Main Deck (60 cards)
x2
$0.05
$1.78
x2
$1.32
x2
$1.83
x2
$0.04
$0.17
x2
$0.28
x2
$1.04
x2
$1.91
$0.54
x4
$0.13
x2
$0.20
x3
$0.25
x2
$0.18
$0.30
x3
$0.49
x4
$0.27
x2
$0.30
x2
$0.12
x2
$0.31
x2
$0.39
x2
$0.21
x2
$0.24
x12
$0.11
Pokémon
(23)
Trainer
(25)
Energy
(12)
Card Types
Energy Types
Energy Curve
Distribution of attack energy costs in your deck
1 Energy
11 attacks
11
37.9% of attacks
2 Energy
12 attacks
12
41.4% of attacks
3 Energy
6 attacks
6
20.7% of attacks
Opening Hand Probability Calculator
Calculate the probability of drawing specific cards in your opening hand
%
Probability of drawing at least
of
in your opening hand
Pinky
I suggest more trainers and less Pokémon and energy. I know that if you play tons of energy then you'll be able to attacb one each turn, but a lot of times you'll end up with only energy. Trainer cards will help you draw cards like Pokémon and energy and will make you play much much faster. I know that a lot of Pokémon seems more powerful but if you focus on just a few powerful ones then you'll be able to do a lot more damage and play better overall.
Here is one of my decks as reference https://pokemoncard.io/deck/arc-tina-pika-54041
Good luck and if you have any other questions feel free to ask
Why exactly this got DotD is a tad confusing, but I'll give my two cents' worth on this deck. I think I'll attempt to work this into a damage-counter based deck.
Like what Marco_Ne said, less Pokémon and energies for more trainers. It's usually more important to have one or two (and sometimes three) attackers in a deck, so it's easier to plan instead of having to adapt to whatever set you get in your starting hand. I would limit the deck to focusing on Samurott VSTAR, Obstagoon, and maybe Slowking. Most of the others are either too niche or make the deck clunkier. Spinda from Silver Tempest might be good as both early game setup and disruption, putting ten damage on each of your opponent's Pokémon, and confusing it. That way both of your main attackers have their secondary effect active, making your deck less slow in the late game. At that point, you're pretty much expecting for your Spinda to get knocked out, so Rocky Helmet puts a little more damage on before it dies. However, by confusing the opponent's active, their attack is reliant on a coin flip, so it just might survive!
For trainers, you can use Dark Patch easily, as well as Ultra Ball, so you can discard energies to use it and then immediately accelerate them back. Depending on how often you are able to do this, you can attack much earlier. Boss's orders is a must in almost every deck, and so it four copies of Battle VIP Pass to maximize consistency early game. Avery might seem good on paper, but it's actually a double-edged sword. It can be exploited to discard one-time use Pokémon sitting on the bench like Lumineon V or Squawkabilly ex. You can use it if you want, but you just need to be aware of when and when not to use it. Iono is also a good add for both early game hand resets and disruption, and late game if you're falling behind. I don't recommend running all those different tools, but Rocky Helmet can stay due to the strategy I mentioned earlier.
And finally, energies. Less overall, 15 at most, and that's generous. I know it's nice to have them, but you'll get them more often than not still. If you want to search for the energies, you can run Geeta if you want. While not necessarily needed, you have the option to run Gift Energy on Spinda to benefit from it getting knocked out.
Alright, that's everything I believe! Good luck on making future decks! (And if you read this entire thing from start to finish, I'm sorry.)
Theres no way of drawing cards, you're solely relying on your draw per turn with no way to get more
Wayyyy too many pokemon, not enough trainers, to much energy. i suggest around 15 pokemon, 15 energy, 30 trainers, because you need draw mechanics and you aren't going to need all of those pokemon you can only play 6 and you wont need all that energy
Thank very much for the advice!
I would remove smeargle becuase taking a turn off to attach energy isn't very good. If you need a way to attach energy, then up the dark patch count to 4. Cards like prof research, iono, judge, are example of cards to help you draw more. You can probably cut the qwilfish/overqwil and slowiking v for these and your consistency will go way up. WhatStarmie23 said is a good point, though the spread doesn't have to be exactly like that, about half to 2/3 of your deck should be trainers to maximize the speed.
exactly
Thank i will try to add all of this in. :)
Thank i will try to add all of this in. :)
For a deck where your main attackers use only 1 or 2 energy, 15 is waaaaaaaay too many energy. LOL
This deck has gotten a lot better, but there is still some changes I would make. First off, I would remove Galarian Linoone (Fusion Strike) and replace it with Rare candy. rare candy can skip from zigzagoon to obstagoon, and it can also be easily obtained with trainer cards, since it's an item card.
Next, I would remove hoopa and both absol cards. they wont really do much for you.
Maybe you could also lose one slowking v and vmax, and removing all of these cards should give you tons of space for good trainers.
i hope i helped :)
Thank you all! Starmie23 you are a very helpful thank you!!!
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