Lost-Gar

Do you think that Lost World...

  • Will be released in Call of Legends as a regular trainer?

    Votes: 14 58.3%
  • As a special rare card similar to Time Space Distortion from Mysterious treasures?

    Votes: 5 20.8%
  • Or not at all?

    Votes: 5 20.8%

  • Total voters
    24

Green_Lotus

Lost World.....YAY :P
Member
I may be WAY off; but judging by the cards in Call of Legends set that have been revealed; I can conclude that Lost World will be an important part of this set. This inspired me to make a LostGar deck. These are pokemon I would put into a LostGar deck

Gengar Prime x4
Haunter TR x3
Gastly SF x4
Spiritomb x3
Uxie/Uxie Lv.X
Azelf
Palkia G/Palkia G Lv.X
Giratina (Let Loose Poke-power)

T/S/S
Lost World
Pokemon Collector
Twins
Judge
Lost Remover
Seeker
Looker's Investigation
Pokemon Rescue
Level Max

Energy
Psychic Energy
Call Energy
Rescue energy

Strategies:
The basic ideas of this deck are simple:
1. Get out Gengar Prime using Spiritomb, while trainer-locking at the same time.
2. Get out the stadium Lost World, which says, "Each player may, during his or her turn, end the game and declare himself or herself the winner if the opponent has 6 or more Pokemon cards in his or her Lost Zone."
2. Once Gengar Prime is out, use Gengar Prime's first attack; Hurl Into Darkness; to send pokemon in your opponent's hand to the Lost Zone.
3. Get Palkia G out, then use Level Max to Level it up on your bench, saving a lot of time and energy cards.
3a. With Palkia G Lv.X out, use its poke-power lost cyclone, which sends pokemon from you bench and your opponent's bench to the lost zone until each player has 4 or less pokemon on his/her bench. This helps you get 6 pokemon cards into your opponent's lost zone, which helps you win the game because of Lost World's ability
4. If your opponent no longer has any pokemon in his/her hand to send to the lost zone, there are several solutions:
a. Giratina's Let Loose Poke-power
b. Judge
c. Looker's Investigation
All the things mentioned above can be used to force your opponent to shuffle and draw more cards, which means he/she is likley to get a pokemon in the process. This means more pokemon to send to the lost zone!

Basically;
Get 6 pokemon into your opponent's lost zone with the lost world stadium in play, then declare yourself the winner of the game, that's about it.
 
If you only plan on using 3 spiritomb AR. Then you should put in 1 spiritomb TR, it will help decks like this a lot. Most of the cards that makes your opponent shuffle his/her hand in the deck to draw a new hand gives your opponent the choice to draw up to 5 cards (if using looker's). While spiritomb TR forces your opponent to draw exactly 6 cards.

I would also skip the giratina (let loose) since your opponent won't (a good player wouldn't) draw all 4 card but 2 or 3 making it less of a chance to draw pokemon.

 
This belongs in the Sandbox for now.

*Moved*

dmaster out.
 
I also considered Vileplume Trainer lock for this deck, but thought better of it considering that Lost Remover is far too useful a card to get rid of. It stops people from rescuing gyrados, stops Garchomp C from sniping; prevents Dialga G Lv.X (in most Dialgachomp decks) from attacking or having any defensive strength; and other useful things.
 
And if gyarados will still be played you can add in devoluter. It's great with gengar prime, just put 3 damage on gyarados and then devolve to k.o and send magikarp to the lost zone.

 
I am thinking of adding Ditto from the most recent that only allows 4 on bench. Because that leaves more pokemon in their hand they can't lay down for Lost Gar
 
I would suggest Palkia G Lv.X, rather than Ditto, for several reasons;
1. Palkia G Lv.X limits your opponent's bench size to THREE.
2. It sends extra benched pokemon to the Lost Zone rather than the discard pile where they can be easily recovered.
3. It has 120 Health rather than 40; so sniping it will not be as easy as it would with Ditto.
 
UPDATE :)
___________________
*This is the decklist I have created as of 12/22/10. I may update it after play-testing it.

4-4-4 Gengar Prime (TR Haunter; SF Gastly)
3 Unown Q
3 Spiritomb AR/ 1 Spiritomb TR
1-1 Palkia G Lv.X
1 Uxie
1 Azelf
1 Mr. Mime(From Clash of Legends)
~24 Pokemon

4 Lost World
4 Twins
4 Seeker
4 Judge
4 Pokemon Collector
2 Cynthia's Guidance
2 Technical Machine TS-2
~24 T/S/S

3 Call Energy
9 Psychic Energy
~12 Energy
 
Instead of Technical Machine TS-2 run a Omastar MD tech for Primal Swirl cause that would be nasty to get off against your Opponent. Just make sure to get rid of their Spiritomb AR to play your Helix Fossil and evolve to Omastar and you shouldn't have a problem against Vileplume UD.

I'd definitely take Mr. Mime out for Mew Prime cause it has amazing synergy with this deck overall. Sure it's fragile for a 60 HP Basic Pokemon but that didn't stop people from running it with Rhyperior Lv. X just
for Hard Crush packing in 30 energies.

You could get away with running Rainbow Energies over Call.
 
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