Pajamas
<a href="http://pokegym.net/forums/showpost.php?p=
I've been working on this deck ever since the GE prerelease, and after three months of practice and subtle tweaking, I thought it was perfect...
I played a Battle Road this weekend and went 1-4, with my sole victory coming when I was paired down against a junior. Ouch. I feel like I'm right on the cusp of having something powerful, because there were so many instances where I was just one flip or one turn away from taking control of the game... but everybody says that when they lose. What it really comes down to is that I lack the consistency to put these tools to work.
Here is the list I played:
Pokemon (18):
3-2-2 Swampert GE (with Mudkip CG #57)
2-2 Palkia Lv.X GE
1-1 Mantine MT
1-0-1 Dusknoir DP
3 Lapras GE
Trainers (24):
4 Celio's Network
1 Glacia's Stadium (likely to be replaced by Battle Frontier)
1 Island Hermit
1 Mr. Stone's Project
1 Night Maintenance
3 Professor Oak's Visit
4 Rare Candy
2 Roseanne's Research
1 Scott
2 Strength Charm
2 Switch
2 Windstorm
Energy (18):
12 :water:
1 :fighting:
1 Multi
1 Double Rainbow
3 Scramble
The goal is to be able to control everything in the play area... once set up, you should be able to choose who your attacker is, who the defending Pokemon is, and where all your energy is, on every single turn. Very rarely should any of your energy end up in the discard pile. Palkia Lv.X's power and Mantine's body together typically act as a free Gust of Wind. Palkia Lv.X's power and Dusknoir's power frequently let you remove a threatening opponent from play. Palkia Lv.X's attack and Swampert's power allows you to keep your energy safe on the bench between turns (typically on a Mudkip, except when Bring Down is a concern).
Palkia starts are typically the best. T1, do 10 and grab my stadium. T3, do 10 and examine my deck to figure out what's prized. T3, level up (if not sooner), do 60, and throw all of the energy to the bench in case of KO. The 80 damage I just dealt is enough to KO Kirlia, Magmortar, Banette, Prinplup, or any popular starter, which is the vast majority of what you're likely to see on T3 if you went first. (If my opponent managed to make it to something more threatening by my T3, then I can take a crack at Transback, and we both get to start over.) After that, either get a Swampert and either keep doing 60 with Palkia, or bring up Swampert for 80.
The other good start is Lapras. Attach to Lapras on T1, Carry In, and get a Palkia or Mudkip on the bench to start charging on T2. One of the best uses of Carry In is to grab a Roseanne's Research, which can get Mantyke and Mantine at the same time. You can evolve to Mantine on the same turn and retreat Lapras for free, so you'll be able to recycle its energy with Swampert's power. (Incidentally, for this reason, Lapras is a much better starter than Pachirisu GE here.)
Mudkip starts are not great, unless you draw into the DRE so you can actually attack with Swampert on T3. Mantyke is dead as a starter if you don't go first (but awesome if you do), and Duskull and Mantine starts really only serve to activate my Scrambles early. Fortunately, tech starts almost never seem to happen.
Now, here's the problem I've encountered with this deck. Since it relies so heavily on Restructure, you can't have anything hanging around on your bench that doesn't either retreat for free or have a worthwhile attack. For this reason, Claydol and Porygon2 are not good plays here. I played 1-0-1 Nidoqueen d DF for a while, because the power was essentially giving me the same end result as Porygon2, but the attack was scary enough that nobody ever wanted to Restructure her out. Dusknoir also has a decent attack, though it is difficult to fulfill its cost. He gets away with it because the popularity of Moonlight Stadium often allows him to retreat for free. I've considered 1-0-1 Gardevoir SW as a tech, but I don't know what it would replace.
I'm already playing a Supporter virtually every turn, and I really can't play something like Claydol. What other options do I have to improve the consistency of this deck, to get whatever card I'm pining for out just one turn sooner? Thank you in advance for your help.
I played a Battle Road this weekend and went 1-4, with my sole victory coming when I was paired down against a junior. Ouch. I feel like I'm right on the cusp of having something powerful, because there were so many instances where I was just one flip or one turn away from taking control of the game... but everybody says that when they lose. What it really comes down to is that I lack the consistency to put these tools to work.
Here is the list I played:
Pokemon (18):
3-2-2 Swampert GE (with Mudkip CG #57)
2-2 Palkia Lv.X GE
1-1 Mantine MT
1-0-1 Dusknoir DP
3 Lapras GE
Trainers (24):
4 Celio's Network
1 Glacia's Stadium (likely to be replaced by Battle Frontier)
1 Island Hermit
1 Mr. Stone's Project
1 Night Maintenance
3 Professor Oak's Visit
4 Rare Candy
2 Roseanne's Research
1 Scott
2 Strength Charm
2 Switch
2 Windstorm
Energy (18):
12 :water:
1 :fighting:
1 Multi
1 Double Rainbow
3 Scramble
The goal is to be able to control everything in the play area... once set up, you should be able to choose who your attacker is, who the defending Pokemon is, and where all your energy is, on every single turn. Very rarely should any of your energy end up in the discard pile. Palkia Lv.X's power and Mantine's body together typically act as a free Gust of Wind. Palkia Lv.X's power and Dusknoir's power frequently let you remove a threatening opponent from play. Palkia Lv.X's attack and Swampert's power allows you to keep your energy safe on the bench between turns (typically on a Mudkip, except when Bring Down is a concern).
Palkia starts are typically the best. T1, do 10 and grab my stadium. T3, do 10 and examine my deck to figure out what's prized. T3, level up (if not sooner), do 60, and throw all of the energy to the bench in case of KO. The 80 damage I just dealt is enough to KO Kirlia, Magmortar, Banette, Prinplup, or any popular starter, which is the vast majority of what you're likely to see on T3 if you went first. (If my opponent managed to make it to something more threatening by my T3, then I can take a crack at Transback, and we both get to start over.) After that, either get a Swampert and either keep doing 60 with Palkia, or bring up Swampert for 80.
The other good start is Lapras. Attach to Lapras on T1, Carry In, and get a Palkia or Mudkip on the bench to start charging on T2. One of the best uses of Carry In is to grab a Roseanne's Research, which can get Mantyke and Mantine at the same time. You can evolve to Mantine on the same turn and retreat Lapras for free, so you'll be able to recycle its energy with Swampert's power. (Incidentally, for this reason, Lapras is a much better starter than Pachirisu GE here.)
Mudkip starts are not great, unless you draw into the DRE so you can actually attack with Swampert on T3. Mantyke is dead as a starter if you don't go first (but awesome if you do), and Duskull and Mantine starts really only serve to activate my Scrambles early. Fortunately, tech starts almost never seem to happen.
Now, here's the problem I've encountered with this deck. Since it relies so heavily on Restructure, you can't have anything hanging around on your bench that doesn't either retreat for free or have a worthwhile attack. For this reason, Claydol and Porygon2 are not good plays here. I played 1-0-1 Nidoqueen d DF for a while, because the power was essentially giving me the same end result as Porygon2, but the attack was scary enough that nobody ever wanted to Restructure her out. Dusknoir also has a decent attack, though it is difficult to fulfill its cost. He gets away with it because the popularity of Moonlight Stadium often allows him to retreat for free. I've considered 1-0-1 Gardevoir SW as a tech, but I don't know what it would replace.
I'm already playing a Supporter virtually every turn, and I really can't play something like Claydol. What other options do I have to improve the consistency of this deck, to get whatever card I'm pining for out just one turn sooner? Thank you in advance for your help.