used to recover the energy its ability burns through. Florges is included for its unparalleled searching capabilities, as well as using its other attack and Floette's to deal some damage to the bench. Xerneas EX also helps as a backup attacker with Break Through and X Blast, but I don't want to rely on it thanks to Pyroar and all the anti-EX cards out there. The Ace Spec chosen, Rock Guard, is designed to be combined with an active, regenerating Goodra. Ideally, Goodra will stay around for several turns, all the while dealing 60 damage to anything that scratches it, while regenerating its own HP. Double Colourless is included at 1 simply for retreat costs, but in a pinch could also power up Xerneas EX's moves.
Cards I also considered, but cut for space:
Xerneas: Geomancy is the centrepiece of any Fairy Energy-based deck, being able to thin your deck and power your bench while Xerneas' high HP take some attacks while you further set up your field. Ideally, turn 1 would have Xerneas as my active Pokémon and a Goomy on my bench, but I wasn't sure if that would be consistent enough even with searchers and both at 4.
Flashfire Milotic: It seems like a good idea to instantly recover and equip up to 3 energy to a Goodra to keep the Regeneration up, as well as powering up its Heavy Whip. Not sure if the Feebas and KO are worth it though.
Super Potion and additional Pokémon Center Ladies: Super Potion's effect is essentially an Item version of Goodra's ability, and combining healing trainers with its Ability can keep Goodra at peak health at all times.
Hard Stone and Rocky Helmet: Giving Goodra some extra bulk and the possibility of passive damage beyond the 1 Rock Guard.
Great Ball: A quick way to search for Pokémon outside of Ultra Ball and Florges's effects.
Switch: Escape Rope might be substituted for this old favourite.
Iris: Considered at 1 copy to boost an attack just enough for a KO, especially in late game.
Tierno: Drawing 3 cards can be pretty good.
Team Flare Grunt: Not sure how useful it is with Blacksmith around, but the removal of energy can be quite dangerous if well-timed.
Fairy Garden: Free retreat costs could mean the difference between a win and a loss, but I couldn't find the space for it.
I'd love to hear some feedback, barring in mind two small points:
1. The rotation is coming soon, so I'd like to keep closer to newer releases. I don't want to build a deck heavily supported by Next Destinies cards only to completely recreate in a month or two.
2. Goodra is designed to be the active Pokémon for the majority of the action, so please don't offer suggestions that completely rework the deck's focus. I know Goodra isn't meta, and this deck isn't designed to be meta. What I'd appreciate more than anything is help giving Goodra the support deck it needs to stand up to meta decks.
Thank you for reading, and I'll be looking forward to your comments!
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