Discussion in 'Deck Help and Strategy' started by graznador, Sep 6, 2007.

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  1. graznador

    graznador New Member

    What do you get when you combine a Gang(ar) with a wall? Graffiti!

    Pokemon = 21
    3x Mime Jr. DP
    4x Mr. Mime MT
    4x Gastly DP
    3x Haunter DP
    4x Gengar DP
    1x Wobbufet PK
    1x Diglett CG
    1x Dugtrio CG

    Trainers = 25
    1x Night Maintenance
    4x Phoebe’s Stadium
    4x Windstorm
    4x ER2
    2x Warp Point
    2x Rare Candy
    2x Holon Mentor
    1x Scott
    1x Steven’s Advice
    2x Celio’s
    2x Copycat

    Energy = 14
    4x Double Rainbow
    2x Scramble
    1x Holon Energy WP
    7x Psychic

    Strategy: Start with Mr. Mime and take a few turns to set up while stalling with Airy Wall. Once you have a Gengar set up, retreat (with Phoebe’s), Shadow Dance to spread 4 damage counters, and switch back to the Mime. In other words, set up a gang of Gengar to tag (team) your wall (Mr. Mime).

    Mime Jr. can be used as a starter for his Copycat attack and even sacrificed early on to activate Scramble.
    Against larger threats, Gengar can also use Life Drain. I know, it’s a coin flip and coin flips stink, but a 50/50 chance to reduce a 160 HP Torterra lvl X to 10 HP? I’ll take my chances.
    Wobby can be switched to when your opponent has an EX out.
    Dugtrio helps to prevent bench damage.
    Phoebe’s allows everything in the deck to retreat for free.
    Windstorm helps keep Cessation Crystal from turning off your bodies.
    ER2 helps to ensure that your opponent has less than 3 energy cards attached.
    Warp Point sends up something with no energy to sit there and cry while it can’t attack Mr. Mime.
    Holon Mentor is great for getting Mr. and Jr. Mimes, plus a Gastly.
    Double Rainbow can be used by Gengar with no damage reduction.
    Holon energy WP can be used by Mr. Mime if you lose your Phoebe’s.

    The best part of this deck is how it forces your opponent to alter their play style. Your opponent has to be careful playing basics for fear of getting hit by Gengar before they can evolve. Decks that use cards like Infernape and Lucario have to attach an extra energy just to attack Mr. Mime. Pokemon that end up discarding energy to attack, like Infernape and Electivire, find it hard to hit the Mime. Scramble Energy’s effect is lessened since Airy Wall says energy cards, not energy. Cheap/free retreats allow you to shuffle Pokemon constantly and weakness to Dark and Psychic is not too bad to have. The ghosts’ resistance to Colorless also helps with Delcatty and Blissy. Empoleon can be difficult because of its propensity for damage spread and Cessation Crystal, but Dugtrio, Windstorm, and ER2 help quite a bit.

    Possible additions:
    A Ball Engine could be a better way to run, but I’m not sure.
    Team Galactic’s Wager could be useful for more disruption, but it may be too risky.
    Absol EX could be used to spread damage, but I feel Gengar gives you enough control already.
    Skarmory EX could be used to discourage retreating and make the most of the Warp Points.
    Some high HP Psychic basic to switch to and absorb damage?

  2. deckmaster

    deckmaster Active Member

    Not a bad idea, I remember at Nationals last year that I saw someone with a similar deck style to yours but he played Misdravis, sadly he has been rotated out. As for your deck, it looks great; I would play 4 Rare candy for a faster Gengar start, and 4 Celio to help your Pokemon search. Best of luck.
    Last edited: Sep 7, 2007
  3. darkHYPO

    darkHYPO New Member

    what about 4 er2
  4. KingGengar

    KingGengar New Member

    My fix: stripped down and ready to go.

    3x Mime Jr. DP
    4x Mr. Mime MT
    4x Gastly DP
    3x Haunter DP
    4x Gengar DP


    3 mentor
    2 great ball
    4 celio's
    4 rare candy
    4 windstorm
    3 phoebe's
    1 scott
    3 steven's
    2 rowan
    2 warp point

    -- 28

    10 psychic
    2 dre
    2 scramble

    -- 14
  5. Jayson

    Jayson Active Member

    I don't think you need four windstorm if you're already running four countergyms. You could probably drop one of each or two windstorm to make room for more draw, another rare candy, anything to make your trainer engine more consistent.
  6. (TYranitarFReak)

    (TYranitarFReak) New Member

    maybe an omastar to finish off the job? This deck kinda reminds me of polistall LOL:wink:
  7. KingGengar

    KingGengar New Member

    Yep, that's what I think he had in mind...

    The Phoebe's is not for countergym, but for Free Retreat for Mime, so Gengar can do its thing over and over.

    Windstorm is for Mime's Poke-Body, or else the idea fails.
  8. graznador

    graznador New Member

    darkHYPO: Um, OK.

    Jayson: 4 Windstorm and 4 Stadiums does seem excessive, but they are so important. Maybe I could play 3 Windstorm and 3 Warp Points to rely on switching to the bench to remove the threat of Cesation?

    (TyranitarFreak): I like the idea of Omastar in theory, but he's not exactly an easy card to add to a deck. The new Fossil supporter could be played, but I can't see any way to make it work without devoting at least 4 slots to a single Omastar line plus supporters to search it.

    KingGengar: Thanks for the suggestions. My Trainers definately need work. However, question your removal/reduction of ER2 and Double Rainbow. ER2 allows Mr. Mime's body to work an extra turn and is, in my opinion, essential. Gengar abuses Double Rainbow better than most due to his damage counter placement. I am afraid that there are too few energies tha can be attached to basics, so maybe 3DR, 2 Scramble, and 9 Psy?
  9. fieryseraph

    fieryseraph New Member

    Hah... I like this deck. It falls under those 'just plain fun to play' decks. Also fits in the 'annoys your opponent' slot. Nice idea. :-D
  10. KingGengar

    KingGengar New Member

    ER2 is good for Mr Mime (or anyone really), but the list needed to be consistent. As it is, I only gave you 5 draw in my list.

    Energy is understandable. Sure 9/3/2 is good.
  11. fieryseraph

    fieryseraph New Member

    I've been thinking... I like this deck and all, but is 40 damage per turn enough? What if you teched in a 1-0-1 line of vileplume? That way you have a chance to poison them, so they are taking more damage without you trying to work in another attacker, since he does his thing from the bench. And if they are already poisoned, that life drain attack can be devastating, if you pull it off. Personally I would take out the mime jr. line to accomodate, I don't really like him, but that's preference.
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