Pokémon TCG: Sword and Shield—Brilliant Stars

Arceus- Battle Roads Masters

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djjoe227

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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 :psychic: 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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My two cents worth:
-1 Dark Arceus
-3 Copycat
-1 Energy Exchanger
-1 Fire Energy
-3 Warp Energy

+1 Collector
+1 Bebe's Search
+1 Expert Belt
+2 Sky Spear Arceus
+4 Call Energy

Okay, let me explain my suggestions: Unless your Arceus is a build that comes from behind, all you're going to need is the one Dark Arceus. The Energy Exchanger can be useful in certain situations to be sure, but to have a more consistent list is more important in my opinion. Yes, I'm being hypocritical by saying cut three Copycat, but those spaces are going to the Collector and the two Sky Spear Arceus. As for the extra Bebe's Search, with as big as Vilegar will be with Sabldonk running rampant, you will need an extra search for your Level X's or to empty your hand of a trainer. As for cutting the Warp Energy, that's going for the Call Energy, as you need to be able set up quickly with the Colorless Arceus's Ripple Swell attack ASAP. Lastly, I find if you run three Expert Belt you draw into them more frequently than with two. Hope I helped!
 
Alright, thank-you for the discussion, I appreciate it. Believe it or not, I've tried these suggestions once before, let me disect and explain:

Dark Arceus is a reliable Tech card in the current format. While I don't "expect" him to be a 'bounce-back' card, he does that job perfectly, as well as others. For example, our current format sees many OHKO plays (Now factor in Cinccino, Reshiram, Zekrom, etc) so his attack is a viable option, especially for only two energy (that's key). Secondly, he is a GREAT counter to Zoroark. Why? Because in any situation where Zoroark is out and Dark Arceus is active, that means your opponent cannot win. Here's how:

1) Prizes equal: your opponent can Foul play for only 20 damage. Your LVX can retaliate with a much stronger attack.
2) You're losing: You're doing 80 while, again, Foul play will deal only 20.
3) You're winning: You wouldn't have Dark Arceus out unless it's LVX and/or your opponent was playing a Gengar-based deck. This is because no current card resists a Dark-type, but Gengar and such are weak to it. Additionaly, since your Prize count attack would only be doing 20, it shouldn't be active because this deck plays the game of weaknesses.

The Copycats shuffle the deck. Bebe's Search I've found to become more and more unreliable, being only really a tech search, or a last ditch effort to return a double of an Arceus I already have or for LVX. There's four beginning Door in here for that, and while I understand Trainer Lock Decks, Arceus really needs better shuffling and Draw (seeing as you'll only ever be stuck with multiple LVX since Arceus are all basic) so you can't afford to "Waste" your supporter like that.

All Arceus is at a 2 Limit (cept LVX) because it relieves clutter. Yes, Sky Spear is an amazing attack, and a near staple, but Ripple Swell is far more crucial. You need to be able to get 6 DIFFERENT Arceus, and having those Extras really clutter the deck. My first build ran 4, and having so many led to VERY SLOW games of hope-based plays that were unsuccessful.

The Warp Energy are tech, they become your Non-trainer Switch card, as well as Sky Spear Fodder. You play it on your active Arceus, and after the switch you move it back to the active. Since you didn't play it from your hand, it does not activate again, leaving your active with it attached. Energy Exchanger is in there for two reasons: 1, tech to search out a clutch Warp, Rainbow, or DCE. 2, to put back basic energy. This is so that you get the full effect of a Ripple Swell, in that you want to be able to say "I found 6".

The Call Energy are a waste of space in my opinion. There's so much Shuffle, search, and draw already, that it's just unnecessary. The only time it is good is Turn 1, because past that an Arceus build should be repeatedly attacking. You'll want to play your other special energies past turn 1, because they are all necessary to get off any attack.

Expert Belt has that nasty draw back of letting your opponent take two prizes. Arceus is already a high HP basic, that plays the weakness game. If it didn't, I'd run 3. But because the extra 20 damage is outclassed in the game of weakness, and because the main idea of Arceus is LVX into a 120HP monster, the extra 20 HP is unneeded as well. You want to be able to draw into extra set-up and shuffle, not useless tech that is situational. The two that are in there are for protection, as sometimes bringing 70HP to 90 versus Dialga G LVX, or 90HP to 110 against Blastoise is also key.

I hope that explained everything!
 
