I built this deck originally as a fun deck, but since playing and toying with it, it's gotten to a point of taking first place and going 3-1 in many of my local tournaments. It's last 20 matches only lost 3, with two of those being Donks and one being an Energy cluttered mess against LostGar.
Before I get into details of anything, which seems it's required having seen no other Ho-Oh LEGEND decks in the forum, here is my current decklist:
Pokemon (26):
2 Ho-Oh LEGEND (Top)
2 Ho-Oh LEGEND (Bottom)
4 Chikorita (HS)
3 Bayleef (HS/CL)
3 Meganium PRIME (HS)
4 Tangela (CL)
2 Tangrowth (CL)
1 Tangrowth LVX (AR)
1 Spirittomb (AR)
1 Smeargle (CL)
1 Ambipom G (RR)
2 Uxie (LA)
Trainers/Supporters/Stadiums(17):
2 Warp Point
1 Switch
1 Energy Exchanger
1 Luxury Ball
3 Expert Belt
2 Seeker
3 Bebe's Search
2 Professor Oak's New Theory
1Twins
1 Interviewer's Questions
Energy(17):
2 Rescue Energy
3 Double Colorless Energy
12 Grass Energy
Now the Details:
I wanted Ho-Oh LEGEND to be my main thing. Originally, it was "Get it out, attack once, brag that I was able to do it". I threw Meganium Primes in after being convinced it was the worst Prime printed, and threw in a line of Scyther(jungle)/Scizor(SF). This was before Call of Legends was released. Anyway, I threw together what, on paper, was the most horrific ensemble of worst cards. After 4-5 Games, I realized how horribly wrong that opinion was. I tweaked the deck to fit in a second LEGEND set (That's right, it only ran one originally), more Meganium (From 2), and so forth. The Ambipom G was originally a four-of, alongside Double Colorless Energy, for a first turn Donkfest. It was fun for a while, but then Call of Legends came out, my friend gave me a Tangrowth LVX, and I began making some changes.
Single Card Discussion:
Ho-Oh LEGEND: As said, my original goal was to play it. 100 attack on a flashy LEGEND? Seemed good to me, and the ability to utilize DCE as fire to work it was appealing to me. I ran through ideas and found one that worked- Using a slow setup with other Grass pokemon, sending out Ho-Oh, and Leaf Transing what was necessary to it.
Meganium PRIME: The second key to my combo. It's Leaf Trans allows me to maintain board position with a 150HP body, and with retreating techniques and so forth keep the energy on the field until Ho-Oh comes out. a GGXX 80 damage attack is nothing to scoff at, given my method of Energy placement, and I have won many a game using it without ever need Ho-Oh.
Tangela: Tangela does what I had trouble doing previously with Scizor SF; It gets energy out there, and absorbs. A 70 HP body is highly unlikely to donk, and for a single Grass Energy it begins filling my field.
Tangrowth: Tangrowth I stumbled upon by off-chance suggestion just because I was running the Tangela. It Works, a plus, in this build too. Tangrowth does for Grass what Ho-Oh does normally- it takes Energy, and produces. Grind is usually a 100+ attack by the time I get to using it. Mind you, that is very early on. Even in late game, he serves the purpose Ho-oh does; for four energy, it does 80, but with chance on improvement. Another thing to note is that Tangrowth effectively handles both Umbreon (No pokepowers or bodies) and the Take-out Machamp (It's a Stage 1).
Tangrowth LVX: As previously said, it was given to me. While Tangela and Meganium absorb attacks, Tangrowth LVX will heal it. Lategame, it may not be as effective, but it still works. He gives Tangrowth an extra 20HP, and his attack, Big Growth, can be a late game bomb if used in desperation to power up Ho-Oh, Meganium, or a Tangrowth
Uxie: Who doesn't like Set-up? Set-up in here does something most people would probably not consider until it's done- it fills your hand with cards, increasing the odds of having both halves to LEGEND. Additionally, it does theC basic hand-filling. Might not be as good, but I'll explain why with my match-up descriptions.
Smeargle: Truthfully, I've never had an opportunity to play Smeargle. BUT, I would imagine it to be similar to how I've seen it played and know what it can do. It should be a first-turn active, much like Spirittomb AR, to absorb damage, enable Twins early, and set-up the game.
Spirittomb: Like smeargle, he absorbs attacks and helps set-up the game. The quicker Meganium is out, the better. Absorbing attacks, locking Trainers, and forcing evolution isn't necessarily a bad thing here, especially as a 1-of
Ambipom G: Ambipom originally came in as the annoying card. If it didn't Snap Attack a donk with double colorless energy, it Tail coded a very annoying game for many turns. Ambipom G also serves the attack absorbing position, but unlike the set-up that Smeargle and Spirittomb provide directly, he provides it indirectly. While being able to Tail code into most stall, he lets me set up my field while annoying and occasionally knocking out things with Snap Attack. When he gets Knocked out, someone else is ready to step up and play with his damages.
Trainers/Supporters/Stadiums: I found what worked best for me. I have no real tech, nothing that flares, dazzles, or does something out of the ordinary. I run a single Switch in-case I don't want my opponent switching, and Warp Points mostly for disruption purposes.
Energy: Grass Energy are VITAL. The Double Colorless I ran 4 of originally, but until Meganium or Ho-Oh or Tangrowth are online they are better suited as Grass.
