Vegeta ss4
Iron Chef Leader
Welcome to the end of Round 3, the scores.
I will just be giving you guys your scores for this round, standby for the overall standings with top 32 and what bracket will face what. This was REALLY hard to grade, I pretty much built every deck to get rid of theorymon because I felt this round would consist of a lot of that. It was fun, yet I found myself dissapointed to see a few of the TOP players not send in their lists. It was sad, there will be some major mixup in some pods at the official standings. Without further waiting, here are your scores for round 3.
Pod 1
1. Cyrus 8/10 4/5 5/5=17
2. Rainbowgym 9/10 4/5 5/5=18
3. conical 10/10 5/5 5/5=20
4. bullados 7/10 5/5 5/5=17
5. ShadowGuard 8/10 5/5 4/5=17
6. Articjedi 9/10 5/5 5/5=19
7. sKizor 7/10 4/5 4/5=15
8. pkmn202 6/10 4/5 4/5=14
9. Cardkeeper 7/10 5/5 4/5=16
10. yuki potsd 7/10 5/5 5/5=17
11. Cardszmaster2004 7/10 4/5 4/5=15
12. The King -No Entry
13. Dialga Master -No Entry
14. Pooka -No Entry
15. Redados1 -No Entry
Pod 2
1. Magnechu 9/10 4/5 4/5=17
2. Gowk 9/10 3/5 4/5=16
3. theunhipster 7/10 4/5 4/5=15
4. sdrawkcab NO ENTRY
5. goldedda 8/10 5/5 5/5=18
6. chase4787 8/10 4/5 4/5=16
7. Ryuzaki Lawliet 9/10 3/5 4/5=16
8. machampion12 7/10 4/5 4/5=15
9. DragonClyne725 7/10 4/5 5/5=16
10. headsrcool NO ENTRY
11. richkid50000 7/10 3/5 4/5=14
12. tinox6 NO ENTRY
13. Jariel NO ENTRY
14. Zard1111 NO ENTRY
1. BrightRush 9/10 3/5 4/5=16
2. Hatter 8/10 3/5 4/5=17
3. waynegg 8/10 3/5 4/5=17
4. KingPiplup 8/10 5/5 5/5=18
5. PkB 10/10 4/5 5/5=19
6. WinkWinkNudgeNudge 8/10 5/5 4/5=17
7. L the Great 8/10 4/5 4/5=16
8. gallade
9. Darkwalker 8/10 4/5 5/5=17
10. Blitzer NO ENTRY
11. AzUK 8/10 4/5 4/5=16
12. Volt NO ENTRY
13. Ace 6/10 3/5 4/5=13
14. hampuse1 8/10 4/5 4/5=16
15. shinygyrados 7/10 5/5 4/5=16
16. Barkjon NO ENTRY
Pod 4
1. cabd 8/10 5/5 5/5=18
2. untitled NO ENTRY
3. eriknance 9/10 5/5 5/5=19
4. Son of Apollo NO ENTRY
5. GoldenSwablu 9/10 4/5 4/5=17
6. Shino Bug Master 7/10 5/5 4/5=16
7. Magneboar -DROP
8. sunchris -DROP
9. Redwater 8/10 3/5 3/5=15
10. Sceptile King 7/10 4/5 4/5=15
11. Victory Bell NO ENTRY
12. jumpluff82 NO ENTRY
13. pokemonrocks777 NO ENTRY
This concludes round 3, I will be finalizing the complete scores and announcing the top 32, top 8 from each bracket.
I hope everyone had fun, and standby for top 32 officially.
I will just be giving you guys your scores for this round, standby for the overall standings with top 32 and what bracket will face what. This was REALLY hard to grade, I pretty much built every deck to get rid of theorymon because I felt this round would consist of a lot of that. It was fun, yet I found myself dissapointed to see a few of the TOP players not send in their lists. It was sad, there will be some major mixup in some pods at the official standings. Without further waiting, here are your scores for round 3.
