Pokémon TCG: Sword and Shield—Brilliant Stars

STRATEGY TOPIC SPOTLIGHT #1 = CONSISTENCY - what is it?

Rogue Archetype

Moderator <br> Contest Host
This week, we need to discuss the secret weapon that every tournament champion has in common: DECK CONSISTENCY.

In this thread, let's discuss the meaning of deck Consistency and how to arrive at a high degree of consistency.

BackStory:

I used to pride myself in coming up with DIFFERENT deckbuilds that used Pokemon combos nobody would even dream of taking to tournament. They'd perform badly.

I entered a deckbuilding tournament on PokeGym (this is year's ago) and submitted, what I thought, was the most awesome deck featuring Raikou. It was scored very low. Well, of course, I PM'd and complained! :tongue: Cyrus/Kettler responded with the best-ever explanation of how my deck was creative but lacked CONSISTENCY. He explained why I would not do better than 3-3 at any large tournament (and he was spot-on because that seemed to be my record everywhere I went at the time).

I took the explanation to heart and began building out decks with intentions of making them CONSISTENT. Any deck that did not do what I had built it to do regardless of disruption or retaliation from my opponent, was cast aside.

Now, I either Top-Cut or miss on resistance in every tourney I enter.


There's some perspective.

TOPIC = Deck CONSISTENCY

Let's go!



Note: Anyone, old and new, may contribute to this discussion. Ask questions or answer them! This is how we build :smile:
 
Last edited:
Isn't deck consistency the way to take, keep and be able to recover control of the field? I'm a begginer, and I barely know what makes a deck consistant. However, supposedly there are cards able to combo with the deck to keep the consistency. I've also read that Claydol is one of the most consistent cards that have ever existed.

I hope to learn one or two things in this topic!
 
Deck consistency:

Pokemon

- being able to attack with a certain amount of damage repeatedly without overly relying on luck (coin flips, top decks)

-able to counter pokemon that have attacks that are immune to certain things ex. : Mewtwo lvl.x's Psybarrier Poke-body, Umbreon's (Undaunted) Moonlight Fang

-not overly reliant on trainers: ex: Don't play Skull Fossil, Dome Fossil, anything Fossil, because of Spiritomb's (Arceus) Keystone Seal or Vileplume's (Undaunted) Allergy Flower and can help out if there is a trainer lock ex: Combee (Platinum) to get back basics from the discard

-a deck needs synergy in order to be more consistent, so if there are energy costly attacks or attacks that discard energy, you need a way to make up for that with energy acceleration

- there should also be pokemon that can draw cards with attacks or poke-powers:

Unown R, Ninetails, Noctowl, Vulpix (Platinum), Unown ?, Uxie (Legends Awakened), Uxie lvl.x,
Giratina (Let Loose)

-there should be pokemon that can search out energy or reduce retreat costs in order to save energy attachments or ensure energy attachments each turn ex:

Unown Q (Majestic Dawn) to reduce retreat cost
Unown Darkness (Undaunted) to get energy

-there should be pokemon with nifty energyless attacks:

ex: Gyarados (Stormfront)
Chatot (Majestic Dawn)
Lumineon (Stormfront)
Octillery (Platinum) -- relies on coinflips but hey

- pokemon that can get other pokemon out or have "Call for Family" Attacks:

ex. : Beedrill (Rising Rivals)
Weavile G (Platinum)
Exeggutor (Legends Awakened)
 
Alazor: Must a deck have to have all of that, or just some of the points you stated? How many of these points should be accomplished to have a consistant pokemon rooster?
 
I guess General Rules for Pokemon:

Draw power pokemon are the most important
Energyless attacks that are powerful are second when it comes to pokemon consistency
NO pokemon that that require trainers to get into to play (Fossil) pokemon
NO pokemon that rely on coin flips to do damage (generally)
I like Giratina (Let Loose), because it lets me shuffly my deck AND my opponent's deck and is useful late game to disrupt my opponent and keeps me from decking out and works well with Seeker
I like Uxie (Legends Awakened), because I can play a lot of cards from my hand and then draw lots of cards (deck thinning)
People might be considering to be playing Pichu (HGGS) , because of Seeker
If playing lines thinner than 2-2-2, consider Azelf (Legends Awakened)
Sorry Octillery (Platinum) Gyarados (Stormfront) is more consistent
 
Last edited:
Consistency is all about a trade off between having your deck do what it is supposed to do as often as possible, and having space for fancy tricks and techs.

