Deck Knight
New Member
Pokemon: 17
3 Toxicroak G
3 Honchkrow G
3 Skuntank G
2 Dialga G
2 Dialga G Lv. X
2 Crobat G
2 Sableye SF
Trainers: 31
4 Cyrus's Conspiracy
4 TGI - Poketurn
3 TGI - Power Spray
3 TGI - Energy Gain
3 Rosanne's Research
3 Night Maintenance
3 Lake Boundary
2 Level MAX
2 Premier Ball
2 Marley's Request
1 Snowpoint Temple
1 Moonlight Stadium
Energy: 12
3 Psychic Energy
3 Darkness Energy (basic)
3 Metal Energy (basic)
3 Warp Energy
Strategy:
The key to this deck is quick setup mixed with immense damage out of nowhere and continual posion damage. It works by pressuring opponents throughout the battle by disabling Active Poke-powers that don't work under a special condition, sniping newly placed Benched pokemon before they can evolve, and picking off weakened built up pokemon.
Starters:
Sableye SF:
Sableye can use Impersonate to grab a Cyrus's Conspiracy and get the ball rolling, or it can use Crobat G and Overconfident to score an early Donk.
Honchkrow G:
The other favorale start is Honchkrow G, who can pull out Stadiums quickly to enable Skuntank's power. It can also grab Poke-turn to get itself out of trouble or enable a Crobat Flash Bites dropping run.
Central Card Combo 1:
Toxicroak G + Skuntank G. (Assist: Energy Gain, Honchkrow G)
The basic idea here is to Poison the opponent with Poison Structure and then strike them for 60 damage. This will knock out any pokemon with 70 HP or less, and knock out any pokemon with 80 HP that doesn't switch.
Central Card Combo 2:
Honchkrow G + Crobat G (Assist: Energy Gain, Poketurn)
Flash Bites enables Honchkrow G to snipe any pokemon on your opponents bench for a combined 50 damage. With Poketurn or another Crobat, you can repeat until the 40 damage from Target Attack can land a KO. Essentially you can crush your opponents basic before they can make a comeback. Energy Gain allows Honckrow to do this with a single Energy.
Trainers:
Cyrus's Conspiracy: The core of any G Deck, Cyrus's Conspiracy is amazing, allowing me to get the energy my pokemon needs and provide me with a useful Invention, as well as insure I'll have draw next turn.
Roseanne's Research: Since I run nothing but basic's, Roseanne's can grab me whatever I need.
Lake Boundary:
Because this is a G Deck, Lake Boundary has no negative side effects to my pokemon, but does enable me to damage my opponent harshly. 2x Weakness is bringing back old school.
Energy Gain:
Turns most of my pokemon's attacks into a single typed Energy attack. If I Poketurn the pokemon it is attached to, I can attach it to another to operate as a kind of second energy attachment.
Power Spray:
Allows my to disrupt potentially dangerous powers like Restructure, Cyclone Lost, Dark Palm, etc. Can also be used to prevent an opponent from using Claydol for a turn,
Night Maintenance:
As essential recovery trainer.
Level MAX/Premier Ball:
These serve the same essential function in getting Dialga G Lv. X out. Will probably replace with SP Radar when it comes out.
Techs:
Dialga G Lv. X.
Dialga G Lv. X shuts down annoying Poke-Bodies like Manectic's Pulse Barrier, Ampharos's Damage Bind, Mewtwo Lv. X's Psybarrier, or any other Poke-Body that prevents Skuntank from doing its job.
Snowpoint Temple: When any of my pokemon need some extra HP, or I need a Counter-Stadium, Snowpoint provides. Useful in giving Sabley Overconfident boosts on Stage 1 pokemon.
Moonlight Stadium: A true tech, useful mostly as a counterstadium that allows free switching out of Honchcrow and Toxicroak.
Warp Energy: Good for getting Dialga G Lv. X out of the active position after it Level-Ups. If I poketurn the pokemon it is attached to, I can use it again like a sort of Switch card.
Marley's Request: Can keep the Poketurn's or Power Spray's coming, or help the deck recover quickly. Almost all of the trainer's in this deck are dangerous as some point.
