Nekizalb
New Member
I've been browsing the Deck Help and Strategy forum for quite a while (as in a couple of months) and one thing I've noticed is that a lot of Blastoise/Feraligatr decks have been popping up. I am wondering why they are popping up when the deck does not seem to be doing well.
The deck requires two heavy stage two lines in order to work- at least a 3-2-3 line of Blastoise and at least a 2-1-2 line of Feraligatr. In addition, it needs 4 Energy for one Blastoise to attack. If that Blastoise goes down, then the next Blastoise will need two additional Energy to attack, provided that the KO'd Blastoise used its attack the turn before it was KO'd. However, Judge is a very popular card in the current format. Playing a Judge before KOing a Blastoise requires the opponent to get 4 more Energy so the second Blastoise can attack. I have seen some decks running Floatzel GL Lv. X, but keep in mind that you still have to get Floatzel GL Lv. X out in order to recover. In addition, Judge can take away the two Energies in your hand, requiring you to draw two more with a starting hand of four cards.
Now, let's take a look at three of the most popular decks in the format: LuxChomp, Jumpluff, and Sablelock, and their matchups against Blastgatr.
Blastoise has Lightning Weakness, and Luxray GL Lv. X can easily take advantage of that. It only requires a Flash Bite with Lucario GL in play for a Luxray to KO a Blastoise. In addition, Floatzel's Lightning Weakness makes it an easy target for Luxray.Garchomp C Lv. X can also harm the deck's setup by sniping Claydols, which is crucial to the deck's success. Blastgatr is also hurt early-game by Power Sprays, and it is very easy for the LuxChomp player to put three SPs into play and hold a couple of Power Sprays in his/her hand. Overall, the matchup is favorable for LuxChomp.
Jumpluff can Bright Look up a Feraligatr and KO it with Mass Attack due to Feraligatr's x2 Grass Weakness. This slows the deck down immensely. Jumpluff can also OHKO a Blastoise through Flash Bites. Jumpluff gets set up a lot faster, and continues to bring out Jumpluffs in games faster than Blastgatr can bring out Blastoises. Overall, the matchup is favorable for Jumpluff.
With Sablelock's huge disruption potential, I think that in some matches Blastgatr won't even get the required four Energy to attack. Sablelock also runs Judge and Giratina, both of which can slow the deck down by robbing it of Energy. Overall, the matchup is favorable for Sablelock.
So with unfavorable matchups against three of the most popular decks in the format, why are people still trying to make Blastgatr decks? Any other thoughts?
The deck requires two heavy stage two lines in order to work- at least a 3-2-3 line of Blastoise and at least a 2-1-2 line of Feraligatr. In addition, it needs 4 Energy for one Blastoise to attack. If that Blastoise goes down, then the next Blastoise will need two additional Energy to attack, provided that the KO'd Blastoise used its attack the turn before it was KO'd. However, Judge is a very popular card in the current format. Playing a Judge before KOing a Blastoise requires the opponent to get 4 more Energy so the second Blastoise can attack. I have seen some decks running Floatzel GL Lv. X, but keep in mind that you still have to get Floatzel GL Lv. X out in order to recover. In addition, Judge can take away the two Energies in your hand, requiring you to draw two more with a starting hand of four cards.
Now, let's take a look at three of the most popular decks in the format: LuxChomp, Jumpluff, and Sablelock, and their matchups against Blastgatr.
Blastoise has Lightning Weakness, and Luxray GL Lv. X can easily take advantage of that. It only requires a Flash Bite with Lucario GL in play for a Luxray to KO a Blastoise. In addition, Floatzel's Lightning Weakness makes it an easy target for Luxray.Garchomp C Lv. X can also harm the deck's setup by sniping Claydols, which is crucial to the deck's success. Blastgatr is also hurt early-game by Power Sprays, and it is very easy for the LuxChomp player to put three SPs into play and hold a couple of Power Sprays in his/her hand. Overall, the matchup is favorable for LuxChomp.
Jumpluff can Bright Look up a Feraligatr and KO it with Mass Attack due to Feraligatr's x2 Grass Weakness. This slows the deck down immensely. Jumpluff can also OHKO a Blastoise through Flash Bites. Jumpluff gets set up a lot faster, and continues to bring out Jumpluffs in games faster than Blastgatr can bring out Blastoises. Overall, the matchup is favorable for Jumpluff.
With Sablelock's huge disruption potential, I think that in some matches Blastgatr won't even get the required four Energy to attack. Sablelock also runs Judge and Giratina, both of which can slow the deck down by robbing it of Energy. Overall, the matchup is favorable for Sablelock.
So with unfavorable matchups against three of the most popular decks in the format, why are people still trying to make Blastgatr decks? Any other thoughts?