Pokémon TCG: Sword and Shield—Brilliant Stars

3D Restore

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Regis_Neo

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Funny name huh? This is a deck I've been tinkering around with, revolving around the 3 main Dragon Pokemon (3D, get it?): Garchomp, Salamence, and Flygon.

Pokemon: 17

3 Gible
2 Gabite
2 Garchomp
2 Garchomp Lv X

3 Salamence EX (2 PK, 1 DF)
1 Flygon EX d

2 Baltoy
2 Claydol

Trainers: 27

4 Bebe's Search
4 Super Scoop Up
4 Felicity's Drawing
4 Warp Point
3 Drake's Stadium
2 Premier Ball
2 Roseanne's Research
2 Night Maintenance
2 Scott

Energy: 16

6 Fire
6 Water
4 Psychic

The main idea of this deck revolves around Garchomp Lv X's Restore attack; Restore basically lets you revive any non-Lv X Pokemon from the discard and to attack 3 basic energy to it. Of course, the key to getting this to work is to discard your EXs, which Felicity's Drawing does wonderfully.

Now a bit about the Pokemon to be revived:

Salamence EX from PK is the idea candidate for this; Volcanic Flame will OHKO anything except Wailord, which no one uses anyways. He should easily be able to get in 2 or more KOs before getting KOed himself (who at 160 HP, no Pokemon can hope to OHKO except Gallade), which is a nice trade off considering he's an EX.

Salamence EX from DF is the alternate tech Salamence, more for the late game when you might be running low on cards. Type Shift can be useful, and he offers 2 solid attacks with Claw Swipe for a clean 60 or Dual Stream for 80 or 40 to the active and 40 to a benched; he also works great against Magmotar.

Flygon d is also a tech, being useful with no weaknesses and a damaging attack VS G&G. Of course, Garchomp himself is no slouch at attacking either for that matter.

Back to the deck, Claydol serves as a form of draw and a prevention against decking yourself; as long as you keep using his power, you will never deck yourself unless you mess up on calling Volcanic Flame. Night Maintenance also serves to this purpose, getting back Energy or Pokemon into the deck so you won't deck yourself later on. Super Scoop Up I think is a good card to have around; it prevents a weakened EX from gettting KOed (and denying your opponent 2 prizes), which you can then just discard again with Felicity's Drawing and Restore with Garchomp Lv X again. Drake's Stadium provides a bit more staying power for Salamence EX and Garchomp, but I think Crystal Beach is also worth considering since this deck uses only basic Energy.

As usual, comments/suggestions/whatever are always appreciated. Thanks.
 
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I know your basing this off of chomp X, but that strategy is not as effective as mainly attacking with chomp. Garchomp is the real star, i would change the energy definitely and get rid of atleast 2 of the sally's.
 
I know your basing this off of chomp X, but that strategy is not as effective as mainly attacking with chomp. Garchomp is the real star, i would change the energy definitely and get rid of atleast 2 of the sally's.

Well, I tried this in another deck I had built (http://pokegym.net/forums/showthread.php?t=71400), but that didn't really pan out well. While Garchomp is a great attacker for decks built around him, he only hits for 110 max, which isn't enough to KO most of the big Pokemon out there, like Gallade. Salamence EX, in contrast, still has great HP (160) despite the 2 Prize cost and can OHKO anything out there not named Wailord.

I would switch out the Celio's for Bebe's so you can search out your ex's when you need em.

Good point, I'll do that.
 
Keeping with the theme, the grass dragonite could both provide some stall by slowing down trainers, as well as a psuedo bench sniping attack to hit the few things that retreat after Garchomp deals with them.

Aerodaytl MD could provide some power preasure, and making sure the opponent doesn't try to sneak around your powerful front. It also leaves his bench vulnerable to a duel stream from Salamence.

Speaking of the Salamence,drop his DP on the bench with Garchomp, and you get to pick to snipe the front or back row for 100, while still being able to put out an unblockable 50 every turn after. Its no Salamence PK, but its not an EX either, and can soak up a beating for other Salamence without leaving your opponent the satisfaction of a double prize.

Alteria GE could be a terrific damage manget for anything that doesn't do horrific damage, sometimes allowing a complete wall for which you can setup from behind. Its also effective in mirrior matches, as it can almost drop Garchomp in a single attack.

These are all dragon/Psuedo Dragons that fit the theme so you can sleep easy.
 
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At orangematt, discarding a stadium is an option read th card more carefully

OK, then you have the OPTION to NOT discard a Battle Frontier whilst Attacking for 20 for a cost of :colorless. I don't know about anyone else playing Garchomp, but I would want the BR out of there.


IMHO, yknow?
 
seriously. Garchomp should be your main attacker. You need to run maybe one Flygon EX d, and maybe 1 salamence EX. The rest should be garchomp and revolve around him. Personally I'd rather take 110 a turn from chomp than try to revive something else.
 