3 Toxicroak G
3 Honchkrow G
3 Skuntank G
2 Dialga G
2 Dialga G Lv. X
2 Crobat G
2 Sableye SF
Trainers: 31
4 Cyrus's Conspiracy
4 TGI - Poketurn
3 TGI - Power Spray
3 TGI - Energy Gain
3 Rosanne's Research
3 Night Maintenance
3 Lake Boundary
2 Level MAX
2 Premier Ball
2 Marley's Request
1 Snowpoint Temple
1 Moonlight Stadium
Energy: 12
3 Psychic Energy
3 Darkness Energy (basic)
3 Metal Energy (basic)
3 Warp Energy
Strategy:
The key to this deck is quick setup mixed with immense damage out of nowhere and continual posion damage. It works by pressuring opponents throughout the battle by disabling Active Poke-powers that don't work under a special condition, sniping newly placed Benched pokemon before they can evolve, and picking off weakened built up pokemon.
Starters:
Sableye SF:
Sableye can use Impersonate to grab a Cyrus's Conspiracy and get the ball rolling, or it can use Crobat G and Overconfident to score an early Donk.
Honchkrow G:
The other favorale start is Honchkrow G, who can pull out Stadiums quickly to enable Skuntank's power. It can also grab Poke-turn to get itself out of trouble or enable a Crobat Flash Bites dropping run.
Central Card Combo 1:
Toxicroak G + Skuntank G. (Assist: Energy Gain, Honchkrow G)
The basic idea here is to Poison the opponent with Poison Structure and then strike them for 60 damage. This will knock out any pokemon with 70 HP or less, and knock out any pokemon with 80 HP that doesn't switch.
Central Card Combo 2:
Honchkrow G + Crobat G (Assist: Energy Gain, Poketurn)
Flash Bites enables Honchkrow G to snipe any pokemon on your opponents bench for a combined 50 damage. With Poketurn or another Crobat, you can repeat until the 40 damage from Target Attack can land a KO. Essentially you can crush your opponents basic before they can make a comeback. Energy Gain allows Honckrow to do this with a single Energy.
Trainers:
Cyrus's Conspiracy: The core of any G Deck, Cyrus's Conspiracy is amazing, allowing me to get the energy my pokemon needs and provide me with a useful Invention, as well as insure I'll have draw next turn.
Roseanne's Research: Since I run nothing but basic's, Roseanne's can grab me whatever I need.
Lake Boundary:
Because this is a G Deck, Lake Boundary has no negative side effects to my pokemon, but does enable me to damage my opponent harshly. 2x Weakness is bringing back old school.
Energy Gain:
Turns most of my pokemon's attacks into a single typed Energy attack. If I Poketurn the pokemon it is attached to, I can attach it to another to operate as a kind of second energy attachment.
Power Spray:
Allows my to disrupt potentially dangerous powers like Restructure, Cyclone Lost, Dark Palm, etc. Can also be used to prevent an opponent from using Claydol for a turn,
Night Maintenance:
As essential recovery trainer.
Level MAX/Premier Ball:
These serve the same essential function in getting Dialga G Lv. X out. Will probably replace with SP Radar when it comes out.
Techs:
Dialga G Lv. X.
Dialga G Lv. X shuts down annoying Poke-Bodies like Manectic's Pulse Barrier, Ampharos's Damage Bind, Mewtwo Lv. X's Psybarrier, or any other Poke-Body that prevents Skuntank from doing its job.
Snowpoint Temple: When any of my pokemon need some extra HP, or I need a Counter-Stadium, Snowpoint provides. Useful in giving Sabley Overconfident boosts on Stage 1 pokemon.
Moonlight Stadium: A true tech, useful mostly as a counterstadium that allows free switching out of Honchcrow and Toxicroak.
Warp Energy: Good for getting Dialga G Lv. X out of the active position after it Level-Ups. If I poketurn the pokemon it is attached to, I can use it again like a sort of Switch card.
Marley's Request: Can keep the Poketurn's or Power Spray's coming, or help the deck recover quickly. Almost all of the trainer's in this deck are dangerous as some point.