Hi guys, thought I'd pop in and give some feedback.
My friend and I have been developing a LostGar list in our spare time, and have playtested and refined it to the best of our ability. We have playtested against various metagame decks during two league sessions and skype and here are our findings.
The decklist:
1 Azelf LA
4 Gastly SF
3 Gengar Prime
1 Gengar Lv. X
2 Haunter TM
1 Machamp SF
3 Mew Prime
1 Mr. Mime CL
2 Spiritomb TM
1 Unown Q MD
2 Uxie LA
3 Bebe's Search
2 Broken-Time Space
1 Luxury Ball
3 Lost World
4 Pokemon Collector
3 Pokemon Communication
4 Rare Candy
4 Seeker
3 Twins
3 VS Seeker
6 Psychic Energy
3 Rainbow Energy
So basically we ran it past a few meta decks.
Gyarados was easy enough, with Gengar Prime taking the mantle of a main striker as opposed to Mew Prime to deny prizes with zoned karps, seekers and free-of-charge Broken Time-Space that less experienced Gyarados players kindly put down for us. T1 Gengar ASAP is important to put pressure on Sableyes who use Pokemon Collector from the get go to fish out karps. So rare candy and pokemon communication comes in handy here.
VileGar was good too. Spiritomb TM spam played a huge part in rolling and hitting various stages of the Vileplume and Gengar lines. Mew was an early game killer, paired with Spiritomb TM and Mime, searched out with a maxed Pokemon Collector count of 4 to facilitate all this. Invariable darkness grace early on for them bought time for see off and a 2 energy hurl to get the ball rolling, and 2 will be hurled on average on T2, thanks to Spiritomb TM and the fact a six card hand drawn at random nails 2 Pokemon on average upon the second turn, as VileGar runs 20+ Pokemon in their deck typically. Sudden cursed droplets on damaged tombs for the lulz is a legit strategy as well down the line as well, done by Gengar Prime to nail Catastrophe and steal a so-called "prize". In all, the hurling of evolution lines served as good disruption to buy time while Gengar Prime wades through a slow-ed down set up due to lack of trainer usage. Late game its prize denial with Seekers and hurling the last 2 - 3 pokemon in 1 - 2 turns through tomb and Mews, or Gengar Prime/seeker if you get him up.
Machamp/Donphan was accounted for as well. I couldn't find a proper straight Champ player to test with, so this will have to do. LostGar players, don't make the fatal mistake of a T1 see-off. Early on, I tried to do my usual T1 See Off thing and abuse T2 double hurl, taking advantage of the deck's clunky evolution lines to net 2 Pokemon down by T2. T1 Donphan happens so often, it's not even funny, and I wasted a Mew and an Energy. What I did try to do afterwards was to do T1 pitch dark instead, forcing them to lay down BTS to earn the kill, much to my benefit, for now Seekers is simulataneously a prize-denial and "prize" snatching tool. Keeping a spare Gastly AS A MINIMUM to Seeker into, with maintaining a full line of Gengar to wall and then rinse lather and repeat with Seeker heal is essential to make sure they don't net all six prizes while you keep hurling. An easy draw for 4 Seekers and 3 VS Seekers, with a supplied BTS works beautifully. Getting a Stage 2 out with a basic, and a supporter you have an equivalent of 7 of, isn't too hard against a deck that isn't disruption-centric, and yet this gives a huge lead for you. Beware of Champ Buster later on, for this is where your Gengar Primes are ready to face death, so its time to hit hard with Spiritombs, or Seekering them up if one-off Pokemon like Uxie and Azelf were all zoned and you pull evolution lines back to their hand because they have no alternative, increasing your profits while you hand them a prize in return, but gladly so. Early game prize denial takes the cake, and sees you through comfortably for the late game. I averaged a lead of 3 or 2 prizes remaining for my opponent before I win.
SP was quite fun. I'm not a very good SP player, but I never fail to be amazed by the amount of versatility an SP deck has to deal with the opponent. Against LostGar, the 3 decks, LuxChomp, DialgaChomp and Sablelock have their own answers.
