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Combustion Blast Charizard/Zoroark deck

xtremeflare123

Aspiring Trainer
Member
Pokémon:

3 charizard ex

2 zorua

2 zoroark

2 remoraid

2 octillery

Trainer:

4 vs seeker

4 ultra ball

3 fighting fury belt

2 battle compressor

2 float stone

2 trainers mail

2 target whistle

4 accro bike

3 blacksmith

2 scorched earth

1 super rod

1 hex maniac

2 lysandre

1 N

3 sycamore

Energy:

4 DCE

9 fire energy

Strategies:

1- First of all, there's a constant 150 damage per turn, since we can use stand-in to switch charizard with zoroark, and then use the float stone attached to zoroark to switch with a second charizard.

2- Second of all, after you k.o. a shaymin/basic pokemon with charizard, the target whistle and lysandre can cause a combo where you bring back shaymin from the discard pile and then use lysandre to put it back into the defending spot. Then, you use stand-in to bring zoroark to the active spot and use his boosted attack (1 more opponent bench pokemon) to get 2 more prize cards.

To charge up your charizards, you use battle compressor/accro bike/scorched earth to discard fire energies and use blacksmith to attach them to your charizards.
 
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What is your deck strategy?

With only 7 Basic Pokemon, I suspect you'll mulligan a few times and provide your opponent opportunities to draw extra cards. So, consider running multiple copies of N to mitigate this early game risk and disadvantage.

Your item-based "engine" will help you setup quickly at an expense of potentially thinning your deck out "too much" early game especially if you can not overwhelm your opponent early for the game win. "Long" games will not be advantageous. You may want to consider incorporating some resource recovering cards (e.g., Sacred Ash).
 
What is your deck strategy?

With only 7 Basic Pokemon, I suspect you'll mulligan a few times and provide your opponent opportunities to draw extra cards. So, consider running multiple copies of N to mitigate this early game risk and disadvantage.

Your item-based "engine" will help you setup quickly at an expense of potentially thinning your deck out "too much" early game especially if you can not overwhelm your opponent early for the game win. "Long" games will not be advantageous. You may want to consider incorporating some resource recovering cards (e.g., Sacred Ash).


I made some changes to the deck, could you tell me if it's better now?
 
Thanks for the strategy update.

A few thoughts for your consideration:

  • With only 7 Basic pokemon, chances are you will mulligan 2+ times which can result is yielding your opponent some extra cards at the beginning of the game. The mulligan(s) will give your opponent possible advantage(s). So, consider adding Judge cards in order to disrupt your opponent's hand. Your Octillery will replenish your hand.
  • Have you considered incorporating the new Delphox Break (FCO) with the XY Delphox? Delphox (XY) could supply the supplemental card draw support and a secondary attacker, Delphox BREAK supplies energy-attachment acceleration, and your deck would then just Fire and Dark. It could replace your Octillery line completely, but a few more slots are also needed... You'll obviously lose some setup speed too.
  • With Octillery and Scorched Earth, you'll need to find the right balance of card-draw Supporters with Abyssal Hand; so you do not deck out. Play-test, play-test, play-test... Tweak the card-draw mix accordingly.
  • Level Ball would be helpful is getting out your Remoaid and Zorua fast too (without paying the Ultra Ball cost).
Following are some suggested deck changes for your consideration:

-1 Acro Bike - 3 should be sufficient
-1 Blacksmith - 2 should be sufficient to support your attack cycle
-1 Ultra Ball - 3 should be sufficient
-1 N - really not needed
-1 Professor Sycamore - 2 should be sufficient

+2 Level Ball
+3 Judge
I hope you find thee comments helpful.
 
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