Pokémon TCG: Sword and Shield—Brilliant Stars

Iron Chef Top 8 Scores!!!

Vegeta ss4

Iron Chef Leader
WOW, this was THE toughest challenge so far to grade. Everyone had AMAZING entries, I truly wish I did not have to eliminate anyone in this round, but sadly I do. I think viewers will like the decks shown and see what "creativity" is all about.
I know I did not actually get these scores out when I said I would, but I am sorry, I was involved in a big Poker Tournament for a few days so that's where my priorities were. Here are your scores!

Hatter vs Skizor - Tie the game

Hatter

3 Voltorb [Triumphant]
3 Electrode (Prime) [Triumphant]
4 Trapinch [Secret Wonders]
2 Vibrava [Dragon Frontiers, #42]
4 Flygon [Boundaries Crossed]
2 Duskull [Secret Wonders]
1 Dusclops [Boundaries Crossed]
2 Dusknoir [Boundaries Crossed]
2 Electrode G [Rising Rivals]
23...

5 Lightning
5...

4 PokeDrawer+ [Stormfront]
4 N [Noble Victories]
4 Twins [Triumphant]
4 Pokemon Communication [HGSS]
4 Rare Candy [Dark Explorers]
3 Broken Time-Space [Platinum]
3 Pokemon Collector [HGSS]
3 Warp Point [Majestic Dawn]
2 Holon Farmer [Delta Species]
1 Luxury Ball [Stormfront]
32...

Strategy: Use Flygon's ability to spread damage on your opponent's Pokemon while Dusknoir moves it around to get KO's when you want them. The Electrode line is to make sure you KO yourself early, allowing for a quick Twins. Holon Farmer keeps you from decking while you do this and allows you to recycle your Electrodes back in your deck for further use. The gem of this deck however, is Electrode G. To ensure
that you get a tie, your final attack should be Electrode G. It does 20 damage to each your opponent's Pokemon, and then KO's itself as well. With the use of the Flygon/Dusknoir set up, you can ensure that
when you attack with Electrode G... the game will result in a tie (Note: You can manipulate their field so that you don't win by 2 conditions, via them having no bench). While the Flygon spread MAY be slow, a quick Flygon via your Broken Time-Space will put the pressure on the opponent early while you use your Electrode's to keep the game close until you can deliver the finish.... err.. tying blow.

*The 5 energy are because you only have 1 physical attack. The fact that you also have the Holon Farmer helps. The list is very skill based as you have to make sure you don't deck yourself while setting up for the eventual draw.

Skill based decks are usually never incredibly consistent. Your list defies that, as it is consistent, creative and skill based. Great list and a deck that is HARD to play is fun to play. I love Electrode G is a clutch card in this deck. It is also a card used for the endgame, impressive.

Hatter 9/10 4/5 5/5 =18/20
Skizor

Pokemon (21)
4 Drifblim UD
4 Drifloon SF SH1
3 Celebi Prime
1 Lumineon SF
1 Finneon SF
2 Claydol
2 Baltoy SV
2 Unown Q
1 Uxie
1 Azelf
Trainers (28)
4 Catcher
4 Level Ball
3 Roseanne
3 Looker's Investigation
3 Professor Oak's New Theory
3 Pokemon Communication
3 Dusk Ball
2 Skyla
2 VS Seeker
1 Luxury Ball
Energy (11)
4 DCE
7 Grass


Strategy - As per the deck challenge stipulations. My objective is to tie the game. Start with Celebi prime using "Forest Breath" for energy acceleration on drifloon. By turn two evolve to Drifblim and switch out Celebi. Using Drifblim's "Take Away" attack I shuffle Drifblim and all cards attached back into my deck. My opponent also has to do the same with their active. So ultimately no prizes will be taken ending the game in a tie.

Drifblim - The centerpiece of this deck.

Drifloon - The shiny Drifloon is the optimal choice with it's free retreat ability to get it out of the active spot when needed.

Celebi Prime - The important and much needed energy accelerator making sure I have a drifblim attacking every turn.

Lumineon - A very important piece to this deck using its power to force the opponent my opponent to play basics to the bench making sure I don't win via benching. It's free retreat is also make it extremely versatile.

