Experience: Intermediate
Basics? Nah. N-A-H.
Pokemon
Trainers
Energy
Strategy
Well then. The basic strategy of this deck is to punish any deck, by forcing opponents into a situation where they can't evolve and can't do damage. The only ways to get around this setup that I've found are T2 Evolutions (which are possible if I go second) and Evosoda, as well as effects that ignore Abilities. Now, I'll go over the main cards in the deck and how they help it.
Part two of this deck's "Lock". Archeops prevents either player from evolving their Pokémon, but only from their hand. Because of this, the deck can get away with playing Evosoda, getting out of its own lock. Rock Slide is also decent if you need it.
Archeops PLB is for the situations where Pyroar just can't cut it, damage-wise, or if my Opponent gets a T2 something. With Swift Dive and a Bangle, I can KO most Pokémon before Archeops falls.
4 Ultra Ball is because I want Archen in my discard to use its Ability, as well as the fact that I can then search out a piece of my lock. I run Flame Torch/Blacksmith as an engine to get energy cards on Pyroar, as well as running Rainbow Energy for Archeops. Surprise Megaphone is my counter to Garbodor/Tool Drop and Twist Mountain helps me get out Archen/Archeops.
Hope you enjoy it!
1k1 Post Special


Basics? Nah. N-A-H.
- 4 Litleo
- 4 Pyroar
- 4 Archen
- 3 Archeops NVI
Trainers
- 4 Professor Juniper
- 3 N
- 3 Blacksmith
- 2 Lysandre
- 4 Flame Torch
- 4 Ultra Ball
- 3 Plume Fossil
- 3 Evosoda
- 2 Random Reciever
- 2 Silver Bangle
- 2 Surprise Megaphone
- 1 Super Rod
- 1 Dowsing Machine ACE SPEC
- 2 Twist Mountain
Energy
- 9 Fire
Strategy
Well then. The basic strategy of this deck is to punish any deck, by forcing opponents into a situation where they can't evolve and can't do damage. The only ways to get around this setup that I've found are T2 Evolutions (which are possible if I go second) and Evosoda, as well as effects that ignore Abilities. Now, I'll go over the main cards in the deck and how they help it.
The main thing about Pyroar is the Ability. It takes no damage from any Basic Pokémon, essentially making it a better Safeguard. The first part of the "Lock".Pyroar - Fire - HP110
Stage 1 - Evolves from Litleo
Ability: Intimidating Mane
This Pokemon takes no damage from the attacks of your opponent's Basic Pokemon.
[R][C][C] Heat Fang: 60+ damage. You may discard an [R] energy attached to this Pokemon. If you do. this attack does 30 more damage.
Weakness: Water (x2)
Resistance: none
Retreat: 2

Part two of this deck's "Lock". Archeops prevents either player from evolving their Pokémon, but only from their hand. Because of this, the deck can get away with playing Evosoda, getting out of its own lock. Rock Slide is also decent if you need it.

Archeops PLB is for the situations where Pyroar just can't cut it, damage-wise, or if my Opponent gets a T2 something. With Swift Dive and a Bangle, I can KO most Pokémon before Archeops falls.
Hope you enjoy it!