Any help or advice would be greatly appreciated. Thanks!
Before I get into details of anything, which seems it's required having seen no other Ho-Oh LEGEND decks in the forum, here is my current decklist:
Pokemon (26):
2 Ho-Oh LEGEND (Top)
2 Ho-Oh LEGEND (Bottom)
4 Chikorita (HS)
3 Bayleef (HS/CL)
3 Meganium PRIME (HS)
4 Tangela (CL)
2 Tangrowth (CL)
1 Tangrowth LVX (AR)
1 Spirittomb (AR)
1 Smeargle (CL)
1 Ambipom G (RR)
2 Uxie (LA)
Trainers/Supporters/Stadiums(17):
2 Warp Point
1 Switch
1 Energy Exchanger
1 Luxury Ball
3 Expert Belt
2 Seeker
3 Bebe's Search
2 Professor Oak's New Theory
1Twins
1 Interviewer's Questions
Energy(17):
2 Rescue Energy
3 Double Colorless Energy
12 Grass Energy
Now the Details:
I wanted Ho-Oh LEGEND to be my main thing. Originally, it was "Get it out, attack once, brag that I was able to do it". I threw Meganium Primes in after being convinced it was the worst Prime printed, and threw in a line of Scyther(jungle)/Scizor(SF). This was before Call of Legends was released. Anyway, I threw together what, on paper, was the most horrific ensemble of worst cards. After 4-5 Games, I realized how horribly wrong that opinion was. I tweaked the deck to fit in a second LEGEND set (That's right, it only ran one originally), more Meganium (From 2), and so forth. The Ambipom G was originally a four-of, alongside Double Colorless Energy, for a first turn Donkfest. It was fun for a while, but then Call of Legends came out, my friend gave me a Tangrowth LVX, and I began making some changes.
Single Card Discussion:
Ho-Oh LEGEND: As said, my original goal was to play it. 100 attack on a flashy LEGEND? Seemed good to me, and the ability to utilize DCE as fire to work it was appealing to me. I ran through ideas and found one that worked- Using a slow setup with other Grass pokemon, sending out Ho-Oh, and Leaf Transing what was necessary to it.
Meganium PRIME: The second key to my combo. It's Leaf Trans allows me to maintain board position with a 150HP body, and with retreating techniques and so forth keep the energy on the field until Ho-Oh comes out. a GGXX 80 damage attack is nothing to scoff at, given my method of Energy placement, and I have won many a game using it without ever need Ho-Oh.
Tangela: Tangela does what I had trouble doing previously with Scizor SF; It gets energy out there, and absorbs. A 70 HP body is highly unlikely to donk, and for a single Grass Energy it begins filling my field.
Tangrowth: Tangrowth I stumbled upon by off-chance suggestion just because I was running the Tangela. It Works, a plus, in this build too. Tangrowth does for Grass what Ho-Oh does normally- it takes Energy, and produces. Grind is usually a 100+ attack by the time I get to using it. Mind you, that is very early on. Even in late game, he serves the purpose Ho-oh does; for four energy, it does 80, but with chance on improvement. Another thing to note is that Tangrowth effectively handles both Umbreon (No pokepowers or bodies) and the Take-out Machamp (It's a Stage 1).
Tangrowth LVX: As previously said, it was given to me. While Tangela and Meganium absorb attacks, Tangrowth LVX will heal it. Lategame, it may not be as effective, but it still works. He gives Tangrowth an extra 20HP, and his attack, Big Growth, can be a late game bomb if used in desperation to power up Ho-Oh, Meganium, or a Tangrowth
Uxie: Who doesn't like Set-up? Set-up in here does something most people would probably not consider until it's done- it fills your hand with cards, increasing the odds of having both halves to LEGEND. Additionally, it does theC basic hand-filling. Might not be as good, but I'll explain why with my match-up descriptions.
Smeargle: Truthfully, I've never had an opportunity to play Smeargle. BUT, I would imagine it to be similar to how I've seen it played and know what it can do. It should be a first-turn active, much like Spirittomb AR, to absorb damage, enable Twins early, and set-up the game.
Spirittomb: Like smeargle, he absorbs attacks and helps set-up the game. The quicker Meganium is out, the better. Absorbing attacks, locking Trainers, and forcing evolution isn't necessarily a bad thing here, especially as a 1-of
Ambipom G: Ambipom originally came in as the annoying card. If it didn't Snap Attack a donk with double colorless energy, it Tail coded a very annoying game for many turns. Ambipom G also serves the attack absorbing position, but unlike the set-up that Smeargle and Spirittomb provide directly, he provides it indirectly. While being able to Tail code into most stall, he lets me set up my field while annoying and occasionally knocking out things with Snap Attack. When he gets Knocked out, someone else is ready to step up and play with his damages.
Trainers/Supporters/Stadiums: I found what worked best for me. I have no real tech, nothing that flares, dazzles, or does something out of the ordinary. I run a single Switch in-case I don't want my opponent switching, and Warp Points mostly for disruption purposes.
Energy: Grass Energy are VITAL. The Double Colorless I ran 4 of originally, but until Meganium or Ho-Oh or Tangrowth are online they are better suited as Grass.
Any help or advice would be greatly appreciated. Thanks!