Pokémon TCG: Sword and Shield—Brilliant Stars

APRIL FOOL'S: Claydol: Cosmic Chaos! Deck, with Article & Matchups~

renfield89

New Member
<img src="http://pokegym.net/gallery/displayimage.php?imageid=33234" alt="015 Claydol" />

This article is about Claydol.
NO! Not the uber tech that belongs in 99.5% of decks, silly! I'm talking about Claydol, the deck!
Pokemon players everywhere have only scratched the surface of Claydol's potential, simply abusing his amazing PokePower. It was a pretty rare case to go through any tournament game this season (until late) without hearing something along the lines of "Cosmic Power, 2 for 2." Yes, without a doubt, that amazing draw power is the useful norm for the Clay Doll Pokemon. But combine that draw, doubled or tripled, even quadrupled by swarming, with attack power and a good trainer line, and you have the beastly deck I'm talking about: Claydol!

Article by: Renfield89
Title: Claydol: Cosmic Chaos!
Date: March 18, 2009
Latest set released: DPt: Platinum
Current Format: DP-on

To the deck!


Pokemon (17):
4 Baltoy GE
4 Claydol GE
2 Sneasel DP
2 Weavile SW
2 Mesprit LA
1 Skuntank G PL
2 Unown G GE

Trainers/Supporters/Stadiums (30):
1 Luxury Ball
2 Night Maintenance
4 PlusPower
4 Poke Blower +
4 Super Scoop Up
1 Time-Space Distortion
1 Warp Point
4 Bebe's Search
2 Buck's Training
3 Roseanne's Research
3 Moonlight Stadium
1 Lake Boundary

Energy (13):
6 Fighting Energy
4 Special Darkness Energy
3 Call Energy


Pokemon:

<img src="http://pokegym.net/gallery/displayimage.php?imageid=33234" alt="015 Claydol" />
Claydol is the heart and soul of this deck. Get a T2 Claydol(s), and use his fantastic draw skills to swarm and setup. The beauty of a maxed out Claydol line is that getting that one card you need, no matter how few you run, isn't unachievable, since Cosmic Powering multiple times refreshes your hand over and over.
Now, if you weren't already sold on the "Wow, two for 40?" like I was, allow me to persuade you!
Typically, you will rarely be doing 40. With the Special Dark bonus every turn, 50 is easily achieved. With Moonlight Stadium/Skuntank, a simple Poison Structure/retreat combo adds up to 60. PlusPower can be a regular boost. A Poke Blower+ can be that extra 10 on a lucky flip. And Buck's can be the icing on the cake!
With all the support, and the easily accomplished Dark Engage/Spinning Attack, you're nearly always hitting for 50 or 60, T2! Yes, Claydol has potential to KO T2! Lookout!

http://pokegym.net/gallery/displayimage.php?imageid=33252
Baltoy is THE starter, and is pretty good at it with Psychic Balance, if you can clear your hand. Low HP, so beware the Sableye turn 1 (if you know your opponent is playing Tyranitar for example,) although Sableye is much less played since Cities, although the Honchkrow G/Crobat G trick is a new threat. Most important about Baltoy is.. you're half-way to Claydol! Congratulations!

<img src="http://pokegym.net/gallery/displayimage.php?imageid=31888" alt="040-Weavile" />
Weavile from Secret Wonders is a very useful card. His first attack, Shadow Charge, can power up multiple Baltoys/Claydols with the desired Special Darks, and his brilliant Poke Power Dark Engage adds the extra punch to Claydol's Spinning Attack, and makes for big hits on the Darkness-weak ghosts, Gengar, Dusknoir, and Giratina.
80HP allows him to take at least one hit while doing the setup.
The second attack, Chip Off, deals decent damage and adds disruption, but is rarely used unless you are subject to a lone Sneasel/ Weavile start do to lack of energy and the fact that.. this is Claydol.dek, not Weavile! :thumb:

http://pokegym.net/gallery/displayimage.php?imageid=31447
Sneasel DP has a decent 60 HP and can attack for 1 energy nicely, doing an unlikely but possible 30 for one via Special Dark; however, the desirable use of Sneasel, if necessary, is to Call Energy for Baltoys.

