AlmightyGoldenGarchomp
Member
3 Terrakion-EX
2 Terrakion
1-1 Garbodor DRX
2 Super Rod
2 Energy Retreival
2 Tool Scrapper
2 Eviolite
2 Rocky Helmet
2 Rescue Scarf
3 Super Scoop Up
3 Switch
3 Heavy Ball
3 Random Receiver
3 Enhanced Hammer
4 Crushing Hammer
4 Pokemon Catcher
2 Cilan
2 N
3 Juniper
11 Fighting Energy
The strategy for this deck is to consistently deal 90 damage with Terrakion-EX making this possible with the energy acceleration in Pump Smash. Terrakion deals slightly cheaper damage on a revenge KO, gives up only one prize, and takes out Sigilyph. Garbardor can be used to shut down abilities for a turn or 2, giving a much needed window to slip through some decks' defenses and slow them down a bit. The hammers are used to keep your opponent's energy count down, so that Terrakion-EX can last longer than 2-3 turns.
cards I would like to include but can't seem to find room:
3 Pluspower - can't decide between this and SSU, thought maybe SSU could be more useful than pluspower in many situations, although I could be wrong.
1 more tool scrapper - this doesn't matter as much, but it can be nice to save a tool scrapper to use on your own pokemon, in case you want to make the switch from say, Eviolite to Rescue Scarf
1 more N - I usually end up using all 3 Ns in my other decks, but decided to cut one in this deck for another Hammer.
2 Cheren - took out these 2 for a 3rd set of tools, though I always use both Cherens, I would really like to find room for these 2, and especially when the FA comes out I'll feel that I'm missing out. On the brighter side, this reduces the supporter count so that Random receiver can be more reliable when energy or refresh is needed.
3 Potion - I love this card so much, but the recent descicion to include hammers knocked out my healing cards, which means no more potion
2-3 Pokemon Center - This card is great in the Darkrai matchup, destroys SAB that your opponent can take advantage of, and is a nice way to recover if you have a switch handy.
2 Ultra Ball, -1 Heavy Ball - These search out Trubbish, which can be important, with only a small drawback.
So what do you think? Any way to fit these in?
Translations (from Pokebeach):
2 Terrakion
1-1 Garbodor DRX
2 Super Rod
2 Energy Retreival
2 Tool Scrapper
2 Eviolite
2 Rocky Helmet
2 Rescue Scarf
3 Super Scoop Up
3 Switch
3 Heavy Ball
3 Random Receiver
3 Enhanced Hammer
4 Crushing Hammer
4 Pokemon Catcher
2 Cilan
2 N
3 Juniper
11 Fighting Energy
The strategy for this deck is to consistently deal 90 damage with Terrakion-EX making this possible with the energy acceleration in Pump Smash. Terrakion deals slightly cheaper damage on a revenge KO, gives up only one prize, and takes out Sigilyph. Garbardor can be used to shut down abilities for a turn or 2, giving a much needed window to slip through some decks' defenses and slow them down a bit. The hammers are used to keep your opponent's energy count down, so that Terrakion-EX can last longer than 2-3 turns.
cards I would like to include but can't seem to find room:
3 Pluspower - can't decide between this and SSU, thought maybe SSU could be more useful than pluspower in many situations, although I could be wrong.
1 more tool scrapper - this doesn't matter as much, but it can be nice to save a tool scrapper to use on your own pokemon, in case you want to make the switch from say, Eviolite to Rescue Scarf
1 more N - I usually end up using all 3 Ns in my other decks, but decided to cut one in this deck for another Hammer.
2 Cheren - took out these 2 for a 3rd set of tools, though I always use both Cherens, I would really like to find room for these 2, and especially when the FA comes out I'll feel that I'm missing out. On the brighter side, this reduces the supporter count so that Random receiver can be more reliable when energy or refresh is needed.
3 Potion - I love this card so much, but the recent descicion to include hammers knocked out my healing cards, which means no more potion
2-3 Pokemon Center - This card is great in the Darkrai matchup, destroys SAB that your opponent can take advantage of, and is a nice way to recover if you have a switch handy.
2 Ultra Ball, -1 Heavy Ball - These search out Trubbish, which can be important, with only a small drawback.
So what do you think? Any way to fit these in?
Translations (from Pokebeach):
Terrakion-EX – Fighting – HP180
Basic Pokemon
[F][C] Rock Tumble: 50 damage. This attack’s damage isn’t affected by Resistance.
[F][F][C] Pump Smash: 90 damage. Choose 2 Basic Energy cards from your hand, then attach them to your Benched Pokemon in any way you like.
When Pokemon-EX has been Knocked Out, your opponent takes 2 Prize cards.
Weakness: Grass (x2)
Resistance: none
Retreat: 3
Rescue Scarf – Item
Pokemon Tool: Attach a Pokemon Tool to one of your Pokemon to use it. You can only attach 1 card to 1 Pokemon, and it remains attached.
If the Pokemon that this card is attached to is Knocked Out by damage from an attack, put that Pokemon back into your hand. (Discard all cards attached to that Pokemon.)
You can use any number of Goods cards during your turn.
Tool Scrapper – Trainer
Choose up two Pokemon Tools attached to either player’s Pokemon, then discard them.
You can use any number of Trainer cards during your turn.
Garbodor - Psychic - HP100
Stage 1 - Evolves from Trubbish
Ability: Dust Toxin
As long as this Pokemon has a Pokemon Tool card attached to it, ignore all Abilities printed on any cards in either player's field, hand, or discard pile (excluding any Dust Toxins).
[P][P][C] Sludge Toss: 60 damage.
Weakness: Psychic (x2)
Resistance: none
Retreat: 3
Trubbish – Psychic – HP70
Basic Pokemon
[C][C] Pound: 20 damage.
[P][C][C] Poison Gas: 30 damage. The Defending Pokemon is now Poisoned.
Weakness: Psychic (x2)
Resistance: none
Retreat: 2
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