I played a Speed Arceus Variant I call Ginyu Tokusentai at a Battle Roads yesterday went undefeated and won it.... I wont give my list, but I'll give you some advice..... You can run all Arceus types in the deck, You just have to know your metagame and put the Arceus types that help your matchups..... In example, I play more Dark types than Grass type Arceus because of Vilegar, play Fighting type for Tyranitar.... and well you get it.... Also running energy to centralize the Arceus attack(s) you want to use so you always have main attack options. Pulling off Ripple Swell is key to winning and you can let yourself fall behind in a matchup after a Ripple Swell and still win with Arceus Dark's Attack (did it quite a few times yesterday) or the early Ripple Swell can help you control the board with Sky Spear (Arceus Colorless). Call Energy and Double Colorless are the ONLY special energy you should run IMO and are great Sky Spear fodder... Ditch Warp Energy and Rainbow Energy and stick with basic energy Rainbow/Warp are unrecoverable and once you start losing energy well, you lose the game. Ditch Lucario GL it clutters your bench. Call Energy helps slow starts and also lets you grab the Arceus types (which I why I got away with playing only a couple of Pokemon Collector) you need to advantage weakness for your matchups.... Run Expert Belt and Premier Ball

Hope this helps,
Good Luck, God Bless

Techmaster
 
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im running this today.
not this list.

I haven't run the deck since February but I switched it up to add speed. I took out the Rainbows/Warp/Lightning/Metal energies. I added in 4 Dual Ball/4 PokeDrawer+ (I was going to run Unown R's because of all of the extra collectors I eventually draw into but I'd rather not risk more of a donk)

Do you guys think I should run 1 Basic Metal? I took it out for a third fire. I usually end up uses the fire arceus attack mostly.

Things i'd like to fit in:
2x Expert Belt
1x Ultimate Zone
1x PONT

I run 2 PONT and I recently took out the 4th Ultimate, but the deck seems to run better with 3. I generally end up having two UZ in my hand late game.

I wish I could fit the hand refreshers in, as well as the Expert Belts.

It really comes down to Lucario GL VS Expert Belt.
It seems like there will be heavy Gyarados and the +30 hurts, It's either do 160 with Lucario GL or hope they don't have an Expert Belt attached and do 130 with your Expert Belt + Fire Arceus attack

Basically, my deck will set up fast, but it depends on how my opponent does, if they don't have a great start or trainer lock, I usually win. If it's an even game, my deck gets pretty shaky late game with the lack of hand refreshers
 
I played a Speed Arceus Variant I call Ginyu Tokusentai at a Battle Roads yesterday went undefeated and won it.... I wont give my list, but I'll give you some advice..... You can run all Arceus types in the deck, You just have to know your metagame and put the Arceus types that help your matchups..... In example, I play more Dark types than Grass type Arceus because of Vilegar, play Fighting type for Tyranitar.... and well you get it.... Also running energy to centralize the Arceus attack(s) you want to use so you always have main attack options. Pulling off Ripple Swell is key to winning and you can let yourself fall behind in a matchup after a Ripple Swell and still win with Arceus Dark's Attack (did it quite a few times yesterday) or the early Ripple Swell can help you control the board with Sky Spear (Arceus Colorless). Call Energy and Double Colorless are the ONLY special energy you should run IMO and are great Sky Spear fodder... Ditch Warp Energy and Rainbow Energy and stick with basic energy Rainbow/Warp are unrecoverable and once you start losing energy well, you lose the game. Ditch Lucario GL it clutters your bench. Call Energy helps slow starts and also lets you grab the Arceus types (which I why I got away with playing only a couple of Pokemon Collector) you need to advantage weakness for your matchups.... Run Expert Belt and Premier Ball

Hope this helps,
Good Luck, God Bless

Techmaster

It sounds like you take Arceus in a different direction than I do. My strategy relies entirely on Ultimate Zone and switching abuse. I could agree about Lucario GL, but it's really a meta-call. If you won't post a decklist, can you at least say what the meta was like at your battle roads? I'm interested to know what is being played. Thanks!

I would agree with the call energy from the above poster. Have you also considered Pluspowers and Junk Arm?
Pluspowers and Junk-arm are "One-trick Ponies" as I like to call them. Pluspower is situational, and if it doesn't get the job done that turn, for whatever reason, it's a dead card. Junk Arm is good, but rarely do I want to discard two cards from my hand. What would you switch in/out for them?

im running this today.
not this list.

I haven't run the deck since February but I switched it up to add speed. I took out the Rainbows/Warp/Lightning/Metal energies. I added in 4 Dual Ball/4 PokeDrawer+ (I was going to run Unown R's because of all of the extra collectors I eventually draw into but I'd rather not risk more of a donk)

Do you guys think I should run 1 Basic Metal? I took it out for a third fire. I usually end up uses the fire arceus attack mostly.

Things i'd like to fit in:
2x Expert Belt
1x Ultimate Zone
1x PONT

I run 2 PONT and I recently took out the 4th Ultimate, but the deck seems to run better with 3. I generally end up having two UZ in my hand late game.

I wish I could fit the hand refreshers in, as well as the Expert Belts.