<img src="http://pokegym.net/gallery/displayimage.php?imageid=35699" alt="034 Mesprit" />
Mesprit LA is a major tech, and a necessary one. Imagine, you Mesprit and Psychic Bind and follow by Cosmic Powering once, twice, perhaps three times! The look of frustration and jealousy on your opponent's face will be a minor victory alone! A well timed, or lucky, Psychic Bind can turn the game, and continued Binding can win it. Also, its a great(ish) wall for Warp Points and such, since Claydol is so fragile as it is with 80, so 70 HP to take a hit is nice, especially with the 1 or free retreat given by Moonlight.

<img src="http://pokegym.net/gallery/displayimage.php?imageid=42324" alt="094 Skuntank G" />
Skuntank G is a new addition with Platinum, whose amazing power works well in Claydol. With a stadium in play, poison both actives (perhaps even one of your choice with Poke Blower+) and free retreat yourself out with Dark Engage. This creates another "PlusPower" to contribute to Claydol's damage output. Skuntank G also has an underrated stalling attack, and free retreat with Moonlight, so no need to fret should he be caught active.

http://pokegym.net/gallery/displayimage.php?imageid=33245
Unown G is necessary for Claydol protection from statuses, to preserve the Cosmic Power, and from damage placing attacks, suck as Damage Even and Shadow Room, or other disrupting attacks that prevent retreat in the case you need to use Skuntank's Poke Power, and to prevent statuses that would halt one of your Cosmic Powers. It can also protect Weavile in such matchups where he is game-changing due to weakness or Stuntank G where the poison damage is crucial. Free retreat with Moonlight is also nice, in case you start with it.

Trainers/Supporters/Stadiums/Energy:

Luxury Ball: Get any 1 Pokemon? I'll take it =]
Two is an option for consistency, but I feel that there are more pressing needs in the deck.

Night Maintenance: A staple card for necessary mid-game recovery of your Claydols/ Weaviles, even Mesprits for extra Psychic Binds..

PlusPower/Buck's Training: For extra, unexpected damage to add on Spinning Attack. Conserve them if possible! And stack for knockouts on Pokes such as Uxie meant to wall. Buck's adds damage to draw, possibly adding up to a knockout, or drawing into the necessary PlusPower for the KO.

<img src="http://pokegym.net/gallery/displayimage.php?imageid=41099" alt="088 Poke Blower" />
Poke Blower +: This card (underrated!) is very usable and can be quick to pull off when Claydol-cycling. The main target will be your opponent's Claydol, to cripple their setup and staying power. Even if you can't knock it out immediately, doubel Poke Blowering it and using Poison Structure should keep him locked there, with his 2 retreat and inability to Cosmic Power while poisoned. However, if there is a bench poke with 50 or 60 and you need a prize or a lead because the matchup isn't good or the game is winding down, go for it. Flipping heads can also make for additional "Plus Powers" to create more knockouts.

<img src="http://pokegym.net/gallery/displayimage.php?imageid=31491" alt="115-Super-Scoop-Up" />
Super Scoop Up: Scoop up for injured Claydols to prevent prize taking definitely, but perhaps more importantly, scoop Mesprits for continued Psychic Bind. Lucky heads can equal wins!
In addition, if you chose to play some Broken Time-Space, you can save a prize, and gain a winning advantage by 1) using Poison Structure 2) picking up a damaged Claydol, promoting a new one to the active attacker, and 3) reusing the Scooped Dol's Cosmic Power.

Time-Space Distortion: Well, you ran out of Night Maintenance and Scoops, and walled with Mesprit, and he was KO'd. Now what? Get him from the discard and Psychic Bind! Surprise! Also, setup more Claydols, duh! =]

Warp Point: Staple card in most decks. You're retreat will be free in most games due to Dark Engage/Moonlight, but for retreat-locking moves and disruption, its a must.

Bebe's Search/Roseanne's Research: Belong in EVERY deck. A necessity for setup and staying power. Roseanne has unique usefulness in also getting a energy that's been eluding you; only 3 though, since Call is played.

