Pokémon TCG: Sword and Shield—Brilliant Stars

Gengar

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Lord Gengar

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Here is the Gengar list I played at States yesterday. I went 4-2, narrowly missing the top 8 cut. The games I lost were due to horrible starting hands(no Gastly, no Spiritomb, no call, & no roseanne) in both of those games which were against Luxchomp(round 1) and Plox(round 3). I wonder if this is still the best way to play Gengar of if I need crobats and luxray gl/garchomp c. Please help, your suggestions will be appreciated, thanks.

Pokemon: 25

4 Gastly SF
2 Huanter SF
2 Gengar SF
1 Gengar AR
1 Gengar LV.X AR
4 Spiritomb AR
2 Baltoy SV
2 Claydol GE
1 Nidoran f RR
1 Nidorina RR
1 Nidoqueen RR
2 Unown [G] GE
1 Azelf LA
1 Uxie LA

T/S/S: 23

4 Roseanne's Research
4 Bebe's Search
2 Looker's Investigation
1 Palmer's Contribution
4 Rare Candy
3 Moonlight Stadium
2 Expert Belt
1 Night Maintenance
1 Pokemon Communication
1 Luxury Ball

Energy: 12

7 Psychic
4 Call
1 Warp

Strategy: Ugh, do I really have to explain this? Seriously if you don't know it by now, you really shouldn't be playing this game. Anyways Hit & run, lock trainers, snipe, possibly hit big w/poltergeist.
 
Looker is also better if you (For instance) Go against a Shuppet or Gliscor deck. They will do horribly if you lookers them lol.

I would tech in a Promo Noctowl though. That right there is a great card for Gengar lol probably take out a Moon light and a Pokemon communication out for it lol

+1-1 Promo Noctowl
- 1 Pokemon communicator
- 1 Moonlight Stadium

there ya go and I hope i helped :)
 
I would take out the Nidoqueen Line and replace it with a Dark Palm Dusknoir Line. I made top cut in GA with it - and won round 1 (round of 16) against LuxChomp. Lost 2nd round (against LuxChomp). I would also take out the Looker's line, and replace it with a wager.

Here was my list -
4 - Gastly SF
2 - Haunter SF
2 - Genger SF
1 - Gengar AR
1 - Gengar lvl X AR
3 - Spiritomb AR
2 - Baltoy - SV
2 - Claydol - GE
1 - Abra MT
1 - Alakazam MT
1 - Duskull SW
1 - Dusclops SF
1 - Dusknoir DP
1 - Azelf LA
1 - Uxie LA
1 - Unown G GE

2 - Moonlight Stadium
3 - Roseanne's Research
3 - Bebe's Search
1 - Pokemon Collector
1 - Palmer's Contribution
1 - Cynthia's Feelings
1 - Team Galactics Wager
4 - Rare Candy
2 - Night Maint
1 - Luxury Ball
1 - Switch
2 - Warp Point
1 - Expert Belt
1 - Warp Energy
4 - Call Energy
7 - Psychic Energy

This deck should own Plox - after Cursegar is powered up - it doesn't matter. Plox doesn't run a bench hitter, and your cursegar w/ expert belt OHKO's gardy -

The biggest problem is with SP - i.e. snipers that do damage....Unown G doesn't help at all. LuxChomp - goes after your Claydol ASAP to kill your draw. As soon as that is done, they just start picking everything else out - and healing all the damage you do - unless you do have your expert belt. My biggest issue with LuxChomp - is losing my draw mid-late game. I got lucky in top cut - on a wager (was the losing end of it too) - drew my expert belt on the 3rd card. Opponent chose to draw 6 cards w/ a fresh Luxray GL active. He had two trainers on the draw - and my expert belt was the 20 more I needed for the sudden death win.

2nd round - never got out of the gate in either game. Bad draws and starts.

Alakazam was a huge help against Luxchomp - Nothing like Power cancelling a Healing breath. And then cancelling a Bright look the very next turn.
 
I decided to go with Dusknoir DP as my tech so here's the new list:

Pokemon: 24

4 Gastly SF
2 Haunter SF
2 Gengar SF
1 Gengar AR 16
1 Gengar LV.X AR
4 Spiritomb AR
2 Baltoy SV
2 Claydol GE
1 Duskull Shiny SF
1 Dusknoir DP
2 Unown [G] GE
1 Azelf LA
1 Uxie LA

T/S/S: 24

4 Roseanne's Research
4 Bebe's Search
2 Looker's Investigation
1 Palmer's Contribution
3 Moonlight Stadium
4 Rare Candy
2 Expert Belt
1 Warp Point
1 Night Maintenance
1 Luxury Ball
1 Pokemon Communication

Energy: 12

7 Psychic
4 Call
1 Warp

I'm not sure about the Pokemon Communication though, just stuck it in there for added consistency since I didn't know what else to put in. Should I leave it in or take it out for something like another warp point or a dusclops? I really need help with this last slot. I don't like Mr. Mime b/c it seems every good deck list can easily play around it w/Luxray GL/Reversals
 
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If you going to put the Dusknoir DP line - you want another Warp. Nothing like warping their active hitter that took a turn or two to power up - and then dark palming it back to their deck. Then knocking out whatever they decided to 'sacrifice' when you warped. I would honestly get rid of 1 of your lookers for a dusclops also. With Spritomb out, your can Darkness Grace it 1 turn faster - and don't have to burn your Candy and save it for late game. Since you don't use a BTS - and it takes 3 energy to power up the Cursegar, you need to stall for 2 or 3 turns (depending on who goes first). The looker's are nice, if you depend on Shadow room, but it can hurt you more than it could help you. I had 3 different matches when my opponent played a lookers, saw my hand, and really wished it was a wager. Each time, my hand pretty much told him what was about to happen, regardless of what he did. I remember one - had 8 cards in hand - Lux Ball, Roseanne's, 2 Candy's, Gengar X, Expert Belt, Psychic energy, and Spritomb. He got what he wanted, knocked out my Spritomb, then I brought up Cursegar - X'd it, belted it, roseanne'd for a Unown G & Abra, lux ball for Alakazam, and played Whack-a-Mole from that point forward. 7 turns later - 6 prizes drawn to 2...game.
 
banzai99-Thanks a lot for all your input. I'll -1 Pokemon Communication, +1 Warp Point, and I'll try Wager over Looker.

FrozeNip-What would you suggest I take out?
 
banzai99-Thanks a lot for all your input. I'll -1 Pokemon Communication, +1 Warp Point, and I'll try Wager over Looker.

FrozeNip-What would you suggest I take out?

Its all your preference
but i would say
-1 poke communication
-1 spiritomb

4 tombs just seems like to many to me
again though its just preference
 
Yeah Mewtwo would be nice to have(if I had any, lol) but most SP decks run a counter for it anyways. The reason for 4 Tomb is b/c I feel that this deck needs t1 trainer lock to stand a chance most of the time, but thanks for the suggestion.
 
well you also have ghastly for the chance of t1 trainer locking
lots of decks counter many things
you will already be slowing down sp decks with the trainer lock so it will be hard for them to get their techs out and their set up and then you just mewtwo x and pown
 
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