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Standard Houndoom/Charizard Mill

gema5

Aspiring Trainer
Member
First of all: This is a fun/rogue deck!
Well, I've been testing this list for 2 or 3 days in unnoficial simulator, so Lysandre Prism Star could substitute Mini-volcanion or 1 hammer copy.
The strategy is to hit with houndoom the fastest you can, while you set up your charizardGX. Many players will not Guzma charmanders/charmeleons, as KOing Houndoom is priority, so you have enough time to make 1 charizard, which main function is to GX when your opponent has less than 20 cards (you want to GX your opponent when he has less than 15 cards, but its fine).
Team Rockets Handiwork is situational, and 1 copy can be replaced, as of my personal experience, because you need to rush in order to set up your game.
Charizard's GX is hard to pull, but it's broken. Lots of players will be Trading, using sycamore, ultra ball and etc, so you can focus only in Houndoom's Melting Horn and GX to serious mill your opponent.
Guzma/cynthia/N timing is important, as every turn matters for this list. Retreat lock, Hand disruption and keeping bad hands to your opponent is important. You may not find time to play Team Rocket, so be sure to use it only when you have full setup or you are locked. Sycamore helps your early game.
The fact that you need speed to set Charizard gives you almost no free supporter turns (u want a new hand every turn to energize/evolve), so Flare Grunt, Lusamine, Gladio and another situational supporters are not recommended.
Guzma, Hammers, potions and blowers will force your opponent to waste resources, while mill reduces their chances of coming back.
Surprisingly, Crimson Storm is possible and should be used to KO main threats or key strategy mons. Charizard's huge bulk can give you the opportunity to attack with it, but you will do it after GXing, to reduce comeback chance. Very situational, but not impossible or joke.
4 ultraball, 3 leles, 4 cynthia, 4 N, 1 Sycamore helps to avoid being locked in bad hands, but you should always pay attention to potential bad hands.
Lots of copies of DCE and Charizard line are to ensure this deck's win condition: GXing with Charizard.
8 Fire energy: really needed, as you are setting 3 houndooms and 1 charizard through the match, and can be used to pay Chamander's, Charmeleon's, and Lele's retreat costs when needed.
Acerola can be used too, if you want.

Bad matches:
Things that can easily KO Houndoom (170+ damage/140+CB/150+strong).
Water decks, as Empoleon and Glaceon will KO because weakness, are 99% autoloss (as any weakness to any card will).



3 Tapu Lele-GX (GRI 137)
4 Houndoom-EX (BKT 21)
1 Volcanion (STS 25)
3 Charmeleon (BUS 19)
3 Charmander (BUS 18)
3 Charizard-GX (BUS 20)
8 Fire Energy (BUS 167)
3 Double Colorless Energy (GRI 166)
4 Ultra Ball (SLG 68)
3 Max Potion (GRI 128)
3 Enhanced Hammer (GRI 162)
1 Professor Sycamore (STS 114)
3 Float Stone (BKT 137)
4 N (FCO 105)
3 Field Blower (GRI 125)
4 Cynthia (UPR 148)
2 Guzma (BUS 143)
3 Team Rocket's Handiwork (FCO 124)
2 Crushing Hammer (SM 115)
 
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