Pokémon TCG: Sword and Shield—Brilliant Stars

Hurricane- Which version is better: the Delcatty/Magneton build or the Claydol build?

kristi

New Member
I have found that this deck is overlooked and is actually still very good. It has the advantage of weekness against magmortar, and it I have had success playing other decks with it. I did find however that it has trouble against GG. Then, GE came along and so did pachi, Claydol, and unknown G. Pachi searches out your baltoy, unknown G, and totodile (so does corsola if you don't have pachi). You can discard unknown G and attatch it to totodile and now there are no more sonic blade OR bring down problems. You can even Night maintenance it back if you need to. This way, you get 2-3 turns out of pachi instead of 1-2. My point is that Hurricane is a very good deck right now but a lot of people don't notice it.

Back to the topic, I have been testing with claydol and have found it to be very efficiant.

:smile: Props :smile:
-It is one less line than delcatty/magneton
-It has 10 more HP than delcatty/magneton
-You don't have to discard any energy to draw cards, unlike delcatty
-It can't be stopped by battle frontier
-Baltoy starts don't suck
-Stays pretty consistant through the whole game

:frown: Slops :frown:
-Late game you usually can't do over 120 damage; thus, that big, 130 HP threat can kill you next turn
-Two retreat

I have not tested the Delcatty/Magneton version as much, but here is what I think about it:

:smile: Props :smile:
-Delcatty Ex is techable and is very useful in thinning out your deck and in doing major damage with upstream
-Delcatty always gets you three cards when you discard an energy, whereas claydol can sometimes get you one to none
-Delcatty and magneton both have one retreat, not two
-Magneton helps keep energy out of the discard, while helping thin out your deck
-Magnezone is techable

:frown: Slops :frown:
-Battle frontier shuts off delcatty
-2 pokemon lines, whereas claydol is only 1
-Delcatty and Magneton both have a low 70 HP
-Skitty is donkable if you see a riolu, though they aren't that common lately
-You have to discard energy to draw cards with delcatty

So which build do YOU think is better? I don't really know; I just think that this deck is pretty good.

Thanks, and please put why you think which version is better!!!:thumb:
 
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I like the Claydol version better because it gives you 4 extra slots in the deck.

But regardless, either version loses to G&G because they just Psychic Lock after you Energy Cyclone.
 
:frown: Slops :frown:
-Late game you usually can't do over 120 damage; thus, that gallade can kill you next turn
-Two retreat

imo this is wrong late game gg players are lucky to have 2 prizes to flip over when ur dealing with 130 hp pokes.
 
I have played against the Claydol version, it works well, and YES, more consistant too
 
Mag/catty version does better against gg with certain techs and can usually get the ohkos when needed. But even then it is roughly 45-55 so idk.
 
I like the Claydol version better because it gives you 4 extra slots in the deck.

But regardless, either version loses to G&G because they just Psychic Lock after you Energy Cyclone.

are you crazy .. obviously you guys dont play well with it .. i went 6-0 on a side tounament and i missed S/P/T because of resistance .. the only way .. those two tounaments i went 2-1 against gg .. and the loss was because .. 2 totodile's and 2 feraligatr's were in my prizes not to mention a DRE .. T_T" .. and i still put up a fight .. it went down to time and it was 2 prizes to one T_T" .. only if you get turned two locked will you be a forsure loss .. but other than that it was almost a 60/40 win for me .. if by turn 3 they dont start locking you and the claydol version doesnt work that well .. and corsola start helps like in the other thread .. its more consistant .. and plus .. you really only need that skitty totodile and magnimite with the rally ... there 3 different types .. so might as well stick to the corsola .. instead of pashi ..
 
