Pokemon 26
3-2-3 Gengar
3-2-3 Jumpluff
1-0-1 Amphros SW
4 Pachirisu
2-2 Claydol GE
Trainers 18
4 Celio's Network
4 Quickballs
4 Masterballs
4 Rare Candy
2 Pokedex
Energy 16
8 sychic:
2 :grass:
2 Holon GL
4 DRE
This a snipe stalling deck. You're main pokemon are jumpluff and gengar. Gengar attacks and jumpluffs "tanks" half the hits it takes. Amphros is for additional bench damage when they play supporters. Even a gardevoir deck is going to have to use supporters, since this deck is almost completely unreliant on them.
One of the great things about this deck, is gengars ability to use his "shadow dance" attack, to distribute damage as he wishes, generally crippling any draw engines (delcatty,claydol etc) by killing them in two turns. Another plus is DRE doesn't affect his "sniping" abilities either since its damage counter based.
Obvious cons are the GODAWFUL start game this can have. Hoppip is beyond worthless, gastly isn't really better. Also damage output could use help.
This makes this deck more objective oriented than others, where others want to kill what's in front of them, this deck is looking to kill anything that slows the other deck down, since the damage you take, you have to take in stride.
Space is kinda tight, so I'm mainly concerned with what I could stand to lose. Other suggestions welcome as well.
3-2-3 Gengar
3-2-3 Jumpluff
1-0-1 Amphros SW
4 Pachirisu
2-2 Claydol GE
Trainers 18
4 Celio's Network
4 Quickballs
4 Masterballs
4 Rare Candy
2 Pokedex
Energy 16
8 sychic:
2 :grass:
2 Holon GL
4 DRE
This a snipe stalling deck. You're main pokemon are jumpluff and gengar. Gengar attacks and jumpluffs "tanks" half the hits it takes. Amphros is for additional bench damage when they play supporters. Even a gardevoir deck is going to have to use supporters, since this deck is almost completely unreliant on them.
One of the great things about this deck, is gengars ability to use his "shadow dance" attack, to distribute damage as he wishes, generally crippling any draw engines (delcatty,claydol etc) by killing them in two turns. Another plus is DRE doesn't affect his "sniping" abilities either since its damage counter based.
Obvious cons are the GODAWFUL start game this can have. Hoppip is beyond worthless, gastly isn't really better. Also damage output could use help.
This makes this deck more objective oriented than others, where others want to kill what's in front of them, this deck is looking to kill anything that slows the other deck down, since the damage you take, you have to take in stride.
Space is kinda tight, so I'm mainly concerned with what I could stand to lose. Other suggestions welcome as well.
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