Let’s face it, everyone wants those fancy tricks . . . they can turn a bad match up around, or give you deeply satisfying flashy wins that lead to other people copying your tech at the next tourney you go to.

However, the fact that Pokémon tournaments are played in Swiss format means that the decks that come out with the best record are those that perform most reliably . . . that do the thing they were designed to do most often. Yes, they may have to take a near-autoloss along the way, but because they didn’t sacrifice consistency to try and address that near-autoloss, they stand a better chance of winning their other match ups. That’s why they end up going X-1 instead of struggling to break even.

Being able to tech is obviously important, but doing it right depends on a good read of the metagame. Example, if you take out Prem Ball, Communication, or Junk Arm to make room for a Mewtwo counter in Luxchomp, then you are going to be at a disadvantage in the SP mirror against people that still run those cards because their decks will be faster and more consistent than yours. Sure, if someone DOES turn up with a Mewtwo, you will be better off against them . . . but while the other SP decks might take a loss in that match up, they will generally be winning the mirror while you fail.

On the other hand, if your meta is full of Mewtwo techs . . . then you have just made the smart play.

New player decks are often inconsistent because they just aren’t experienced enough to know how important consistency is. Once you have played enough games, you slowly realise why 4-2-1 Pokémon lines mean that you hardly ever get to attack with Charizard, and that playing 1 Rare Candy in your deck is next to useless. It can take longer than you think though . . . and some people never get over that stupid ‘heart of the cards’ thing . . .’oh, I only play 1 of those because I always seem to draw it when I need it’ . . . yeah, that’s basically rubbish, and I'm putting that kindly.

A tougher issue is experienced player inconsistency. That is a result of wanting a deck to do too much. In order to find space for techs and tricks, you start chipping away slowly at your consistency cards, so the 4 Collector you had in your original list then becomes 3, and even 2. I’ve seen some players say that they only want 2 Collector because the card is only good early game. The thing is, that’s the best reason to run 4 of them . . . because you want to do everything possible to make sure you get it early, when it’s good! I’ll take a mid-game dead draw every time if it means my chances of setting up increase. After all, if you don’t set up, you likely won’t have a mid-game to worry about.

I’m not saying that everyone has to run 4 Collector, 4 Bebe, 4 Call, 4 Communication, and 4-4-4 lines of everything in every deck. The point I’m making is that whenever you compromise those lines, you will get a consistency drop . . . so you really need to make sure it’s worth it. Don’t tech for a rare autoloss if it means being handicapped in a common mirror. Don’t waste space on ‘win more’ cards for good match ups. Keep your deck focused on what it does best.
 
I want to discuss, analyze, and argue for the important of consistency in lists, especially at this specific point in the season.

First, we must explain what it is we mean by consistency. We will be using our friend Webster's third definition for the word:

agreement or harmony of parts or features to one another or a whole

This is a very important concept to grasp. The whole of a deck is its purpose, intention, or main strategy. My viewpoint is similar to the designers of the 20th century- form follows function. The form of the deck, which cards are chosen to be in it, must follow the function of the deck, its strategy or goal.

For a deck like Dialga G X and Garchomp C X, usually called DialgaChomp, its main strategy would be to build a defensive and disruptive pokemon and heal it to deny prizes. It does this by including special metal energy, Garchomp and Poketurn to heal, Warp Energy to manipulate the field of play, and many trainer cards to search out specific pokemon to facilitate this basic strategy. Sometimes people use ancillary pokemon like Uxie LA or Spiritomb AR to help speed up the process of achieving the main strategy.

The dominant principle here is that a deck's contents should be at their best agreement or harmony possible to produce the desired whole and deck strategy. This means a number of things, and what we will discuss here is that it means your deck must be as consistent as possible, without becoming a hindrance.

