Pokémon TCG: Sword and Shield—Brilliant Stars

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sharyn

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Hi its me from Argentina again.
this is my brother's deck:

Pokémon: 14

BASIC
4 Absol
3 Sneasel
2 Darkrai

STAGE 1
3 Weavile

LEVEL UP
2 Darkrai Lv.X

Energy: 18

12 Darkness Energy
4 Scramble Energy
2 Double Rainbow Energy

Trainers: 28

4 Celio's Network
4 Proffesor Oak's Visit
3 Moonlight Stadium
2 Mastert Ball
2 Dusk Ball
2 Premier Ball
3 Castaway
3 Warp Point
3 Super Scoop Up
2 Strenght Charm

Absol takes out his hand, while charging Darkrai/Lv X and a weavile
sacrifice absol, weavile comes out, making 10x every energy in play + 10 for each energy on weavile
weavile dies, and Darkrai X sleeps with 2 coins..

we tryed that agains my Wave of Fire deck, and he won 2/10 :p
that's why im posting for some help.

thank all!
 
i am running an experimental deck that is VERY similar to your brothers deck.

i'm running a 3-1 for darkrai lvx. aside from that, we have the same pokemon set up.

alright, first things first.

what i have found with darkrai decks (well mine and a few others) was that energies run out FAST. especially since you grab 2 a turn and put 3 on darkrai (or more) and when they knocked out, they take a whole bunch with them.

so mr. stone's as well as some night maintenances, even energy restores would be nice. HOWEVER, not all, just whatever you need.

for energies, i'm running 10 basic dark and 4 special dark: i found that a lot of decks nowadays run specials that apply 2 or more energies, so i'm using crystal beach to rid of them. as well i'm only using 2 moonlight stadiums, i think 3 is too many.

3 quickballs, 3 premier balls, and 2-2 for the other two and 3 oaks visit is my crucial line. once your darkrai is out, you need to get him back FAST. not only that, but a lot of pokemon are basic, for quickballs are nice.

to link with the strength charm, i also use 4 pluspowers.. they add that little extra bit of damage needed to rid of the bigger pokemons, as well, a turn 2 absol could deal potential 50+

windstorms are crucial. ever hear of battle frontier? yeah that deck will mess you up big time, especially if you don't have that stadium in your hand.

as well, since card disruption is a fun thing, and did actually work to my advantage in many games; team galactics wager. i feel its a must, even if you have 2 in your deck. as well as mars

the thing that makes dark decks, particularly darkrai, an iffy deck is that it's low-hp based. sometimes it may even take time to set up, but thats where card disruption is crucial. not only can you get the cards to help, but you can also mess up your opponents hands.

try it out, and see how it goes.

for experimenting purposes, i also plan to try the honchcrow lv x, as well as some mawile. but that's a different story
 
Mo1tekamex pretty much got it, except that it seems that you only run DP Weavile. Run SW Weavile, they're much better. Maybe one DP Weavile as a tech.
 
k so what about this ?

Pokémon: 14

BASIC
4 Absol
3 Sneasel
2 Darkrai

STAGE 1
2 Weavile SW
1 Weavile DP

LEVEL UP
2 Darkrai Lv.X

Energy: 18

12 Darkness Energy
3 Scramble Energy
3 Darkness Special Energy

Trainers: 28

4 Celio's Network
3 Proffesor Oak's Visit
2 Moonlight Stadium
2 Mastert Ball
2 Dusk Ball
2 Premier Ball
2 Castaway
2 Warp Point
2 Scott
2 Strenght Charm
3 Team Galactic Mars
2 WindStorm


TGM + Absol, really take out his hand
-1 stadum but +2 scott so i can get it when i need it (and 2 other suporters)
-1 Weavile SW but +1 Weavile DP
-2 DRE -1 Scramble but +3 Darkness Special (for absol and darkrai basic)

Warpoint + Darkness Special Energy + StrChrm + PP = 70 damage absol in 2nd turn

hope u like the changes, thanks arceus for reading =)

Back to back posts merged. The following information has been added:

for experimenting purposes, i also plan to try the honchcrow lv x, as well as some mawile. but that's a different story

my brother made a darkai/honch, with both LvX, and did work, but if i KO his murkrows he cant build his honch,, so he trustd in darkrai/absol/weavile

see ya guys :)
 
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