Pokémon TCG: Sword and Shield—Brilliant Stars

How to use Galactic's Wager most effectively

Jayson

Active Member
So you can do four things to skew Wager in your favor:

1. Employ a combo that will allow you to recover from Wager if you lose the RPS.

Examples: Electabuzz d's power of evolution; Magneton PK and Delcatty PK and energy in the discard; Blissey's Kind Egg;

2. Use attacks or powers that disrupt or decrease your opponent's hand right after you play Wager.

Example: Empoleon Lv.X's supreme command; Honchkrow, Ambipom, Walrein or Gatr's attacks.

3. Use a trainer engine that functions well with a small hand size.

Example: Lots of Copycat, Rowan, Steven's Advice and Wager, with great ball, quick ball, pokedex, and lots of spammable tools and pluspower. With enough hand refreshing supporters, you should get a new one in each refreshed hand, along with several non-supporters that you can use right away to get your hand size small again.

4. Play a crippling trainer like cessation, battle frontier or crystal beach right before you play the Wager.


I guess I just want to get a Wager strategy discussion going. So there's my input. Anyone else have anything to add?
 
There's always the very basic:

Play it if you have less than 3 cards in hand and/or your opponent has more than 6 cards in hand.
 
There's always the very basic:

Play it if you have less than 3 cards in hand and/or your opponent has more than 6 cards in hand.

not always, there were a few games I saw where player A had 3 or 4 cards in their hand, one being TGW, and their opponent had 6+. Still they didn't use it, even though they could have, player A didn't because their opponent had a bad hand, either no NRG or a terrible hand with what they had on the field.
 
I like to use if my opponent manages to get a basic and its evolution in the same turn (ie Skitty and Delcatty ex). It usually delays that evolution because they do not draw it again and hopefully do not draw another search card to grab it.
 
I've been fond of using Castaway to get Cess Crystal, TGW, and an energy. Then holding the Cess until the next turn and dropping it then before the TGW. The same could be done with Scott and a harmful Stadium, but there aren't as many really good ones to hurt your opponent. Having a way of looking into your opponent's hand can be helpful also, but not necessary. TGW is also another way to replenish your deck from a big hand late in game if you are running out of cards (more used in limited, but still possible in modified). You can use it to disrupt your opponent if they are being deliberate by powering up a lower stage of a soon to be played stage 2 Pokemon in their hand.

You can play Crawdaunt Ex or Omastar to shuffle things back into their deck ranther than putting them just back into their hand.
 
Play stadium lock (BF or Crystal Beach) or Cessation Crystal, then play TGW and hope your opponent gets only 3 cards.
As long as you reduce their hand size it's good and they now may not get a Windstorm to counter it, putting them in a pickle.
 
I remember at our battle roads in orlando, Stephen Sylvestro was playing right next to me and we were talking earlier about how rock always wins. He straight up told his opponent "okay, I'm gonna play rock, promise" and he would throw rock and his opponent threw scissors. Not once, not twice, but three times. It was the most freaking hilarious thing ive ever seen!
 
how does paper beat rock
\"HA, I COVERED YOU\"
\"and? im a rock you idiot, i dont breath
\"...crud\"
*rock rolls and rips paper to shreds*
 
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