Main Deck (60 cards)
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Pokémon
(18)
Trainer
(34)
Trainer
(34)
Energy
(8)
Card Types
Energy Types
Energy Curve
Distribution of attack energy costs in your deck
1 Energy
10 attacks
10
34.5% of attacks
2 Energy
10 attacks
10
34.5% of attacks
3 Energy
3 attacks
3
10.3% of attacks
4 Energy
4 attacks
4
13.8% of attacks
5 Energy
2 attacks
2
6.9% of attacks
Opening Hand Probability Calculator
Calculate the probability of drawing specific cards in your opening hand
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CountyGibbon798
Ranger... Seriously... after all I explained... and in this one of all decks... ADP doesn't even activate on suicides... what else are you scared of? item lock? hand lock? get real.
Ok but jokes aside this is an alright strategy, certainly thought through.
More compressor, more stretcher. Cut cherish, stretcher is much more consistent. And you cannot be running only 3 compressor as the nature of the deck is crazy turbo.
Cut dyna and silent lab. Healing is almost never seen except in tank decks maybe, which is uncommon enough for you to cut it. Lab seems like a good choice to counter bench barrier, but the biggest problem is that mew won't work, and acceleration is difficult without counter energy.
more crobat more dedenne, could use squak. Although the deck isn't a donk deck, the nature of it is, and in that case you go crazy on supporting mons considering that your stadium is sky field.
If you need to counter bench barrier, this may seem strange, but cancelling cologne, as bad as it is is probably your only option that doesn't interfere with your setup. Also it's decent because of how easily counter catcher can be used.
Also you might have missed the decks real biggest weakness. Its that pallossand is a 280 HP mon, thus opponents will be well prepared to KO it with exactly enough damage. And since the earliest you are going to use it is first turn, that means your opponent gets an entire 2 turns to setup for a 280 dmg KO, which not just slightly ruins your plan but COMPLETELY RUINS YOUR PLAN. You may have touched on this when you mentioned that it is a 2 turn combo, but I still wanted to specify because this should be your biggest concern as it is the most common threat.
Overall the deck is still a cool idea tho.
Battle Compressor I included Ranger for two main reasons: 1) to see if it would anger you considering your inherent hatred for it, and 2) because decks like Lucario and Melmetal are fairly common where I am, and FMW completely destroys this strategy. But yeah, if I were to consider the ACTUAL Expanded meta, and not just my personal environment, nine times out of ten Pokemon Ranger is useless and worth removing. Movng onto your other criticisms now.
Silent Lab blocking Mew is just a complete oversight by me, so I'll admit defeat lol. Cologne might actually work since this deck has easy item-based gusting via Counter Catcher.
And because of the 280 HP magic number that Pallosand suffers from, I"m wondering about what I can do to avoid that. I could always use something silly like Big Charm to push it over 300 HP, but it might end up being hard to find if need be. This deck does always get going on the first turn, either. I have a single Wally in case the setup goes wrong/slowly, but other than that, you need to have 3 energy attached in order to attack with Palossand, a first turn go without Electrode is impossible, and for that it requires 2 first-turn evolutions. If Mew3 could copy the attacks of ex cards, too, things would have been made MUCH more convenient (as well as broken lol). Do you have any way of making Palossand usable on the first turn? Because if so, this deck's possibilities can open up greatly.
abt ur 1) You most certainly succeeded, I'll give ya that. Fell right into your trap. 2) Even against lucMetal you only passed through one of it's gates. The fact that the 2 energy power decimates your energy completely is the other gate.
Ye it's my b that I overlooked that palossand needed energy at all. Rip. ig that does further prove my point though.
Personally, if I were to make a deck like this. It would be so much different I might as well make my own but I don't think I have the time and energy to. Unless you really want me to make one...
Battle Compressor I'd be interested to see what your version would look like, because funny combos like this just mend well with my lizard brain lol. However, you're in no rush to do so. If I were to predict how you would take it "vastly differently," I'd assume you're going more along the lines of a more defensive stance while setting up, instead of aggression like I did? It would make more sense, too, because as far as I know, there's no way to get this strategy going effectively (or even sort of effectively) on the first turn, making most of the turbo cards pointless.
Is the strategy to hope they bench a two-prizer so the board wipe results in a 6 prize turn? Or did I miss a way of OHKOing the active?
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