I’ve actually come up with a pair of Stall Decks from Forbidden Light, and I think this might be the better of the two. The theme of this deck centers around this one attack:
Seven Shock 30
If you have exactly 7 cards in your hand, your opponent’s Active Pokémon is now Paralyzed.
If you were a fan of my pokemon channel, this one may feel like the Dewgong deck I made. The idea is to continually paralyze your opponent’s active pokemon so they can’t attack, and eventually they’ll run out of cards. While Barbacle will handle the paralysis, you can speed up the process with Team Rocket’s Handiwork (flip 2 coins, for each heads discard 2 cards from their deck) and Mars (draw 2, your opponent discards 1 random card from their hand). Of course it’s likely your opponent will help you along by drawing cards trying to get out of paralysis, which of course is like struggling in quicksand.
Now the big hitch is ensuring you have 7 cards in your hand when you attack. In this deck, we aim to achieve that in a number of ways. The first is draw: Cynthia, Lillie, and N all can bring you to 6 cards. Then you’ll need to find a way to get one more card into your hand. That’s where either Zoroark-GX or Scorched Earth come into play. You net 1 card each time you use one of these so if you can get to 6, you can use either of these to get to 7.
Once you’re at 7 cards, you’ll want to stay there. The easiest way is just using 1 card per turn. Of course you can use the above methods or Mars to increase your hand size, but remember you have to get down to 7. So you’ll want to ensure you have some non-supporters you can play (energy, pokemon, items, etc.) Alternatively you can play as many non-supporter cards as you wish, then play Cynthia, Lillie, or N. Then as I mentioned previously, you’ll need to use Zoro or Earth to get to 7 cards.
While using this deck, you’ll find you’re spending much of your time counting the cards in your hand and thinking about what cards you can play. Take your time and calculate properly, because this aspect is like a chess end-game. One bad move can open the flood gates, and you need to be precise to not let your opponent back into the game.
The rest of the deck helps out with the main theme. Against GX heavy decks, Hoopa SLG provides the same effect of preventing your opponent from damaging and knocking out pokemon. Counter Catcher lets you put their least attack-ready pokemon into the active slot. These two buy you time, and force your opponent to use cards to be able to attack, which means they’re thinning their deck out, which helps achieve your goal.
Lusamine helps you get back your needed Supporters like Team Rocket Handiwork or even Scorched Earth if your opponent is stadium/field blower heavy. Finally, Super Rod and Energy Recycler helps you keep from decking out yourself (and helps fuel your Scorched Earth).
Should you choose to build this deck, you’re going to get 2 types of wins from it. Either your opponent will be unable to draw a card, or they’re going to rage quit with angry emoticons. Both are equally enjoyable!
****** Pokémon Trading Card Game Deck List ******
##Pokémon - 13
* 1 Hoopa SLG 55
* 2 Zorua SLG 52
* 2 Zoroark-GX SLG 53
* 4 Binacle FLI 66
* 4 Barbaracle FLI 67
##Trainer Cards - 36
* 1 Lusamine CIN 96
* 3 Mars UPR 128
* 2 Evosoda GEN 62
* 2 Lillie SUM 122
* 2 Gladion CIN 95
* 1 Super Rod BKT 149
* 4 Scorched Earth PRC 138
* 2 Nest Ball SUM 123
* 3 Brigette BKT 134
* 4 Cynthia UPR 119
* 2 Field Blower GRI 125
* 4 Counter Catcher CIN 91
* 1 N FCO 105
* 1 Energy Recycler AOR 72
* 2 Ultra Ball ROS 93
* 2 Team Rocket's Handiwork FCO 112
##Energy - 11
* 11 Fighting Energy XYEnergy 3
Total Cards - 60
****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ******