Heres the list ive been working on and testing.
GMT
Pokemon: 13
4 Trubbish DRE
3 Garbodor DRE
2 Mewtwo EX
2 Terrakion NVI
2 Terrakion EX
Supporters: 12
4 Juniper
4 N
3 Skyla
1 Cilan
Trainers: 23
3 Heavy Ball
4 Ultra Ball
2 RR
4 Switch
3 Catcher
1 Computer Search
3 Eviolite
3 Rescue Scarf
Energy: 12
8 {F}
4 {C}{C}
Total= 60
Strategy
The main point of this deck is to turn off the abilities that are the backbone of most meta decks while maintaining strong offensive support. Im looking to improve this build in any way i can HOWEVER i am not looking to completely change it (ex. the people that will post and tell you garbodor sucks and you should change half your build). The side strategy to this is to use terrakion EXs pump up smash to accelerate energy.
What i want to change:
Terrakion- The NVI Terrakions seem to be greatly lacking in offensive power especially with Terrakion doing the same 90 for 3 with energy acceleration. I have been thinking about taking out either one or both NVIs for a Terrakion EX.
Cilan- Is very useful to get ALL of my attackers completely set up which can be usefull as i wont have to rely on Garbodor as a crutch. Im currently thinking about adding in a second. I dont think i need more than 2 but more than 1 is likely neccesary.
Skyla- While this card is extremely controversial it fits this build to a T in my opinion. When a Garbodor is catchered up and you need that switch it can help immensely. The number of games where i have playtested this deck without skyla and have been stuck burning through cards waiting for a switch was ridiculous. My issue is the number in which to run. I think 3 is a good number but i want feedback on whether or not to use 4. This build is so dependent on some of the trainer cards that skyla makes consistency skyrocket. Skyla also allows me to run a lower number of the trainer cards that clog up my deck to imrpove draw ratio (mainly search).
Catcher- My debate with this is whether or not i should run 3 or 4. I can get away with having 1 less of most staples with Skyla, but is Catcher a card like Switch where im not having 4 to improve consistency, but im actually going to use all 4. Im not sure what to do with it because in testing it always seems like i end up burning them early game on junipers or ultra balls and then needing them to end the game later on. I have that happen whether or not i run 2 or 4 so im not sure.
Juniper- Not many decks can afford not to have 4 Juniper but with this build every piece plays an important part at some point or another. Im not talking about running zero, just maybe 3 to reduce wasting resources searching for a particular card.
Energy- Again this comes down to balance. With pump up smash do i need more than 8 fighting?
I suppose the million dollar question in this build is " How many of X do i run?" Balance is key in any build and thats mostly what i am trying to figure out.
In-depth Strategy
Im usually pretty good about choosing cards but strategy and playstyle is what seperates Top Cut and everyone else. So you guys can get a basic idea of how use this deck ill explain my full strategy. Feel free to add in anything you see fit.
An ideal game would start out with mewtwo. DCE on mewtwo for a T1 xball and for leave that as it is while working on setting up Garbodor and a T3 pump up smash. After that i use pump up smash to accelerate energy to my bench while doing high amounts of damage. At this point in the game is usually where Skyla becomes so important. This deck running full speed is a absolute nightmare for most tier 1 decks in this format. Obviously opponents are going to put in as many roadblocks as they can. Switch becomes THE most important card in my deck at this point and having to Juniper/N for it can really screw with my strategy and its always based on luck. Also tools become important with those pesky tool scrappers. One of the points i like so much mid to late game about this deck is i dont have to rely on Garbodor. Garbodor is nice all game but the idea of it is to cripple my opponent while i completely set up my side of the field. This deck will do fine without Garbodor mid to late but the first 5 turns are really where Garbodor can make this deck shine.
Let me know what yall think i appreciate it!!!{D}
GMT
Pokemon: 13
4 Trubbish DRE
3 Garbodor DRE
2 Mewtwo EX
2 Terrakion NVI
2 Terrakion EX
Supporters: 12
4 Juniper
4 N
3 Skyla
1 Cilan
Trainers: 23
3 Heavy Ball
4 Ultra Ball
2 RR
4 Switch
3 Catcher
1 Computer Search
3 Eviolite
3 Rescue Scarf
Energy: 12
8 {F}
4 {C}{C}
Total= 60
Strategy
The main point of this deck is to turn off the abilities that are the backbone of most meta decks while maintaining strong offensive support. Im looking to improve this build in any way i can HOWEVER i am not looking to completely change it (ex. the people that will post and tell you garbodor sucks and you should change half your build). The side strategy to this is to use terrakion EXs pump up smash to accelerate energy.
What i want to change:
Terrakion- The NVI Terrakions seem to be greatly lacking in offensive power especially with Terrakion doing the same 90 for 3 with energy acceleration. I have been thinking about taking out either one or both NVIs for a Terrakion EX.
Cilan- Is very useful to get ALL of my attackers completely set up which can be usefull as i wont have to rely on Garbodor as a crutch. Im currently thinking about adding in a second. I dont think i need more than 2 but more than 1 is likely neccesary.
Skyla- While this card is extremely controversial it fits this build to a T in my opinion. When a Garbodor is catchered up and you need that switch it can help immensely. The number of games where i have playtested this deck without skyla and have been stuck burning through cards waiting for a switch was ridiculous. My issue is the number in which to run. I think 3 is a good number but i want feedback on whether or not to use 4. This build is so dependent on some of the trainer cards that skyla makes consistency skyrocket. Skyla also allows me to run a lower number of the trainer cards that clog up my deck to imrpove draw ratio (mainly search).
Catcher- My debate with this is whether or not i should run 3 or 4. I can get away with having 1 less of most staples with Skyla, but is Catcher a card like Switch where im not having 4 to improve consistency, but im actually going to use all 4. Im not sure what to do with it because in testing it always seems like i end up burning them early game on junipers or ultra balls and then needing them to end the game later on. I have that happen whether or not i run 2 or 4 so im not sure.
Juniper- Not many decks can afford not to have 4 Juniper but with this build every piece plays an important part at some point or another. Im not talking about running zero, just maybe 3 to reduce wasting resources searching for a particular card.
Energy- Again this comes down to balance. With pump up smash do i need more than 8 fighting?
I suppose the million dollar question in this build is " How many of X do i run?" Balance is key in any build and thats mostly what i am trying to figure out.
In-depth Strategy
Im usually pretty good about choosing cards but strategy and playstyle is what seperates Top Cut and everyone else. So you guys can get a basic idea of how use this deck ill explain my full strategy. Feel free to add in anything you see fit.
An ideal game would start out with mewtwo. DCE on mewtwo for a T1 xball and for leave that as it is while working on setting up Garbodor and a T3 pump up smash. After that i use pump up smash to accelerate energy to my bench while doing high amounts of damage. At this point in the game is usually where Skyla becomes so important. This deck running full speed is a absolute nightmare for most tier 1 decks in this format. Obviously opponents are going to put in as many roadblocks as they can. Switch becomes THE most important card in my deck at this point and having to Juniper/N for it can really screw with my strategy and its always based on luck. Also tools become important with those pesky tool scrappers. One of the points i like so much mid to late game about this deck is i dont have to rely on Garbodor. Garbodor is nice all game but the idea of it is to cripple my opponent while i completely set up my side of the field. This deck will do fine without Garbodor mid to late but the first 5 turns are really where Garbodor can make this deck shine.
Let me know what yall think i appreciate it!!!{D}