LostGar (TCG): Difference between revisions

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made pronouns neutral
(This section appears to have never been updated since the conclusion of the 2011-2012 Standard Format. Based on what I remember and some quick searches, the deck enjoyed only some early success before rapid decline.)
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==Strategy==
==Strategy==
[[File:SmeargleUndaunted8.jpg|thumb|left|200px|{{TCG ID|Undaunted|Smeargle|8}}]]
[[File:SmeargleUndaunted8.jpg|thumb|left|200px|{{TCG ID|Undaunted|Smeargle|8}}]]
While most deck archetypes focus on taking six prizes to satisfy the game's traditional win condition, LostGar attempts to place six of the opponent's Pokémon in the Lost Zone to win with {{TCG|Lost World}}.  To do this, the deck employs the effects of [[Gengar (Triumphant 94)|Gengar Prime]], {{TCG ID|Platinum|Palkia G LV.X|125}}, and {{TCG ID|Call of Legends|Mime Jr.|47}}.  The deck has three passable starters, immediately giving it an advantage over decks that run fewer.  {{TCG ID|Stormfront|Gastly|62}} can lock down the opponent early in the game by preventing him or her from playing {{TCG|Trainer card}}s with its ''Pitch Dark'' attack.  Against Trainer-heavy decks such as {{TCG|Gyarados archetype|Gyarados}} and {{TCG|LuxChomp}}, ''Pitch Dark'' can buy LostGar valuable time to set up.  {{TCG ID|Undaunted|Smeargle|8}} is also a solid start, as it can allow the LostGar player to use an additional {{TCG|Supporter card}} each turn with its ''Portrait'' {{TCG|Poké-Power}}.  LostGar's third good start is {{TCG ID|Call of Legends|Mime Jr.|47}}.  While the other two Pokémon mentioned here help LostGar stall the opponent and set up faster, respectively, Mime Jr. actually advances the deck's win condition.  In combination with {{TCG ID|Supreme Victors|Chatot G|54}}'s ''Disrupting Spy'' Poké-Power, Mime Jr. can place multiple opponent's Pokémon in the Lost Zone before he or she can respond by knocking it out.
While most deck archetypes focus on taking six prizes to satisfy the game's traditional win condition, LostGar attempts to place six of the opponent's Pokémon in the Lost Zone to win with {{TCG|Lost World}}.  To do this, the deck employs the effects of [[Gengar (Triumphant 94)|Gengar Prime]], {{TCG ID|Platinum|Palkia G LV.X|125}}, and {{TCG ID|Call of Legends|Mime Jr.|47}}.  The deck has three passable starters, immediately giving it an advantage over decks that run fewer.  {{TCG ID|Stormfront|Gastly|62}} can lock down the opponent early in the game by preventing them from playing {{TCG|Trainer card}}s with its ''Pitch Dark'' attack.  Against Trainer-heavy decks such as {{TCG|Gyarados archetype|Gyarados}} and {{TCG|LuxChomp}}, ''Pitch Dark'' can buy LostGar valuable time to set up.  {{TCG ID|Undaunted|Smeargle|8}} is also a solid start, as it can allow the LostGar player to use an additional {{TCG|Supporter card}} each turn with its ''Portrait'' {{TCG|Poké-Power}}.  LostGar's third good start is {{TCG ID|Call of Legends|Mime Jr.|47}}.  While the other two Pokémon mentioned here help LostGar stall the opponent and set up faster, respectively, Mime Jr. actually advances the deck's win condition.  In combination with {{TCG ID|Supreme Victors|Chatot G|54}}'s ''Disrupting Spy'' Poké-Power, Mime Jr. can place multiple opponent's Pokémon in the Lost Zone before he or she can respond by knocking it out.


