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Standard Green's PikaRom

Discussion in 'PTCG Deck Garage' started by TheTempest, Apr 17, 2020.

  1. TheTempest Aspiring Trainer
    TheTempest

    Member

    So, I've toyed with this idea for a while, but when Tapu Koko V came out, everything fell together. If you can help, I would really appreciate it.
    4 Tapu Koko V
    1 Tapu Koko {*}
    3 Pikachu & Zekrom-GX
    --------------------------
    4 Pokegear 3.0
    4 Acro Bike
    4 Green's Exploration
    4 Custom Catcher
    4 Electropower
    4 Quick Ball
    1 Ordinary Rod
    1 Mallow & Lana
    1 Cynthia & Caitlin
    1 Reset Stamp
    1 Thunder Mountain {*}
    3 Power Plant
    2 Tag Switch
    3 Switch
    3 Professor's Research
    2 Energy Switch
    ---------------------------
    7 Electric Energy
    4 Speed Energy

    The strategy is to power up your Pokemon with Pikachu & Zekrom-GX and Tapu Koko {*}, then relentlessly pound them with attacks from Tapu Koko V. If they have too many GX cards in play, you can punish them with Mega Lopunny & Jigglypuff-GX.
     
    Last edited: Apr 20, 2020
    The Last Shaymin likes this.


  2. John InCENAroar Praising the Vish, Praying for Sableye V
    John InCENAroar

    Member

    Any particular reason you don't run the full 4 Speed Energy?
     
    I like pokemon likes this.
  3. I like pokemon Aspiring Trainer
    I like pokemon

    Member

    I agree with running 4 Speed Energy. I'm pretty sure that Tapu Koko prism does attach special energy. However the only reason that I think that there is no 4th speed energy is that he/she plays Mega Lopuff which does not work with speed energy.

    On the topic of Mega Lopuff- why play it? I don't really know of any matchups where it is outclassed by Tapu Koko V or Pikarom. So...

    -1 Mega Lopunny & Jigglypuff
    +1 Speed Energy

    Also I don't really like the fact that there are 4 switch cards in the deck. I would take 1-2 switches out. The reason behind this is that you already have Tapu Koko V that has free retreat and you also have Greens to search them out. Maybe adding the fourth research would help with consistency. If you choose to take out two switches, then I'd suggest playing an energy switch so that you don't need two Pikaroms in play(+Tapu Koko prism+Tag switch+Energy) to get the T1/T2 Full blitz but rather being more conservative and being able to attach the other prism attachment to a Tapu Koko V.

    I hope you found my suggestions useful. Thanks!
     
  4. TheTempest Aspiring Trainer
    TheTempest

    Member

    The reason that I wasn't playing a full count of Speed Energy was because I thought that Koko {*} couldn't accelerate with it, but it actually can! Thanks a million for your help. I will update my post for the new list. BTW, the reason that I am running so many switching cards is because of the fact that Milotic V will definitely be a viable deck, and so is Probopass from Rebel Crash, and Tangrowth from Cosmic Eclipse. And, a lot of decks are playing Absol from Team Up as a 1-of.
     
    The Last Shaymin likes this.
  5. ADP Big Rat 212/???
    ADP Big Rat

    Member

    Koko Prism doesn't accelerate Speed Energy. Speed Energy, and all other Special Energy specify that they count as [C] when not in play.
     
    The Last Shaymin likes this.
  6. ShaQuL That's what I do, I clown on you.
    ShaQuL

    Member

    Actually the new Special Energies still count as their respective types outside of play, so it does! For example the new Charjabug can attach Speed Energy from deck due to the wording on the card.
     
  7. ADP Big Rat 212/???
    ADP Big Rat

    Member

    No it doesn't. The text on Speed Energy says "As long as this card is attached to a Pokemon, it provides [L] Energy." While not attached to a Pokemon it does not count as a Lightning Energy.
     
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  8. AuraJackle Aspiring Trainer
    AuraJackle

    Member

    This is the correct ruling
     
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  9. I like pokemon Aspiring Trainer
    I like pokemon

    Member

    I would still have 4 Speed Energies in your deck regardless of the ruling. Buzzwole GX players used to play 4 Strong Energies even though Max Elixirs couldn't be used with them. It may not be the best comparison, but two extra cards drawn is almost never a bad thing(unless deckout scenarios/mill).
     
  10. ADP Big Rat 212/???
    ADP Big Rat

    Member

    Actually most of them did use 3 Strong. Until the baby Buzzwole variant became the more popular archetype, BuzzRoc played 9 Fighting, 3 Strong and a Beast to maximize Elixir odds and damage. And even though they didn't have straight search for said Strong Energy, they could aggressively draw through their deck to find them, which you can't do with a Green's engine.

    Also, why do you run a Green's engine @TheTempest ? Green is slow, clunky and less consistent than the Ability variant. Starting Koko prism is a death sentence and not having Zeraora to pivot everything for free in addition to other issues makes no sense to me. I also think you overlooked a few new card options from RCL. Speed Energy isn't the only new card that you should be playing. Power Plant is a really underwhelming stadium now, and Galar Mine does a better job at shutting their consistency down since basically every deck is running Jirachi. And with heavy Switch you aren't affected. You should definitely be playing Bosses' Orders over Customs since it saves space, lets you conserve the consistency being devoted to find Customs during games, and can be directly Geared into. I have no clue why you don't play Energy Spinner, since missing a single attachment in your first 2-3 turns by itself can make you lose, and gives Green a way to be more useful. And in my personal opinion, I think you should be playing 2-3 Stamp, since that's more or less the strongest card Green can search, and is really the only compelling reason to ever run Green engines over normal Ability based ones.
     
  11. Lord Charizard Aspiring Trainer
    Lord Charizard

    Member

    I assume the new Special Energy cards having the Energy's symbol in the top right corner like the Basic Energy cards, is how Tapu Koko <*> is able to accelerate them?

    If so, does that mean Heat Fire Energy interacts with Volcanion, Welder, Giant Hearth, etc?
     
  12. TheTempest Aspiring Trainer
    TheTempest

    Member

    The reason I play a Green's Engine is because it's hella fun, and I wanted to try something different with PikaRom.
     
  13. Lord Charizard Aspiring Trainer
    Lord Charizard

    Member

    So if it's no, then how can Koko Prism accelerate them?
     
  14. CrownAxe Aspiring Trainer
    CrownAxe

    Member

    Koko can't accelerate them. As with all modern special energy, they don't count as a type of energy until they are attached and on the field (as stated by the card)
     
  15. I like pokemon Aspiring Trainer
    I like pokemon

    Member

    Yeah that was my bad. I assumed that speed energy was always a lightning energy and Tapu Koko could accelerate them. Whoops
     
  16. Lord Charizard Aspiring Trainer
    Lord Charizard

    Member

    That's why I was confused, reading the cards was telling me ya couldn't haha.

    There was a glitch long ago on PTCGO with Burning Energy where if it was detached from a Pokemon you could Blacksmith it back on. That was fun.
     

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