Pokémon TCG: Sword and Shield—Brilliant Stars

The Aura is With Me

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Regis_Neo

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SSBB ftw!

Pokemon: 12
4 Riolu
3 Lucario
1 Lucario Lv. X
2 Baltoy
2 Claydol
1 Pachirisu

Trainers: 33
4 Pluspower
4 Quick Ball
4 Super Scoop Up
3 Celio's Network
3 Premier Ball
3 Island Hermit
3 Night Maintenance
2 Great Ball
2 Roseanne's Research
2 Stevens
2 Windstorm
1 Team Galactic's Wager

Energy: 15
13 Fighting
2 DRE

Anyways, this is your basic Speed Lucario deck. The objective is to start off by immediately pressuring the opponent with Lucario, sniping away at their bench for 20 while doing a decent 40 damage to their active. When Lucario is either near dead or needs another turn to live, level up into Lucario Lv X, activate Stance, and swing away with Close Combat for 80 or continue with Aura Sphere. Then if you can, use SSU to recycle him back into your hand, bring up the next Lucario, and repeat the process. So overall really, what you want to do is continually abuse Stance at key moments to force the game your way.

For the cards, 3 Premier Ball give you a great chance of searching out Lucario Lv X early, and rescues him from the discard should he end up there. 3 Night Maintenance give you a good chance of retrieving lost Riolus and Lucarios, and Claydol provides fantastic support by getting you needed cards, as well as recovering from either TGW or Absol starts. Plus Power lets you meat out the extra damage should you need to.

Also, just a few of my match-ups, from personal experience:

G&G: If they're not using a Cressy tech, not too bad imo. Stance absolutely hurts them if they don't get Gardy out to Psychic Lock you, Gallade can't swing at you, etc. Lucario is a 2 prize flip for a KO (providing he doesn't have prior damage), which is nice since they'll run out of steam by 3 KOs in, or quicker if they have to flip 3 prizes to get a Lucario Lv X out.

Magmotar: Having faced 3 of them at my States (winning against 2, losing to one due largely I think to a misplay on my part), I don't honestly think it's that hard to beat. 1 Aura Sphere, then a level up and Close Combat will KO him if he doesn't play a Fire after you Aura Sphere, and still within range of a KO even if he does (just lay down a Plus Power or two). Subsequent Magmotars afterward are a bit annoying since they attack for cheap, but that's why you have SSU to abuse Stance. Magmotar Lv X can be annoying though, as he can KO your benched Pokemon if you use Stance to prevent damage to Lucario Lv X.

Blissey: Yeah right...you beat them with Weakness and Lucario Lv X is devestating when you keep recycling it.
 
You only have a average chance against GG. I also have to note T1 Bannete since that is the deck that rips yours appart.
As for Magmortar....It's rare to note have any Fire energy's+ the SW Magmortar heals uppon attaching Fire energy....
The only 1 it's good against is Blissey, but that won't be seen much.
 
You only have a average chance against GG. I also have to note T1 Bannete since that is the deck that rips yours appart.
As for Magmortar....It's rare to note have any Fire energy's+ the SW Magmortar heals uppon attaching Fire energy....
The only 1 it's good against is Blissey, but that won't be seen much.

Well like I said, those matchups were based off my personal experiences. Anything that's at least 50/50 on Gallade is good imo. And yes, even though Magmotar annoyingly heals himself, your opponent still has to then weigh the benefits of trying to keep one alive (which might meet an end due to Plus Power) or to power up/heal one on the bench. Also, never faced a T1 Banette where I am...
 
To improve your matchups with Magmortar some and G&G even more you have to hit them quickly and prevent them from making a comeback. Lucario can definately fill in for the quick hitting and a timely Stance can give you an edge mid-game. The problem I see is you will loose steam if your opponent can stall you a bit and mount a comback. Magmortar decks and some G&G want to fall behind on prizes to activate Scramble and gain further energy acceleration in this way. The best counter for those two decks right now is Crystal Beach. For your deck I would drop the DRE and Windstorm and replace them with 4 Crystal Beach to add disruption to your early damage pressure. A Cessation Crystal or two should probably be in here, even though you are running Claydol yourself, to further complicate a comeback attempt. Finally you might want to think about Plusle and/or Minun in this to stablize this even more.
 
-1 Premier Ball
+1 Time Space Distortion

Premier Ball is a lovely card, but what occurs when Lucario LV.X becomes a prize?
 
Steady deck, I like it!
May I suggest that you do this :

-2 Windstorm
-2 Great ball
-3 Hermit
+2 or 3 Crystal Beach
+2 or 3 Strength charm
+1 TSD ( if you can)
+1 Castaway
 
Yeah, you don't meed as many searchers for Pokemon as you have. Drop some of them, and put in more useful stuff like strength charm and Castaway. Oh but Xenoz, Crystal Beach kills DRE. I don't know that you need more than 2 Night Maintenance, and the Hermits can go too. Also go down 1 or 2 SSU's, since combined with Night Maintenance and all the pokemon search engines you have, it won't be hard to recover Lucario Lv. X.
 
Yeah, you don't meed as many searchers for Pokemon as you have. Drop some of them, and put in more useful stuff like strength charm and Castaway. Oh but Xenoz, Crystal Beach kills DRE. I don't know that you need more than 2 Night Maintenance, and the Hermits can go too. Also go down 1 or 2 SSU's, since combined with Night Maintenance and all the pokemon search engines you have, it won't be hard to recover Lucario Lv. X.


The point of Crystal Beach I believe is to shutdown such cards as DRE. If he plays it smart it should prove no problem. I think he does need to keep NM becuz no mater how many search engines he plays he can't get LV. X out of discard pile. Also if he lowers SSU and NM it would not go well.
 
Crystal Beach I think is worth considering; like it's been said, it helps in shutting down the opponent's special energies. Yes, it does hurt somewhat since I use DRE, but ideally I'll only be using DRE anyways in pinch situations that require the extra energy that turn. But I think I'll keep Windstorm, in the case I need to destroy my own Stadium in order to use DRE for that turn. I have my NM count at 3 because I've found 2 to be too inconsistent, especially when I need it the most (Premeir Ball gets Lv X out of the discard too btw Xenoz Blaid). And I definately want to ditch Hermit for a better form of draw, maybe Professor Oak's Visit or something, but Hermit is useful since it lets me scout out prizes in case my 1 Lucario Lv X is prized.
 
Oh, sorry I didn't even see Premier Ball. :lol:
Yeah hermit for oak might be good. You could try 1 or 2 hermit and 1 or 2 oak.
 
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