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Hey everyone, this is my first post here and after getting into playing ptcg 2 weeks ago (been collecting for about 5 months) I wanted to share my latest and greatest list: Bob Ross Cosplay
Pokemon - 14
- 4 Gossifleur SSH 20
- 4 Smeargle EVS 128
- 4 Eldegoss EVS 16
- 2 Galarian Moltres EVS 93
Trainer - 28
- 3 Switch SLG 67
- 3 Marnie SSH 169
- 3 Quick Ball SSH 179
- 2 Turffield Stadium RCL 170
- 3 Boss's Orders SHF 58
- 4 Level Ball BST 129
- 4 Caitlin CRE 132
- 2 Path to the Peak CRE 148
- 3 Raihan EVS 152
- 1 Rescue Carrier EVS 154
Energy - 18
- 1 Grass Energy 1
- 1 Fire Energy 2
- 1 Water Energy 3
- 1 Lightning Energy 4
- 1 Psychic Energy 5
- 1 Fighting Energy 6
- 5 Darkness Energy 7
- 1 Metal Energy 8
- 2 Capture Energy RCL 171
- 4 Twin Energy RCL 174
Started looking at this idea a few days ago, really enjoying how its been so heres my writeup
Pokemon - 14
First of all is our main attacker and star of the show: Smeargle aka Dog Ross. The deck aims to use Smeargles Live Painting attack to do up to 270 damage, 30 30 more for each different basic energy in hand. It has a cost of CC which you achieve with either a single Twin energy, or some combination of darkness and capture energy attached over 2 turns (or later 1 with Raihans help).
So if we want to get every energy, how do we get there? The happy little tree, Eldegoss! Eg sports the really powerful ability Cotton lift, with which once per turn we can search the deck for 2 basic energies and add them to our hand. So one Eg ramps 60 damage each turn and only goes up from there (until 270 of course).
For the 3rd and final pokemon in the list, we have 2 of Galarian Moltres. Now I couldnt think of a great bob ross analogy for it but just pretend I did. What GM does is comes out later, maybe we had trouble early and ran out of Bobs, maybe we just need some last steam to get there, and GM comes out and can deal up to 270 damage from hand (or 540 to weakness which is important). The reason I originally started splashing these is because I hate mew/fusion strike list, and GM can OHKO Mew V from hand only 1 prize in, and mew VMax from atleast 3 prizes in. In the same way, it can also easily OHKO Shadow rider V and VMax but thats mostly incidental. The other big thing with GM is because of Eg you can easily search 2 darks, play it, switch, and attach for turn to surprise kill from nothing.
Trainer - 28
A lot of the trainers are sort of generic what you'd expect in most decks, Quick/Level ball for pokesearch, Switch for switching(duh), Boss is Boss, and Marnie is Marnie. Now comes the more important cards:
Turffeild Stadium is a card I've been running at 3x online (and no path) but either way its a key piece for the deck. on first play its an evolution incense but often you can get 2 or even 3 Eg draws from 1 stadium, which are your key engines so getting those up is high priority. And the added benefit of killing enemy stadiums that could potentially cause problems.
Caitlin- She was not in my original build and honestly not a card I'd really looked at before playing this, but in this deck she truly shines. Caitlin allows you to bottom any number of cards from your hand and draw that many, which means effectively turning your on board Eldegeese, and any spare in hand from Turffield, into card draw. You can have a hand full of energy, Caitlin them all into real cards, and then simply redraw your energy with the abilities. Through this method I can go throough most of the deck in a game which means guaranteeing Switches, Twins, GMs, Path, and Boss' later in the game when you need them.
Path to the Peak is the 2nd stadium in the deck, and honestly its just there again because I hate Mew. I actually removed it during testing online as I didn't face any mews down at my ELO but multiple people play it at my LGS so it'll be in there in person for sure.
Raihan is a late addition and good in theory, havent had enough testing yet to know if its actually good though. But really the idea with raihan is to help you set up the next dog and draw the thing you need (or an additional 30 damage).
Energy - 18
First of all is one of each basic energy, to allow us to reach that 270 max damage. After that is the all important Twin energy for easier Smeargle setups. Then darkness energy, fine for slower dog setups and also to charge our GM later on. Finally Capture energy helps get a solid setup no matter the starting basics, and also for dog. Capture honestly seems really strong in this list and im tempted to try and fit 1 or 2 more.
If you read this far, thank you. I hope this was informative and if you try the list out let me know how it goes I would honestly love to hear :)
Also if you have any suggestions or ideas please let me know!
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- 3 years ago
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