The deck's primary attacker is [[Gengar (Triumphant 94)|Gengar Prime]].  Using a combination of speed Supporter cards, such as {{TCG|Cyrus's Conspiracy}} and {{TCG|Pokémon Collector}}, and drawing Poké-Powers such as Smeargle's ''Portrait'' and {{TCG ID|Legends Awakened|Uxie|43}}'s ''Set Up'', LostGar attempts to get multiple Gengar Prime up and running early in the game.  Additionally, a miniature [[Engine (TCG)#SP engine|SP engine]] can assist in getting {{TCG ID|Platinum|Palkia G LV.X|125}} onto the field.  From there, the deck simply uses Gengar Prime's ''Hurl into Darkness'' attack in combination with Palkia G LV.X's ''Lost Cyclone'' Poké-Power to place six of the opponent's Pokémon in the Lost Zone.  {{TCG|Seeker}} is also vitally important to the deck, as it ensures at least one Pokémon in the opponent's hand to target with ''Hurl into Darkness''.  Once there are six Pokémon in the opponent's Lost Zone, the LostGar player simply plays {{TCG|Lost World}} as soon as possible to declare themselves the winner of the game.
The deck's primary attacker is [[Gengar (Triumphant 94)|Gengar Prime]].  Using a combination of speed Supporter cards, such as {{TCG|Cyrus's Conspiracy}} and {{TCG|Pokémon Collector}}, and drawing Poké-Powers such as Smeargle's ''Portrait'' and {{TCG ID|Legends Awakened|Uxie|43}}'s ''Set Up'', LostGar attempts to get multiple Gengar Prime up and running early in the game.  Additionally, a miniature [[Engine (TCG)#SP engine|SP engine]] can assist in getting {{TCG ID|Platinum|Palkia G LV.X|125}} onto the field.  From there, the deck simply uses Gengar Prime's ''Hurl into Darkness'' attack in combination with Palkia G LV.X's ''Lost Cyclone'' Poké-Power to place six of the opponent's Pokémon in the Lost Zone.  {{TCG|Seeker}} is also vitally important to the deck, as it ensures at least one Pokémon in the opponent's hand to target with ''Hurl into Darkness''.  Once there are six Pokémon in the opponent's Lost Zone, the LostGar player simply plays {{TCG|Lost World}} as soon as possible to declare themselves the winner of the game.
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* '''{{TCG ID|Undaunted|Smeargle|8}}''' - Smeargle is the deck's ideal start.  With its ''Portrait'' {{TCG|Poké-Power}}, Smeargle has the ability to allow LostGar an extra {{TCG|Supporter card|Supporter}} play each turn, which can greatly improve the deck's set up speed early in the game.  Additionally, when a Gengar Prime is knocked out, the LostGar player can bring up Smeargle to gain its effect and then retreat it into another Gengar Prime.  The deck's dependence on Smeargle for a fast start is the chief reason many builds run two {{TCG ID|Majestic Dawn|Unown Q|49}}; with Unown Q attached, the LostGar player does not have to pay to retreat Smeargle.
* '''{{TCG ID|Undaunted|Smeargle|8}}''' - Smeargle is the deck's ideal start.  With its ''Portrait'' {{TCG|Poké-Power}}, Smeargle has the ability to allow LostGar an extra {{TCG|Supporter card|Supporter}} play each turn, which can greatly improve the deck's set up speed early in the game.  Additionally, when a Gengar Prime is knocked out, the LostGar player can bring up Smeargle to gain its effect and then retreat it into another Gengar Prime.  The deck's dependence on Smeargle for a fast start is the chief reason many builds run two {{TCG ID|Majestic Dawn|Unown Q|49}}; with Unown Q attached, the LostGar player does not have to pay to retreat Smeargle.
* '''{{TCG ID|Legends Awakened|Uxie|43}}''' - Uxie is the deck's primary drawing effect.  Its ''Set Up'' Poké-Power allows the player to draw until he or she has seven cards in hand when it is played.
