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Lost World

Tanaki

←Lazy ADHD Trainer
  • 264
    Posts
    15
    Years
    I've always wanted to mess with a lost world deck, and while I don't have all the cards, I do have a general Idea of what I want it to look like. It's not perfect by any means.

    Deck List:
    Spoiler:


    General Strategy:

    Spoiler:


    Thoughts?
     
    I don't see a use for Vileplume. This is a Lost World deck, not a Trainer Lock, correct?

    It's a combo of both. Basically since I'd be stalling for most of the game, probably taking some KO's along the way, and generally immune to Trainers, Trainer Locking goes together with the Lost World strategy. I essentially clog up my opponent's hand with Trainers that they can't use, control their draw, and since I don't need to take knockouts, I just stall for a couple of turns, force my opponent to pick up some Pokemon with cards like Ditto and Seeker, and throw them into the Lost Zone.

    I only need to do this a very few times to win the game.
     
    I really like the idea of a Lost world deck, it's given me some thoughts and ideas for my own Lost world deck. The trainer lock is definatley a nice stratergy to use, I'd run a slightly heavier line to ensure that you get that trainer lock as soon as possible and that your oddish don't get KOed too easily or you find them being prized. Most of the time you'd want to 2-3 oddish on the bench to ensure the trainer lock as they are such low HP basics, which can get sniped or catchered. I'd possibley cut the PETM and focus more on using commuication and candy, so I'd run 3 of each.
    Also I may consider running 2 Lost world over 3, since you can usually Twins for it and it's a low chance of both lost worlds being prized.
    That's all I can really say on the deck for now, it seems like a nice build ^_^
     
    The purpose of ditto seems pretty specific, I don't think it's worth compromising the consistency of your deck to stick just one in there. I also don't like running any trainers in a trainer lock deck. Getting the rare candy in hand when you need it when you only have two in the deck is tricky, and otherwise that's four dead cards in your deck when you do have vileplume set up. I prefer taking one more turn to set up than trying to pull off something that won't always happen, but not everyone does. It's up to you.
     
    Lost world is so much more of a fun build, and I think at this point in time is gonna solidify itself as a fun build because of how it fares in the current meta. There's too many overpowered basics running around and preventing you from taking advantage of attacks that put your opponent's cards in the lost zone effectively.

    In some ways I like that they didn't overkill the whole 'removed from play' concept like they did in games like yugioh; but then I feel that they didn't really do enough with the concept to begin with. It's a very self-inclusive strategy that doesn't play well against other kinds of decks because the winning method is too difficult to achieve compared to the standard KO-take prize style of play. Most of the cards deal with random chance to get pokemon lost zoned, and even when you achieve 6 pokemon lost, you have to make sure your opponent can't win the game before you get to your turn.

    It's a shame that we never saw a format with lost world that was HGSS-only. We were dealing with Platinum-era SP's running rampant, then when the format shifted we went right into BW with Reshi/Zeki builds.

    Also I ran a deck like this at city champs and no matter how close I got to winning, I always lost to a strong offense. No matter how many times I forced my opponent into a new hand, it always resulted in a situation where I couldn't do anything.
     
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