<img src="http://pokegym.net/gallery/displayimage.php?imageid=33290" alt="100 Moonlight Stadium" />
Moonlight Stadium: Counter stadium that provides free retreat to half the deck easily, and all of it with Dark Engage as an option for getting out of a bind.

Lake Boundary: Another Stadium for Stuntank G, and allows you to hit for double weakness on Gengar/Dusknoir.

Call Energy: Best possible start is a basic and call in this deck. And Claydol can use it if need be, so no harm done late game.


Strategy:

The strategy is to swarm Claydols in order to out speed your opponent and utilize many detrimental trainers in the process.
Ideal setup is 3-4 Claydol, 1 Weavile, 1 Mesprit, and if room/need be, Stuntank G; in the case of a Palkia G/Dusknoir DP opponent, 2 Claydols, Weavile, and a Mesprit.
The deck regularly pumps out 60 a turn, with 50 from Dark Engage and a Special Dark, and at least one of your other options: PlusPower/Buck's/Poke Blower +/another Dark/Poison Structure. Hitting the occasional 70 will be crucial to most match-ups.
Mesprit's power is one facet that must be well timed. Hit 'em early, when perhaps you think they are about to get a Claydol, heal their Regigigas, or use another potentially game-changing power, such as Lost Cyclone, Flash Bite, or Set Up.
Conserving and re-setting up is crucial, and preparation of how to get back your Claydols must be kept in mind when Cosmic Powering this many times. Taking risks, however, is equally important, such as going hard after a second Pluspower or PokeBlower +, since you have the means with this draw power. Play with an edge.


Match-ups:

Dialga G, 10-90: 10 because, well, every once in awhile they'll get that handful of Galactic tools and have nowhere to go! Yeah, trainer/stadium lock is not cool here. Stuntank G is no help. Dialga hits 2 for 50/70 and then sweeps for 80. Special Metal with give you a headache as you struggle to do damage, and then once you think it might go down, they'll pull a Galactic Switch/Poketurn/re-drop of Dialga and promote a new beast. Be surprised if you get a KO! So, if you want a fighting chance, you will need to double Poke Blower + the Claydol for sure, & pray its enough to cripple them for good.

Palkia G, 10-90: They're going to pull the same Galactic nonsense Dialga would, except this time with power lock, minus the metals. If the lock starts too early, you might be done for. Swarm Claydols to try and recover during ANY break in their Psychic Bind/ Power Spray onslaught. Your own Mesprit lock (& Giratina #9 should you tech it for this matchup) will be your best bet here. Try to pull their own trick on them!

Kingdra, 5-95: Hope and pray for the T1 KO is all I can say. What's that? You say Claydol can't T1? No, it cant; I was talking about Kingdra: hope they turn one you to save you the embarrassment of furthering the match!
If you honestly want to win, you need a T2 Claydol PlusPower on their poor lone Horsea/Baltoy start.

Regigigas, 40-60: You need to Bind them before they Bind you, and you still may need to flip some heads on the Super Scoops that you'll be desperately Claydoling for to save your behind. You have their weakness, a 2HKO actually, and a lot of damdage that can't always be healed, but if they get off one very early Sacrifice, you're through. Stuntank G is beneficial here, as they need to constantly attach to remove poison.

Gengar, 30- 70: With the addition of Stuntank G, this matchup became pretty interesting. Dark Engage for 50 X 2 w/ Lake Boundary +10 for Poison = Successful and harmless knockout! Not the easiest to set up, but doable! Don't misplace your energy drops. If Gengar is big in your meta, additional Lake Boundaries may be of good use as slots in your list. Everything you own has powers though, so.. Good luck with Shadow Room!

AMU, 20-80: If you can afford to Psychic Bind early, do it. Prevent Set Up ad Trade Off ASAP. One/two shot the first pixie and hope that they cannot recover. Otherwise, new AMU's will get off an early Supreme Blast and leave you energy-less and reeling. It's just not. good.