Claydol - As I'm sure everyone knows, "Cosmic Power" is an amazing power. It is perfect as the main core of the ball engine deck deck revolves around.

Unown Q - Simply used to attach as a tool to Celebi giving it free retreat.

Uxie - Drawing up to a seven card hand...Yes please!

Azelf - Used just in case a much needed Pokemon like Drifloon, Drifblim, or even Lumineon or Finneon is prized.

Roseanne's Research - Good early game for searching out basics, as well as mid to late game for searching out energy for Celebi's "Forest Breath." All around a wonderful card.

Looker's Investigation - Combos amazingly with Lumineon letting me see my opponent's hand to see if they have a basic to force down. If they do have a basic I shuffle draw my hand and if they don't have a basic I force them to shuffle draw.

Most everything else is self explanatory. Catcher to bring up any threats to the active spot to "Take Away." PONT to refresh my hand. Plenty of search due to Drifblim shuffling itself back into the deck. VS Seeker to get back any supporter that was used. Finally DCE to make sure I'm using Drifblim's attack every turn.

It is a very creative deck for sure, I am just truly worried about the effectiveness of this deck. I understand if it "can" happen then sweet. I just don't see this deck pulling it off unless your opponent is playing small amount of basics. I do like Lumineon in here because your opponent can easily play around your strategy, so it is a great fit. Solid entry nonetheless.

Skizor 8/10 4/5 4/5 =16/20

WINNER - Hatter


Eonic vs Vaporeon - Lose via benching
Pokemon: 9
1 Duskull (Stormfront, SH2)
4 Dusclops (Crystal Guardians)
4 Dusknoir (Stormfront, 1/100)

Supporters: 2
2 Professor Juniper

Items: 42
4 Bicycle
4 Devolution Spray
4 First Ticket
4 Junk Arm
4 Poke Drawer +
4 Pokedex HANDY910is
4 Ultra Ball
4 Victory Medal
3 Research Record
3 Memory Berry
2 Random Receiver
1 Luxury Ball
1 Computer Search (Ace-Spec)

Stadiums: 4
4 Broken Time-Space

Energy: 3
3 Rainbow Energy

Strategy:
Turn one, because your guaranteed to start off with Duskull as your Active Pokemon, your focus is to draw Dusclops, Dusknoir, and Broken Time-Space, while continuously using Devolution Spray to trigger Dusknoir's Poke-Power. Once Dusknoir has at least 7 damage counters on it from using "Shadow Command", Memory Berry, or attaching Rainbow Energy, a final Devolution Spray will be used to go back into Dusclops, where it will be knocked out from having 70 HP. Dusknoir, being a draw engine in itself, is what drives the deck, and allows it to keep abusing Devolution Spray. I'll group certain cards together this time so it doesn't take too long to read, haha.

Duskull (Stormfront, SH2):
The reason for using this Duskull is due to it's attack, "Counting Song". While Memory Berry is on Dusclops, it can place 3 damage counters on itself, able to be knocked out after two uses of Dusknoir's Poke-Power.

Dusclops (Crystal Guardians):
This has the lowest HP of all Dusclops made, which is why it's used. Also, it's Poke-Body can be quite helpful, denying my opponent of any high costing attacks that require Scramble, Double Colorless, or Boost Energy.

Dusknoir (Stormfront, 1/100):
THe deck's draw engine, and means of gaining damage counters. Not much less to mention, except the fact that discarding down to 6 cards isn't always a bad thing. It can help Bicycle draw extra cards later on.

Professor Juniper/Random Receiver:
Juniper is played as the long supporter due to how powerful of a draw effect she has. The 2/2 spilt is simply for deck thinning. The deck focuses on winning turn 1, where only 1 Juniper will be used, and the odds of both being prized is less than 1%.

Bicycle/Poke Drawer +/Pokedex HANDY910is/Victory Medal:
Other means of drawing. Bicycle can actually net 3-4 cards with the use of Ultra Ball, Junk Arm, and Computer Search.

Devolution Spray:
The Item that can allow Dusknoir to use it's ability more than once per turn. Can be recycled by Junk Arm, so I can technically use more than 4 per turn. Although, generally 4 is enough, as after the 3rd one, Dusknoir will have 80 damage, and then the last Devolution Spray goes back in Dusclops.