Pod 1
1. Cyrus 8/10 4/5 5/5=17
2. Rainbowgym 9/10 4/5 5/5=18
3. conical 10/10 5/5 5/5=20
4. bullados 7/10 5/5 5/5=17
5. ShadowGuard 8/10 5/5 4/5=17
6. Articjedi 9/10 5/5 5/5=19
7. sKizor 7/10 4/5 4/5=15
8. pkmn202 6/10 4/5 4/5=14
9. Cardkeeper 7/10 5/5 4/5=16
10. yuki potsd 7/10 5/5 5/5=17
11. Cardszmaster2004 7/10 4/5 4/5=15
12. The King -No Entry
13. Dialga Master -No Entry
14. Pooka -No Entry
15. Redados1 -No Entry
conical
Round 3 Submission
Pod 1: Celebi Metagame Challenge
Pokemon: 17
4 Celebi Prime
3 Misdreavus UD
3 Mismagius UL
2 Jirachi UL
2 Stantler UL
1 Cubone TM
1 Marowak TM
1 Shuckle Promo
T/S/S: 29
4 Collector
4 Communication
4 Cheren
4 Sage's
3 Junk Arm
2 Seeker
2 Pluspower
2 Switch
2 Oak's New Theory
1 Tropical Beach
1 Flower Shop Lady
Energy: 14
9 Grass
5 Psychic
Celebi is a pretty good answer to this particular format anyway, given that it's filled with evolution-heavy decks. The fact that it's the ingredient for this challenge makes the goal for my deck pretty simple: To build up 3 energy on Celebi as fast as possible, ideally turn 2, to lock the opponent out of using any of his or her evolution's attacks. Given that Celebi has built-in Grass acceleration, I decided to focus the rest of my Pokemon on meeting the Psychic requirement for Time Circle, hence the Jirachi/Mismagius. From there, I looked at what I could reasonably expect my opponent to counter with during a Time Circle lock. From there I noticed that a majority of what all 4 decks could counter with were basics that were either Fighting weak(Absol, Zekrom, etc.) or had 60 HP or less(Mew, Slugma, etc.) From there, I looked at Fighting types that had colorless energy requirements and could generally OHKO most of these threats. Eventually, I remembered Marowak, a card that requires coin flips, but still takes care of all the threats Celebi can't deal with when it does work, which is most of the time.
With that, I guess I'll go to the matchups, from easiest to hardest:
vs Wailord/Reuniclus/Porygon-Z: I'm sure Cyrus wasn't designing this deck to deal with Celebi , but the deck is really lacking in counters once Celebi begins the Time Circle lock. Porygon and Solosis have very poor attacking options, and Wailmer needs to build up 4 energy just to two-shot a Celebi. The only real option is Zekrom, who can be dealt with effectively with Marowak and a Pluspower. Also, because there's no Switch or anything comparable in the deck, an active Wailord or Wailmer can mean an instant loss, as you try to hard retreat to something that can break the Celebi lock. To me, the Wailord player needs to play extremely smart, manipulating damage, Koing Marowak before he becomes a problem, and using Max Potions at the most critical times, and even then you run the risk of Mismagius using Psychic Pulse to rack up some nice spread damage in the late game.
vs. Mew/Sharpedo/Vileplume: Since Time Circle only prevents damage, Strip Bare is still a problem, however unlikely it is that it works. Mew is pretty useful here, especially if it Sees Off the Jumpluff to start taking KOs on all my low HP Pokemon. Still, Marowak one-shots it, and keeping up the KO trade with Mew requires drawing into one of the four Rainbow Energy in the deck, which is hard to sustain. Meanwhile, Vileplume is a pain, but not back-breaking, especially the Time Circle lock is already up.