I think a lot of people on the PokeGym and at tournaments fail to take this into account, and a huge amount of losses can be attributed to this flaw in deck construction that is never adequately argued for. People typically speak of jargon and non-sense when they talk about consistency. People throw the word around easily, and don't understand why it is important, or how it is actually achieved well.

If we take consistency to be important because it advances the goal of the deck, and thus the achieves the purpose and nature of the deck more fully, then we must try to achieve this principle as well as possible. To do this, we need to consider a lot of probability and tournament structures. There are obvious trends and certain threshhold probabilities that you would want to seek, or can rationally conclude to seek, and I will try to showcase those specific areas.

The first area we will discuss is the most basic one, and this is of energy. Many decks in the past commonly had one fourth of their contents devoted to energy, which was the resource needed to attack and retreat. Pokemon had higher attack costs, higher retreat costs, and there is a one-attachment per turn clause in Pokemon, making it very detrimental for a deck to not take full advantage of this. Attaching an energy every turn is important, and is a main contributor to losing. A single energy drop can mean a missed turn of attacking, and one turn is often all that decides the outcome of a game.

How do we know how many energy to run in order to attach an energy every turn?

That number will depend on a lot of factors, such as how expensive your Pokemon's attacks and retreats are, as well as what kinds of energy they can run. However, with that said, there is a large trend towards contemporary lists to run around 12 energy. Let's look at how this compares with probabilities, specifically drawing an energy in your opening hand.

With 12 energy, you will open with one 81% of the time. If you play 15 energy, you will open with one about 88% of the time. This is a jump in about 7%. However, if you only ran 9 energy, you would only open with an energy 70% of the time. The pattern in this progression is not geometric- as more energy are added, there influence on the odds of starting with an energy decrease. Eventually there is a point where the cards are not adding enough influence to the probability of opening with it compared to how other cards might bolster consistency. That is a kind of threshold that I noted earlier, and is what we want to hit and maintain. There is usually a certain margin that allows for relatively large gains in starting with an energy, and allowing for just enough starts with energy so that your deck can perform well in a tournament without having too many energy devoted and squandering otherwise precious space in a deck.

There are many Pokemon odds calculators, and I have tried to do basic math for opening information around the forum, so I will only go into the examples that I deem fitting and I think will be appropriate to convey the message. There are a billion exceptions to the ideas I will be putting forth, but it does not affect that overriding argument of the thread, which is based purely on rationality. With decks like Jumpluff and Gyarados existing, previous standards of energy devotion are quite different.

So how do we create our range and threshold of what is acceptable for starts?

We do this by looking at the particular tournaments we will attend, and how well we want our deck to perform.

Let's take a Battle Roads and Nationals as two comparisons.

The Tournament Operation Procedures gives this table for top cuts:

Players per age division /// Swiss Rounds /// Single Elimination (Top Cut)
6-7 /// 2 or 3 /// None
8 /// 2 or 3/// Top 2
9–15 /// 3 or 4/// Top 2
16 /// 3 or 4 /// Top 4 or 2
17–31 /// 4 or 5 /// Top 4 or 2
32 /// 4 or 5 /// Top 8, 4 or 2
33–63 /// 5 or 6 /// Top 8, 4 or 2
64 /// 5 or 6 /// Top 16, 8, 4, or 2
65–127 /// 6 or 7 /// Top 16, 8, 4, or 2
128 /// 6 or 7 /// Top 32, 16, 8, 4, or 2
129–255 /// 7 or 8 /// Top 32, 16, 8, 4, or 2
256 /// 7 or 8 /// Top 32, 16, 8, 4, or 2
257-511 /// 8 or 9 /// Top 32, 16, 8, 4, or 2
512 /// 8 or 9 /// Top 64, 32, 16, 8, 4, or 2
As far as a Battle Road will go, you will often see 32 and less competitors, which means you will probably have 4 or 5 rounds, or even 3 rounds if it is small in attendance. In these events, the ratio of wins to losses to get into a top cut is much smaller. For example, if there is a top 4 with 16 people, one person will be 4-0, and another three will be 3-1, so you know you need to win 3 games if you lose one to get into the top cut. As we move along the numbers, primarily into the 257-511 range, the numbers expected for each pod in Masters at US Nationals, we will have our 9 rounds as the tournament announcement specifies, and top 32 cuts for each of those pods.