* '''{{TCG ID|Legends Awakened|Uxie|43}}''' - Uxie is the deck's primary drawing effect.  Its ''Set Up'' Poké-Power allows the player to draw until he or she has seven cards in hand when it is played.
* '''{{TCG|Cyrus's Conspiracy}}''' - Although some builds, especially those utilizing [[Mew (Triumphant 97)|Mew Prime]], do not run Cyrus's Conspiracy, it is crucial in any variant running {{TCG ID|Platinum|Palkia G LV.X|125}} and/or the {{TCG ID|Call of Legends|Mime Jr.|47}}/{{TCG ID|Supreme Victors|Chatot G|54}} combination.  Cyrus's Conspiracy allows the LostGar player to grab any Supporter card, any ''Team Galactic's Invention'', and any [[Energy card (TCG)#Basic Energy cards|Basic Energy card]] from his or her deck.  Since the deck runs a variety of Supporters, two different ''Team Galactic's Invention'' cards, and ten Basic Energies, Cyrus's Conspiracy will almost always yield at least two helpful cards, making it one of the most important cards in the deck.
* '''{{TCG|Cyrus's Conspiracy}}''' - Although some builds, especially those utilizing [[Mew (Triumphant 97)|Mew Prime]], do not run Cyrus's Conspiracy, it is crucial in any variant running {{TCG ID|Platinum|Palkia G LV.X|125}} and/or the {{TCG ID|Call of Legends|Mime Jr.|47}}/{{TCG ID|Supreme Victors|Chatot G|54}} combination.  Cyrus's Conspiracy allows the LostGar player to grab any Supporter card, any ''Team Galactic's Invention'', and any [[Energy card (TCG)#Basic Energy cards|Basic Energy card]] from their deck.  Since the deck runs a variety of Supporters, two different ''Team Galactic's Invention'' cards, and ten Basic Energies, Cyrus's Conspiracy will almost always yield at least two helpful cards, making it one of the most important cards in the deck.
* '''{{TCG|Seeker}}''' - Seeker is the primary card that allows Gengar Prime's ''Hurl into Darkness'' to be effective.  The card's effect forces the opponent to pick up one of his or her Pokémon off the Bench, placing it in the hand.  Seeker guarantees that, regardless of the opponent's ability to get Pokémon out of her or her hand, ''Hurl into Darkness'' will be able to send at least one Pokémon into the Lost Zone.  Additionally, Seeker can allow the LostGar player to scoop up a damaged Gengar Prime, reuse {{TCG ID|Legends Awakened|Uxie|43}}'s ''Set Up'' Poké-Power, or generally open up a Bench spot, making at a versatile card and arguably the most important {{TCG|Supporter card|Supporter}} in LostGar.
* '''{{TCG|Seeker}}''' - Seeker is the primary card that allows Gengar Prime's ''Hurl into Darkness'' to be effective.  The card's effect forces the opponent to pick up one of their Pokémon off the Bench, placing it in the hand.  Seeker guarantees that, regardless of the opponent's ability to get Pokémon out of her or her hand, ''Hurl into Darkness'' will be able to send at least one Pokémon into the Lost Zone.  Additionally, Seeker can allow the LostGar player to scoop up a damaged Gengar Prime, reuse {{TCG ID|Legends Awakened|Uxie|43}}'s ''Set Up'' Poké-Power, or generally open up a Bench spot, making at a versatile card and arguably the most important {{TCG|Supporter card|Supporter}} in LostGar.
* '''{{TCG|Lost World}}''' - LostGar's entire premise is based on the win condition presented by Lost World.  If the opponent has six or more Pokémon in the Lost Zone and Lost World is on the field, the LostGar player can declare him- or herself the winner of the game.  The deck's strategy revolves around using whatever means possible to get six of the opponent's Pokémon in the Lost Zone and subsequently using Lost World to win the game immediately following.
