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Standard Guardians Rising Sky Field Incineroar

John InCENAroar

Praising the Vish, Praying for Sableye V
Member
This deck is probably my favorite one from Guardians Rising, for somewhat obvious reasons. Anyway, this deck revolves around Incineroar GX. Even though it has been out for about two months, the release of this new set will probably elevate it from good to amazing, possibly rivaling Volcanion EX. Here's my list:


Pokemon (19)

  • Litten SUM (4)

  • Salandit (2)

  • Salazzle (2)

  • Turtonator gx (2)

  • incineroar gx SUM (3)

  • Torracat SUM (1)

  • Oricorio (2)

  • Volcanion STS (2)

  • Victini GRI (1)
Energy (12)

  • Double Colorless Energy (2)

  • fire energy (10)
Trainer (29)

  • Rare candy (2)

  • Max potion (3)

  • Sky field (2)

  • Kukui (2)

  • Max elixir (2)

  • N (3)

  • Lysandre (2)

  • Hala (2)

  • ultra ball (2)

  • nest ball (2)

  • timer ball (2)

  • devolution spray (2)

  • float stone (2)

  • trainers mail (1)

Strategy: Fill up the bench with fire-type oricorio and then use incineroar GX, most likely gotten through rare candy, to swing for 190 with one energy. If you need to stall or recover a lot of energy in a single turn, you can use turtonanator GX, or volcanion in less crucial situations.

Feel free to leave advice (I expect to see something about draw support, it's mainly gone becasue I have yet to purchase vs seekers) as always. Thanks!

- John
 
Personally I would take out the Slandit/Salazzle line in favor of more solid trainer base to help the deck run well. As the deck stands it looks like it would be difficult to get the sky fields and the rare candy to get going.

I'm also not fond of the Max potions in here; while they're not bad if the Incineroar GX only had the one energy, they get a lot worse if you have more energy on him. One last card I'm not sure on is the Hala since your focus is doing a ton of dmg for one energy and not blitzing out a GX attack.

Maybe try the following changes?

-2 Slandit
-2 Salazzle
-3 Max Potion
-2 Hala
-2 Timer Ball
-2 Devo Spray
-1 N

+1 Victini (prevents prizing of a single copy)
+1 Volcanion

+1 Rare Candy
+1 Sky Fields
+3 Professor Sycamore
+1 Skyla
+2 Ultra Ball
+1 Energy Retrieval (preference. I like having one as a backup)
+3-4 Vs Seeker (run 4 if no Energy Retrieval)
 
Personally I would take out the Slandit/Salazzle line in favor of more solid trainer base to help the deck run well. As the deck stands it looks like it would be difficult to get the sky fields and the rare candy to get going.

I'm also not fond of the Max potions in here; while they're not bad if the Incineroar GX only had the one energy, they get a lot worse if you have more energy on him. One last card I'm not sure on is the Hala since your focus is doing a ton of dmg for one energy and not blitzing out a GX attack.

Maybe try the following changes?

-2 Slandit
-2 Salazzle
-3 Max Potion
-2 Hala
-2 Timer Ball
-2 Devo Spray
-1 N

+1 Victini (prevents prizing of a single copy)
+1 Volcanion

+1 Rare Candy
+1 Sky Fields
+3 Professor Sycamore
+1 Skyla
+2 Ultra Ball
+1 Energy Retrieval (preference. I like having one as a backup)
+3-4 Vs Seeker (run 4 if no Energy Retrieval)

Hi guys, I'm very interested in this deck so I'll join the conversation!
I agree with all the changes you suggested, but what if we are planning to use it in the future (My intention is to play it in my city league for at least next december, just because I love fire decks and I've already 2 incineroar gx)
I mean vs seeker is gonna rotate soon so what you suggest to play instead of those?
and besides what about using 1/2 oranguru in it? (even if it will be one less bench space for fire pokemon)
 
Hi guys, I'm very interested in this deck so I'll join the conversation!
I agree with all the changes you suggested, but what if we are planning to use it in the future (My intention is to play it in my city league for at least next december, just because I love fire decks and I've already 2 incineroar gx)
I mean vs seeker is gonna rotate soon so what you suggest to play instead of those?
and besides what about using 1/2 oranguru in it? (even if it will be one less bench space for fire pokemon)

The deck is going to be a bit worse once rotation hits since it loses the sky fields and trainer's mail so I wouldn't worry too much about what to replace the vs seekers with. As for the oranguru I personally would advise against it since it would drop your damage and only sometimes draw something. If you're looking for a pokemon to speed up the draws shaymin or Tapu-lele would be better imo (and pricier sadly)

If ur looking for a fire deck that is pretty safe to build for post rotation, my guess would be Volcaneon ex as most of the important cards are from Steam Siege.
 
The deck is going to be a bit worse once rotation hits since it loses the sky fields and trainer's mail so I wouldn't worry too much about what to replace the vs seekers with. As for the oranguru I personally would advise against it since it would drop your damage and only sometimes draw something. If you're looking for a pokemon to speed up the draws shaymin or Tapu-lele would be better imo (and pricier sadly)

If ur looking for a fire deck that is pretty safe to build for post rotation, my guess would be Volcaneon ex as most of the important cards are from Steam Siege.