9 rounds with a top 32 will typically mean that 7-2 and above will make it into the cut, depending on how many are actually in the tournament.

This means that you can afford to take two losses to make it into the top cut. If you lose your first round, you have to win 7 out of the next 8 rounds to get into the tournament. Well, let's say that you could lose any of the 9 rounds due to poor luck or a bad opening hand. If you have one of those situations occur, and you lose because of your very poor set up, then you have to win 7/8 of the other games.

Can you reasonably expect your deck to do well without adequate consistency?

What if you lose 2 of your games because your set up was slow? You must reasonably expect your deck to then "win out". It is hard to avoid problematic or slow starts, but you must account for them when building a consistent deck. If you have a deck that is allowing too many losing starts, you will have an immense burden for your deck when it does set up. Do most decks even win 7/7 games when they reasonably set up? Not usually.

With this in mind, we want to avoid having bad opening hands, because the first 2-3 turns usually determines the outcome of the match.

What is a bad opening hand
?

A bad opening hand is one that does not allow for the deck to achieve its goals. This means that the player is unable to establish its core strategy and begin to succeed in winning. If the player cannot set up an attacker, or attach energy to attack, or have enough pokemon in play, the player will usually and eventually lose. A player has to get set up to win, and in this format people are not taking the proper considerations to do so.

If we play a deck with 6 basic energy, and use 3 roseanne's research, we can calculate the odds of being able to attach an energy turn one. With 6 energy, you are attaching energy going first a little over half of the time. Even with a roseanne's research, you must go second to use it, so only 50% of the time does it increase your opening odds from 6 to 9. With this in mind, if a deck you run must use 2+ energy attachments to attack (like Gardevoir), and you need to attack by turn 2-3 to maintain early game power, then you need to attach an energy turn 1 as often as possible without hurting the space for other needed and assisting cards. A deck like Gardevoir would be best running at least 13-14 energy, so that on average they will be able to open with an "energy out" 90% of the time or so. This means that in a tournament like Nationals, you will admit one time to not drawing an energy and being behind, and possibly losing etc. Any higher than 10% and you will begin to drift into having this happen more than once a tournament. If it begins to lean towards twice a tournament, then your two losses are already accounted for, and you are expecting your deck to perform perfectly which is unreasonable.

Different decks need different energy considerations, but it is important to know the odds of drawing energy, drawing outs to it, and what your ideal odds of drawing them are to be.


With that in mind, one would need to begin to think of the set up in general.

It is important not only to attach energy, but to set up your attacking pokemon. With this kind of information in mind, it is important to play enough pokemon search cards to consistently get out your attacking pokemon in order to maintain your strategy. Cards like Roseanne's Research, Bebe's Search, Call Energy, Pokemon Communication, Pokemon Collector, and Luxury Ball remain some of the best trainers and cards in the game because of their ability to precisely search from the deck desired pokemon, sometimes with exact specificity, and other times with more vague but numerous application.

Something that I dislike seeing is people using less than the maximum number of allowable cards for something that is very strong and consistency boosting. The best card in the format, Luxury Ball, is argued to be the best card because it should be included in every deck.

With only a minor drawback- the inability to search out level X pokemon, the non-supporter trainer can get any other pokemon, basic, legend, stage 1, and stage 2 without any other implications. In this way it has a huge function range with little drawback. One should be in every deck.

Yet I see decks without this card. I see decks that run stage 2 pokemon that only run 3 Rare Candy. I see decks that need a t1 energy drop every game to truly be successful play less than 10 energy and not attach one turn 1 25% of the time. These people are not building their decks properly. These are often the same people who complain about poor luck. The truth is, unless your deck is filled with consistency-boosting cards, you will not have enough outs or probability to set up properly and fulfill the function of the deck. When my opponent is playing Gengar, and prizes 3 Gengar and doesn't play Azelf- he is at fault. Attributing this poor circumstance to luck is not possible, because there exist cards that can usually overcome this difficulty. Azelf LA is such a card for us.

