Pokémon TCG: Sword and Shield—Brilliant Stars

Arceus

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xGSFxAugust

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4 Colorless Arceus (Garchomp C Counter)

2 Dark Arceus (Gengar SF Counter)

1 Grass Arceus

2 Fire Arceus (Vileplume/Dialga G/Steelix Counter)

1 Water Arceus(Mewtwo Lvl X, Donphan Prime Counter)

1 Lightning Arceus (Kingra Counter)

1 Psychic Arceus (Machamp Counter)

1 Fighting Arceus (Luxray GL Counter)

1 Metal Arceus( Protection from Lvl X's)

4 Arcues Lvl. X



4 Beginning Door

4 Ultimate Zone

4 Pokemon Collector

3 Bebe's Search

1 Palmers Contribution

2 Expert Belt

1 Luxary Ball

2 Professor Oaks New Theory

3 Pokemon Communication

2 Seeker

1 Twins


4 Call Energy

2 Fire

2 Water

1 Steel

2 Dark

1 Lightning

1 Fighting

1 Psychic

1 Grass

Strategy: The strategy is to use all the search cards in the deck to fill the field with Arceus and use Colorless Arceus's attack, Ripple Swell, to get energy and use Ultimate Zone to manipulate the energy to use Arceus Lvl X's Pokebody, Omnicient, to use any Arceus attack with the appropriate energy.
In short, use Lvl X to type advantage everything.
 
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Drop the 4 dce for 4 call energy. You'll need the call to ensure a quick set up and dce is relatively useless in this deck as u have your energy acceleration in the form of ripple swell alrdy.

Drop the 4 ssu and 1 bebe's for 3 comms and 1 more seeker. Also, throw in one premier ball, great for set up and great for recovery also.
 
I personally don't like call energy in this deck but I may try it in the future. DCC seems to test well since attacks like the Fire Arceus's attack and Colorless's attack require a 2 colorless to use. So it seems okay, but lll try Call. Thanks for the advice!
 
I actually would argue the other way in regards to DCE. It provides easy set-up for most of your attacks and eases the pains of using Sky Spear to bench snipe. I do agree though that Call Energy is probably one of the more needed cards to help avoid wasting time on the first couple of turns.

It's probably unnecessary after you Ripple Swell once or twice, but I might suggest putting one or two Rainbow energies. It would help supplement Arceus Lvl X's ability to use all your Active arceus's moves and ease the loss of energy should an arceus (especially one with lots of energy), be knocked out.
 
Well, the large problem with arceus decks is that besides the main strategy of getting your arceus out for T1/T2 ripple swell and then hitting for type advantage, it's largely a question of personal preference and no two players are likely to build the deck in the same fashion.
However, it seems this deck is at a point which you might want to start adjusting it both for fluidity and for the kinds of decks that are in the meta right now. However... some suggestions I might make would be to:

-Swap out an Electric type Arceus for a Dark type Arceus. If you don't pull off your ripple swell earlygame and/or start loosing some prizes, Dark Arceus's prizecount is a good way to get back damage wise.

-Swap out a Lvl X for a premier ball. Not only would that help in consistency, but it also allows you to pull from the discard in case you want to save the lvl X's in the deck for later.

-This is entirely of personal preference, but I've found all you really need is 3 ultimate zone's in the deck to keep up with other competitive decks that use BTS or another stadium without your stadium cards feeling like dead weight in the hand. Probably swapping one out for a PONT would be wise so you have more chances to get the stadium you need, but any card that lets you get one of your stadiums (via drawing cards, getting a hand, or searching), would do otherwise.
 
Swapping out the Lightning for a Dark was a good idea, considering Lightning in hindsight isn't as good as dark. Not sure about taking a Lvl X out for a premier ball but I'll test it. In my personal opinion, 4 Ultimate Zone is optimal, as I want to see it in my turn 1/2 hand. I'll test with 3 and a PONT at my league tomarrow though. Thanks for the advice!
 
I fit in 4 Double Colorless energies. They are huge for Sky Spear and the Fire Arceus attack.
I also am trying 3 Ultimate Zone/1 Snowpoint
I'm thinking about trying one of the other LV X

I don't know though. I just started playing it yesterday haha
 
Arceus is great.
From my experience, it has three phases before it wins:

1) Ripple Swell
2) Hit For Weakness
3) Snipe the bench for the last few prizes

It's all necessary to win. If you can't pull off Ripple Swell, you will have trouble.
I have played against VileGar and Gyarados so far and had success.
I need to try this against SP though.
Typically I hope to have the prize lead at three prizes and then I could just snipe the last three. I usually don't even use a double colorless until late game.