* '''{{TCG|Lost World}}''' - LostGar's entire premise is based on the win condition presented by Lost World.  If the opponent has six or more Pokémon in the Lost Zone and Lost World is on the field, the LostGar player can declare him- or herself the winner of the game.  The deck's strategy revolves around using whatever means possible to get six of the opponent's Pokémon in the Lost Zone and subsequently using Lost World to win the game immediately following.
* '''{{TCG|Broken Time-Space}}''' - Although some would not consider Broken Time-Space a staple card of LostGar, the ability to evolve quickly is critical.  Getting Gengar Prime onto the field early in the game and beginning to use ''Hurl into Darkness'' can result in several of the opponent's Pokémon being sent to the Lost Zone before he or she has the opportunity to set up.  In essence, Broken Time-Space is the most important card for the purpose of getting Gengar Prime out quickly.
* '''{{TCG|Broken Time-Space}}''' - Although some would not consider Broken Time-Space a staple card of LostGar, the ability to evolve quickly is critical.  Getting Gengar Prime onto the field early in the game and beginning to use ''Hurl into Darkness'' can result in several of the opponent's Pokémon being sent to the Lost Zone before he or she has the opportunity to set up.  In essence, Broken Time-Space is the most important card for the purpose of getting Gengar Prime out quickly.
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[[File:VileplumeUndaunted24.jpg|thumb|left|200px|{{TCG ID|Undaunted|Vileplume|24}}]]
[[File:VileplumeUndaunted24.jpg|thumb|left|200px|{{TCG ID|Undaunted|Vileplume|24}}]]
''The following cards are often used in LostGar in place of certain cards included in the above list.''
''The following cards are often used in LostGar in place of certain cards included in the above list.''
* '''{{TCG ID|Undaunted|Vileplume|24}}''' - The addition of Vileplume, generally in combination with {{TCG ID|Arceus|Spiritomb|32}}, transforms a typical LostGar list into a variant of {{TCG|VileGar}}.  While the objective is still to win with {{TCG|Lost World}}'s win condition, Vileplume's ''Allergy Pollen'' Poké-Body allows for significant disruption.  By preventing the opponent from playing {{TCG|Trainer card}}s, Vileplume can greatly slow down his or her set up.  This dampens the opponent's ability to take prizes quickly, giving LostGar a longer period in which to place the opponent's Pokémon into the Lost Zone.  Vileplume is one of the most common LostGar techs, and it typically takes the place of {{TCG ID|Platinum|Palkia G LV.X|125}}.
* '''{{TCG ID|Undaunted|Vileplume|24}}''' - The addition of Vileplume, generally in combination with {{TCG ID|Arceus|Spiritomb|32}}, transforms a typical LostGar list into a variant of {{TCG|VileGar}}.  While the objective is still to win with {{TCG|Lost World}}'s win condition, Vileplume's ''Allergy Pollen'' Poké-Body allows for significant disruption.  By preventing the opponent from playing {{TCG|Trainer card}}s, Vileplume can greatly slow down their set up.  This dampens the opponent's ability to take prizes quickly, giving LostGar a longer period in which to place the opponent's Pokémon into the Lost Zone.  Vileplume is one of the most common LostGar techs, and it typically takes the place of {{TCG ID|Platinum|Palkia G LV.X|125}}.
* '''{{TCG ID|Triumphant|Spiritomb|10}}''' - Spiritomb is used to force the opponent to shuffle his or her hand into the deck.  Although giving the opponent free hand refreshment would often be counterproductive, it actually gives Gengar Prime the opportunity to place more Pokémon into the Lost Zone with ''Hurl into Darkness''.  With many decks running {{TCG|Junk Arm}} and {{TCG ID|Legends Awakened|Regice|36}} to practice hand control and limit the number of Pokémon in hand, ''Hurl into Darkness'' can occasionally prove ineffective. Spiritomb provides the means to erase any form of hand control the opponent has used.