vs. Victreebel/Weavile: Between the Sneasels and the Absol, this deck has the most anti-Celebi options of any of the decks. However, Sneasel and Absol both need 2 energy to do optimal damage, and their only options for the Darkness requirement are 4 Rainbow Energy and 1 Special Dark. On the other hand, Victreebel is also a pain, since Time Circle does not prevent the status effects or the healing done by Acidic Drain. Also, given that this is the only one of the decks that run Catcher, this can be a tricky matchup, but I feel that Celebi ultimately wins this, especially if the opponent overcommits to breaking the Time Circle lock with Absol/Sneasel.
vs. Magnezone/Slugma/Slowking: Against Celebi, this deck doesn't really need to attack with Magnezone, and instead can use him as draw support for Slugma. A pair of fully powered Slugmas in the early game can be serious trouble for Celebi, as it hits for weakness and forces Marowak to rely on Bonemerang hitting more than once in a row. Even if Marowak gets out, the Magnezone player can just evolve to Magcargo, and take out Marowak right then. I feel like Celebi is capable of winning this matchup if it takes a while to set up a Slugma, or if they flood the bench early with the Shaymin/Pachirisu they can't scoop up, but barring that, it can be tough.
Pod 2
1. Magnechu 9/10 4/5 4/5=17
2. Gowk 9/10 3/5 4/5=16
3. theunhipster 7/10 4/5 4/5=15
4. sdrawkcab NO ENTRY
5. goldedda 8/10 5/5 5/5=18
6. chase4787 8/10 4/5 4/5=16
7. Ryuzaki Lawliet 9/10 3/5 4/5=16
8. machampion12 7/10 4/5 4/5=15
9. DragonClyne725 7/10 4/5 5/5=16
10. headsrcool NO ENTRY
11. richkid50000 7/10 3/5 4/5=14
12. tinox6 NO ENTRY
13. Jariel NO ENTRY
14. Zard1111 NO ENTRY
Pod 3goldedda
Pokemon 18
4 Rayquaza Col
1-1 slowking Col
2 slugma UD
1 Macargo UD
2 pachirisu Col
2 shaymin UL
2-2 Entei raikou legend
1 Cleffa HS
Energy 14
7 lighting energy
7 fire energy
Supporters + Co. 28
4 Pokemon Collector
4 Dual Ball
2 Seeker
4 Bianca
4 Pokemon Communication
1 Flower shop Lady
4 Super Scoop Up
4 Professor Oaks New Theory
1 Burned Tower
Overall Strategy: Well ur main attacker is rayquaza which requires + energys. To speed up the process so u can attack faster i included cars such as shaymin, pachirisu and slugma. Pachirisu allows early drops and slugma accelerates getting fire energys in play, and with the use of shaymin one can attack several turns in a row. One might also notice the high count of Seeker/SSu, their purpose is to constantly keep abusing shaymin and pachirisu so that one can attack constantly. Techs included are slowking which not only helps draw the good and right cards with bianca it also gives one a higher chance getting the needed with slugma. ERL is used to not only hit hard but also quick and it will be key winning a few matchups as later explained.
Matchups:
vs Mew/sharpedo/plume
well the plume does hurt this deck a little bit but seeing as how most of the deck is either basics or stage 1/legend u won't be having to many difficulties setting up ur main attacker. Also seeing as how sharpedo and mew get ohkoed by rayquaza means if are able to set up 1-2 rayquaza that should be enough to obliterate their field
VsMagnezone/macargo
ERl is key. as one notices tthe magnezone deck relies on havy power as u do but u have teh resources to put the pokemon with powers back in ur hand, meaning one thunderfall can take a lot of prizes. and if u are able to get the 2nd thunder fall out will destroy all of their magnezones leaving them with none to few attackers.