First Ticket:
Maxed out on, to give the highest chances possible of going first. While Sableye could of been used, it would of significantly reduced the chances of starting with Duskull, lowing the deck's consistantly.

Junk Arm:
Generalized retrieval, able to grab over half my deck, and can re-use Devolution Spray if extras are not drawn into.

Ultra Ball/Luxury Ball/Computer Search:
Search cards, similar to the draw engine, of course, except they specifically can grab Dusclops or Dusknoir.

Research Record:
Works wonders with Dusknoir's Poke-Power, and all the draw Items. Can put the abundant copies of Dusclops and Dusknoirs that I don't need on the bottom of the deck.

Memory Berry:
Works as a Devolution Spray, but can place up to 3 damage counters instead. The reason it's not used in higher amount is because it can actually knock out the opposing player's Active Pokemon.

Broken Time-Space:
The only card that gets around the wait time for evolving, and lets me keep using Dusknoir's "Shadow Command" in one turn.

Rainbow Energy:
Gets an extra damage counter onto Dusknoir/Dusclops. Three Rainbow Energy are used, because only one can be attached each turn.

Creative as could be, in my mind the most creative entry of this round by anyone. It is hardly flawed by anything, it is incredibly consistent and it is also VERY efficient. I truly just love this entry, and the correct Duskull is played in this situation in my mind.

Eonic 9/10 5/5 5/5 =19/20
vaporeon

3x Togepi UD

Used to Evolve

3x Togekiss UD

First attack allows me to shuffle Togekiss into my deck

for a DCE or 2 energy. Also remove all damage from my

side of the board.

4x Unown R LA

Power allows me to discard Unown to draw a card. Its a

good start as it allows me to bench myself faster.

3x Finneon SF

Used to Evolve

3x Lumineon SF

Lumineon keeps my opponent from reaching their win or

for this challenge, their loss condition. Its Power

allows me to pick a Basic Pokemon from my opponents hand

and place it on their Bench, keeping them away from

their goal. It also has free retreat cost so I can

switch them around so I can put more Pokemon on their

Bench.


4x Professor Juniper
4x Professor Oaks New Theory
3x Seeker

Forces both players to pick up a bench Pokemon. Lumineon
combos well with this.

4x Ultra Ball
4x Poke Drawer+
4x Junk Arm
4x Super Scoop Up
4x Rare Candy
2x Switch
2x Level Ball

4x Double Colorless Energy
5x Water


I like the deck as a whole. I think Togekiss was fairly creative in terms of your challenge. I like Lumineon, I am just worried about the potential speed of the deck here.

vaporeon 9/10 4/5 4/5 =17/20
WINNER - Eonic


Rainbowgym vs KingPiplup - Try to lose by opponent drawing all his prizes.

Rainbowgym

Pokemon 13
4 x Mew EX (Versatile ability) DRE-46
4 x Sableye (Overeager body, Impersonate attack) SF-48
2 x Unown Q (Quick Power) MD-49
3 x Electrode G RR-3

Trainer/Supporter/Stadium 39
4 x First Ticket
4 x Level Ball
4 x Ultra Ball
4 x Quick Ball
1 x Luxury Ball
4 x Junk Arm
4 x Bicycle
2 x Pokedex HANDY910is
4 x Expert Belt
1 x Cessation Crystal
1 x Professor Oak's New Theory
2 x Pokemon Collector
4 x Castaway

Energy 8
8 x Lightning Energy - Basic


Challenge is to give my opponent 6 prizes as fast as possible.

I wanted to build a deck which was not depending on the use of Poke-powers, in case my opponent is using Mesprit (psychic bind).
And I wanted to start first.
In theory this game should be over in 2 or 3 turns.

4 Sableye SF with the Overeager poke-body along with 4 First Tickets, should increase my options to start the game.
On top of that Sableye has an attack for zero nrg: Impersonate, which searches your deck for a Supporter, discards it and you can use the effect of it.

How to give away those six prizes?
Mew EX with Expert Belt, using the ability Versatile to copy the Electrode G Reckless Bomb attack.
Results in Mew EX getting 200 damage, means KO and since it’s an EX it gives 2 prizes + 1 more prize because it has Expert Belt attached.

