• When creating a thread in the Deck Garage, make sure that you post one deck per thread, you use the correct prefix, you have the set name/card number next to each card, you give a strategy for non-metagame decks, and give translations for all cards not available in English.

    When posting in a thread, be sure to explain all your suggestions thoroughly. Additionally, do not ask for advice in another member's thread.

Altaria/Garchomp

ArQanine

Aspiring Trainer
Member
Pokemon: 20
4 Gible
3 Gabite
4 Garchomp
4 Swablu
3 Altaria
2 Emolga

Trainers: 28
3 Colress
2 Bianca
2 Cheren
2 Skyla
2 Professor Juniper
3 N
2 Ultra Ball
3 Level Ball
3 Rare Candy
2 Switch
2 Max Potion
2 Super Rod

Energy: 11
4 Blend (WEFM)
7 Fight

TOTAL: 59 (I know that's not complete)

Strategy

Setup Garchomp as soon as possible, do heavy damage early game. I was planning on putting some Crushing Hammers in it, I think it would make a good combo with Garchomp's Mach Cut (which discards a special energy from 1 of the opponent's pokemon). There are no Catchers in it, because this is my list I have so far IRL, I just copied it as it is. So, are there any suggestions on making this deck better? I would love to hear!
 
4-4-4 chomp
3 swablu
no ultra balls
4 juniper
4 level balls

can post more once I'm home
 
Pokemon: 20
4 Gible
4 Gabite (Gabite MUST be maxed, it is the heart of this deck)
4 Garchomp
3 Swablu
3 Altaria
2 Emolga (you can also try 3 or even 4)

Supporters: 14
4 Professor Juniper (basic stuff right here)
3 Cheren (Bianca is not any good in this deck)
3 Skyla (remember you can get a Switch on T1 to use Emolga if you open with a Level Ball and Energy)
3 N
1 Colress (Colress doesn't help you when you most need it - on your first turns.)

Items: 15
1 Gold Potion (I don't think this deck needs Computer Search, but feel free to run it)
4 Level Ball (you search those Chomps with DRAGON CALL, not Ultra Balls... never had a problem getting out chomps)
3 Rare Candy (for that T2 Chomp)
2 Switch (HTL counter and Emolga starts)
2 Super Rod
1 Tool Scrapper (make Dragon Call work against Garbodor or scrap stupid eviolites)
1 Max Potion
1 Energy Search (now you can get a water or fighting energy of a Skyla)

Energy: 11
4 Blend (WEFM)
6 Fight
1 Water (for energy search & can't be enchaced hammered)
 
Never max Gabite, it's always a dead draw after you set up the first 1-2, and always play at least 2 Ultra Ball. This is necessary just for the extra search. If you only play 4 Level Ball, you'll have the hardest time when one of them is prized. Ultra Ball is also helpful because you wont always have the Gabite (since it's what people target first) and you'll still always need the Garchomp.

4-3-4 Garchomp
3-3 Altaria
Emolga is not even needed in this deck, but if you want to play 1-2 it's just preference

4 Level Ball (always)
2 Ultra Ball
1 Computer Search (essential for early game search)
1-2 Max Potion
1-2 Tool Scraper
2 Super Rod
3 Rare Candy

4 Juniper
4 N
3 Skyla
2-3 Colress (Best supporter in this deck imo, since this deck fills it's bench as early as T1, this supporter is almost always very helpful)
3 Cheren

4 Blend WFML
6 Fighting
Basic Water is not necessary, you'll usually want to use Garchomp's first attack anyway.

This leave about 3 spaces open for other things. Virbank and HTL are both very strong in this deck, since they allow Garchomp to get OHKOs on 170 HP EXs with all 3 Altaria set up.
 
I personally think a 4-3-4 with 2 rare candy is the best, from my play testing.

Pokemon: 20
4 Gible
3 Gabite
4 Garchomp
3 Swablu
3 Altaria
2 Emolga
1 Landorus EX (good starter if you don't start emolga, and can always buy a round or 2 to replace ko'd garchomps.. also REALLY good for late game think of how many situations where you could get into a hitting for 140 on an with your garchomp while 2 benched altarias. and that thing just sits there the entire game, landorus can late game clean up for you or early spread)

Trainers: 28
3 Colress
2 Bianca
2 Cheren
2 Skyla
2 Professor Juniper
2 N
1 Ultra Ball
4 Level Ball
2 Rare Candy
2 Switch
2 Max Potion
2 Super Rod
1 Catcher (always save for late game)

Energy: 11
5 Fight
4 Blend (WMFL)
2 Water (incase all your blends are gone, you just can never be sure)

Those are my changes. I think 1 landorus ex is crucial. I don't know how many times I've ran out of my blends when I really needed to use garchomps 2nd attack for a ko. also the basic water can be attached and not discard on a landorus after you landjudgement.
 
I don't ever play 4 catchers in my decks.
In this deck, I would suggest maybe 1-2 catchers.
It's really not needed. Maybe Drop a switch and a super rod if you REALLY think you need 3.
 
I would use catchers to kill guys like Blastoise, Eels, Garbodor, etc. If they stay in play, they can set up way too fast, or am I wrong?
 
Keeper of Night said:
Stupid me for forgetting to add catchers in my last post. :p
4 catcher is absolutely necessary in every deck.

I hate to start that argument, but 4 catcher is really not necessary in every deck.
Especially Eels, Blastoise & Darkrai. If you are smart and know how to conserve resources, you shouldn't ever need 4.

E/ I am not knocking you as a player, but I would advise testing without 4 catchers. It's not needed.
I have never had a game where I had to use all 4 of my catchers, at least 1 always gets ultra ball away or something like that.
 
ashtavakra said:
Keeper of Night said:
Stupid me for forgetting to add catchers in my last post. :p
4 catcher is absolutely necessary in every deck.

I hate to start that argument, but 4 catcher is really not necessary in every deck.
Especially Eels, Blastoise & Darkrai. If you are smart and know how to conserve resources, you shouldn't ever need 4.

E/ I am not knocking you as a player, but I would advise testing without 4 catchers. It's not needed.
I have never had a game where I had to use all 4 of my catchers, at least 1 always gets ultra ball away or something like that.

No, 4 Catcher is necessary. They help for early game KOs, and late game wins.
I don't want to start such an unnecessary arguement either, so let's just agree to disagree.
 
ashtavakra said:
I have never had a game where I had to use all 4 of my catchers

You probably haven't played many games then...
On topic, the last slot in the OP needs to go to an Ace Spec (I'd definitely say Dowsing Machine, but I could see using other Ace Specs). AND, 4 Catchers is a must in this deck (and ALMOST all decks).
 
Back
Top