Oooh ok thanks for the advices, really appreciated, the last time I played competitive was in 2007, so I'am not really into it right now!
 
I have been playing around with decks similar to this, and I feel there are two ways you can go with it. At the moment, your deck seems to be trying to push in both directions at once and that's not really going to work out.

Either you ought be looking at Incineroar's first attack, building a Skyfield deck, flooding the bench and utilising benchsitters like Salazzle to add an extra 30+ to beef up the power of that. Or you should be looking at setting up the second attack with Turtonator-GX as early as possible, making a Scorched Earth deck, trying to discard lots of energy early in order to swing for the bigger numbers later and bolstering those numbers with fliptini and Choice bands.

Both deck strategies require so many pieces in place that it is nigh-on impossible to do both. Don't get me wrong, occasionally you might use one attack in the other deck through necessity or luxury, but your focus needs to be one thing or the other and build your deck structure toward that. So first things first you need to decide which it is. Let me run through my thoughts/findings on each.



Scorched Roar:
Your main goal in the first few turns here is trying to get five energy in the discard so that Turtonator's GX attack sets you up for the rest of the game once you use it. By which time you want an Incineroar or two loaded with three energy, along with a Turtonator as well hopefully. To that end you should max out counts of Scorched Earth, Sycamore, Ultra Ball and Acro Bike. One additional way to dump energy you might consider is a 4-1 line of Talonflame Break. On T1 it can help set you up and find the cards you need such as a Rare Candy/it's own Break card. T2 it hits for a pretty substantial 150 base power while also moving a pair of energy to the discard where you want them for a T3 Turtonator set-up to sweep the game with. It adds dead cards to your deck but since you are discarding a lot early, hopefully you can use these cards as fodder when you can't find an energy.

You will want Fliptini in to make Tiger Swing more effective, and it can also help with Torracat's Fury Swipes when necessary. A single copy of baby Volc *could* be useful later in the game to recoup some discarded energy if you over-extend early, or after using Turtonator's Bright Flame, but it's a bit full already and hitting for 20 isn't great even with Bands & Kukui's. Unless you were to go some other Bursting Balloons route looking to Turtonator's first. But as it stands, straight Energy Retrieval/Fisherman is probably wiser.

You do need the Choice Bands for the additional damage when the flips fail, Kukui is also a good addition for this matter. Hala is a nice add since it's a deck where you expect to GX early but a one-of is plenty. Teammates could be a worthwhile addition (in both decks) since you can expect Victini & Litten to go down early and often and you need specific cards. Ace Trainer for the same reasons. A Lele to find these one-ofs at the right times. Plenty of recovery options too - Rescue Stretchers, Rods, and Energy Retrievals - because you will be forced to discard cards you'd prefer not to.

Just as a thought to mull over, Mallow could work here in the early game combined with Acro Bike. You have Mallow & a Bike in hand, you pull the card you want plus an energy to top of deck and Acro the energy to discard. Not as good as a Sycamore will usually be, but might be interesting. In addition, Mallow can also be utilised by playing it to find two cards, then Scorched Earth-ing one energy to draw both. Quick Candy & Incineroar for you there.

Obviously forget the DCE in this build, as many basic fire energies as you can fit. I don't think Max Elixir adds that much to this deck - unless you are poised to rare candy a Litten you are left adding to Turtonator only.



Skyfield Hustling Strike:
Meanwhile in a Hustling Strike focused deck I don't actually like Oricorio as much as I thought I would?? It's fine if you happen to open with it and are going second, but other than that it adds nothing but fuel to Hustling Strikes flame. It's very rare you will want it in active T2 or later. The idea is nice but preferably you are opening with Brigette for the same end. Salazzle though oh my, is such a beautiful partner - that extra 30+ damage is just what you need so that you don't have to always be relying on Skyfield. Rather than Oricorio I would prefer some other more useful fire basic like maybe Heatmor BKP or one of the Entei cards.

The real key to this deck is the Stadia. You want Skyfield out whenever you can to max out Hustling Strike's damage. But of course your opponent won't just allow you to do that. At the same time, you want to be able to clear off your bench, cards such as Shaymin & Lele which are adding nothing to your total, plus also recycling the Salazzle since they are one and done (devo spray will only get you so far). I would go for some kind of 3/1 split (or 3/1/1?) between Skyfield & Altar of the Sunne (& Silent Lab?), as well as adding a Delinquent so you can clear your bench at will. (also keep an eye on Salazzle GX when it drops as a one-of).

Between the Stadia, the Candy & the Max Potion, this deck could possibly benefit from some specific targeted search such as Skyla. Again you will likely fall into a play-from-behind pattern so cards like Teammates & Ace Trainer can work here. Apart from that, a pretty standard engine is all you need.


If you are still interested (and I see this is a two month old thread), I can post my lists later on. Best of luck.
 
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If you're going to play Incineroar sky field, honestly your best option is to use Flareon AOR and the new promo Lurantis. Flareon turns the Lurantis into a fire type and Lurantis gives 20 damage normally, so with 3 Lurantis, a Flareon and a backup incineroar line benched, with a choice band you hit 210. And that's with a bench of 5, with sky field out you easily OHKO the entire game if you have a good first turn. Definitely less consistent than Rayquaza but it's functional.
 
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