Mew EX can also copy the Impersonate attack of Sableye, so I have 8 Pokemon who can get the Castaway supporter.
Castaway gives a new supporter, 1 tool and 1 basic energy.
I have 17 normal trainercards to get basics out of my deck and 2 Collector (supporters).
No Uxie/Mesprit/more basic, because I want a Sableye start.

In case all draw fails, 1 PONT.
And the Cessation Crystal is there to attach to Unown Q, so it will become active after I KO’d Mew EX and will block all powers/bodies.

I also like this deck, and it is INCREDBILY fast and reliant. I love Unown with Cessastion crystal, good way of "stalling" until the next turn. It can EASILY win by t-2 while preventing the opponent from ever getting their strategy off. I love it.

Rainbowgym 9/10 5/5 5/5 =19/20
KingPiplup

POKEMON: 17
Stage 2: 2
2 : Metagross, SV-7
Stage 1: 2
2 : Metang, LA-64
Basic: 13
3 : Beldum, SV-90
4 : Pichu, HS-28
2 : Uxie, LA-43
4 : Cleffa, CL-24

TRAINERS: 43
Trainers: 27
2 : Super Rod, DRV-20
2 : Ultra Ball, DEX-102
4 : Level Ball, NEX-89
4 : Bicycle, PLS-117
4 : Victory Medal, OldPromo-BtlRd
4 : Poke Drawer +, SF-89
4 : Pokemon Rescue, PL-115
2 : Junk Arm, TM-87
1 : Luxury Ball, SF-86
ACE SPEC: 1
1 : Dowsing Machine, PLS-128
Supporters: 9
4 : Professor Juniper, DEX-98
2 : Twins, TM-89
2 : Pokemon Collector, HS-97
1 : Skyla, BCR-133
Stadiums: 6
3 : Broken Time-Space, PL-104
3 : Miasma Valley, PL-111

ENERGY: 0

If Victory Medal is illegal, I'd make the adjustments of +1 Miasma Valley, +1 Twins, +1 Junk Arm, and +1 Metagross.

Strategy is to setup Metagross, who, with Gravitation and Miasma Valley, will result in a KO'd Cleffa/Pichu as soon as they hit the field.

Explanations:
With a lack of energy, the choice of Beldum/Metang isn't terribly important, only the HP, and since I won't be knocking out those myself anyway with this deck, none of that is terribly important.

3-2-2 Metagross with the level of search I'm using is fairly decent, enough to get setup and not clog the deck too much.

4 Cleffa/4 Pichu: Both are instantly KO'd as soon as they hit the field with Metagross and Miasma Valley in play, and are the way Rainbowgym will be drawing all 6 of her prizes . Cleffa has the added use of hand refresh, and Pichu can get a Beldum out should I somehow manage to not do so on T1.

2 Uxie: Best draw in the format, searchable with Level Ball, Luxury Ball, and Ultra Ball, and serves as my additional drawpower to supplement the thinner supporter line.

4 Juniper is for prime draw, and searchable via Victory Medal and Pokedrawer+, as well as being recyclable via Dowsing Machine.

4 Bicycle/4 Pokedrawer+/4 Victory Medal are the item based drawpower meant to sustain the deck through the end.

4 Level Ball are prime search. 2 Ultra Ball are for searching Metagross and freeing up excess cards to maximize Bicycle and Uxie draw. The Luxury Ball is the best search period.

2 Junk Arm are for recycling the important items such as Bicycle, the search cards, as well as Dowsing Machine (Supporters/Stadium recycling by extension),

4 Pokemon Rescue allow instant recovery of my Cleffa and Pichu. 2 Super Rod allow for extended recovery supplemented by heavy search.

2 Pokemon Collector essentially reads "Give up 3 Prizes as soon as setup", and also helps for grabbing Beldum early.

2 Twins are good because hypothetically I'll be behind on prizes often enough to warrant the count of two, and they offer search good for immediate grabbing of Miasma Valley and/or Metagross line.

1 Skyla is helpful for searching out the stadiums and specific search.

Energy is fairly unnecessary with no need to attack.

Thanks again for putting on this tournament.

I also like this deck, it is very creative and unique. I do however think this deck MAY fail due to the Stadium law meaning you can only play one stadium a turn. So this deck will not do much until T-2 atleast, if you are actually setup. If you somehow manage to see T-2 you simply just win the game. But knowing that, this deck "could" fail if you are unable to get the Miasma Valley into play, though the likelihood of that not happening is slim.

KingPiplup 9/10 5/5 4/5 =18/20

WINNER - Rainbowgym


Time for Pain vs Matijs - Try to lose the game via decking out

Time for Pain

pokemon: 24
3 pichu (HS 28)
3 magnemite (SF 66)
3 magneton (PLS 44
2 magnezone (PLS 46)
2 magnezone prime (TM 96)
3 porygon (GE 81)
3 porygon 2 (GE 49)
2 burmy trash cloak (AR 58)
2 wormadam trash cloak (AR 51)
1 unown Q (MD 49)

t/s/s: 30
4 Professor Juniper
4 Random Receiver
4 VS Seeker
4 Broken Time Space
1 Luxury ball
1 Dowsing Machine
4 Level ball
4 Ultra ball
4 First ticket

energy: 6
3 warp energy
3 double colorless energy


So instead of going the "omg trainers are broken" aka uxie donk way, I decided to go for using supporters to do it. Basic strategy is to start with first ticket to go first and use pichus playground to get 2 magnemites, 2 porygons, and a burmy. Then you can use broken time space to get to magnezone so you can use 2 supporters and the other magnezone was included for some draw power. The porygon2's allow you to use even more supporters and combo well with vs seekers. The wormadam allows me to play however I want as they cannot deckout while I have it out. They have to deal with it. There are 3 ways to deal with it and I have covered 2 very well. They disable its attack (through attack or special condition which I can warp energy out of) or try to stall by bringing something on the bench up (again warp energy out of it) The 3rd is to KO it. Burmy has a tool that lets him evolve straight away so, even if they ko it and get rid of bts, I can play it back down and attack more. Dowsing machine is another way to get juniper back from the discard.

The best deck of the tournament in terms of actually understanding the challenge, PREVENTION. Why just try and beat your opponent by outspeeded him or whatever, why not just prevent your opponent from utilizing their strategy. That's what this deck does, and lets face it. It will win everytime. I love the deck, seriously.

Time for Pain 8/10 5/5 5/5 =18/20

This challenge was really funny for me, how often do you make a deck which decks yourself out and prevents your opponent in doing so? I had a few options for this challenge (my other main option for this challenge was Gyarados*/Emboar/Amulet Coin) but in the end I use this energyless deck. Energies make a deck much more inconsistent when you just want to deck out (depends on how many you play of course) and I actually never made an energyless deck before so this was a great opportunity!

Matijs
Pokémon: 20
4 Voltorb (Stormfront 80)
4 Electrode prime (Triumphant 93)
2 Lugia LEGEND TOP (HGSS 113)
2 Lugia LEGEND BOTTOM (HGSS 114)
3 Uxie (Legends Awakened 43)
1 Mesprit (Legends Awakened 34)
1 Gothita (Emerging Powers 43)
1 Gothorita (Emerging Powers 46)
1 Gothitelle (Emerging Powers 47)
1 Azelf (Legends Awakened 19)


T/S/S: 40
3 Broken time-space
4 Poké Drawer +
4 Pokédex Handy910is
3 Bicycle
4 Super scoop up
2 N
4 Pokémon Rescue
2 Time-Space Distortion
4 Level Ball
1 Luxury Ball
3 Ultra Ball
4 Junk Arm
1 Dowsing Machine
1 First Ticket

To explain my strategy I’ll analyse all (key) cards in this deck.

Electrode Prime:
This is quite ironic because normally you would use Electrode’s Energymite to get multiple energies attached to your Pokémon. In this deck it’s the opposite, you don’t use any energies, you just want to empty your deck!
Not only Electrode’s discarding power is good in this deck. In the end of your first turn you want to end up with Gothitelle active, if you start with Voltorb this is very easy, because you can discard Electrode! Discarding Electrode also means more bench space!
Normally it would be very bad to give so many prizes away in 1 turn, in this list it is perfect! My opponent will have a hard time decking out when I N him after some Energymites!

Lugia LEGEND:
Same ironic usage as Electrode. Normally you use Oceangrow to get multiple energies attached to Lugia LEGEND, now you just discard your deck.

