I started playing Arceus 2 months ago. My local shop had a box of Arceus in, my friend bought it, and after looking at the cards, I decided to trade cards to gather all of the different types. I built the deck, bought it to a league, and worked on it for two weeks. After posting it on two different forums, I found suggestions that made the deck work better, while being able to get answers to many questions I had. For 9 weeks straight I have lost only 2 games. It is an amazing, and fun, deck to play. Here is my current list:
Pokemon:
2x :colorless: Arceus
2x :fighting: Arceus
2x :dark: Arceus
2x :fire: Arceus
1x :metal: Arceus
1x :water: Arceus
1x :lightning: Arceus
1x :grass: Arceus
1x sychic: Arceus
4x Arceus LVX (AR94/99)
1x Lucario GL
T/s/s:
4x Beginning Door
4x Professor Oak’s New Theory
3x Copycat
3x Pokmon Collector
4x Ultimate Zone
2x Expert Belt
1x Palmer’s Contribution
1x Energy Exchanger
1x Bebe’s Search
Energy cards:
4x Rainbow Energy
3x Warp Energy
1x Metal Energy (basic)
4x Double Colorless Energy
3x Fire energy (basic)
2x Dark energy (basic)
1x Lightning Energy (basic)
1x Fighting Energy (basic)
When playing the deck, it’s important to understand one basic concept- You can beat almost anything.
I say almost because Yes- you will have those games that are against a trainer lock and draw into lucario, trainers, and energy. You’ll have games where you draw an abundance of Supporters. You’ll have games where a Zekrom Donk will do just that. It happens. The point I’m trying to make is that this deck is very much so Luck-based. A decent shuffle is REQUIRED every time you can. Once you get set-up(which really is only 2 turns) the deck plays itself against any match-up.
So rather than analyze everything for a detailed explanation, let me just get over some key points before going on my merry way:
1) The choices on Arceus: Most people do not run every type. I am not most people and I would highly recommend disassociating yourself with the others fairly soon. You need 6 different Arceus on the field, one being the colorless with Ripple Swell, at nearly ALL TIMES. Not including LVX, there are 9 types. Take into account poor shuffling, prized cards, and so on- you can’t afford to not run them all. Additionally, you have to be able to look at Arceus individually and as a whole. Individual abilities are your techs, while as a whole the deck supports a weakness-based force to be reckoned with. It is seen in many other Arceus builds that the Metal Arceus is not used because of it’s weak attack and overall minor weakness usage. However, the Metal Arceus is a key component in the mirror, seeing as LVX is a major player in the game. The Psychic one provides confusion, which isn’t as extravagant as paralysis, but still useful. In a game where either Unown Q is not present, or if energy is scare to begin with, are they going to wate their retreat so easily to remove a condition? And if they can’t retreat, do they skip the attack step altogether? The Fighting one in this deck is a 2-of because of the weakness it gives to Zekrom and other fighters. I'm only running 2 Colorless Arceus here because while I am fully aware of the need to get it out and to get off a Ripple Swell, I am also aware that 3 makes it a cluttered draw. The only Arceus you want to truly see more than once a game is LVX, as the rest have an array of tech, including self-healing.
2) Knowing the full extent of LVX: I run 4 LVX, some decks run 5. I think 5 is overkill, seeing as to me a LVX is a restricted stage 1 (The evolve-e must be active and not already LVX). The deck uses the Omniscient, which if you didn’t know allows that Arceus to use all attacks of any Arceus in play. The deck runs 4 Rainbow Energy and 4 Double Colorless, as no Arceus needs more than a single color and one to two generic energy to get off an attack. You use attacks given the situation. It's also important to note that Arceus plays the weakness game, so you generally want to LVX a main attacker that can exploit a weakness. Arceus LVX itself has no weakness (or resistance), so it can just "be there" if need be. But with an arsenal of different attacks, some with positive side effects, you can OHKO most things or set-up a 2-turn KO with minimal backlash.
