• 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.

Dark Explorers: Darkrai EX.

petertclo

Ehh I want my B&W back!
Member
Pokemon: 14
3 Darkrai EX
4-3 Zoroark DE
2-2 Mandibuzz BW

Energy: 12
4 Special Darkness
8 Basic Darkness

Trainer: 34
4 Junk Arm
4 Ultra Ball
4 Dark Patch
4 Darkness Claw
3 Pokemon Catcher
3 Random Receiver
1 Super Rod
1 Switch

4 Pokemon Collector
3 Professor Juniper
3 Professor Oak's New Theory

See card translations at the bottom.

Basically, aims to spam the OP-ness of Darkness Claw and Dark Patch.
Optimal start is Zorua. It has that amazing attack that evolves itself into a Zoroark from the deck for 1 {D} energy. Which means guaranteed turn 2 attack with Zoroark's first attack.
Aim to fill bench with all sorts of darkness-type Pokemon, so the attack does 120+ modifiers.
Special Darkness gives +10 to damage for as long as it is attached so Plus Power is not needed. Darkness Claw adds another +20, so you could be looking at doing 150 or even 160 turn 2.
Darkrai EX is there as a secondary attacker and also for the ability, which in effect makes everything in the deck have 0 retreat cost. Add to it the fact that every Pokemon in the deck attacks for 1-3 Darkness energy, you probably won't run into retreat problems caused by Catcher. Its attack is amazing too - 90 plus 30 to the bench, works very well when trading against EX Pokemon. It can also reach 120+ damage with Sp. Dark and Darkness Claw, potentially OHKOing a Zekrom/Reshiram from full HP while spreading damage too. It has a x2 weakness to Terrakion though, and without Eviolite, one should be really careful.
Mandibuzz acts as the sniper/anti-Terrakion in the deck. It can sit in front of Terrakion, tank it, and snipe the opponent's benched Pokemon for 50, all for 1 {D}. It's also the only Pokemon that attacks for 1 energy so it could be used if you're in a tight spot.

Trainers:
Darkness Claw is a permanent 2x Plus Power, so obviously it's used to greatly boost damage potential.
Dark Patch is what makes the energy run smoothly. By attaching a discarded Basic {D} to a Benched {D} Pokemon, it allows a benched Zoroark to be charged up in 1 turn, and if you use two at the same time, Darkrai-EX too. The free retreat granted by Darkrai-EX will allow the switching often needed with this "attach-to-bench" effect.
Ultra Ball is there so I get more ways to discard Darkness energy, and it is an instant search for Pokemon.
Random Receiver makes the deck work smoothly. It is sure to net one supporter, and is Junk Arm-able.
The other trainers are self-evident.

Now for matchups...(theorymon here)

ZekEels
60-40 In Favour
Some Tynamos are an unfortunate 30hp. Darkrai EX omnomnomnomnom. Since Darkrai EX can hit 130 given 2 Sp Dark and Darkness Claw (not very demanding, given the other energy can be charged with the patch), it could mean Zekrom dead, and no way to get an Eel out for recharging. It's also a 2HKO v 2HKO on Zekrom EX, and Darkrai gets to spread too and doesn't discard energy.

MTC
40-60
With Dark Explorers, MTC gains the fearsome Tornadus-EX. It can hit for 100 turn 1 and beyond, so that could donk Zoroark and keep killing them. Not that good. Mewtwo loses to Darkrai-EX, given resistance, but that's why you don't use Mewtwo in this matchup. On the plus side, Darkrai can 2-hit Celebi with spread so that's some saving grace.

Truth
50-50
Truth can't tank with Terrakion, because Zoroark one-hits it with 1 Sp. Dark. Locking trainers disallows the use of the game engine Dark Patch though, so that's not good, but Reuniclus has to be careful where it puts the damage counters because of Mandibuzz.
Really depends on who gets going first.

6 Corners
60-40
Zoroark kills everything 1-hit in that deck. 6 Corner can't use Pokemon Catcher to disrupt energy and can't 1-hit it with anything other than Terrakion either. Win.

Chandelure
70-30
Weakness+Resistance, so...good luck staying alive against Darkrai EX.

Fighting decks
40-60
Ew. Fighting one-shots everything in the deck. It could be Machamp/Landorus, it could be Groudon EX, so that's not fun at all. Mandibuzz might help, and the opponent usually helps with the spread, but if you expect a fighting-heavy meta, run more of it.

Durant
70-30
Dark Patch deals with the energy problems, and Darkrai-EX should solve Durant easily. Once you have a bunch of energy on 2 Darkrai-EX, game over.


Probably missed some, please tell.





-----------------------------------------------------------------------------------------------------------------------
Darkrai EX – Darkness – HP180
Basic Pokemon

Ability: Darkness Cloak
As long as this Pokemon is in play, all of your Pokemon with any Darkness Energy attached to them have no Retreat cost.

[D][D][C] Night Spear: 90 damage. Choose 1 of your opponent’s Benched Pokemon, and this attack also does 30 damage to that Pokemon. (Don’t apply Weakness and Resistance when damaging the Bench.)

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

Weakness: Fighting (x2)
Resistance: Psychic (-20)
Retreat: 2
-----------------------------------------------------------------------------------------------------------------------
Zoroark – Darkness – HP100
Stage 1 – Evolves from Zorua

[C][C] Beatdown: Does 20 damage times the number of Darkness-type Pokemon you have in play.
[D][D] Dark Rush: Does 20 damage times the number of damage counters on this Pokemon.

Weakness: Fighting (x2)
Resistance: Psychic (-20)
Retreat: 2
-----------------------------------------------------------------------------------------------------------------------
Zorua – Darkness – HP50
Basic Pokemon

[D] Ascension: Choose 1 card that Evolves from this Pokemon from your deck, and play it on top of this Pokemon to Evolve it. Shuffle your deck afterward.
[C][C] Scratch: 20 damage.

Weakness: Fighting (x2)
Resistance: Psychic (-20)
Retreat: 1
-----------------------------------------------------------------------------------------------------------------------
Darkness Claw – Tool

Pokemon Tool: To use a Pokemon Tool, attach it to one of your Pokemon. Each Pokemon can only have 1 card attached, and the card remains attached.

The attacks of the Darkness-type Pokemon that this card is attached to do an additional 20 damage to any Active Pokemon.

You can use any number of Trainer cards during your turn.
-----------------------------------------------------------------------------------------------------------------------
Dark Patch – Trainer

Choose 1 Basic Darkness Energy card from your discard pile and attach it to one of your Benched Darkness-type Pokemon.

You can use any number of Trainer cards during your turn.
-----------------------------------------------------------------------------------------------------------------------
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.
 
Seeing as Darkness Patch needs energy in the discard, I would run Sage's Training over PONT or in addition to PONT.
 
leonardbatfish said:
Seeing as Darkness Patch needs energy in the discard, I would run Sage's Training over PONT or in addition to PONT.

I considered Sage's Training, but with 4 Junk Arm and 4 Ultra Ball, I felt that was enough discard.
 
Back
Top