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Heartgold22
05/01/2011, 01:25 PM
NOT MY CURRENT DECKBUILD, IT WILL BE AWHILE BEFORE I GET A NEW DECKBUILD!!

Hey guys! I have been working on this decklist for a little while and need some advice and constructive criticism(this is HGSS-on):

16 Pokemon:
4-Zekrom
4-Elekid
2-2 Yanmega Prime
2-Pachirisu
2-Shaymin
32 Trainers:
3-Pokemon Collectors
3-Seeker
3-Copycat
3-Judge
2-Professor Juniper
1-Flower Shop Lady
4-PlusPower
3-Pokemon Communication
3-Switch
2-Moo-Moo Milk
2-Energy Retrieval
1-Revive
1-Dual Ball
1-Ruins of Alph
12 Energy:
9-Lightning Energy
2-Double Colorless Energy
1-Rescue Energy
Strategy:
Get Zekrom as Active, use Energy Search if necessary to get energy, Play Pachirisu and use Shaymin. I also use Yanmega Prime to counter Donphan. I use Junipers as I have found it to be better than PONT. Advice would be nice as I editted it!

absolutallygood
05/01/2011, 01:33 PM
-3 Dual Ball
+2 Moo-Moo Milk
+1 Collector

Heartgold22
05/01/2011, 01:42 PM
why take out all dual balls? THey are spammable and moomoo milk?

evil psyduck
05/01/2011, 02:03 PM
You have 61 one cards listed so you need to remove one.

Heartgold22
05/01/2011, 02:53 PM
ok fixed it, now any advice?

misnos
05/01/2011, 03:29 PM
Zekrom is typically speed, you will need 4 energy by t2 to attack like this unless you are looking for the doduo and you start anything but zekrom. If this is the case how do you play with a smeargle and a dodup on the bench when u need a zekrom, pachi, and shaymin? you will have super tight bench space I think with testing you will run into issues getting lanturn out at this point. Basically I dont think you need smeargle or doduo, and I dont think lanturn is a good donphan counter when he will get OHKO the next turn most likely. If you want a starter try something with free retreat, so you dont need doduo. and as a donphan counter I have no real answer besides yanmega, but im not sold on that either.

absolutallygood
05/01/2011, 03:34 PM
why take out all dual balls? THey are spammable and moomoo milk?
Moo-Moo Milk added so you dont KO yourself with the 40 damage it does to itself and to add heal power since Life herb is a 1 chance and moo-moo milk has 2. Take out dual ball because its a flippy and pokemon collector isnt and you are guaranteed to get 3

Heartgold22
05/02/2011, 04:20 PM
Alright, this deck is kinda lackin the Lanturn Prime now so the title is a disclaimer lol Anyways I eliminated a lot of techs and put in Kingdra Prime, I NEED criticism and constructive advice. For the future thanks!

spazcrackers
05/03/2011, 04:57 PM
If you want to counter Donphan,add water or rainbow energy? Attacking for 100+ vs Donphan with Kingdra is more effective than just spray splashing for 10. Hope that helps! :)
~spaz

SanguineYeti
06/21/2011, 11:55 AM
FIXES:
-2 Elekid ------------- 4 just isn't necessary, especially with what i'll replace them with ;)
-2 DCE --------------- There are NO pokemans you're running that can abuse this, except Zekrom for his retreat. lawl.
-2 Moomoo milk ------ Inconsistancy ON TOP of being situational? no thank you. no thank you SIR.

Okay! So ya've got some space now!

+1 Tyrogue ------------- If they open with a baby, and you open with any sort of search card, they just got DONKED. tyrogue maims.
+1 Cleffa --------------- This deck can run out of steam fast against donphan or the mirror, or just open with totally rank hands. having this as a searchable draw card is just too good to pass up.
+2 Lightning Energy ---- This is a bit of a consistancy thing, and an easy switchout for the DCE's. Another option would be to add 1 dark energy and an unown dark. this way, if you open with zekrom and collector, but only 2 lightning, you can get 120 off first turn.
+2 Potion --------------- This is a quick fix for the Moomoo milk, as it's better in my opinion to heal that 30 for sure than to go 25%-50%-25% for nothing, 30, or 60.

PERSONALLY, I'd totally drop the moomoo milks entirely for either Junk Arms, or more draw consistancy like a pair of PONT, OR even for some more lightning energy, as missing even ONE energy drop sets this deck back really badly (unless it's using the yanmegas atm, but even then..)
I would also consider dropping the flower shop lady or the dual ball for a 4th collector, as opening with one of those almost Guarantees a Lightning Fast early game.
Good luck with the build! and may donks abound for you!

16 Pokemon:
4-Zekrom
2-Elekid
1-tyrogue
1-Cleffa
2-2 Yanmega Prime
2-Pachirisu
2-Shaymin

32 Trainers:
3-Pokemon Collectors
3-Seeker
3-Copycat
3-Judge
2-Professor Juniper
1-Flower Shop Lady (or 4th Collector)
4-PlusPower
3-Pokemon Communication
3-Switch
2 Potion (or 2 junk arm, or 2 PONT, or 2 lightning energy [especially the 2 lightning energy if you opt for the 1 dark and unown d])
2-Energy Retrieval
1-Revive
1-Dual Ball
1-Ruins of Alph

12 Energy:
11-Lightning Energy (or 1 dark and the unown d)
1-Rescue Energy

trosegray001
06/21/2011, 12:08 PM
Your a little supporter heavy, I'd look at ssu instead of seeker, yes it's flippy but if you ran junk arm It could be a sick play, you do need to max poke comm, they mix well with collector or dual balls and will allow you to cut down ur hand size to abuse juniper/others..... I'd run a 2 collector 3/4 dual balls, it increases speed dramatically, deff toss out potion for junk arm, potion is a waste and unneeded, look into running dodrio 2-2 instead of switch, it seems like a waste but i get mine to set up fast and allows to get ride of bad starts and keep zekrom alive much longer and if you do go with dodrio keep seeker since u will have free retreat
Posted with Mobile style...

SanguineYeti
06/21/2011, 01:40 PM
Great options there too, trosegray. (I only left the potions in because it seemed like he liked them)
That dodrio/seeker engine might be pretty cool to test with.