3) Knowing your opponent: This deck can beat any given deck, including one running Machamp SV, which will literally “take out” any pokemon found in this deck. All decks have the capacity to win, but with this one particularly there is a toolbox of ways to do it. LVX lets you use any Arceus attack in play, and that should be where your tech is. Recently, for example, I was off against a Zoroark, with an energy-less pokemon on their bench. My move? I used the attack “Lightning Switch”, which switches Arceus with a benched one. I chose, of course, the one with Lightning Switch. This not only gave Zoroark a nasty 30 damage, but set up my opponent’s next turn for them- deal 30 to my Arceus, and switch Zoroark with their bench. The following turn, they did just that, and I was able to use “Sky Spear” to knock out that same Zoroark. The rest of the field was important, but it’s a point to be made to know your field and what each card is capable of. You should know to keep a Fire-Arceus available, without LVX, incase of Dialga G LVX, you should know who to make into LVX (you only have up to 4 options!), and you should know your own game as well. The Fire Arceus has the largest attack of all Arceus, but if I can I use the attacks of the fighting or dark ones for damage, especially in an energy-deficient game, one where you can NOT risk a flip of tails. Sky Spear removes Energy and can Snipe, so it's good to know when and where you can use it.
4) Shuffling: The deck is constantly shuffling. This was originally a plan to stop Chatot G’s effectiveness, but it also helps in removing clumps and dead draw series. You also generally want to get basic energy with Ripple Swell, so throwing it back with a Professor Oak’s New Theory or Copycat isn’t a bad play. Between games you should also be constantly pile shuffling.
5) Energy: For this deck, energy reflects most used attacks. Rainbow enables every move, Warp Energy is a tech-switch. You’re mostly wanting to use the biggest attacks possible, and depending on the deck will be Fire/Fighting/Dark. I chose a metal energy because I don’t believe in a “Sacrifice” play- if Lucario, for whatever reason, is my active and I NEED to, I will gladly let him do a Combo Throw for 30-50. It is also a NECESSITY against the mirror. I chose a lightning as my filler energy because the “Lightning Switch” attack only costs 2 energy, and if you are short of the special energy, it allows for a quick 30 damage.
6) Ultimate Zone: Like most stadiums, you don’t want to play it until you can use it (Why let it wastefully take up the Stadium slot to be destroyed by a commonly seen BTS or Snowpoint Temple?) It is the key to this deck. It is what enables plays like playing a Warp Energy for free switch, then moving energy for the attack. It lets your Ripple Swell become an extreme source of useful energy acceleration.
Unlike most other decks, I don’t see any additional Techs. Arceus is it’s own tech. That being said, it is next to impossible to gauge matchups- Arceus can beat most decks with itself. As long as you know your opponent’s pokemon, winning is literally reduced to luck of the draw and your own plays.
Given all that, please let me know if there's anything I should add or take out. I'm open to suggestions, as I'd like to take the deck to Battle Roads in June.
Thank-you!
Pokemon:
2x :colorless: Arceus
2x :fighting: Arceus
2x :dark: Arceus
2x :fire: Arceus
1x :metal: Arceus
1x :water: Arceus
1x :lightning: Arceus
1x :grass: Arceus
1x sychic: Arceus
4x Arceus LVX (AR94/99)
1x Lucario GL
T/s/s:
4x Beginning Door
4x Professor Oak’s New Theory
3x Copycat
3x Pokmon Collector
4x Ultimate Zone
2x Expert Belt
1x Palmer’s Contribution
1x Energy Exchanger
1x Bebe’s Search
Energy cards:
4x Rainbow Energy
3x Warp Energy
1x Metal Energy (basic)
4x Double Colorless Energy
3x Fire energy (basic)
2x Dark energy (basic)
1x Lightning Energy (basic)
1x Fighting Energy (basic)
When playing the deck, it’s important to understand one basic concept- You can beat almost anything.
I say almost because Yes- you will have those games that are against a trainer lock and draw into lucario, trainers, and energy. You’ll have games where you draw an abundance of Supporters. You’ll have games where a Zekrom Donk will do just that. It happens. The point I’m trying to make is that this deck is very much so Luck-based. A decent shuffle is REQUIRED every time you can. Once you get set-up(which really is only 2 turns) the deck plays itself against any match-up.