Dusknoir, 30-70: Well, its kinda hard to run enough Unown G to conserve more than 2 Claydols I've found, so.. you're stuck protecting one at a time, and your Weavile, as he is your ONLY CHANCE! Wait and TSD your G's for further use. This match-up is typically lost not due to the Dusknoirs, but to the techs: Brongzong MD is a 'Dol killer, Lumineon SF can completely toss your chances if you draw a basic with that last Cosmic Power. There goes your Weavile! Oh, and I'm not going to dignify Gengar as a tech with a response. Lake Boundary needs to be played wisely. Try and get crazy and take out the Lv. X with poison, too ;] Overall, you will need them to not play Bronzong, and Psychic Bind early to have a fighting chance.

Machamp, 5-95: Uhm.. See Kingdra.

Tyranitar, 35-65: Your have their weakness (2HKO), and they need a lot of things to go right! Psychic Bind them at crucial points and the game is winnable! Overcoming attacks like Grind (80 for 4, or 3 with 2 Specials) and Spinning Tail will probably be unlikely in long matches, however.

Toxicraok G/ Skuntank G, 15-85: The poison +60 combo is too fast and you have too little HP. Stunktank G will probably see play as an attcker to stall in this matchup. Mesprit bind may provide turns in which they can only hit for 20, but they may just Power Spray that, and that does only leave you at 60..

Torterra, 5-95: ... (See Machamp if you're feeling lucky, but now you're down to Baltoy!)



Techs and Other Options:
-Mr. Mime MT is a good stall that can delay difficult matchups. Free retreat is a definite plus.
-Giratina PL #9's "Let Loose" power combines well with the Mesprit lock and can take advantage of Super Scoop Up. Plus, you won't miss your hand TOO much, snice you can get a completely new one after 2 Cosmic Powers =P
-Cresselia Lv. X GE can make for additional damage and healing. A little tough to get in, but the benefits are fantastic and more easily accessible in a deck with this much draw. Helps against Gengar/Dusknoir. It probably would require the subtraction of a 1-1 Weavile line, Skuntank G and a stadium, although losing the affect poison puts on pokes such as Regigigas is one hefty price.
-TS-2 Devoluter can be a handy attack, especially for say, Mesprit, that cripples Rare-Candied Pokemon.
-Palkia Lv. X GE can replace the Poke Blower +'s, although that's potential damage loss. Can be overkill, or make the deck in some matchups. The biggest obstacle is getting him in play, and Poke Blower + just gives you more of a surprise factor.
-Palkia G Lv. X PL + more Mesprits can be effective.. but then you're trying to combine two decks Extra space would definitely need to be worked in. A 2-1 line and two more Mesprits plus another Warp Point in exchange for 4 Poke Blower + and the Skuntank and another card would be your best bet if you want to try this variant.
-Broken Time-Space is another stadium option where you can benefit, by more easily getting T2 Claydols and Weaviles. Combine with Super Scoop Up to preserve your pokes! The biggest upside to this is probably that the majority of G Pokemon "techs" are either psychic or dark, and can make use of your Moonlights as well. Only Dialga G/Palkia G variants can make some use out of Broken Time-Space with their Claydols and techs.
-Unown E GE for added HP. Unown G will still likely be the priority, and the difference between 80 and 90 isn't typically game-breaking.


Summary:
What did you expect? It's Claydol!
Well, its fun to play, and you'll feel spoiled with this much draw! It works, to an extent, but is mostly the product of hilarity and boredom. Like I said, we have yet to tap Claydol's power, and maybe you can take Claydol to the next level at your upcoming Regionals!
I hope you all enjoyed this deck and article half as much as myself!
I'd like to thank Alex for playtesting, and the rest of Team Sugarbush for their collaboration on this deck!

-Renfield =]
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:nonono:

Wow, just...wow.

Time to type up that Purugly G article I suppose. May as well type up an Unown Article too.
 
Um, if it doesn't match up well against anydeck. Why play it? Or you could use parts of this deck to make a better one.
 
How come the only time we get realistic match-ups is for an April 1 joke deck???
 
Best deck article EVER! Its the play, for sure! I seriously died laughing the whole time through the matchups.
 
I rly thought first that this deck haves even little potential, but then saw match-ups and lolled :lol:
 
Well, I guess we'll get worst and worst articles each time. Even on april fools. First glaceon now this :nonono:
 
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