kn3ll_ here, with his first deck analysis! You’ve probably never heard of this one before, because it’s a kn3ll_ homebrew.
With the advent of the new format, and new set along with it, everyone is in a rush to develop lists to counter the three all-star decks: Reshiram, Zekrom, and Donchamp. Now, with help from Kuprin, I present to you: Scavenger.
My original idea for this deck was to snipe easy prizes off the bench and counter Donphan Prime. I also wanted to use Ampharos Prime, but that didn’t work out in the end. The deck started using Honchkrow UD 15‘s Blindside, but I later realized that Mandibuzz has the same move for less energy and an impressive back-up attack. It resists Fighting, but has an unfortunate Lightning weakness (not that it matters, it has less than 120 HP).
To back up Mandibuzz, the deck uses four Kingdra Prime lines to place damage counters each turn. Mandibuzz also gets free hits on Donphan’s bench and can survive two Earthquakes. two Kingdra Primes can one-shot a Donphan Prime with use of Spray splash.
I quickly realized the gaping weakness of the deck in form of the legendary Reshiram and Zekrom. Either one can hit harder and set up just as fast as Mandibuzz. Kuprin, who I can not thank enough, suggested running a Zoroark line to defend against the legendaries, and the list finally fell into place.
Without further ado…
Scavenger
| Pokemon – 21
3 Vullaby BW |
Trainers – 26
4 Pokemon Collector |
Energy – 13
4 Special Dark |
Cards
3-3 Mandibuzz – You probably won’t use more than this in one game. If you do, it’s over for you anyway. Snipe benched Pokemon using Blindside in conjunction with Kingdra Prime’s Poke-Power. Gengar Prime, Magnezone Prime, Blastoise UL, and Emboar 19 are both hit hard by Punishment. If at all possible, attach Special Darks to raise the damage output more.
4-3-4 Kingdra Prime – It is necessary to have so many, it’s a back-up attacker and main source of prizes. I’ve been able to get all four out only once, and the game was over very quickly after that. Using Spray Splash twice on Donphan lowers it to one-shot range, and typically makes it very difficult for them to recover.
2-2 Zoroark - The counter to the powerful Reshiram and Zekrom. Using Foul Play with PlusPower or Special Darks allows it to one-shot the massive Basics. However, most of the time you should have Kingdra on the bench and the Spray Splash damage makes up for the PlusPower or Special Dark.
4 Pokemon Collector – Always helpful to have, especially with Pokemon Communication.
2 Prof. Elm’s Training Method – By Kuprin’s suggestion I lowered the number from four to two, I saw that it isn’t worth a supporter if you could Collector and Communicate for three evolutions with the right cards. That doesn’t mean this doesn’t help, but four is too high.
4 Rare Candy – To get out Kingdra Prime faster. It’s important enough to run four, just for consistency, as Kingdra is what channels your damage output. Recover them with Junk Arms.
3 Prof. Oak’s New Theory – I don’t like making difficult decisions, so rather than use Juniper‘s and wish I hadn’t done it two turns later, I’ll stick to good ol’ Oak for now.
4 Pokemon Communication – Just good cards for turning your cluttered hand into a godly one. May change if/when Trainer Lock is more popular.
3 PlusPower – Used by Zoroark to one-shot Zekrom and Reshiram. With the expected popularity of the two, I don’t think I’ll regret it.
3 Energy Search – Formerly Interviewer’s Questions, Kuprin showed his distaste for the card and I immediately switched to these. I’d been screwed over by Interviewer’s too many times, and with such low attack costs there’s no real pressure to find more than one.
3 Junk Arm – Used to recover… well, anything you need. Perhaps I’ve got two Special Darks on my Zoroark and I want that Pokemon Communication back, and these PlusPowers are just clogging up my hand. Or I really don’t want to shuffle my hand into my deck, but I do really want that Rare Candy. Another good idea by Kuprin.
4 Special Dark Energy – You should always want to make your Dark Pokemon specially energetic.
3 Dark Energy – Basic to be found by Energy Search if I need it. Could be used to pay for Zoroark’s Nasty Plot.
3 Water Energy – To pay for Dragon Steam. Can be searched out by Energy Search.
3 Double Colorless Energy – For Zoroark’s and Mandibuzz’s second attacks. Helpful, but not necessarily necessary.
Strategy
Well, the deck started running Honchkrow and Ampharos, but it’s come a long way. I didn’t realize Mandibuzz had the attacks it did, but once I did realize I picked it up fast. Ampharos was to counter mass energy attachment, however, it’s just not needed with the addition of Zoroark and Mandibuzz. Mandibuzz’s Punishment will counter BlastGatr and, to a lesser degree, Magnezone; Zoroark shuts down ReshiBoar. Donphan doesn’t stand a chance between its Water weakness and constantly exposed bench.
Those were the main changes made to it, and I’m glad to see it develop into the list it is now. It’s quick, hits decently hard, and puts up a good fight against some of the best decks.
Small Breakdown of Match-ups
Probable Win: Donphan, Blastgatr, Lostgar, Serperior, Tyranitar
50-50: Reshiboar, Magnezone, Scizor, Bearplume, Cinccino
Probable Loss: Zekrom, Steelix, Wailord
It has a good chance against any Stage 2 deck, thanks to Punishment and its ability to snipe off the bench. I believe this is probably the strongest deck I’ve engineered and would be honored if some of you were to test it and provide feedback. Until next time,
kn3ll_
