Uxie:
This is the most unoriginal card of the deck, but I think it’s impossible to make a working deck for this challenge without using a known draw engine like Uxie, Claydol, Porygon2 etc. So I want to make clear that I don’t use Uxie as a decking out strategy, of course it contributes to it but every draw engine would do that. I purely use Uxie to get my Electrodes, Lugia’s and other cards running.

Mesprit:
Mesprit is the first card I use to annoy my opponent. Decking out in a few turns is impossible without using powers so if I play Mesprit T1 it will be very hard for my opponent to keep up with my discarding.

Gothitelle:
I expect my opponent to play something like Mesprit, or some other annoyers as well. That’s 1 reason why I included Gothitelle, they cannot keep up a Mesprit lock once I put Gothitelle in front. The other reason why I play Gothitelle is the trainer lock in general obviously, without trainers it’s extremely hard to deckout, combined with a powerlock my opponent won’t be able to do much discarding.
It seems hard to get a 1-1-1 line of Gothitelle running, but in the T/S/S section I’ll explain why it’s actually quite easy.

Azelf:
Azelf is necessary to get my precious Gothitelle line, Lugia parts, Mesprit or other Pokémon I need at that moment from my prizes.

Broken time-space:
Without this card I won’t be able to get T1 Electrode or Gothitelle.

Poké Drawer +, Pokédex Handy910is, Bicycle:
These are the other part of the drawing engine of this deck. Poké drawer and Pokédex Handy are obvious, Bicycle is playable in here because you have many hand discarding cards in this deck (Junk Arm, Ultra Ball, Dowsing Machine).

Super scoop up:
This card has 3 purposes. The first is getting your active Pokémon away and put Gothita in the active spot. The second purpose is creating bench space when you need it (not the biggest problem because Electrode doesn’t need any bench space). The last purpose is re-using Uxie, Azelf, Lugia LEGEND when necessary.

N:
N also has an use to annoy my opponent. After a few Energymites my opponent took some prizes, so if I use N he/she will only have a few cards left in his/her hand. Reducing the chance of a fast deckout for my opponent.

Pokémon Rescue, Time-Space Distortion:
At first sight these cards seem very strange in this deck, actually the deck doesn’t function without them. Electrode and Lugia discard a lot of cards, with playing Pokémon Rescues and Time-Space Distortion I make an advantage of this discarding. They can be seen as an extra ‘ball engine’ but then from your discard pile. They can return every single Pokémon in this deck from the discard pile to the hand, including Lugia LEGEND parts! Time-Space Distortion requires a flip but you can flip 3 times and most times 1 flip is already enough.
Using this cards it’s able to get Gothitelle out, it’s no problem if you discard a part of the Gothitelle line, I’ll get them back with ease! Of course getting back Lugia parts, Mesprit, Uxies, Azelf and eventually an Electrode line can be important as well, depends on the situation (of course I can use Electrode’s power only 5 times, otherwise I’ll lose by prizes, can be done with this deck as well but that’s someone else’s challenge:p).

Level Ball, Luxury Ball, Ultra Ball:
This is the normal ‘Ball engine’ of the deck. With Level Ball you can get every Pokémon in this deck excluding Lugia parts and Gothitelle. With Luxury and Ultra Ball you can get every Pokémon (including Lugia LEGEND parts). Combined with Pokémon Rescue and Time-Space Distortion you can get the Pokémon you need very quick!

Junk Arm:
It’s really important in here because it can back every trainer card you need at a certain moment. And just like Ultra Ball and Dowsing Machine it discards cards from your hands which makes cards like Uxie and Bicycle better!.
What I like the most about Junk Arm is the combination with Dowsing Machine. Dowsing Machine is the same as Junk Arm, except that it can take back Supporters and Stadiums! With Junk arm you can use Dowsing machine multiple times if necessary!

Dowsing Machine:
This card is a must in here, if you happen to discard all of your N’s or BTS’s you can just get them back with Dowsing Machine, or you can just take an item back! Since Dowsing Machine is an item you can take it back with Junk Arm, this can be useful if you discarded all N’s and Dowsing Machine for example.

