Shrouded in Darkness
New Member
EDIT: BIG change in the list, scroll down for the real one.
Hello all!
I'm Shrouded in Darkness and this here is my first post, and since I'm new to this forum please correct me if I'm doing anything wrong.
Ok, first of all I just want to say I'm pretty new to pokemon tcg, so there's a big chance there's nice cards I don't know about, that's why I'm turning to you experienced guys. So I just stumbled across the new format change that dictates Majestic Dawn and onwards, and thought I'd prepare for the change. Since Claydol is out, and since there seems to be NO equally good pkm for drawpower I reckon hand disruption will be pretty effective and therefore I thought I'd try to make a deck that focused on eating up the opponent's hand, and this is what I came up with.
PKM: 21
1 Giratina lv X
3 Giratina PL
1 Dusknoir lv X
2 Dusknoir SF
1 Dusknoir DP33 Promo
2 Dusclops
3 Duskull
2 Drifblim SF
2 Drifloon MD
1 Uxie lv X
2 Uxie
1 Azelf
TRN: 25
3 Rare Candy
3 Looker's Investigation
4 Poké Drawer +
3 Interviewer's Questions
3 Bebe's Search
2 Pokémon Communication
1 Luxury Ball
2 Switch
2 Palmer's Contribution
2 Pokémon Rescue
ENG: 14
11 Psychic Energy
3 Cyclone Energy
Now, Drifblim is (hopefully) the starter and with its Lift I bench 1 Giratina+Energy and 1 Duskull+Energy. I attach another energy to Giratina and the next turn I retreat (free of charge) and switch to Giratina. From here on the plan is to lvl it up and make my opp discard 1 card every time he attacks (lv X's Poke-Body), as well as shuffle 1 card back into the deck each turn with Dark Wing Flaps. Also I try to get the Promo Dusknoir out on the bench and start flippin' for his Poke-Power that lets me look at my opp's hand and shuffle back 1 pokemon from there. Now that's a potential of -3 cards per "turn" (as in the time from my attack to my next attack) and if he has a big hand then I just shrink it with a Looker's Investigation.
The Shadow Command Dusknoir would double as drawpower as well as a 1 time heavy snipe, as he will get more and more dmg from Shadow Command and has the attack Damage Even that lets me put as many dmg counters on any of my opponent's pokemon as there is counters on Dusknoir. And as I lvl Dusknoir up when he gets active, that's a potential 130 dmg snipe, before he dies and becomes that nasty stadium card.
From here on, as long as my opponent doesn't replace the Dusknoir lv X-stadium, I can spread dmg with Giratina lv X's Darkness Lost for a total of 50 dmg on ALL the opponent's pokémon per turn (10 dmg from stadium, 30 dmg from Giratina and another 10 from the stadium).
If the Giratina lv X gets killed, I need to get the lv X card back immediately with Pokémon Rescue and lvl up a new Giratina to keep the card-discard at a max. Also if 2 Giratinas has died the ideal plan is to play a Palmer's Contribution, then switch to Drifblim and Lift one or both of the Giratinas onto the bench with one energy each.
My big concern though is that the Dusknoirs is stage 2 and therefore incredibly slow to get out without the drawpower from Claydol. And becouse of that I don't know if the drawpower from Shadow Command will be much of use..
So any comments, tips, critique and thoughts on this deck are HIGHLY appriciated!!
Hello all!
I'm Shrouded in Darkness and this here is my first post, and since I'm new to this forum please correct me if I'm doing anything wrong.
Ok, first of all I just want to say I'm pretty new to pokemon tcg, so there's a big chance there's nice cards I don't know about, that's why I'm turning to you experienced guys. So I just stumbled across the new format change that dictates Majestic Dawn and onwards, and thought I'd prepare for the change. Since Claydol is out, and since there seems to be NO equally good pkm for drawpower I reckon hand disruption will be pretty effective and therefore I thought I'd try to make a deck that focused on eating up the opponent's hand, and this is what I came up with.
PKM: 21
1 Giratina lv X
3 Giratina PL
1 Dusknoir lv X
2 Dusknoir SF
1 Dusknoir DP33 Promo
2 Dusclops
3 Duskull
2 Drifblim SF
2 Drifloon MD
1 Uxie lv X
2 Uxie
1 Azelf
TRN: 25
3 Rare Candy
3 Looker's Investigation
4 Poké Drawer +
3 Interviewer's Questions
3 Bebe's Search
2 Pokémon Communication
1 Luxury Ball
2 Switch
2 Palmer's Contribution
2 Pokémon Rescue
ENG: 14
11 Psychic Energy
3 Cyclone Energy
Now, Drifblim is (hopefully) the starter and with its Lift I bench 1 Giratina+Energy and 1 Duskull+Energy. I attach another energy to Giratina and the next turn I retreat (free of charge) and switch to Giratina. From here on the plan is to lvl it up and make my opp discard 1 card every time he attacks (lv X's Poke-Body), as well as shuffle 1 card back into the deck each turn with Dark Wing Flaps. Also I try to get the Promo Dusknoir out on the bench and start flippin' for his Poke-Power that lets me look at my opp's hand and shuffle back 1 pokemon from there. Now that's a potential of -3 cards per "turn" (as in the time from my attack to my next attack) and if he has a big hand then I just shrink it with a Looker's Investigation.
The Shadow Command Dusknoir would double as drawpower as well as a 1 time heavy snipe, as he will get more and more dmg from Shadow Command and has the attack Damage Even that lets me put as many dmg counters on any of my opponent's pokemon as there is counters on Dusknoir. And as I lvl Dusknoir up when he gets active, that's a potential 130 dmg snipe, before he dies and becomes that nasty stadium card.
From here on, as long as my opponent doesn't replace the Dusknoir lv X-stadium, I can spread dmg with Giratina lv X's Darkness Lost for a total of 50 dmg on ALL the opponent's pokémon per turn (10 dmg from stadium, 30 dmg from Giratina and another 10 from the stadium).
If the Giratina lv X gets killed, I need to get the lv X card back immediately with Pokémon Rescue and lvl up a new Giratina to keep the card-discard at a max. Also if 2 Giratinas has died the ideal plan is to play a Palmer's Contribution, then switch to Drifblim and Lift one or both of the Giratinas onto the bench with one energy each.
My big concern though is that the Dusknoirs is stage 2 and therefore incredibly slow to get out without the drawpower from Claydol. And becouse of that I don't know if the drawpower from Shadow Command will be much of use..
So any comments, tips, critique and thoughts on this deck are HIGHLY appriciated!!
Last edited: