• Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Trading Card Game 2 protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Dynamotor MagTurn Prime

KenXEcker

Pokemon Professor
  • 48
    Posts
    13
    Years
    Been testing this deck on playtcg.me and has been doing really well (9-1)

    4-4 Eelektrik
    3-2-3 Magnezone Prime
    3-3 Lanturn Prime
    3 Thundrus

    25

    3 Collector
    2 Rare Candy
    3 Junk Arm
    2 Judge
    3 Juniper
    3 Catcher
    2 Seeker
    2 Twins


    12 Lighnting Energy
    3 Rescue Energy

    The idea is pretty simple. An updated Reshiphlosion without the afterburning damage cost. Discard energys ASAP with juniper/junk arm and dynamotor them back. Magnezone as a draw power/lost burn for OHKO. Lanturn is to help counter Donphan decks, plus it's attack (which I'm spacing right now) is in my opinion amazing. Thundrus is for disaster volt, and a "bulky" basic surviving most OHKO's.
     
    My Concerns with the list is that there is no switch or Pokemon communication in the deck. Pokemon Catcher dragging out one of your Magnezones or Eels with no way out of the active postion will give your opponent time to recover. Also Pokemon communication will help search you out for the evolutions or more basics you need to get your bench set up and ready, so you may not need thicker lines. You could possibley drop your eel line to 3-3 and 2-2 lanturn to make room for communications.
     
    Back
    Top