First Ticket:
It’s very important to go first in this challenge. That’s a huge advantage, because if you Power lock and Item lock your opponent before he/she can do anything you already won that match. If you don’t start your opponent will have this advantage, and that’s not what you want.
To increase the chance of starting I play 1 First Ticket, of course playing 4 increases the chance of starting even more, but it makes the deck more inconsistent.

I know there are more options with which you control your opponent before he/she can do anything. For example Spiritomb and Sableye. But Spiritomb also locks your trainers which makes your deck slower as well, Spiritomb is only playable with a Porygon2 engine and a lot of supporters but that’s more inconsistent and a lot slower. And Sableye as well as Spiritomb need to be active to work, if you don’t start with them your strategy is ruined and you need to play 4 to be able to start more often with them, which also makes the deck more inconsistent.

That’s why I chose this approach!

Thanks for reading, hope everything is clear and hope you like it!

Cool deck, truly. I like how this deck flows smoothly. I think the creativity is a bit lower because it just seems like an Uxie donk style deck, its not I know, it is just the flow of the deck. This deck DOES work, and you can slow down your opponent with a simple Mesprit drop.

Matijs 8/10 4/5 5/5 =17/20

WINNER - Time for Pain



Once again, great decks folks. Like I said, everyone performed incredibly well this round, it was really hard to grade this AND eliminate 4 people. I am human, if I made mistakes, let me know. If the numbers don't add up, say so...if they are missing a card or something of that nature let me know. Thanks guys for making this such a smooth round. What your thoughts on the grading?
 
I really enjoyed reading through all the entries, wow. This my favorite round by far, with the challenge itself, and all the decklists submitted. I agree with the grading, it was accurate overall (no offensive to anyone, just my beliefs). But in my mind, Time for Pain vs. Matijs was extremely close, it's hard to see a clear winner. I find it difficult to justify that Time for Pain's deck was better at prevention, because Matijs used both Gothitelle and Mespirit. Just a small observation. I still believe that Time for Pain designed a (slightly) more consistent deck and deverses a higger score. Best of luck to Hatter, Rainbowgym, and Time for Pain in the next round! I hope the top 4 challenge is just as enjoyable. ^_^
 
He has better prevention because the opponent NO MATTER what can't deck out. Mesprit and gothitelle just "slows them down". I will agree it was very close, very tough decisions for the winners. I think the toughest in my mind was Rainbowgym vs KingPiplup, that was CLOSE!
 
I'm good with top 8 I guess. I guess trying to slow my opponent down was not enough. The scores do seem a little high this round though. Good luck to everyone else.
 
I'm good with top 8 I guess. I guess trying to slow my opponent down was not enough. The scores do seem a little high this round though. Good luck to everyone else.

That's because it was earned, if you earn the grade then you get the grade. There is a free booster box for the winner, so players are giving it there all. Also, all players that lost...I will be pming you some information a little bit later on. Pokegym is giving a prize to all the top 8 players.
 
I also enjoyed reading every list, but most of all the one my opponent made.
It's always a suprise what people create.
3 people from our pod made in up to top8, that alone is tells me we had a "heavy" pod.
Very curious what the next challenge will be.
 
The next challenge I am currently working on.

So far, I'm leaning on reverse stage pokemon, I.e. a stage 2 is a basic and a basic is a stage 2(if the pokemon has evolutions)
Along with that I'm leaning on making it singletons.

Not entirely sure about this challenge.
 
Depends on what you call singleton?
For me that's one card of each name only with exception of basic energy.
 
Depends on what you call singleton?
For me that's one card of each name only with exception of basic energy.

I agree, last time I did it it was not really singleton. It was singletons with a twist.

I'm also leaning on using a theme deck for this next challenge, using a few sets to make it better. I'm just not sure on this next challenge.
 
Thanks for this event Vegeta! I enjoyed it and hope to enter again in the future. I really like the deck Time for Pain made for this challenge, so it doesn't bother me I lost. It was a fun but hard challenge, especially for the deck choice. It was hard to choose between the deck I chose and Gyarados*/Emboar/Amulet Coin.

Good luck in T4 everyone!
 
So far, I'm leaning on reverse stage pokemon, I.e. a stage 2 is a basic and a basic is a stage 2(if the pokemon has evolutions)

maybe i dont get it, but whats the point of that challenge? i mean why would you use a floink if you can bench an emboar?
 
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