Deck List Dump: Lostgar (Lost World Gengar Prime Turbo)

Much in the spirit of my Palkia build is the third – and probably strongest – of the lists: the turbo build. This has been floating around for a while, and I know of several people who've advanced the techiness beyond this basic version; however, this should help get you started.

(Tuuuuuurbo! Too bad Gengar isn't on this box art.)


Pokemon (22):

4 Gastly SF
2 Haunter SF
1 Haunter TM
4 Gengar Prime
4 Unown R LA
3 Uxie LA
1 Azelf LA
1 Spiritomb AR
1 Spiritomb TM
1 Unown Q MD

Trainers/Stadiums/Supporters (31):

4 Junk Arm
4 Poke Drawer+
4 Pokedex Handy 910s
4 Pokemon Collector
3 Seeker
3 Broken Time-Space
2 Lost World
2 Pokemon Communication
2 Luxury Ball
2 VS Seeker
1 Rare Candy

Energy (7):

7 Psychic

[NOTE: the energy should likely be increased to at least 8 or 9 – I feel uneasy with this count at the moment. Palmer's might also be an appropriate "8th energy"]

[NOTE: Mesprit and Mr. Mime would both be interesting, and maybe even necessary additions to the list.]

Advantage/s: The list is obviously fast. Through Poke Drawer, Dex, Unown R's, and Junk Arm to bind them all together, pulling out a first or second turn Gengar Prime suddenly gets a lot easier. Although running only three Seeker seems suspect in a turbo list that requires Seeker to be played over and over again, Junk Arm helps alleviate this by means of VS Seeker, ultimately giving you a maximum of _nine_ uses.

Disadvantage/s: with nineteen trainers and zero Bebe's, one could say that this deck is heavily vulnerable to Spiritomb Arceus locks. However, this shouldn't be too big of a problem, as the number one most popular Spiritomb deck, Vilegar, should be a very comfortable win for you.

 

Deck List Dump: Lostgar with Palkia

Deck List Dump: Lostgar (Lost World/Gengar Prime with Palkia G LV.X)

I'm not thrilled about Palkia, but here's what I have at the moment –

[WARNING: NOT TESTED MUCH TEST IT YOURSELF FIX AS NEEDED ETCETC]


(New challenger appears!)


Pokemon (24):

4 Gastly SF
4 Haunter (3 SF/1 Triumphant)
4 Gengar Prime
3 Uxie LA
2 Spiritomb AR
2 Spiritomb TM
1 Palkia G
1 Palkia G LV.X
1 Azelf LA
1 Mesprit LA
1 Unown Q MD

Trainers/Stadiums/Supporters (24):

4 Pokemon Collector
4 Bebe's Search
4 Seeker
3 Broken Time-Space
2 Lost World
2 Twins
2 VS Seeker (or 3 Twins/4 Broken Time-Space or a 13th energy perhaps)
1 Palmer's Contribution
1 Pokemon Communication
1 Luxury Ball

Energy (12):

8 Psychic
2 Warp
2 Rainbow
 

(For Rare Candy, cut:

– 1 to 2 Haunter
-VS Seekers?
-Basics you don't like :P)

 

Pros: running Palkia helps correct your potential bench issues, and also gives you a contingency plan to Lost Zone things in case Gengar Prime isn't as fast as you'd like.

*Running multiples of Spiritomb TM – a crucial card in netting yoru Hurl Into Darkness targets – is also a good plan in my opinion. Spiritomb Arceus also helps out a ton in this regard.

Cons: …And on that note, I should mention that this list is fairly slow relative to some of the other ones I've seen floating around lately. You  might want to fit some Rare Candies in, as suggested above.

Also, you might encounter a couple issues with not running Gengar LV.X; however, running four Gengar Prime also makes it much easier to start Lost Zoning ASAP, so mess around with it.

In my third and probably final Deck List Dump of LostGar, I'll be revealing my take on a turbo list (which is so far my favorite variant).