So rather than analyze everything for a detailed explanation, let me just get over some key points before going on my merry way:
1) The choices on Arceus: Most people do not run every type. I am not most people and I would highly recommend disassociating yourself with the others fairly soon. You need 6 different Arceus on the field, one being the colorless with Ripple Swell, at nearly ALL TIMES. Not including LVX, there are 9 types. Take into account poor shuffling, prized cards, and so on- you can’t afford to not run them all. Additionally, you have to be able to look at Arceus individually and as a whole. Individual abilities are your techs, while as a whole the deck supports a weakness-based force to be reckoned with. It is seen in many other Arceus builds that the Metal Arceus is not used because of it’s weak attack and overall minor weakness usage. However, the Metal Arceus is a key component in the mirror, seeing as LVX is a major player in the game. The Psychic one provides confusion, which isn’t as extravagant as paralysis, but still useful. In a game where either Unown Q is not present, or if energy is scare to begin with, are they going to wate their retreat so easily to remove a condition? And if they can’t retreat, do they skip the attack step altogether? The Fighting one in this deck is a 2-of because of the weakness it gives to Zekrom and other fighters. I'm only running 2 Colorless Arceus here because while I am fully aware of the need to get it out and to get off a Ripple Swell, I am also aware that 3 makes it a cluttered draw. The only Arceus you want to truly see more than once a game is LVX, as the rest have an array of tech, including self-healing.
2) Knowing the full extent of LVX: I run 4 LVX, some decks run 5. I think 5 is overkill, seeing as to me a LVX is a restricted stage 1 (The evolve-e must be active and not already LVX). The deck uses the Omniscient, which if you didn’t know allows that Arceus to use all attacks of any Arceus in play. The deck runs 4 Rainbow Energy and 4 Double Colorless, as no Arceus needs more than a single color and one to two generic energy to get off an attack. You use attacks given the situation. It's also important to note that Arceus plays the weakness game, so you generally want to LVX a main attacker that can exploit a weakness. Arceus LVX itself has no weakness (or resistance), so it can just "be there" if need be. But with an arsenal of different attacks, some with positive side effects, you can OHKO most things or set-up a 2-turn KO with minimal backlash.
3) Knowing your opponent: This deck can beat any given deck, including one running Machamp SV, which will literally “take out” any pokemon found in this deck. All decks have the capacity to win, but with this one particularly there is a toolbox of ways to do it. LVX lets you use any Arceus attack in play, and that should be where your tech is. Recently, for example, I was off against a Zoroark, with an energy-less pokemon on their bench. My move? I used the attack “Lightning Switch”, which switches Arceus with a benched one. I chose, of course, the one with Lightning Switch. This not only gave Zoroark a nasty 30 damage, but set up my opponent’s next turn for them- deal 30 to my Arceus, and switch Zoroark with their bench. The following turn, they did just that, and I was able to use “Sky Spear” to knock out that same Zoroark. The rest of the field was important, but it’s a point to be made to know your field and what each card is capable of. You should know to keep a Fire-Arceus available, without LVX, incase of Dialga G LVX, you should know who to make into LVX (you only have up to 4 options!), and you should know your own game as well. The Fire Arceus has the largest attack of all Arceus, but if I can I use the attacks of the fighting or dark ones for damage, especially in an energy-deficient game, one where you can NOT risk a flip of tails. Sky Spear removes Energy and can Snipe, so it's good to know when and where you can use it.
4) Shuffling: The deck is constantly shuffling. This was originally a plan to stop Chatot G’s effectiveness, but it also helps in removing clumps and dead draw series. You also generally want to get basic energy with Ripple Swell, so throwing it back with a Professor Oak’s New Theory or Copycat isn’t a bad play. Between games you should also be constantly pile shuffling.
5) Energy: For this deck, energy reflects most used attacks. Rainbow enables every move, Warp Energy is a tech-switch. You’re mostly wanting to use the biggest attacks possible, and depending on the deck will be Fire/Fighting/Dark. I chose a metal energy because I don’t believe in a “Sacrifice” play- if Lucario, for whatever reason, is my active and I NEED to, I will gladly let him do a Combo Throw for 30-50. It is also a NECESSITY against the mirror. I chose a lightning as my filler energy because the “Lightning Switch” attack only costs 2 energy, and if you are short of the special energy, it allows for a quick 30 damage.
6) Ultimate Zone: Like most stadiums, you don’t want to play it until you can use it (Why let it wastefully take up the Stadium slot to be destroyed by a commonly seen BTS or Snowpoint Temple?) It is the key to this deck. It is what enables plays like playing a Warp Energy for free switch, then moving energy for the attack. It lets your Ripple Swell become an extreme source of useful energy acceleration.
Unlike most other decks, I don’t see any additional Techs. Arceus is it’s own tech. That being said, it is next to impossible to gauge matchups- Arceus can beat most decks with itself. As long as you know your opponent’s pokemon, winning is literally reduced to luck of the draw and your own plays.
Given all that, please let me know if there's anything I should add or take out. I'm open to suggestions, as I'd like to take the deck to Battle Roads in June.
Thank-you!
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