Similarly, if my opponent has all of his Gengar prized, he cannot get them into play. If one does not have the sufficient energy or pokemon in play- which are obtained by consistency-boosting trainers and energy, then one will be operating similarly as not playing an Azelf LA. Much of the luck is in our control. I get tired of people complaining about situations, only to hear that they didn't use call energy, or only ran 3 Bebe's Search, or cut the Rare Candy down to 3.

One must remember that in cutting consistency cards for other 'tech' cards, one is making a small sacrifice towards the ability of the deck to achieve its entire function. If you don't set up, that tech card will be useless. Finding the individual balance and harmony for a deck is extremely difficult, and usually requires extensive playtesting, and I think- analysis of probabilities and tournament structures.

I know at a 9 round nationals where I need to go 7-2 that I will want to attach an energy turn 1 8/9 or more of the time, and I will likely want a card to get basics or an evolution once my basic attacker is obtained 8/9 of the time or more. I can only reasonably allow my deck to accept one loss to poor set up, trying to reduce it further will usually hurt the overall power of the deck by marginally increasing the consistency, and trying to reduce it less will allow too many losses to do well at this large event. I must take this into account, and so should you. When you see a deck that runs no call energy, yet has colorless attack costs, or a deck without luxury ball, or a deck that is using cards like Pokedex or Pokeradar at the expense of having enough precise-search cards like Pokemon Communication, Bebe's Search, etc. to get out the attacking pokemon early and effectively you should CRINGE like I do.

Too many people blame luck more than themselves. In this format, we have an absurd number of cards to allow for optimal consistency. If you don't take advantage of them, or consider them properly, then you will not reasonably do well.

Thanks to R_A for reminding me of what I like to do here- help the community and try to improve things. Trust me, you will have a lot more fun at Nationals if your deck is able to achieve its function, and you need to be willing to dedicate enough cards to achieve such a goal. The number and ratios are up to you to find, but don't be lazy. I want to see more Call Energy and Pokemon Communication out there in the Deck forum, and less Pokedex Handy 910.

TL;DR
You can't expect to do well at a tournament unless you provide your deck enough consistency, and the consistency you do use must be practical in terms of its space consumption and actual probability of assisting in the deck achieving its main strategy.
 
I totally agree with what baby_mario said.

IMO, deck building is like a juggling act. You have to balance consistency and ur tech lines. it is a fine balance between under-teching and taking too many auto-loss and over-teching so much that you hurt ur consistency and loss an auto-win matchup.

Consistency means your deck set up as fast and as stable as possible, taking into account disruption and such. However, as i said before, it is a fine balancing act, which sometimes make running a slightly less consistent deck more viable simply because it is better able to respond to the meta.

For example, i played this rogue legend deck for my citites and i only ran two collectors. Why? Admittedly, running two collectors means i have a much less chance of opening with one, and a much higher chance of getting donked, but my reasoning was simply because i needed the space for running techs for the unfavourable matchups and running other cards that help me set up better while also preventing donks, e.g. bebe's since im playing a legends' deck. In the end, i was pseudo-donked by a sp deck, but i do not regret my choice of running only 2 since it helped with my other matches.

I think the most important thing about deck building is to know what your deck is supposed to do. Does your deck need to pump out basics fast? (e.g. gdos) In that case, it is a good idea to play a high collector count. On the other hand, if your deck is a tank-ish build, which focuses on outlasting your opponent, such as steelix, maybe u can get away with 3, or even 2 collectors. You have to know and understand your deck inside out so as to be able to know what consistency boosting cards u need.

Ultimately, I believe in continuously play-testing your deck. While testing, keep obeserving your hand, what card do you always need but never seem to draw into? What card to you always seem to have too many of and is clotting up your hand, preventing a uxie drop? Tweak your deck, and continue play-testing.

Hope my two cents helped!
 