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are you crazy .. obviously you guys dont play well with it .. i went 6-0 on a side tounament and i missed S/P/T because of resistance .. the only way .. those two tounaments i went 2-1 against gg .. and the loss was because .. 2 totodile's and 2 feraligatr's were in my prizes not to mention a DRE .. T_T" .. and i still put up a fight .. it went down to time and it was 2 prizes to one T_T" .. only if you get turned two locked will you be a forsure loss .. but other than that it was almost a 60/40 win for me .. if by turn 3 they dont start locking you

idk what bad G/Gs you were playing against but Tsunamie has a very bad match/hard-up vs. G/G. It doesn't matter if they don't Psychic Lock you early, because they can still Wager then lock you mid game which is just as bad. Most of the time it's bad even if you win the Wager.

I personally like the Magneton/Delcatty version because it's guaranteed damage. With Claydol you are relying on complete straight draw. which mentioned before sometimes is 0, even with 2 Claydols out. I've tested it with Magneton/Claydol, and still Delcatty/Magneton still get more damage out put then Claydols and are still very consistent.

So "Caton">Claydol, IMHO.
 
idk what bad G/Gs you were playing against but Tsunamie has a very bad match/hard-up vs. G/G. It doesn't matter if they don't Psychic Lock you early, because they can still Wager then lock you mid game which is just as bad. Most of the time it's bad even if you win the Wager.

I personally like the Magneton/Delcatty version because it's guaranteed damage. With Claydol you are relying on complete straight draw. which mentioned before sometimes is 0, even with 2 Claydols out. I've tested it with Magneton/Claydol, and still Delcatty/Magneton still get more damage out put then Claydols and are still very consistent.

So "Caton">Claydol, IMHO.

nahh these were top players .. one was running the same deck as second place winner..

and i agree with the delcatty ... in my deck if they dont lock you .. i consistantly get enough energies .. by like turn 7 i have every card in my and except energies and thats all in my deck cause i keep energy cycloning them ..

with claydol .. you kinda get screwed if you dont play those cards in your hand .. not to mention even if you return it two of those cards to the bottom .. your only drawing up to six .. what happens if you have like 6 in your hand that means you're only drawing two after putting two on the bottom .. yeah it has more hp .. but when ae you ever gonna attack with delcatty ... if you play the deck the way i do i always have a second feriligator set up .. and ready to attack ...
 
yeah delcatty is the way to play it, the trick to usinf claydol is that you use stuff like wager or rowan's to get a decent cosmic power, and if you can get a good one anyway you cosmic power then steven's instead

plus breaking tail becomes more used with claydol because you use wager for hand disruption and less focus of the deck is on one shotting things,

they're both completely different really but since delcatty magneton can tech in magnezone it has an advantage
 
i've never tryed it, i don't play it my gf does, but she uses plusle and i've noticed that she doesn't have 2 basic energies in the discard early on, she doesn't like magneton but if i can get her to try it and find some room for it than i'll definately give it a shot
 
Gardevoir sw can be interesting in here.

can't OHKO Gardy w/o Lake Boundary, a NO in my book. Even with Lake Boundary if you have a DRE on it, it still can't so 5/10 for that tech against G/G.

I do see it's use as almost every deck is playing Roseanne's but the thing we are looking for besides set up guys is techs against the Metagame. Being that G/G is it's hardest match-up I would look a different way like Mismagius or Grumpig.
 
Claydol if you wan't the 4 extra cards in the deck, Delcatty/Magneton if your okay with -4 cards in the deck.
 
Claydol version

I say that cuz if ure trainer line is good,you can thin out the deck quick enough to do 120 still and u have to play pluspowers.Also ure draw cards have to be great.
 
too many pokemon.

DM version is the way to go. It does so much damage then dm can do. And can 1hko almost everything every single turn.

????

It's exactly the same as DM. 2-2 Claydol -or- Delcatty and your Mags line. More if you feel you have room. Has anyone tried running all three? Say 2-2 Claydol, 1-1 Delcatty, & 1-1 Mags?
 
3-3 line of delcatty you need it for consistency and you need 1-1 magneton which isnt that good so 2-2.
Its pointless to have like 1-1 line unless tech like magneton in claydol. And ive tried claydol in DM but it isnt that good b/c after one or two times it just sits there for the rest of the game except maybe one or two tgw. Which they'll proably be phycic locking you too.
 
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