Pokémon TCG: Sword and Shield—Brilliant Stars

Hurricane---For Worlds???

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kristi

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Pokemon: 20

4 Totodile
3 Croconaw
3/1 Feraligatr/d
3 Claydol
3 Baltoy
1 Magnemite
1 Magneton
1 Pachirisu

Trainers: 24
4 BeBe
3 Rare Candy
3 Great Ball
3 Master Ball
4 Roseanne's Research
2 Night Maintenance
3 Crystal Beach
2 Steven's

Energy: 16
16 Water Energy

Strategy:
Do lots of damage with Feraligatr's first attack.

Consider this list. Gatr d is the Key card here. With SOOOO many decks running claydol (2 retreat), Gardy included, you can bring it up with drag off and then you have at least one turn to setup. Crystal Beach is the play because you only need 2 energy to use your main attack. In a deck like that, you almost HAVE to run beach. I'm going to test this against gardy and see if it stands a chance. BTW, if they run dusknoir, that's even better (3 retreat).
 
Claydol doesn't grab enough energy, CattyTon is too slow and inconsistent. Both get shut off by Cess or Plox. That's a lot of big problems for the deck to overcome.

The "main" attack is Breaking Tail against Gardy, assuming they don't go aggro with Gallade on you. DRE would help a lot.
 
Hurricane i feel is still a very viable deck for worlds. The 1 d feraligatr tech is good especially since alot of Empo is gonna get played.

The deck probably does need more Pachi and Chatot
 
Add another 1/1 of Magneton. Empoleon will just snipe it. What if any part of the 1/1 of Magneton is prized, or any of the Night Maintenance? You will have a hard time playing with only a 1/1 of Magneton.

~ JMO, Psyco
 
A single Chatot in here would be a good idea. I like the idea of targeting the Claydol's to get a few turns setting up. When I was playing against G&G with Hurricane (this was hp to sw) I couldn't do that, but IF you could get around Psychic lock, you stood a good chance at winning. You also really should have 1 or 2 lightning energy for Gatr d.
 
1-0-1 Ampharos d tech? That way the body helps everyone else too :d

Heck, even ER2 to get rid of plox lock for at least a little while might be good.
 
1-0-1 Ampharos d tech? That way the body helps everyone else too :d

Heck, even ER2 to get rid of plox lock for at least a little while might be good.

Techs are bad in here. The deck needs to move as fast as posible so the lines need to be simple.
 
Crystal Beach might seem the play, but I don't see how you can pass up the opportunity to use DRE and Scramble in here (not to mention call energy, with the number of varied basics you want to set up). Maybe Dawn's as a counter, or no stadium at all?
 
but think about this...your looking for the one turn ko thing...you'll need more energy to pull that off if you plan on doing it early game...of course late game you have discarded what is useless. also to maximize your chances to pull off that you'll need to max out your stevens. the thing about dusknoir is that even if you pull it up it helps them cause they will want a quick gardy to put you in the lock and eventually a lv x. the power to warp dusknoir is going to hurt you not to mention dusknoir itself. i have a problem with magneton cause it takes up space...in theory with magneton your looking at an active gatr, 2 glaydols on the bench. magneton, and prolly another gatr waiting or a starter that hasnt been koed
 
I think this still has alot of trouble vs gardy, despite the beaches. They play counter stadiums so it really doesn't hurt that much. Consider playing a Phione and dropping the great balls and masterballs,because they'll get to copy a supporter regardless.

Also- sent you a pm. :D
 
1-1 Magneton is definetly needed to be added because if either of the 1-1 line you have is prized. Magneton is really one of the most vital cards in the deck becasue then you can't really use Energy Cyclone with a devcastating impact.
 
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