* '''{{TCG ID|Triumphant|Spiritomb|10}}''' - Spiritomb is used to force the opponent to shuffle their hand into the deck.  Although giving the opponent free hand refreshment would often be counterproductive, it actually gives Gengar Prime the opportunity to place more Pokémon into the Lost Zone with ''Hurl into Darkness''.  With many decks running {{TCG|Junk Arm}} and {{TCG ID|Legends Awakened|Regice|36}} to practice hand control and limit the number of Pokémon in hand, ''Hurl into Darkness'' can occasionally prove ineffective. Spiritomb provides the means to erase any form of hand control the opponent has used.
* '''{{TCG ID|Stormfront|Gengar|18}}''' - This Gengar assists LostGar with certain difficult matchups where it may be difficult to place the opponent's Pokémon in the Lost Zone.  Against certain decks built specifically to counter LostGar, such as some {{TCG|Donkphan}} variants, the {{TCG|Stormfront}} Gengar can take prizes to fulfill the traditional win condition.
* '''{{TCG ID|Stormfront|Gengar|18}}''' - This Gengar assists LostGar with certain difficult matchups where it may be difficult to place the opponent's Pokémon in the Lost Zone.  Against certain decks built specifically to counter LostGar, such as some {{TCG|Donkphan}} variants, the {{TCG|Stormfront}} Gengar can take prizes to fulfill the traditional win condition.
* '''{{TCG|Junk Arm}}''' - Against opposing LostGar decks, Junk Arm can provide a way to get Pokémon out of the hand while assisting the deck's speed by allowing it to reuse {{TCG|Trainer card|Trainer cards}}.
* '''{{TCG|Junk Arm}}''' - Against opposing LostGar decks, Junk Arm can provide a way to get Pokémon out of the hand while assisting the deck's speed by allowing it to reuse {{TCG|Trainer card|Trainer cards}}.
* '''{{TCG|Warp Energy}}''' - Warp Energy helps LostGar take advantage of its multiple {{TCG|Seeker}}.  Although Seeker is used primarily to force the opponent to pick up one of his or her Pokémon, Warp Energy allows the deck to take full advantage of it by placing a damaged Gengar Prime on the Bench to be scooped up and healed.
* '''{{TCG|Warp Energy}}''' - Warp Energy helps LostGar take advantage of its multiple {{TCG|Seeker}}.  Although Seeker is used primarily to force the opponent to pick up one of their Pokémon, Warp Energy allows the deck to take full advantage of it by placing a damaged Gengar Prime on the Bench to be scooped up and healed.
* '''{{TCG|Rescue Energy}}''' - Often used in place of {{TCG|Palmer's Contribution}}, Rescue Energy allows LostGar to immediately recycle knocked out Gengar Primes.  Keeping up a steady onslaught of Gengar Prime's ''Hurl into Darkness'' attack is vital to continuously placing the opponent's Pokémon into the Lost Zone, so Rescue Energy is a common addition to the deck.
* '''{{TCG|Rescue Energy}}''' - Often used in place of {{TCG|Palmer's Contribution}}, Rescue Energy allows LostGar to immediately recycle knocked out Gengar Primes.  Keeping up a steady onslaught of Gengar Prime's ''Hurl into Darkness'' attack is vital to continuously placing the opponent's Pokémon into the Lost Zone, so Rescue Energy is a common addition to the deck.
* '''{{TCG ID|Call of Legends|Slowking|32}}''' - Players can arrange the cards of the opponent's deck in order to send Pokémon into the Lost Zone using {{TCG ID|Call of Legends|Mime Jr.|47}}'s Sleepy Lost attack.  
* '''{{TCG ID|Call of Legends|Slowking|32}}''' - Players can arrange the cards of the opponent's deck in order to send Pokémon into the Lost Zone using {{TCG ID|Call of Legends|Mime Jr.|47}}'s Sleepy Lost attack.  
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