Here is my Yanmega LA deck (or I like to call it Mega Lock)
Mega Lock:
Pokemon 23
x4 Spiritomb AR
x2 Mareep PL
x2 Flaffy PL
x2 Ampharos PL
x2 Raichu GL
x2 Yanma LA
x2 Yanmega LA
x1 Yanmega (PRIME)
x1 Crobat G
x1 Unown Q
x2 Uxie LA
x1 Blaziken FB
x1 Blaziken FB X
T/S/S 29
x4 Bebe Search
x4 Cyrus Conspiracy
x2 E-Gain
x2 Sp Radar
x3 Poketurn
x2 Judge
x1 Lux Ball
x1 Palmer's Contribution
x4 Pokemon Collector
x2 Professor Oaks New Theory
x2 Warp Point
x2 Expert Belt
Energy 8
x5 Lightning
x2 Fire
x1 Warp
Here is what each thing is for
Spiritomb AR: Starter, can speed up the deck with Darkness Grace
Raichu GL: Main attacker, can hit hard with repeat lightning doing 80+ damage a turn
Yanmega LA: Spreader, Using Sonic Wave it can put 10 damage on each of your opponents pokemon
Ampharos PL: Locker, Damage Bind will lock all of your opponents pokemon after using Sonic Wave
Blaziken FB X:Counter, DGX counter
Uxie LA
raw Power, allows you to draw many cards (max of 7)
Unown Q: Speader, Allows Spiritomb to have free retreat
Yanmega Prime: Sec. Attacker, Because of Insight you can not have any energy attached and do 70 damage, usually used against decks that run Manectric or Nidoqueen because it can quickly dispose of the threats.
Crobat G: Quick Damager, can be used to drop damage on the opponents pokemon if they do not have damage on it yet, can also be used to strengthen Raichu GL's attack.
Cards that I did not include that may be good:
Sunnyshore gym: Since less than half my pokemon all electric, I found no need
Grass Energy: allows Yanmega to attack if Insight some how gets shut off
Power Spray: I just do not have the room, + I have Ampharos
I mainly need help with the decks Consistency and its Speed, any suggestions that may help are appreciated
Thank you for reading
Mega Lock:
Pokemon 23
x4 Spiritomb AR
x2 Mareep PL
x2 Flaffy PL
x2 Ampharos PL
x2 Raichu GL
x2 Yanma LA
x2 Yanmega LA
x1 Yanmega (PRIME)
x1 Crobat G
x1 Unown Q
x2 Uxie LA
x1 Blaziken FB
x1 Blaziken FB X
T/S/S 29
x4 Bebe Search
x4 Cyrus Conspiracy
x2 E-Gain
x2 Sp Radar
x3 Poketurn
x2 Judge
x1 Lux Ball
x1 Palmer's Contribution
x4 Pokemon Collector
x2 Professor Oaks New Theory
x2 Warp Point
x2 Expert Belt
Energy 8
x5 Lightning
x2 Fire
x1 Warp
Here is what each thing is for
Spiritomb AR: Starter, can speed up the deck with Darkness Grace
Raichu GL: Main attacker, can hit hard with repeat lightning doing 80+ damage a turn
Yanmega LA: Spreader, Using Sonic Wave it can put 10 damage on each of your opponents pokemon
Ampharos PL: Locker, Damage Bind will lock all of your opponents pokemon after using Sonic Wave
Blaziken FB X:Counter, DGX counter
Uxie LA
Unown Q: Speader, Allows Spiritomb to have free retreat
Yanmega Prime: Sec. Attacker, Because of Insight you can not have any energy attached and do 70 damage, usually used against decks that run Manectric or Nidoqueen because it can quickly dispose of the threats.
Crobat G: Quick Damager, can be used to drop damage on the opponents pokemon if they do not have damage on it yet, can also be used to strengthen Raichu GL's attack.
Cards that I did not include that may be good:
Sunnyshore gym: Since less than half my pokemon all electric, I found no need
Grass Energy: allows Yanmega to attack if Insight some how gets shut off
Power Spray: I just do not have the room, + I have Ampharos
I mainly need help with the decks Consistency and its Speed, any suggestions that may help are appreciated
Thank you for reading