Well said Ryan, now I don't have to talk about consistancy and give my analysis. Very good indeed, sir.

I will simply say the following...

No matter what the deck is, no matter how good the poke lines are. If you maintain very good consistancy, the worse decks in the format are a threat!

Consistancy is key, without it it will be a long, and painful day.
 
((((((((( HE JUST POSTED A WHOLE LOT OF STUFF. )))))))

For those of you who didn't have the benefit of RyanVergel when he was a mod on this site.

He posted stuff like the above DAILY!!!

He selflessly posted complete decklists to those who needed help and was just an incredible contributor to this forum. Ryan is one of the people that really made this forum an invaluable resource for ME when I first came around here lurking on this site.

Thank you SO MUCH for stopping by and offering that up Ryan!!

Back on topic . . .


SIMPLY PUT ... (this is my opinion)

GREAT CONSISTENCY = Completely executing your setup on the first two turns every single game REGARDLESS of your openeing hand.
 
Last edited:
Obv if you want really awesome consistency, then run 4 Sableyes and 4 Cyrus' and 4 Uxies

That way you can Cyrus for everythang right from the beginning, unless you're unlucky and get an Unown Q start

Then just gg and flip table
 
Obv if you want really awesome consistency, then run 4 Sableyes and 4 Cyrus' and 4 Uxies

That way you can Cyrus for everythang right from the beginning, unless you're unlucky and get an Unown Q start

Then just gg and flip table

From now on, only serious contributions will be encouraged.

Please refrain from random comments that aren't intended to help.
 
Last edited:
Some REALLY basic, simple consistent backbones for decks.

These should be tweaked according to your style and needs, but it's a good idea of what a deck should run if it wants to work quickly and efficiently. These are not decklists, they are generic guides of what you want to include and what you might want to remember if you're building a new deck and are forgetting some of the common consistency cards (I do that all the time x_x).


SP Variants

POKEMON:
- 2 Uxie [[Lv. X recommended]]

TRAINERS:
- 4 Cyrus' Conspiracy
- 2-3 SP Radar
- 1-2 Bebe's Search
- 2-4 Pokemon Collector
- 1 Luxury Ball
- Optional: 1-2 Premier Ball
- Optional: 1-2 Professor Oak's New Theory

ENERGY:
- 4 Call Energy (Personally I always play Luxchomp with Call energy <3!)


Evolution Variations

POKEMON:
- 2 Uxie
- 4 Starter [Spiritomb AR or Sableye SF generally]

TRAINERS:
- 4 Pokemon Collector
- 3-4 Bebe's Search
- 1 Luxury Ball
- 2-3 Broken Time-Space
- IF STAGE 2: 4 Rare Candy

ENERGY:
- 4 Call Energy (<33!)

Others can feel free to remind me of stuff I have forgotten, particularly for the evolutions list.
 
Here is Professor Elm's Nationals Deck that is pretty consistent I obtained it from this thread of course this was from last format but some of this consistency can still be applied.

Pokemon (22)
4 Kingdra (3 prime/1 LA)
2 Seadra (LA)
4 Horsea (LA)
1 Donphan (prime)
1 Phanpy (SW)
1 Dusknoir (DP)
1 Duskull (SH2)
3 Claydol (GE)
3 Baltoy (GE)
2 Uxie (LA)

Trainers (31)
4 Roseanne's
4 Bebe's
2 Judge
1 Palmer's
4 BTS
4 Rare Candy
4 Communication
4 Warp Point
3 Expert Belt
1 Luxury Ball