It really comes down to Lucario GL VS Expert Belt.
It seems like there will be heavy Gyarados and the +30 hurts, It's either do 160 with Lucario GL or hope they don't have an Expert Belt attached and do 130 with your Expert Belt + Fire Arceus attack

Basically, my deck will set up fast, but it depends on how my opponent does, if they don't have a great start or trainer lock, I usually win. If it's an even game, my deck gets pretty shaky late game with the lack of hand refreshers

I find that I almost never see a 3rd Ultimate Zone, so I run 4. It's really the key to winning with this deck.

I usually don't have too many problems with Trainer lock, most of the time I see that Spirittomb takes up too much time in the active slot, or Vileplume has too much going on with the rest of the game to take a proper defense. VileGar, at least for me, is never a problem because of the Dark and Fire Arceus I run extras of.
 
Using Ultimate Zone is key after Ripple Swell btw..... you hit that nail on the head.... My Strategy involved Playing of of weakness and Using the Correct Attack for the KO, I fall behind in the match trying to Ripple Swell and then Revenge Kill With Prize Count (Arceus Dark) It takes your opponent much more Resources to build another Evolution than it does for you to move Energy via Ultimate Zone. Control their rebuilding evolution (Gengars, Machamps, Emboars) before they evolve with Sky Spear.... My metagame consisted of:
Sabledonk, (Managed to avoid both of them in my matchups):thumb:
(So a little Match Up Luck there....)
Magnezone-Regirock
Vilegar
Reshiboar
Leafeon-Magmortar-Blaziken
DialgaChomp (Didn't Play it),
Scizor/Umbreon/Sableye (didn't play it)

I'll Give you my list, theory and all... I don't Mind Helping People ( I am in Masters BTW.)

3 Arceus Colorless
2 Dark
2 Water (Reshi-Boar/Fast Wave Breaks Mewtwo LV.X after Leveling Up Psychic)
2 Fire (Dialga)
2 Fighting (Tyranitar, Magnezone)
2 Lighting (Gyarados, Lightning Turn is excellent to use....)
1 Psychic (LV it up vs. Mewtwo or Machamps and Fast Wave/Prize Count)
1 Metal (VS. LV.X)
1 Grass (Attack is Great Vs. Vilegar/How I won Yesterday)
2 Omniscient (LV.X)
1 Psychic Bolt (LV.X) Great Game Ender with Sky Spear.
1 Unown Q

Low Trainer/Supporter Count Great Vs. Vilegar

4 Professor Juniper (Great, Rids hand of Arceus for a Brand New Hand, Use when You need a reset button)
2 Copycat
2 Pokemon Collector
1 Twins
1 Looker's Investigation (Disruption)
1 Palmers Contribution
4 Beginning Door
2 Premier Ball
1 Expert Belt
1 Vs Seeker
3 Ultimate Zone (I Played 3 in favor of 1 Energy Retrieval, Should Have Played 4)
1 Energy Retrieval

The Attacks I used Most: Lightning Turn, Fast Wave, Prize Count, Bright Flame, Sky Spear, Break Ground
Though I included energy for all my Attacks...)
Energy
4 Call Energy
2 DCE
2 Lightning
2 Water
2 Dark
1 Fire
1 Fighting
1 Metal
1 Grass
1 Psy

Good Luck, God Bless
Techmaster
 
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i went 3-2. I lost to a mirror.

figures, the very first time i play against an Arceus in a tournament is when I finally decide to play it.

The good news is: Out of 5 games, during four of them i got a first turn ripple swell ;/
i lost to a Minnicino(the game i didnt get the swell) and the mirror
 
If your game points at the weakness, to occupy the cost of retreat and desperdiaciar an energy is not an option in this type of mallets.

Lostgar, vilegar, luxchomp, dialgachomp, are mallets that you need to occupy the advantage that arceus gives in the weakness and ko of an alone blow... This it was a constant problem in this mallet... Which went your solution?
My inglish is very bad....sorry
 
Arceus is a very good counter with a heavy Sabledonk Metagame. I run 20 different Arceus, 4 Call(Essential), 4 Collector and 4 Begining door. It is really easy to get a T2 Ripple Swell sometime T1. I agree that a T1 or T2 Ripple Swell is key in winning the games. I did not lose to 1 Sabledonk deck that I faced. Zekrom donk was another story. Hitting the Arceus for ohko a shot I could not keep up. And my other loss was to a Machamp donk deck.

I tried different techs as in Unown q, Lucario SP, or the Deoxys that has the attack that Machamp Take does not work on. But I took them all out to run straight Arceus as the T2 Ripple Swell is key into winning 95% of your games. The matchup to SP is great and many times very easy. So far I havent run into Mewtwo Lv X and if they use the Rumble Mewtwo then this will be an autoloss since he has 100hp and Sky Spear will not ohko him.

I went 8-3 with Arceus during my 2 BR's. The deck is very strategic to play yet fun. Not everyone can learn it and run it with ease though.
 
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