Chomp 'n' Strike: Garchomp and Lucario Combo
Deck Primer
The consistency and power of this deck comes from how well Garchomp EX and Lucario can be made to work together, supported by attacks from Sandy Shocks EX or Hisuian Arcanine V. This deck is designed to do two things: accelerate energy to your fighting-type pokemon as quickly as possible, and to get Garchomp up and running as quickly as possible, which means getting 3 basic energy cards into the discard pile in the first or second turn of the match.
How to play this deck: Your goal is to setup a Garchomp EX in the active as fast as possible (e.g. on your second turn) so you can use the Hydro Lander attack, which only takes one energy card. With Hydro Lander you can attach up to 3 basic fighting energy cards from your discard pile to your benched pokemon in any way you like. So you can use Hydro Lander to power up another Garchomp EX or Sandy Shocks EX or Lucario. To get energy cards into your discard pile quickly you can use Drilbur's Dig Dig Dig ability to discard up to 3 fighting energy from your deck. You can also use Radiant Greninja or Ultra Ball or Retreat. Garchomp EX's other attack, Sonic Dive, lets you discard 2 energy as well. So that's another option. You don't really need to discard more than about 3 energy cards, so one Drilbur is enough.
To win matches you need to setup Garchomp EX and attach energy to it right away, and have a few energy cards in the discard pile. Lucario is great to have in this deck because you can use its ability once each turn to attach a basic energy card to it from your deck. The 4 Gutsy-Pickaxe item cards give you some draw power and also help accelarate energy. I often use the TM-Turbo Energize Tool early on. Sandy Shocks EX can charge itself up quickly when your opponent has 4 or fewer prize cards remaining, but you need to have energy in the discard pile to make use of its Magnetic Absorption ability. Hisuian Arcanine V is good to have so you can use Forest Seal Stone, and its ability could come in handy late in the game when you have energy attached to other pokemon on the board.
The draw power of this deck comes from a 2-2 Bidoof/Bibarel line, Radiant Greninja, Rusty Pickaxes, and the supporters Arven, Irida, and Iono.
To pack heavier punches I use a Grant and a Maximum Belt. With nest balls, ultra balls, a heavy ball, and a buddy-buddy poffin you should almost always be able to get a Gible down on your first or second turn, and then use Arven or Irida to get a rare candy to evolve into Garchomp EX.
Have fun! Let me know how you'd make this even better.
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