Energy (7)
2 Multi
4 Water
1 Fighting

4 Rare Candy AND 4 BTS which gives 8 ways to evolve quickly instead of just 4 Rare Candy or 4 Broken Time Space, 4 Communication AND 4 Bebe's Search AND 1 Luxury Ball gives 9 specific search cards for any pokemon in the deck instead of just 4 or 5. Most decks played 2-2 Claydol in drawpower, this deck played a thicker line of Claydol which adds to drawpower (and also keeps from decking) this is probably why even though there are 1-1 lines Azelf is not added because of bench space (Seeker wasn't out yet) and instead an extra Claydol could fit on the bench. 2 Uxie (Legends Awakened) is used for quick drawpower Use Palmer's Contribution to get Pokemon back onto the field AND energy back onto the field. Add in the 4 Roseanne's which can search for specific basic energy and makes the search count for basics up to 13 out of 60 cards in the deck. Using the statistics from RyanVergel's post #7 with the heading: How do we know how many energy to run in order to attach an energy every turn? , we can infer that at least 81% of the time the opening hand will have at least one card that searches for a basic. 4 Warp Points are used to drag in pokemon when there are only 2 pokemon in play or when affected by special consitions or if you don't want to discard energy to retreat. Kingdra Prime's Spray Splash Poke-Power adds damage counters each turn without having to attack, which means if Kingdra can't attack for some reason, the poke-power is an alternative to attacking even without energy. Multi energy is used to be able to power up either Donphan Prime or Kingdra thus netting 6 cards for energy choice (4 Roseanne's and 2 Multi Energy). 5 basic energy are in the deck to match up with the maximum amount of energy to retrieve from Palmer's which is 5 cards. The 2 Judge work really well with all of Uxie's, Dusknoir's, and Claydol's poke-powers.

So consistency has the ability for a deck to specifically search out for cards in more than one way and is able to use a specific card in more than one way.

ex. Multi Energy and Roseanne's Research overlap to get needed energy, but so does Roseanne's Research, Bebe's Search, Communications, and Luxury Ball to get out basics most of which can also get any pokemon out of the deck

ex. Judge with Claydol and Dusknoir OR Judge with Claydol and Uxie OR Judge with Dusknoir and Uxie Poke-powers being used

ex. Kingdra (LA) as an attack when all water energy is in the discard and an alternate attack or Palmer's Contribution

ex. Multi Energy to attack with Donphan OR Claydol
 
Last edited:
Here is Professor Elm's Nationals Deck that is pretty consistent I obtained it from this thread of course this was from last format but some consistency can still be applied.

Thanks, but that doesn't really help anyone understand the MEANING of the term "Consistency" as it applies to deckbuilding.
 
it helps in that it showcases what consistency is- this is an example of a masters deck that placed in the top 4 of nationals last year that utilizes '4 of everything that boosts consistency' to heart.

he had the aim of establishing kingdra- he achieved this goal by maxing out consistency cards including the horseas, kingdras, bts, candy, comm., bebes, and even ancillary cards like uxie, claydol, luxury ball, etc.
 
For those of you who didn't have the benefit of RyanVergel when he was a mod on this site.

He posted stuff like the above DAILY!!!

He selflessly posted complete decklists to those who needed help and was just an incredible contributor to this forum. Ryan is one of the people that really made this forum an invaluable resource for ME when I first came around here lurking on this site.

Thank you SO MUCH for stopping by and offering that up Ryan!!

Back on topic . . .


SIMPLY PUT ... (this is my opinion)

GREAT CONSISTENCY = Completely executing your setup on the first two turns every single game REGARDLESS of your openeing hand.

That's nigh on impossible. Anything that plays uxie, azelf, spiritomb, or any other basic that does little in the lone active spot, and plays 7+ basic energy has the possibility of getting an unsalvageable hand...
 
it helps in that it showcases what consistency is- this is an example of a masters deck that placed in the top 4 of nationals last year that utilizes '4 of everything that boosts consistency' to heart.

he had the aim of establishing kingdra- he achieved this goal by maxing out consistency cards including the horseas, kingdras, bts, candy, comm., bebes, and even ancillary cards like uxie, claydol, luxury ball, etc.

Nope.

A list without an explanation does very little to enlighten those who do not already know.

That's like me showing you a TBI 5.7 liter V8 engine engine and expecting you to appreciate the build.
Unless you already understand auto-engineering, you just know it works, but you don't know why.

I can't just say "this is an example of a well built engine" and expect you to have this INCREDIBLE insight. You have to EXPLAIN what makes that list so good for that to be beneficial as a teaching aid.
 
Back
Top