LuxChomp's answer was that of cheap prizes to fight against my hurling speed. Not keen on sacrificing my Mew Prime, I tend to go with T1 Pitch Dark, and I will keep the trainer lock up before advancing to Gengar Prime. No intermediates. Its either Pitch Dark, or Hurl. No Sneaky Placement nonsense. My trainers get me there. Spiritomb is so very good. They will use SP Radar to hide their unnecessary Pokemon and bring out relevant ones, Poke Turn to reuse their Bright Looks and eat my benchers alive. However, Spiritomb breaks their Cyrus Chain and stutters their set up. A whiff on their part is losing a turn of prizes, and a successful Spiritomb drop means 2 Pokemon on average. They whiff on a prize and I take an equivalent of 2. Unlike evolution decks, which can tuck their Pokemon away safely onto the field via evolving, the most SP can churn out is Lv. X lines, so a filled bench means unplaceable Pokemon. Spiritomb then takes advantage of this and I find the average throughout the game is 2 per Spooky Whirlpool. Power Spray is essentially for them, but it means less SP tools available for them to their hide their Pokemon or use Poke Turns to keep bright looking cheap prizes off me, especially those tasty Spiritombs. Spiritomb deaths and Power Sprays are the reason why I run 2 in my deck. You break their chain, give yourself two prizes on average, what's not to like. Spray? Sure, have another tomb. Gengar Lv. X is a hero against Level X, and since they focus on bench smashing, this guy is often untouched. If Mr. Mime ever finds the opponent lacking the resources to get back their beloved Lv. X-es, their prize taking ability will start to fall upon a vital Level-Down. Despite Spiritomb's double advantage over this deck, Gengar being mostly untouched due to a good resistance and a fine tank, and LuxChomp having to balance between its ability to nail cheap prizes and to spray my advances to disrupt it and start hurling, LuxChomp is still BDIF, and fights with it are still frantic races, with most matches being rather close ones.
DialgaChomp's answer was to lock me out of my set up, then lock me out of lost world. DialgaChomp is less able to take cheap prizes off me because only Garchomp C Lv. X is able to snipe. However, it can put a dampener on my set up. Early game will then be important. If I am met with the ideal T1 deafen, I will employ some strategy here. I recognize that getting Gengar out with be tough at this point, so Mew comes in. Mr. Mime will scout to see if the opponent has any means to get off a DGX in a hurry. If so, I would rush Spiritombs. Its rare to see Dialga netting sufficient cards to do a T1 deafen, have enough SP on the field, and then having Power Spray all on T1, so something has to give. A collector, Mime, Mew and Tomb settles this quickly. Mew to see off, Mr. Mime to scout for a possibility of a DGX and tomb to disrupt. Chances are, if Dialga can pull off a T1 deafen, his hand will not be ideal enough to accomodate proper spraying. If he is that lucky, well its a tough game, but T1 deafen is ideal enough, so something has to give. With tomb, you jeopardise his chances of nailing the coveted DGX. Proceed to Seeker/2nd tomb and hurl 2 Pokemon (on average) against dialga by T2, and you're in the clear. With their lesser ability to gain cheap prizes, your "prize" lead will be a tremendous blow to them. Take it easier and try to nail Gengar, being wary of sudden Garchomp kills on Haunters and Gastlys. Once your opponent nails a prize, explode with Twins and start denying them prizes by hitting it off with Seekers and etc. Use VS Seeker whenever you are allowed to, for you never know when deafen comes in as a filler. You should be alright since you can outspeed them with your good resistance, seeker heals, and Spiritomb disruption. A hurl per turn means a "prize" for you, something they would have to keep rushing to keep up with. The true trouble starts when you need to lay down Lost World. In anticipation of this, please ready a Gengar Lv. X and keep it safe. It's not hard with your resistance and multiple seeker count, but be careful. Keep levelling down Dialga G Lv. X when given the chance, expending their sprays. In times of perma-deafen, use Mew Prime to zone that tech Machamp in my list. If his Dialga G Lv. X is still around, start levelling down, as he shouldn't have sprays left, after fighting your repeated leveling, and your Spiritomb disruption. To be sure, scout with Mr. Mime and lure sprays with Spiritomb. After a successful level down, either Twins or Rainbow to Mew for take out. He should be able to sustain more than 3 deafens at most, and it possibility nets you the prize lead as well. Wrap up with Lost World once you KO-ed enough Dialgas. In all, early game, explode with trainers if he fails T1 deafen, or use Mew and lure sprays and disrupt Dialga G Lv. X while seeing off to get yourself set up. Middle game roll by hurling faster than he can chain dragon rushes, healing and preparing a Gengar Lv. X. Late game, lure sprays until you're clear to level down a Dialga G Lv. X, while you see off Machamp and repeat take out with rainbow energy till your opponent gives.
Phew, I wrote more than I would have thought I did. I guess I like sharing my experiences a little too much.
I will test Sablelock soon enough. I anticipate that disruption and honchkrow sv will be pitfalls to look out for then. I look forward to more sharing, and I appreciate whoever will take the trouble to help me test my list. Let's work together and fix the kooks in a LostGar deck, so as to make it viable perhaps? Until then, have fun!