VS Wailord
again ERL IS key. seeing as how wailord is x2 weak to erl one can consistantly ohko wailord leaving them with very few attackers such as zekrom which can hurt but because of the heavy 2-2 erl line one should be able to completly obliterate the deck
Overall: the deck with the rright techs has a strong and crucial advantage over this Metagame
1. BrightRush 9/10 3/5 4/5=16
2. Hatter 8/10 3/5 4/5=17
3. waynegg 8/10 3/5 4/5=17
4. KingPiplup 8/10 5/5 5/5=18
5. PkB 10/10 4/5 5/5=19
6. WinkWinkNudgeNudge 8/10 5/5 4/5=17
7. L the Great 8/10 4/5 4/5=16
8. gallade
9. Darkwalker 8/10 4/5 5/5=17
10. Blitzer NO ENTRY
11. AzUK 8/10 4/5 4/5=16
12. Volt NO ENTRY
13. Ace 6/10 3/5 4/5=13
14. hampuse1 8/10 4/5 4/5=16
15. shinygyrados 7/10 5/5 4/5=16
16. Barkjon NO ENTRY
PkB
Pokémon (16):
4 Electrode (Prime) [TM]
4 Voltorb [TM]
3 Reshiram [BW]
2 Entei & Raikou LEGEND (Top) [UL]
2 Entei & Raikou LEGEND (Bottom) [UL]
1 Smeargle [UD]
Trainers (27):
4 Pokémon Collector
4 Professor Oak's New Theory
3 Cheren
4 Twins
2 Black Belt
1 Flower Shop Lady
4 Pokémon Communication
4 Research Records
1 Pokegear
Energy (17):
13 Fire Energy
4 Lightning Energy
This is my entry for pod 3 which card was reshiram.
The thinking behind this deck is actually pretty simple. Since I needed to use reshiram I really needed a way to keep more energy in play. Typhlosion was banned and I honestly didn’t like emboar. Electrode helps to get energy in play, but the other thing that I liked the most about it was that it was fast, but at the same time still allowed me to abuse twins and BlackBelt. Reshiram is really your main attacker. However I saw a weakness in the format that ERL could really abuse. Electrode helps to charge up ERL too. ERL doesn’t hit any powers that I would have in play because the Electrodes would have already knocked themselves out. I included a thicker ERL line to avoid discarding pieces. Smeargle is simply for consistency. I chose him over cleffa to avoid Sharpedo, which is a huge threat in the format from trashing my hand and knocking out my only chance of getting a new hand. It is also a lot better when it sits active while I prepare my bomb onslaught. The one energy retreat isn’t that huge of an issue and its benefits far outweigh the fact that it has one retreat.
The trainer line is pretty straight forward. Collector/PONT/Cheren for draw and finding basics. Twins is really the backbone of this deck. After I blow up an Electrode I can twins for whatever I need, like 2 ERL pieces if that’s what the matchup called for. Blackbelt for doing more damage, which is epically important if I need to knockout a Magnezone. FSL is for getting back any Pokémon that could get discarded and getting energy back into the deck. Comm. is obvious for finding Pokémon. Research record for making sure you discard less important things that could be on the top of your deck when you go to use Electrode. Basically it allows you to search the top 11 cards of your deck for energy instead of 7. Pokegear for finding twins or any other needed supporter.
The energy is just the lightnings for ERL and the Fires for reshiram. Not much more to say other than there’s a good bit to make sure I hit more with Electrode.
So now onto the matchups.
For the first match against Sharpedo/Mew/Vileplume.
In this match I plan on getting a smeragle benched ASAP on top of my normal reshiram’s and Voltorbs. Slowly setup and get energy in play. Speed isn’t as important in this matchup. You can sacrifice speed if it means that you are able to get several Reshirams charged and hopefully an ERL on the bench. Since your bench shouldn’t be large after you explode your Electrode’s and smeargle has likely been knocked out Jumpluff will not do much damage. There isn’t anything to slug drag. You one shot everything they have while they can’t one shot you. Outrage is a powerful attack when they can’t one shot you. ERL is able to 1 shot everything in their deck while only discarding one energy instead of the normal 2 for reshiram.
For the 2nd match against magnezone.
