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#1 |
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HGSS Rotation LostGar
LostGar
Pokemon (19) 4 Gengar Prime 2 Haunter TM 4 Gastly TM 4 Mew Prime 2 Smeargle UD 2 Spiritomb TM 1 Mime CoL Trainers (27) 4 Seeker 4 Twins 4 Prof Juniper 4 Pokemon Collector 4 Pokemon Communication 4 Rare Candy 3 Lost World Energy (14) 14 Psychic Strategy and deck are exceedingly simple: Mew turn 1 lost zone a Gengar, then proceed to use Mew/Gengar to lost zone opponents Pokemon. Mime to view their hand, that way if I can't lost zone I can just drop damage. Spiritomb refreshes their hand; this in combination with Seeker is a great way to keep their hand filled with Pokemon. Smeargle is great to put out after a KO to help set up, or can be a decent starter if I draw no Mew with my first 7. Tested Juniper and it works a lot better than Oak so long as you can dump your hand of any stray Gengars or other important necessities. I was also considering putting in a Flower Shop Girl to get back any discards but decided to stick with consistency (this deck is pretty much the most consistent I've ever made). |
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#2 |
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I still don't find Mews/Mimes a good thing in Lostgar. Anything that lets your opponent take a free early prize without lost zoning more than one pokemon is a bad idea; I think this deck needs to open with HEAVY denial to set up, because it rarely takes out a main attacker at all, while it tries to LZ pokemon. I honestly haven't found the source of that denial yet...perhaps Gengar Prime is the pokemon that most benefits from Serperior and Reuniclus? I have my doubts, but it's a possible idea.
In LostGar, speed is nothing without defence. Tech a Ditto to shrink their bench, sticking them with more pokemon in hand.
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A game is simply logic, applied to define a contest of skill or chance. To ignore logic is to ignore the ideas that define everything - the very physics that govern the universe.
Please sanity-check your thoughts before putting them to paper - or on the internet. :) |
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#3 |
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Thanks, I was concerned a bit about defense, but was hoping that LZ pokemon early could slow them down. With Reshiram and Zekrom in the format I'm going to have to LZ two every turn. As for ditto, I figured it would only net me 1 extra pokemon on average but I could try this out and see if it works.
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#4 |
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I've seen LostGar played two ways. One is to have heavy disruption and "defend" as much as possible while trying to get some pokemon into the LZ. The other way is to just speed LZ pokemon. In my playtesting, the speed LostGar is almost always the better choice for tournaments. You have to get 6 pokemon into the LZ and win that way or you simply don't win. There isn't any chance for a tie with LostGar. If you go to time, you lose. There is no way around this simple fact. If you don't win, you lose. There is no Sudden Death for LostGar.
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#5 |
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I have noticed this too; I've considered taking out the Smeargle for this fact. If I end up having to start with it, I have to pay to retreat, wasting an entire turn; yet at the same time, he can help with set up (hopefully I don't Judge myself or Juniper a perfectly good hand).
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