*rolls eyes*

Seriously, where were all you pro-Garchomp people when I made my last decklist for here?

Regardless, the focus of this deck is revival via Garchomp Lv X. Think about it; if you can use Restore to bring back at least the 2 Salamence EX PKs, you've practically won the game. Why? Since Salamence EX PK can literally OHKO anything with Volcanic Flame, and himself will not likely be OHKOed.

So, in the ideal scenario, by sacrificing a Garchomp Lv X to revive the 2 Salamence EX PKs (1 prize down for you), you send out your first Sally and OHKO their active. Likely, they'll send out whatever they've powered on the bench, which likely cannot OHKO you, but say will hack away half of your HP; you OHKO back. Now they'll send in probably something with Scramble by now to finish off Salamence EX; you bring out Salamence EX PK #2. By this time, you should actually be down on prizes (3 left for you, 4 left for them) so they cannot Scramble their next 2 Pokemon, which gives you 2 free KOs basically there. When they can finally Scramble an attacker again (or have powered one by some method), odds are they still won't OHKO you, letting you pretty much sweep them from there. And should your 2nd Sally EX PK be KOed, you've had more than enough time to power up a benched Garchomp for the finishing sweep, or have another Lv X ready to revive either Flygon EX d or Salamence EX PK and then Warp Point out to deal the finishing blow.

The average person either will usually power whatever active they have and focus on powering 1 Pokemon on the bench; unless you're moving very slowly, I'd think the average opponent would not have time to power up anything else on their bench by the time you start using Sally EX to mow them down. Scramble Energy and DRE can plague you, but if you play ideally as I sort of roughed out in the above, that is not a concern since you should be down in prizes by the time you have to use your second EX, negating Scramble; DRE lessens their damage, which along with Drake's Stadium can turn Sally EX into a 3HKO. Admittedly, if Leafeon Lv X rears its leafy head, that could also make a bit of trouble for you since it can offer max energy acceleration and can increase the speed in which your opponent powers up their Pokemon. But overall, most decks these days require at least 2 turns minimum to power up their main attacker (both Gardy/Gallade need some energy and DRE or just Scramble if they're down on prizes, Maggy needs 3 Energy to do any real damage, Banette needs 2 or a DRE, etc.).

Anyways, just my thoughts. This deck is not meant to be a slow set-up deck or anything, it is meant to get Garchomp Lv X out ASAP to revive your EXs to let lose on the opponent. Restore is a free attack, so you should be discarding as many energy and EXs as you can while you attempt to bring out Garchomp Lv X.

Also, Lunatone/Solrock (or at least Lunatone) is a good idea, I'll pursue it as well.
 
Well, since your looking outside the Dragon Box now, why not try Alakazam DP. His powepower allows you to speed along the discards, as well as his attack being great for harassing the G&G matchup. Salamance, being resistant to fire, should be able to endure the magmortor matchup amusingly well.

To your point of how much DRE and Scramble upset your deck, as well as neither garchomp nor your EX's being able to support them, perhaps crystal beach could be amazing. If they can't imidiately power up their new attacker, they may just need to throw you a sacrifice while they waste time, allowing Salamence the ability to take perhaps even 3-4 prizes himself.

Also, on the huge note, Garchomp has free retreat, so absolutely no need to warp point him.

BTW, it actually looks like your worst matchup might be blissy-catty.
 
Well, since your looking outside the Dragon Box now, why not try Alakazam DP. His powepower allows you to speed along the discards, as well as his attack being great for harassing the G&G matchup. Salamance, being resistant to fire, should be able to endure the magmortor matchup amusingly well.

To your point of how much DRE and Scramble upset your deck, as well as neither garchomp nor your EX's being able to support them, perhaps crystal beach could be amazing. If they can't imidiately power up their new attacker, they may just need to throw you a sacrifice while they waste time, allowing Salamence the ability to take perhaps even 3-4 prizes himself.

Also, on the huge note, Garchomp has free retreat, so absolutely no need to warp point him.

BTW, it actually looks like your worst matchup might be blissy-catty.

I agree with you on Crystal Beach, I've been debating whether to use it or Drake's Stadium. Now that I read your post, Crystal Beach probably is the way to go, as it prevents revenge kills and such.

The Warp Points are mainy for disruption, in case they're trying to hide something on their bench. Might cut down on it a bit though...

About the only thing I don't like about Alakazam though is that unless I throw in some Rare Candy, I would have to waste time powering up Abra to attack and evolve into Alakazam since everyone's gone crazy and never print Kadabra.
 
Throw alakazam into the discard and revive him like 90% of the deck.

I could also see buffer peice having fun in here.
 
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