Honestly this is probably one of your easiest matchup. Just get your normal quick setup. Twins for ERL charge stuff up with your bomb. ERL takes a TON of prizes against all of magnezone’s bench sitters. Blackbelted reshiram OHKO’s a Magnezone. Basically they will never be able to get much energy in play because of their techs getting killed off early by ERL.
For the 3rd match against victreebel.
This matchup get a Smeargle benched so your hand doesn’t get trashed by weavile. Reshiram easily OHKOs his attackers. Outrage is still a very powerful attack due to them not being able to one shot. I don’t own anything that can be dragged by the bellsprout because I won’t leave an Electrode benched for him to drag. ERL can easily take out his weavile’s if he benches them and can take care of Victreebels for 1 energy instead of the 2 for reshiram.
For the 4th match against Waillord.
Speed is really your friend in this matchup. Wailord is SLOW. You can get ahead by several prizes by simply being able to get setup by t3. If they ever get a tanked wailord out a simple detonation spin one shots the wailord. They probably wouldn’t have another 5 energy attacker so your ERL is probably safe. From there you could take more prizes as they attempt to setup another wailord. Reshiram can be used but ERL does a bulk of the work if they are able to get a Wailord out.
Pod 4
1. cabd 8/10 5/5 5/5=18
2. untitled NO ENTRY
3. eriknance 9/10 5/5 5/5=19
4. Son of Apollo NO ENTRY
5. GoldenSwablu 9/10 4/5 4/5=17
6. Shino Bug Master 7/10 5/5 4/5=16
7. Magneboar -DROP
8. sunchris -DROP
9. Redwater 8/10 3/5 3/5=15
10. Sceptile King 7/10 4/5 4/5=15
11. Victory Bell NO ENTRY
12. jumpluff82 NO ENTRY
13. pokemonrocks777 NO ENTRY
eriknance
PKMN (21)
4 mew prime (tm)
4 absol prime (tm)
2-2 donphan prime (hs)
2-2 entei/raikou legend (ul)
3 simisear (bw)
1 cleffa (hs)
1 shaymin (ud)
1 jirachi (ud)
TSS (22)
4 pkmn collector
4 cheren
3 professor juniper
1 flower shop lady
4 pkmn communication
2 energy exchanger
2 pokegear 3.0
2 switch
NRG (16)
4 rainbow energy
3 special dark energy
3 fire
3 psychic
2 lightning
1 fighting
Core Strategy and Deck List
The core idea behind this deck is a speed/spread strategy that utilizes both Absol Prime and Simisear's attack through Mew Prime to spread damage and setup KO's for either Entei/Raikou Legend (ERL) or Donphan in the mid to late game. Absol's ability to spread damage through its Poke-Body is compounded by Mew's ability to copy Simisear's attack once it hits the Lost Zone.
With regard to deck construction, I'll make a few comments. I chose to max out the Mew and Absol count in order to get Absol active as quickly and painlessly as possible. This is also a reason for running 2 Switch and a Cleffa: a first-turn Absol is very powerful given what I'm trying to do. The 2-2 lines of both Donphan and ERL are there for consistency -- they're both very powerful attackers that I want to show up in the mid to late game. 3 Simisears are used instead of 2 for one main reason: Absol can't search for a Pokemon like Mew can, so I want to increase the chances that I'll end up with one in hand. It's also a nice throwaway card for the purpose of attacking multiple times with Absol. The Cleffa adds to consistency and gets me out of bad opening hands while the Shaymin is there to manipulate energy as needed (specifically for late game single-turn ERL drops, which I'll go over later). Shaymin can also work well with Jirachi, though Jirachi is mainly there for late-game prizes by means of devolution.
Moving onto the TSS, the list is consistent with 4 Collector, 4 Cheren, 4 Communication, and 3 Juniper. Not only this, even more consistency is added with 2 Pokegear 3.0. Having multiple ways to get to a first-turn Collector is extremely valuable in this deck since -- as I mentioned before -- a quick Absol is the way to go. A Flower Shop Lady is there for late-game recovery. In regards to the Energy Exchanger, I quickly found the numerous types of energy in this deck a bit daunting. Not wanting to sacrifice the core concept of the deck, I found Energy Exchanger a valuable asset in terms of grabbing the right energy when needed.
