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UrsaRom(Ursaring/Zekrom)Meta Deck

Red Striker

VGC Trainer
Member
3 Zekrom
3-2 Ursaring Prime
3-3-2 Serpieor
1-2-2 Reuniclus
1 Rotom (HS-Undaunted)

~TRAINERS~
Prof. Elm's Training Method-3
Pokemon Collector-3
Alph Litheograph-2 (HS-Triumphant)
Switch-3
Interviewer's Questions-3
Defender-3
Pokemon Communication-2
Plus Power-3

~ENERGIES~
Rescue Energy-4
Grass Energy-3
Electric Energy-9



The point of this deck's stradagy is to attack with Zekrom using Bolt Strike,initially dealing damage to itself.Serperieor(s) will be on the bench to heal up to half of what Zekrom did to itself.Then once it becomes my turn again,I'll spread atleast one of the damage counters from Zekrom to one of my Ursarings,triggering the well known pokebody that increases the damage Ursaring does by sixty.There is,however,one drawback to this.Since Serperieor's Royal Heal requires you to heal between turns,if the opponent doesn't attack,there won't be any damage counters to spread.It isn't a complete drawback,since if they don't attack,I could have a fully healed Zekrom.

I've also thought about adding some rare candies,but I don't know what to take out.
 
If you do the Bolt Strike, Zekrom does 40 to itself. When your other turn starts again, you will have Zekrom with 20 damage, if the opponent doesn't attack. IMO, the big drawback of this deck is that you need Zekrom to survive with 100 HP for one turn (which it isn't a big number). Now let's go with the suggestion:

IMO, grass energies are useless in this deck. Most of the times that you'll have Serperior active will be because you don't have Zekrom or Ursaring, so it is almost a loss. You should swap them with Double Colorless Energy, since you can build Ursaring faster. The Rescue Energies are fine, but you'll have serious problems against Scizor Prime. And you really need more Pokémon Communication, and max pluspower. Here are my changes:

-3 Grass Energy
+3 Double Colorless Energy
-4 Rescue Energy
+3 Revive (if you want to concentrate more in Zekrom. If not, leave the rescues)

-2 Alph Lithograph (not very useful)
-1-1-0 Serperior (with a 2-2-2 line you will be fine)
+1 Solosis (more consistent)
+1 Defender (so you can defend yourself of 40 twice)
+2 Pokemon Communication

With that, you won't need Rotom. Oh, and remember something: you need a fighting counter, since every attacker from your deck is weak to fighting.
 
Thanks for the tips Ahiro!Call me dimwhitted,but I didn't realize that all of my main hitters(two to be exact)were weak to fighting.I'm not sure what to counter fighting with,since almost everything that can that's not about to be rotated requires something other than electric energy to attack,and rainbow enegy will add on to the damage counters.
 
No problem! :) actually, it happened to me, I made a Zekrom and Cinccino deck without noticing that both were weak to fighting xD

About a fighting counter, you can use something resistant to fighting (because they are weak to lightning), like Yanmega Prime, Noctowl, Unfezant... etc, because having a water type pokemon doesn't cover the weakness against Machpamp. You have a lot of things to counter fighting, I recommend fighting resistant pokemon because that's better than using water or psychic, that will cover only one of the actual famous fighting attackers.
 
Thanks again Ahiro!Now for one other thing:I can't decide between the Promo Noctowl that does thirty and let's me look into my opponents hand or the one that does thirty plus thirty more if I have the same amount of cards in my hand as my opponent,and also let's me draw a card with it's pokepower.(I forgot to add the fact that the Promo Noctowl instantly puts my foes to sleep.)
 
Your welvome :) IMO, it's a lot better the non-promo Noctowl, because you can use it as draw power, and you have the chance of doing 80 damage.
 
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