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Zekeels for Nats! help wanted!!!!

Giantoshawott

Shining arceus in bw 6. A dream come true.
Member
Pokémon
2 Mewtwo EX
3 Zekrom
1 Zekrom EX
3 Eelektrik
4 Tynamo
1 Thundurus
1 tornadus
1 tyrogue

Trainers
1 Super Rod
1 pluspower
2 eviolite
4 junk arm
2 switch
2 random reciever
3 level ball
3 catcher
3 juniper
4 Sage
3 N
3 collector

Energy
9 Lightning Energy
4 Double Colorless Energy

Strategy: set up eels, strike for 150 every turn, hopefully.
Additions:
Ultra ball:
Ultra Ball – Trainer’s Goods

This card can’t be used unless you discard 2 cards from your hand.

Choose 1 Pokemon card from your deck, show it to your opponent, and put it in your hand. Shuffle your deck afterward.

You can use any number of Goods cards during your turn.
Terrakion
Tornadus EPO/Tornadus EX:
Tornadus EX – Colorless – HP170
Basic Pokemon

[C][C] Blow Through: 30 damage. If there’s a Stadium in play, this attack does an additional 30 damage.
[C][C][C] Power Blast: 100 damage. Flip a coin, if tails choose 1 Energy attached to this Pokemon and discard it.

Pokemon-EX Rule: When Pokemon-EX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Lightning (x2)
Resistance: Fighting (-20)
Retreat: 1

Translations:
Random Receiver – Trainer’s Goods

Reveal cards from 1 at a time from the top of your deck, show the first Support card you find to your opponent, and put it in your hand. Then, return the revealed cards to your deck and shuffle your deck.

You can use any number of Goods cards during your turn.
 
My changes, from one Zekrom player to another.
-1 Zekrom EX
-2 Switch
-1 Level Ball
-1 Sages
-1 PONT
-1 Zekrom
-1 Lightning Energy

+1 Tyrogue (donks Tynamo's like crazy, trust me)
+1 Junk Arm (4 ALWAYS needed, always)
+2 N
+2 Eviolite
+1 Plus Power
These Changes should help with consistency a little. And help in those situations like a Mewtwo war: Plus Power
 
Looks pretty solid but
-1 switch (for this deck I think 2 may be enough)
-1 sage's (I think juniper could be better since you know what you are discarding and you refresh your hand)
-1 PONT (just my preference but I think N may be better because it's a good refresher and disrupter)
-1 zekrom (if you want to attack for about 150 every turn you need about 2 zekrom EX)

+1 N (explained already)
+1 juniper (already explained)
+1 zekrom EX (already explained)
+1 either catcher (so you can catcher more), thundurus (good starter), or anything else that I have missed
 
I think 1 Zekrom EX is fine enough. You can take out a switch and go to 2. I might take out a PONT or 2 for more Sage's/Juniper to get electric energy in the discard. I like high N counts (3 or more) for the disruption and because once Zekeels sets up it can pretty much get the energy you need. 3 catcher is fine. Tornadus can help against fighting decks.
 
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