 

Best of luck in testing for states, everybody! As I said, don't take my word alone, because this is just a starting point.

 

Deck List Dump: Lostgar (Lost World Gengar Prime with Mew Prime)

 

In a very special edition of "Deck List Dump," we here are HeyTrainer look to solve the condundrum of LostGar (Gengar Prime Triumphant/Lost World Call of Legends). If you check out the corresponding forum thread, you'll realize one thing, and that's that very few people have consensus on the deck!

So, what to do about this little issue? Well, for the next few segments of Deck List Dump, I will be posting nothing BUT LostGar (the supposed new tier one deck), as well as my comments on the strengths and weaknesses of each variant. Today, we'll be examining the first known variant of any success: Gengar Prime/Mew Prime, which has seen a ton of play in Japan.

(If my Stormfront cousin eats childrens' brains, then don't I eat their souls?)

 

Now, the biggest question that should be on your mind is, "why do we have no standard on how to build this deck yet?"

Simple: the successful lists in Japan all had Claydol (Great Encounters) and Roseanne's Research (Secret Wonders) accessible to them. With Claydol, consistency was guaranteed against even the dreaded SP, and with Roseanne, you could be relatively sure that you had access to much-needed energy. Unfortunately, though, those two great cards have been rotated out of our modified format. With neither of those, we arrive at a bit of a conundrum on how to make it the best deck we can.

Since our Modified format is in a completely different context, here is what I would envision a Gengar Prime/Mew Prime for Majestic Dawn-on Modified to look like…

[WARNING: THE BELOW LIST IS LARGELY UNTESTED!]

Pokemon (23):

4 Mew Prime
4 Gastly SF
2 Haunter SF
1 Haunter TM
3 Gengar Prime
1 Gengar Prime LV.X
1 Mr. Mime CoL
1Spiritomb TM
2 Uxie LA
2 Mesprit LA
1 Azelf LA
1 Unown Q MD

Trainers/Stadiums/Supporters (28):

4 Pokemon Collector
4 Seeker
4 Poke Drawer+
4 Broken Time-Space (or 4 Rare Candy? Or Something else?)
3 Lost World
3 Bebe's Search
2 Junk Arm
2 VS Seeker
1 Luxury Ball
1 Pokemon Communication

Energy (9):

9 Psychic

 

The strategy is pretty basic: ideally start with Mew Prime, See Off a Gengar Prime, and by the second turn, you should be able to Lost Link Hurl Into Darkness, which – in time  – should get you your much-desired Lost World win condition.


*Mr. Mime is for revealing your opponents hand, so you can optimize your chances of success for Hurl.

*Spiritomb Tirumphant is to force them into more Pokemon for Hurl targets. The reason why we don't run Giratina is because it draws LESS, and because THEY choose how much they draw!

*Mesprit is to help maintain a long, reliable Trainer lock. Thanks to Junk Arm, VS Seeker, and Seeker, you can use this power up to ten times in a single game.

*Seeker not only picks up your Mesprits/damaged guys, but also forces a Pokemon from the opponent's bench to his/her hand. As a result, you'll usually have some sort of Hurl target, thus making this card a must-of in every Lostgar variant.


***Strengths: since Mew Prime is a basic, it's much easier to setup, and as a result, allows you the chance to very quickly start Hurling from the second turn-onward, and perhaps for more than one Pokemon!

***Weaknesses: a big problem with this variant is that, without the aforementioned cards, it ends up becoming much more brittle. Furthermore, you have a lot of easily-KO'd, low-HP Basics to rely on, which allows for even more vulnerability to the super-speedy SP variants of this format.

 

(…Am I really a good choice right now?)

 

The list may be imperfect, and may be far from tested, but it should be a pretty reasonable starting point for anyone interested in LostGar For the next edition of Deck List Dump, I'll be posting a variant with Palkia G LV.X. Stay tuned, and be sure to tell your friends about /blog!


-HeyTrainer