Pokémon TCG: Sword and Shield—Brilliant Stars

HGSS-on Lanturn and Zekrom

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lilmatt195

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Ok, so my Haxorus deck idea turned out not to work out in the meta so i ditched it. So I return here proposing another deck idea. Lanturn Prime and Zekrom. Please feel free to leave any improvements to the deck.


Pokemon: 17
3 Chinchou
3 Lanturn prime
3 Zekrom
3 Voltorb
3 Electrode prime
1 Elekid
1 Cleffa

T/S/S: 28
4 Collector
3 Communication
2 PONT
1 Juniper
3 N
3 Twins
1 Interviewer’s
2 Fisherman
1 Energy Retrieval
2 Junk arm
3 Eviolite
3 Catcher


Energy: 15
9 Electric
3 Rescue
3 DCE

The idea of this deck is to start with a Voltorb and a collector and fill the bench with Chinchous and Zekroms. then on turn 2 hopefully do Electrode primes, poke-power, Energymite to put me down by 1 prize and stack energies onto a Chinchou or Zekrom, depending how many i get. then use twins to get me a Lanturn or something sufficient enough to stall while i power my Zekroms and Lanturns up.

Any improvements will be greatly considerated and will see if they work.
 
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We ran Lanturn Throughout Cities with a couple of Top Cuts and a couple of Bubble misses. Here's some general comments.

Lanturn / Zekrom is a good combination, but suffers from some issues that need addressing through tech's and a carefully thought out trainer line. IMO, this deck does not have enough room for enough energies to make Electrode worth while, so as a result I'd suggest energy acceleration through Eelektrik.

Main Pokemon Line


3-3 Lanturn
3-3 Eelektric (2 40 HP Tynamos / 1 30 HP Tynamo)
2 Zekrom
1 Cleffa
==
15

When running Eel it's important that you can bring up a Pokemon which you can retreat for no energy, after you are KO'd. This get's two energies in play, giving you options with Zekrom or Laturn (with a DCE drop) to get right back to attacking. This deck is devastating against TyRam, but suffers slightly in speed to ZPST and power to Zone/Eel. As a result we went with the following tech line

2 Stunfisk
1 Fliptini
==
+3 = 18

A fighting type that's powered up by electric energy is too hard to ignore. Fliptini gives it a 75% chance of delivering paralysis when needed or a 43% chance of delivering 120 (or the all important 140 with a plus power) against Zone or Zekrom.

Energy
10 Lightning
4 DCE
==
+14 = 32

4 DCE is key to increasing the damage output of Powerful Spark as well as getting a quick revenge kill with a benched Lanturn. You might be able to get away with 9 Lightning Energy, but we found that 10 seemed to fit the deck's needs well. That leaves 28 cards

3 Juniper
4 Sages
4 Communication
4 Junk Arm
3 Collector
2 Dual Ball
1 Super Rod
3 Catcher
1 Lost Remover
1 Plus Power
2 Switch
==
28

Orginally the deck had 4 Juniper / 4 Sages as it's key to get energy in the discard early, but the orginal build forgot switches which was a disaster with the two retreating eel, and Sage's is a great card for getting resources out of your deck while discarding 1 or 2 energies per turn. Down the list to Lost Remover I think it's a very conventional build. Lost Remover is there primarily for the Durant match up, though it did work well in a couple of games against Donphan and Dragons. Once people know it's in your deck it's not as useful, but in high special metal / rescue energy durant builds, depriving them of a way to retreat Coballion or attack with Durant is ideal. Orginally the deck ran 2 Plus Powers, and if I were to remove an energy the second card I'd put in would be the 2nd Plus power, but with Junk Arm you can re-use this card so it's not terrible. Switch is key in the deck in order to keep key energies in play and to prevent getting stuck with Eel in the active position.

Just as a warning, the deck surprisingly seems to Auto Lose to Donphan, Earthquake is a OHKO for one energy and Lanturn is a return OHKO for 1 Lightning and 1 DCE. You just can't seem to keep up with the Donphan player for more than a couple of turns...


Sorry for the long response, but hopefully this helps. We tried hard to make Electrode work in this and other decks and eventually gave up (except for CaKE where the low Pokemon count allows for enough energies to get the consistency up).

Good luck
 
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