Pokémon TCG: Sword and Shield—Brilliant Stars

Garchomp C LV.X: Diving Devil

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Box of Fail

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Pokémon (12):
2-2 Garchomp C LV.X
3 Uxie LA
2 Crobat G PL
1 Unown G GE
1 Lucario GL RR
1 Bronzong G PL

Trainers/ Supporters/ Stadiums (35):
4 Cyrus's Conspiracy
4 Team Galactic's Invention G-105 Poké Turn
4 Energy Pickup
4 Roseanne's Research
4 VS Seeker
3 Team Galactic's Invention G-109 SP Radar
3 Aaron's Collection
2 Flint's Willpower
2 Super Scoop Up
2 Team Galactic's Invention G-101 Energy Gain
2 Team Galactic's Invention G-103 Power Spray
2 Premier Ball
1 Luxury Ball

Energy (11):
7 Psychic Energy
4 Call Energy

Strategy: Dragon Dive for the win! With the amazing ability to fully heal itself, why isn't this played as its own deck? Flint's and Pickup are for energy acceleration, for back-to-back Dragon Dives.
 
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I like the level x and all but the basic garchomp is absolutely terrible ._.

Overall though an ok deck i guess. No other way to really play garchomp c other than 2-2
 
I know this is kind of a long shot but maybe you could add 1-1 Heatran X for the reattachment of NRG
 
Oh haha forgive me I have the card and didn't even read it! I thought it allowed you to recover fire and metal NRG
 
Personally, I think the garchomp would be fun to run with Luxray GL. You can start off with Flash Impact and heal it later when you move on to Garchomp.
 
Honestly, I don't see the point in running an anti-earthquake when I'll heal most of them anyway :p

And I thought about that... but since Dragon Dive snipes anyways Bright Look doesn't seem super useful...
 
A deck that, midgame, wants to play a Flints Every turn... Isn't playing any VS Seeker?

...Well, I suggest that
 
A deck that, midgame, wants to play a Flints Every turn... Isn't playing any VS Seeker?

...Well, I suggest that

Ooh! Ooh! Don't forget that card that keeps you from drawing any copies of these early game so you don't get owned by your starting hand!

By the way, buddy:

ColorlessColorlessColorless Dragon Rush
ドラゴンダイブ
Discard 2 Energy attached to Garchomp Pokémon C. Choose 1 of your opponent's Pokémon. This attack does 80 damage to that Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) Garchomp Pokémon C can't use Dragon Rush during your next turn.

Hence, you run it with Luxray and Bronzong G, so after you D-rush, you turn or whatever, promote luxray, attach, level up, b-look/flash impact, then next turn retreat to the prev. benched chomp, Galactic Switch, attach to the chomp, level up, heal, Quake or D-Rush again.


EDIT:
I just realized that the effect was on the Pokemon, not a permaban on D-rush for a turn. Still, the attack is great, but I wouldn't bust my tail to use it back to back to back.
 
Honestly, I don't see the point in running an anti-earthquake when I'll heal most of them anyway :p

And I thought about that... but since Dragon Dive snipes anyways Bright Look doesn't seem super useful...

Ah, but you can Bright Look on your turns when you can't snipe again.
 
I've been running a similar Toolbox deck since it came out but I run Ape and Gallede for attacking and Garchomp for finishing it's been working really well.

// Pokemon: {19}
----------------
2-1 Infernape 4 lv.X (heavy hitter)
2-1 Garchomp C lv.X (heavy hitter + healer)
2-1 Gallade 4 lv.X (heavy spreader)
2-2 Claydol (card cycle engine)
1 Weavel G (Call for SP family)
1 Unown G (Machomp)
2-2 Arcanine {RA/SW} (Mewtwo killer)


// Trainers/Supporters: {27}
---------------------------
4 Team Galactic’s Invention G-103 Power Spray
4 Team Galactic's Invention G-101 Energy Gain
4 Team Galactic's Invention G-105 Poke Turn
4 Team Galactic's Invention G-109 SP Radar
4 Cyrus's Conspiracy
3 Roseanne's Research
2 Palmer's Contribution
1 Night Maintenance
1 Vs Seeker
 
Gee wizz, theres loads of rubbish sujestions on here. -_-

-1 Claydol GE
This card is good, but it does't have to be used everywhere, Garchomp-C is a SP card and heals SP monsters, and I good SP deck can find everything it needs on T2-3 even without claydol.

+2 Crobat G PL
two is okay four is better in this deck, after you hit for 80 crobat can drop down and finish off anything thats left.

+1 Azelf (LA)
In case all your good cards are prized.

-1 Bronzong G PL
moving NRG around for 10damage is not a good thing you need to focus on getting those NRG back from the graveyard.


-3 Super Scoop Up
Flippy and pointless

+2 Team Galactic's Invention G-101 Energy Gain
after chomp attacks you want to be able to attack next turn with claw swipe, else your a sitting duck.
four gives you more chance of drawing and also means you get one for each chomp and 2leftover.

+2 Aaron's Collection
Normaly 1 is enough, but with chomp's costly attack you want to be able to get 2NRG back in one turn.

-1 unown-G
you should be hitting the bech quick enough so gengar does't even get out on you. unown is good...but its main use is a gengar counter, drop it.

-1 Team Galactic's Invention G-109 SP Radar
Just I hate odd numbers D<
 
1 Unown G in such a deck isn't good enough
if it's prized or get ko-ed with the Pokemon it's gone and then ?? it eating out for Champ
and don't forget my special friend Flygon
 
Indeed one deck, Flygon... It would sacrafice some prizes against garchomp but in the end when gon is loaded it's bey bey chomp.
 
GarChomp.C.X needs a strong secondary attacker I'm enjoying playing it and as it stands my deck is 8-0 at two different League's in KC so it's a good Toolkit build but Lux or Ape would make it stand up late game better and 2 X's is bulky a 2-1 line of Ape/Chomp works well as long as you have the much needed discard cycler's.
 
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