Pokémon Rate My Team
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http://serebii.net/card/dex/

Only card from the Neo series allowed, meaning Genesis, Discovery, Revelation, and Destiny. However, Energy from previous series as well as the Mysterious Fossil card are allowed.

Pokemon: 21

x3 Gastly (Destiny)-One energy does 10 damage and puts the foe to sleep, which can be nice if I have Dark Gengar out. No weakness, Fighting resistance, and no retreat. Needed for evolution.
x2 Dark Haunter (Destiny)-Surround can put the foe to sleep for use with Dark Gengar. No weakness, resistance to Fighting, and no retreat cost. Needed for evolution.
x1 Dark Gengar (Destiny)-Dark Gengar is great as it requires people to flip two coins in order to wake their Pokemon up. Pull In is also nice as it has a Gus of Wind effect that puts the new Pokemon to sleep and does 30. Also no weakness and a resistance to Fighting.
x4 Slowpoke (Genesis)-50 HP and Psyshock gives Slowpoke decent bulk. Needed for evolution.
x3 Slowking (Genesis)-Makes it incredibly difficult for my opponent to use Trainers. If I have all three out and on my bench, then the foe has to get three successful Coin Flips in order to use their trainers. Great for keeping foes asleep by stopping Miracle Berry from being played or to protect Sprout Tower from other Stadiums.
x3 Misdreavus (Revelation)-Back when I was playing, people were trying to get a way of using this card effectively. Usually it was used in a deck with Drowzee (Rocket) along with Full Heal/Miracle Berry. Dark Gengar came soon after I stopped playing competitive. Now the foe has to get two coin flips before they can wake up, giving Perish Song a much better chance to KO. Also no weakness and Fighting resistance.
x2 Girafarig (Genesis)-60 HP and no weakness. Agility and Psybeam are decent stall attacks. A solid basic.
x2 Wobbuffet (Discovery)-A bulky Pokemon who can hit back for a lot of damage for only one energy. Great protection at the start or even middle if I'm having trouble setting up.
x1 Celebi (Lv 16) (Revelation)-A chance of getting 30 damage unhindered by resistance is nice. Time Travel can be useful in keeping a prize out of my opponent's hand.

Trainers: 18

x4 Gold Berry (Genesis)-Great healing card.
x4 Miracle Berry (Genesis)-For in case my opponent has a Pokemon that can put me to sleep, as Dark Gengar's Pokemon Power is indiscriminate as to who it keeps asleep. Also can help in other situations where I am afflicted with a status condition.
x3 Mary (Genesis)-Card drawing that doesn't deck me.
x2 Super Energy Retrieval (Genesis)-To get back energies.
x2 Professor Elm (Genesis)-Card drawing.
x2 Double Gust (Genesis)-If played right (and I always played this guy right) it can be a Gust of Wind and a Switch rolled into one. This helps get Wobbuffet or Dark Gengar out of there.
x1 Sprout Tower (Genesis)-Weakens those Normal types who resist Psychic. Also gets rid of Stadium cards my opponent might have in play.

Energy: 21

x21 Psychic Energy-Needed.

This deck mainly works around getting Dark Gengar on the bench and Misdreavus out into play. If I get my three Slowkings out, then that further disrupts my opponent. This deck works better against other Psychic decks than most Psychic decks normally would thanks to the Gengar line, Misdreavus, and Girafarig not having any weaknesses. So they don't take extra damage from Psychic but hit Psychic types for extra damage.

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