ways to improve this deck?
I had to make a poor man's deck out of the few cards I had and ended up making a deck centered around mewtwo and giratina and I was wondering about ways to improve the deck I came up with.
The deck
Giratina V x2
Giratina Vstar x2
Mewtwo V x2
Mewtwo Vstar x2
Comfey x2
Bidoof x2
Bibarel x2
Arceus V x1
Exp share x2
Judge x2
Colresses experiment x2
Bosses orders x2
Gardinas vigor x2
Professors research x2
Path to the park x2
Energy recycle x1
Energy retrieval x2
Mirage gate x2
Energy switch x1
Escape rope x2
Switch x3
Ultra ball x2
Nest ball x2
Psychic energy x7
Grass energy x5
Double colorless energy x4
Answers
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In my opinion it's generally better to have a deck centered around only one vstar, because you can only use the vstar power once in a game. That's not a mechanic that's ideal to spread thin in a deck, I think.
as for some more technical notes. why would you run a card that actively discards energies to attack (mewtwo vstar) and only have 3 cards in your entire deck to retrieve them? And mewtwo vstar unfortunately often falls just shy of a knockout for many mons as it only hits 270 without any boosts (there are several meta decks where you want to hit at least 280). You do not have any boosts (choice belt/choice band) listed in your deck. Star raid isn't bad but it's already much less useful now than it was before SV.
I feel like this build is also lacking on ways to put pokemon on the bench — only two total pokeballs, and only two comfey. A decent lost zone deck should aim for 3-4 comfey, and the same for colress, as it can already be slower to setup than some decks so you want to reach the 7-10 lost zone threshold (for mirage gate and giratina's vstar attack, respectively) as soon as possible.
16 total energies is a lot for a lost zone deck, by the way. At the very least i'd suggest substituting double turbo for jet energy to make switching something you need in the active spot easier.
path to the peak is actually a solid stadium choice here. getting one in play on turn 1 can buy you multiple turns against decks that rely heavily on abilities (mew, chien-pao, and miraidon being the most notable ones)
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My Giratina deck is this
Pokémon: 8
1 Giratina VSTAR CRZ-GG 69
2 Giratina V LOR 130
4 Comfey LOR 79
2 Giratina VSTAR LOR 131
1 Sableye LOR 70
1 Giratina V LOR 186
1 Cramorant LOR 50
1 Drapion V CRZ-GG 49
Trainer: 15
2 Ultra Ball SVI 196
4 Switch SVI 194
4 Escape Rope BST 125
2 Lance SIT 159
2 Lost Vacuum LOR 162
1 Lost City LOR 161
1 Iono PAL 185
1 Ultra Ball BRS 186
1 Sky Seal Stone CRZ 143
4 Mirage Gate LOR 163
4 Nest Ball SVI 181
3 Colress's Experiment LOR 155
1 Boss's Orders RCL 189
1 Colress's Experiment LOR 190
2 Beach Court SVI 167
Energy: 3
7 Basic {G} Energy SVE 1
6 Basic {P} Energy SVE 5
1 Basic {P} Energy CRZ 156
Total Cards: 60
feel free to mess around with it until you feel comfortable with it
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Too many Pokemon, too much energy, too few trainers. This deck also has too much going on. What do you even want to do with this deck? You seem extremely confused, trying to have like 3 different strategies going at once.
ArcTina
Lost Box Giratina
Pick one. Mewtwo VSTAR is just bad so I'm ignoring that one.
For future reference, if you ever build a deck where none of the Pokémon or trainers have 4 copies, throw the whole thing out and start over. It means that you have too many ideas going on and there won't be any consistency.
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