I do play Lucario GL for x2 weakness for Gyarados. I haven't started with him yet, but I know I'm doomed to start with him one day lol
 
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If you don't mind my asking, how early on in the game do you usually get the ripple swell? I have a hard time getting it early enough to matter.

On topic, I like having two water arceus because of the relatively high damage output. A lot of them can only do 30 or 40, and if you're hitting for weakness like you planned then water's 50 can get you 100 damage. I like it especially because the other two heavy-hitters (ground and fire) have annoying drawbacks, while this one has a plus.
 
If you don't mind my asking, how early on in the game do you usually get the ripple swell? I have a hard time getting it early enough to matter.

On topic, I like having two water arceus because of the relatively high damage output. A lot of them can only do 30 or 40, and if you're hitting for weakness like you planned then water's 50 can get you 100 damage. I like it especially because the other two heavy-hitters (ground and fire) have annoying drawbacks, while this one has a plus.

I'd say turn three at the latest. I run twins for that reason.
The thing is, once you get it off, you're set for the game.

My list is something like:
Pokemon: 18
3 Arceus X
4 Arceus Colorless
2 Arceus Dark
2 Arceus Lightning
2 Arceus Fire
1 Arceus Fighting
1 Arceus Metal
1 Arceus Water
1 Arceus Psychic
1 Lucario GL

Trainers: 21
4 Beginning Door
4 Pokemon Collector
3 Bebes Search
3 Ultimate Zone
1 Snowpoint
2 Twins
3 PONT
1 Judge

Energy: 21
4 Call Energy
4 Double Colorless
2 Warp Energy
2 Rainbow
2 Fire Energy
2 Dark
1 Lightning Energy
1 Fighting
1 Metal
1 Psychic
1 Water

I know I need a Palmers but I just started playing this list yesterday
 
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If you don't mind my asking, how early on in the game do you usually get the ripple swell? I have a hard time getting it early enough to matter.

To add my two cents in my testing of the deck, it generally takes me about 3 turns on average to get my bench filled with Arceus and start ripple swelling my energy into play... but I wouldn't be so bold as to say that you're set for game, especially if your opponent is setting up just as quickly (Though the SP engine or otherwise).


For the most part though, it seems Arceus suffers the most against opponents with Dialga G LVL X (especially in cases of body lock and stadium/trainer/supporter lock), or VileGar (especially under trainer lock).
 
Like i said, I have yet to play against SP so i'm not sure.
I just started playing it yesterday and I'm just suprised at how well it's doing.
Against Gyarados I had to sacrifice my active since they were faster but I ended up drawing twins to get the ripple swell.
 
Like i said, I have yet to play against SP so i'm not sure.
I just started playing it yesterday and I'm just suprised at how well it's doing.
Against Gyarados I had to sacrifice my active since they were faster but I ended up drawing twins to get the ripple swell.

I know what you mean about how well it plays... especially since the cards that were made for arceus fit really well into making it work uniquely.
Yeah, against any of the current competitive decks... speed is definitely an issue to consider, as if you can't get what you want set up before your opponent has prepared their side.

Taking a look at your list specifically, I might call into question the use of Snowpoint temple (as it interferes with your movement of energy, which is and can be vital to success), and might suggest the use of Expert belt for the extra HP and damage in it's place.
As you were thinking, Palmer's Contribution would also make a good addition to the deck as far as recycling necessary cards and energy.
I might also ask the choice of using Bebe's over Pokemon communication (if not just to use them both in the deck).


Otherwise, your decklist seems pretty solid to me. :thumb:
 
Arceus is great.
From my experience, it has three phases before it wins:

1) Ripple Swell
2) Hit For Weakness
3) Snipe the bench for the last few prizes

Yeah, Before worlds last year, I tested the deck with my friends. This is exactly what I found to be the case for idk 4 out of 5 games minimum.

I need to try this against SP though.

The thing is, because of last year's format, we mostly tested against sp. My who made the deck said he was something like 12 and 0 against luxchomp or something rediculous like that (I'm not sure why he didn't stop at... idk say... 10 -0 to better prepare for other matchups lol).

I do play Lucario GL for x2 weakness for Gyarados. I haven't started with him yet, but I know I'm doomed to start with him one day lol

I don't think it would be the end of the world if you did start with him. Well, after checking your list again, I could see how that would be a problem actually. But if you had seeker/ssu, it wouldn't be all that bad.
 
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