Finally, the Energy. As you can see, there are numerous types of energy in this list. Given that you'll probably be dropping an energy every turn, Shaymin can help sort things out a little late game while Energy Exchanger is there to smooth out these energy drops. 4 Rainbow Energy are here to aid in this as well, and the energy counts are suitable for their various purposes (4 Rainbow, for example, helps in all cases while only 1 Fighting is there for a late-game Donphan).
When I first saw our challenge, I noticed a couple of things. First, there's a noticable focus on disruption with both Sharpedo and Weavile thrown in the mix. Second, there's a surprising weakness in the form of Poke-Powers. Slugmas and Weaviles are both hanging around on the bench, as are Porygon Z and Magnezone. Naturally, I built my deck to be speedy and require few resources while hitting Poke-Powers hard and offering great counters to the four decks listed. Speaking of those decks, here they are with a game plan against each:
Mew Spread vs. Weavile/Victreebel --
Since this deck runs Super Scoop Up, spread damage might not be extremely effective. What will be effective, however, is speed. So hit hard and fast with Absol while focusing on getting an ERL or two in play. ERL effectively one-shots anything in their deck while having no weakness. Switch can help buffer Weavile's disruption (if they discard a Switch they might overlook a Supporter; if they discard the Supporter they let you get out of Victreebel's trap). Low retreat costs help this deck in case you need to retreat. The prize trade-off here will be to your advantage, while a late-game ERL can secure some prizes by one-shotting Weaviles.
Mew Spread vs. Sharpedo/Plume --
Sharpedo can be tough to get around at times. That's kind of how it goes with that card. If you're able to, setup an Absol with two Special Dark and one-shot every Sharpedo they bring up. Of course, if they hit two heads you're in trouble, but it's a huge risk they run to do that. Avoid any Mew locks by not dropping Phanpy or Donphan and you should be fine. Even a quick See Off with Mew followed by numerous Flame Bursts can wreck their deck. This requires little for you to setup while forcing them to deviate from Sharpedo's attack. Mew/Jumpluff can be overcome by bench management while hitting with Absol (psychic resistance here is nice). Their Vileplume doesn't really hurt you too much since you're not overly dependent on Trainers.
Mew Spread vs. Magnezone/Slugma --
Get Simisear in the Lost Zone and setup KO's against Magnezones by getting 20 damage on their evolution chain by using Absol's Poke-Body or Flame Burst with Mew. The focus here is all about being able to KO Magnezones with Donphan (20 + 120 = 140) while dropping a late-game ERL to KO the Slugmas. Early-game prizes (through Absol) plus Magnezone KO's plus a late-game ERL should secure the game. A late-game Jirachi might help to pick off another prize here or there on damaged Magnezones. And if all else fails, just remember that two Thunder Falls essentially clears their board of everything they have.
Mew Spread vs. Wailord/Porygon Z/Reuniclus --
I don't want to oversimplify this matchup, but the main thing Wailord has going for it is the fact that it's a tank. The opponent sets up slow, buying you time to get ERL in play. If they try to play "smart" and attack with Porygon Z, KO with Donphan. If they attack with Wailord, KO it with ERL's Detonation Spin. If they have trouble getting things in play, speed/spread with Mew/Absol. Their deck falls apart to the OHKO on Wailord with ERL, so they're forced to deviate to extremely sub-par strategies, all of which this deck handles easily. The one card in their deck that can give you trouble is a single Zekrom. Meant as a counter to Yanmega, this card relies on being able to Outrage. Just a single damage counter on Zekrom means that Donphan gets the KO, so it's really not a big problem.
This concludes round 3, I will be finalizing the complete scores and announcing the top 32, top 8 from each bracket.
I hope everyone had fun, and standby for top 32 officially.