1. 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.

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Alt. Format Handlock? (Thievul/Jirachi/Orbeetle)

Discussion in 'PTCG Deck Garage' started by Hidro, Dec 4, 2019.

  1. Hidro Aspiring Trainer
    Hidro

    Member

    The purpose of this deck is obviously, to handlock your opponent. Handlock synergies have been around for a long, long time in the Pokemon TCG, and so the company has had enough time to grow weary of it. If we take a look at an announcement from maybe a month ago, many cards got banned just from one deck that Japanese players piloted to victory at many events. With that being said, let's get to the list.

    Pokemon (18)
    4x Nickit (SWSH1)
    2x Thievul (SWSH1)
    4x Jirachi (SM9)
    3x Blipbug (SWSH1)
    3x Orbeetle (SWSH1)
    2x Dedenne GX (SM10(?))


    Items (24)
    4x Escape Board (SM5)
    3x Switch (SMWhichever)
    3x Rare Candy (SWSH1)
    3x Evolution Incense (SWSH1)
    4x Chip-Chip Ice Axe (SM1o)
    4x Quick Ball (SWSH1)
    3x Reset Stamp (SM11)

    Stadiums (4)
    4x Power Plant (SM10)

    Supporters (9)
    2x Cynthia & Caitlin (SM12)
    4x Marnie (SWSH1)
    1x Cynthia (SM6)
    2x Professor's Research (Magnolia)
    Energy (5)
    5x Darkness (ANY)

    Obviously, the goal of this list is to handlock, and we do this by generating tons of card advantage by helping ourselves, as well as controlling their draws, getting information, and getting rid of their hands before they ca set up. As for how we actually win... I could use some help.



    SPOILER but needed for thread, sorry
    Nickit – Darkness – HP70
    Basic Pokemon

    [D] Tempt: Your opponent shuffles the cards in their hand without looking and puts them on the bottom of their deck. Then, your opponent draws 3 cards.

    Weakness: Grass (x2)
    Resistance: none
    Retreat: 1

    Thievul – Darkness – HP100
    Stage 1 – Evolves from Nickit

    [D] Thief: Your opponent reveals their hand. Choose a card you find there and your opponent puts that card on the bottom of their deck.

    [D][C][C] Darkness Fang: 90 damage.

    Weakness: Grass (x2)
    Resistance: none
    Retreat: 1

    Blipbug – Grass – HP50
    Basic Pokemon

    [G] Gnaw: 20 damage.

    Weakness: Fire (x2)
    Resistance: none
    Retreat: 1


    Orbeetle – Grass – HP130
    Stage 2 – Evolves from Dottler

    Ability: Bug Radar
    Once during your turn (before your attack), you may look at the top 3 cards of your opponent’s deck and put them back in any order.

    [G][C] Brain Wave: 90+ damage. This attack does 30 more damage times the amount of [P] Energy attached to this Pokemon.

    Weakness: Fire (x2)
    Resistance: none
    Retreat: 1

    Evolution Incense – Trainer
    Item

    Search your deck for an Evolution Pokemon, reveal it, and put it into your hand. Then, shuffle your deck.

    You may play as many Item cards as you like during your turn (before your attack).

    Quick Ball – Trainer
    Item

    You must discard 1 card from your hand in order to play this card. Search your deck for a Basic Pokemon, reveal it, and put it into your hand. Then, shuffle your deck.

    You may play as many Item cards as you like during your turn (before your attack).

    Marnie – Trainer
    Supporter

    Both players shuffle their hands without looking and put them at the bottom of their decks. Then, you draw 5 cards and your opponent draws 4 cards.

    You may play only 1 Supporter card during your turn (before your attack).

    Professor’s Research – Trainer
    Supporter (Professor Magnolia)

    Discard your hand. Then, draw 7 cards.

    You may play only 1 Supporter card during your turn (before your attack).
     


  2. TSA123 i play pokeman
    TSA123

    Member

    This deck just seems like a more inconsistent version of Oranguru/Pidgeotto. Hand lock decks just need gusting cards (Custom/Great Catcher), cards that allow you to dig through the deck (Pidgeotto/Cinccino), Energy denial (Crushing Hammer/Articuno GX), cards that allow you to get resources back (Oranguru) and cards to assist in hand locking (Jessie & James/Mars).

    I mean sure you can control your opponent's top deck all you want but it's not going to really help when you're only removing one card from their hand per turn.
     

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