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LostGar (Cities, Masters)

Lancun

Aspiring Trainer
Member
Pokemon: 25
4-3-1-2-1 Gengar (1 Gengar AR, 2 Gengar Prime, 1 Gengar Lv.X)
4 Spiritomb AR
2-2-2 Vileplume UD
2 Uxie LA
1 Unown Q
1 Azelf LA

T/S/S: 24
4 BTS
3 Pokemon Collector
3 Bebe's Search
3 PONT
4 Looker's
4 Seeker
2 Twins
1 Palmer's

Energy: 11
7 {P}
2 Warp
2 Rescue

Strategy: Essentially, I looked at the Vilegar build, but I think people are ignoring just how crippling trainer lock is at face value, Stormfront Gengar not withstanding. When I remembered that Gengar AR's "Shadow Skip" sends it to the bench, I immediately recognized the usefulness of this in conjunction with Gengar Prime, as the knockout phase happens AFTER any other effects of attacks. Instantly, you realize that the opponent's Pokemon is KO'd after the effects of Shadow Skip, and thus, Lost-Zoned with the "Catastrophe" Poke-Body.

The reason for the maxed Seekers is because leaving Gengar Prime active will usually lead to it suffering some serious damage, but usually not enough for the KO because of its sheer bulk. Its free retreat makes it easy to Seeker back into your hand, then immediately evolve it back with BTS. This also makes it difficult for the opponent, because if they decide to Seeker something like an Uxie or an SP Pokemon, you can use that turn to Lost Zone it with "Hurl into Darkness". The two Rescue Energies are there to ensure that even in the unlikely event Cursegar or Gengar Prime go down, I can bring them right back without having to use Palmer's, but that's of course a last resort.

I think this list shows the insane synergy that these two Gengars have, and I'm halfway tempted to ditch the Level X for a second Cursegar, but the extra bulk helps Cursegar Survive in the long run, in addition to providing an extra counter to Dialga G Lv.X.
 
Take out Azelf for another Bebe's Search, less bad starts and more opportunity to find a pokemon as soon as possible.
No Elm's? Think about it, maybe taking out 2 Twins (IMHO useless, when you need them they doesn't come) a BTS (you have already Spiritomb for early game evolutions).
Ah, and add a Warp Energy taking out a Psychic, against SP is very good play 3 of them.
 
Are you Lancun from Youtube? If you are indeed the person I'm thinking of, I'm a huge fan.

Now, onto your deck. I must say you've done a pretty good job finding a use for Gengar Prime without Lost World. I know you're running a Trainer Lock deck here, but especially with all your Seekers you're running (to temporarily disable Vileplume), it wouldn't kill you to run a few staple trainers. I'm not sure if you really need 4 Looker's and 3 PONT. That's kind of overkill. I'd get rid of all those PONT since Looker's can do pretty much the same thing when you need and still look at the opponent's hand for Hurl into Darkness. You could get rid of one Warp Energy too, and add a Luxury Ball and 2 Pokemon Communication. You could drop a Gastly, since you only have 3 Haunter and 3 Gengar and you probably want to start with Spiritomb. If you take it out you should definitely add another Unown Q for Spiritomb. You still have one spot left now, I would add in one more Psychic Energy since Cursegar takes a while to charge up.

Overall:
- 1 Gastly
- 3 PONT
- 1 Warp Energy

+ 1 Unown Q
+ 1 Luxury Ball
+ 2 Pokemon Communication
+ 1 {P} Energy

What wouldn't hurt this deck either would be a couple of Rare Candy, in case of situations that call for it.
 
Yep, that's me. Surprised to find someone on the PokeBeach forum who spotted me, but it's humbling to say the least.

Anyways, I agree on all points, but I was actually thinking it might be a good idea to run an Expert Belt or two alongside Cursegar to ensure that he does enough damage, since that's the only real downfall of Shadow Skip and trying to Lost Zone my knockouts. And since he's not going to be the active Pokemon in between turns anyway, it really lessens the concern of him being KO'd because sniping is necessary there. I'm going to keep working on the list and testing to see if Expert Belt would be a good play here.

Another big concern is the Umbreon threat. I know it's not a widely played card, but going against one will pretty much ensure an auto-loss as there's really no way to damage it beyond Curse, which is pitiful.
 
Actually I wouldn't worry too much about Umbreon since as you said, it's pretty unlikely to comne across it, and with Cursed Drop and Curse, it should only take about 2 turns to KO.

By the way I've watched your LPs a lot (especially Primes 1 and 2) and like you I'm a huge fan of Metroid, Zelda, Pokemon and many other Nintendo game franchises, but even more than that a Pokemon TCG fan so I was pretty excited when you said you played. Looking forward to a Lan's Black Bag episode on one of your decks, or something tcg related!
 
Only issue is that Cursed Drop will not work on Umbreon since it's the effect of an attack. If you're suggesting to drop the damage counters on another Pokemon, then spend eleven turns cursing those counters onto Umbreon (counting Expert Belt), you'll have lost long before ever getting the KO on it. I've actually found that more and more SP decks are using a 1-1 Umbreon line as a decent counter to Gengar, so it's a bit of a bigger concern than I thought.
 
Oh. Forgot that you can't Cursed Drop on Umbreon... You should probably find something to KO it (like a fighting type with no power or body such as Machamp) or something like Drifblim UD to get rid of it.
 
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