.....Nevermore
Anyway, this is more along the lines of a budget deck and I have been playing it a good bit and it works so I figured I would share this. Any comments or suggestions are welcome!
Pokémon:
1x Tapu Lele GX (When I say budget deck, I mean you can use the World Championship version with sleeves)
2x Cacnea (Crimson Invasion)
2x Cacturne (Crimson Invasion) ({g} Spike Rend- 30+ If your opponents active already has damage counters on it they take another 60}
{G} {C} Hunt- 40 Switch your opponents active.
3x Murkrow (Guardians Rising)
3x Honchkrow (Guardians Rising) ({D} Feint Attack- 30 to any Pokémon
{C} {C} Raven's Claw- 10+ 10 more for each damage counter on all of your opponent's Pokémon.
2x Tapu Koko (Promo) {C}{C} Flying Flip- 20 to every opponents Pokémon.
2x Zorua
1x Zoroark GX
=16 Pokémon
Trainers:
2x Ultra Ball
2x Nest Ball
1x Brigette
2x Choice Band
2x Field Blower
2x Devoured Field
3x N
2x Professor Sycamore
2x Crushing Hammer
2x Enhanced Hammer
3x Guzma
2x Evosoda
3x Rescue Stretcher
2x Counter Catcher
2x Acerola
=32 Trainers
Energy:
4x Counter Energy
4x DCE
4x Grass Energy
=12 Energy
Deck Idea:
The basis of this deck is to get Tapu Koko out as fast as possible to use Flying Flip to damage everything on your opponents side, while building up your bench to have Honchkrow come up when Koko gets KO'd to Raven's Claw for an insane amount of damage. Choice Bands are there to increase Raven's Claw's damage against GX accelerated decks along with Devoured Field. Cacturne is in there because of his Hunt attack which allows you to switch your opponents Pokémon. Plus, Cacturne also has Spike Rend which can do 90 for one Grass Energy, if they already have damage on them, which they hopefully will because of Koko. The reason the "Counter" cards are in the deck is to be able to do something if your opponent gets ahead before you can set up, which is entirely possible with the fast GX decks out now. Zoroark GX for trade to get the Energies you need and Lele for the ability of course. Hammers are in there to energy control your opponent, accompanied by the Field Blowers to junk items. Since it doesn't take long to get the Evo's out the Acerolas are in there for healing.
Let me know what you guys think, it's been play tested and it doesn't do too bad at all, but I feel there is something missing to really accelerate this deck. Thank you!
Anyway, this is more along the lines of a budget deck and I have been playing it a good bit and it works so I figured I would share this. Any comments or suggestions are welcome!
Pokémon:
1x Tapu Lele GX (When I say budget deck, I mean you can use the World Championship version with sleeves)
2x Cacnea (Crimson Invasion)
2x Cacturne (Crimson Invasion) ({g} Spike Rend- 30+ If your opponents active already has damage counters on it they take another 60}
{G} {C} Hunt- 40 Switch your opponents active.
3x Murkrow (Guardians Rising)
3x Honchkrow (Guardians Rising) ({D} Feint Attack- 30 to any Pokémon
{C} {C} Raven's Claw- 10+ 10 more for each damage counter on all of your opponent's Pokémon.
2x Tapu Koko (Promo) {C}{C} Flying Flip- 20 to every opponents Pokémon.
2x Zorua
1x Zoroark GX
=16 Pokémon
Trainers:
2x Ultra Ball
2x Nest Ball
1x Brigette
2x Choice Band
2x Field Blower
2x Devoured Field
3x N
2x Professor Sycamore
2x Crushing Hammer
2x Enhanced Hammer
3x Guzma
2x Evosoda
3x Rescue Stretcher
2x Counter Catcher
2x Acerola
=32 Trainers
Energy:
4x Counter Energy
4x DCE
4x Grass Energy
=12 Energy
Deck Idea:
The basis of this deck is to get Tapu Koko out as fast as possible to use Flying Flip to damage everything on your opponents side, while building up your bench to have Honchkrow come up when Koko gets KO'd to Raven's Claw for an insane amount of damage. Choice Bands are there to increase Raven's Claw's damage against GX accelerated decks along with Devoured Field. Cacturne is in there because of his Hunt attack which allows you to switch your opponents Pokémon. Plus, Cacturne also has Spike Rend which can do 90 for one Grass Energy, if they already have damage on them, which they hopefully will because of Koko. The reason the "Counter" cards are in the deck is to be able to do something if your opponent gets ahead before you can set up, which is entirely possible with the fast GX decks out now. Zoroark GX for trade to get the Energies you need and Lele for the ability of course. Hammers are in there to energy control your opponent, accompanied by the Field Blowers to junk items. Since it doesn't take long to get the Evo's out the Acerolas are in there for healing.
Let me know what you guys think, it's been play tested and it doesn't do too bad at all, but I feel there is something missing to really accelerate this deck. Thank you!