Hi all, I've started experiments with an anti-metagame engine to put on one's deck. I've recently tested it with Blissey and Gyarados, with quite promising results at long games versus top decks (GG and Magmortar). The idea of this engine is to shut down your opponent's draw. Good thing is that once you build up the engine in your bench, it will propably stay there for the rest of the game, making the endgame to go pretty much in your favor. Pokémon engine (10-11 spaces): 2 Pidgey (delta species/SW, whichever you prefer) 1 Pidgeotto (delta species/SW, whichever you prefer) 2 Pidgeot delta The base of this engine. Pidgeot d HP shuts down your opponent's powers, as long as he has energy attached. In the current metagame, he can shut down whole bench from GG. He also shares pretty good evolution of Pidgeot SW, a fast attacker and damage spreader, which helps against Gallade due to his resistance. You might consider delta Pidgey and Pidgeotto, as Cloyster gives them safety when you're evolving them up. 1-2 Feebas (I actually prefer Delta species here due to the sniping/bring down problem) 2 Milotic delta The draw engine. Feebas starts suck badly, that's why there's option to drop feebases to 1. Delta Feebas is propably the most suckiest pokémon in the format ATM (at least GE Feebas can search for evolutions), but it's safe from Bring Downs when you get Cloyster d in play. It helps you to priorize your needs - you can build Milotic later on if you feel that you need a fast powerblock via Pidgeot delta first. 1 Shellder (Here I prefer SW, as you won't get Cloyster out to shield this one) 1 Cloyster delta To complete our pokémon side, we have Cloyster delta. Pidgeot d and Milotic are both so obvious Magmortar Lv. X bait that it's not even funny, and Feebas/Pidgey should get Bring Downed before you can say "OH SHI-". This is your bulletproof armor against every attack that even tries to touch your delta engine. When completely built, this takes 3 spaces of your bench. It handles your power blockage, shows your opponent's hand and prevents sniping to anything that's not your main attacker. And yes, it also stops Dusknoir so go ahead and have a full bench. And GG players won't tech Latilock or Ampharos d for this, as it's 2 off from their valuable teching space and there's more drastic things to tech for (Maggy and Banette for example). Trainer side (5-8 spaces): 3-4 Team Galactic's Wager I think this is a given. When Claydol is shut off, you want to disrupt your opponent's hand as much as possible. Also, they won't keep their supporters in their hand if you don't force them to refresh it. Play it as long as you win. You will always know your opponent's hand thanks to Milotic d, and whenever you know there's no supporters for you to use and you want to refresh - Wager! If you win, good for you. If you lose, they might have more supporters in their hand, and you're the one that can use them first. Your opponent won't propably use much straight draw when you get the engine locked. The problem with straight draw to your opponent is that they don't know what they're getting - is it 3 Celio's network? That's free Celio for you for next three turns or more, if they don't use them off. Is it Team Galactic's Wager? They just lost their drawn cards and turnly supporter. Using straight draw is even more of a luck based thing when playing against this, so they will focus on using their Roseanne's and Celios - if they ever draw into one. 2-X Rare Candy You need your Pidgeot d fast, preferably faster than your opponent gets his Claydols and Gardevoirs doing their stuff. That's why Candys are a must. Even if you play a strong Stage 1 as your main attacker, consider putting at least 2 candies, preferably more. It doesn't hurt to evolve Magikarp into Gyarados with Candy, either... If you use Stage 2 line as your main attacker, 4 is the only option. You might also want to play a thicker line of Pokémon search if it's stage 2 line, and choose your starters to help in getting them out. Energy lineup (4-6 spaces) 3-4 Holon Energy of Choice To put it bluntly, Pidgeot needs them to function. I hope the rest of your deck needs them also. Holon WP is the most common G/G Counter with Water and decent retreat remover with Psychic, and with Holon FF, you don't have to worry about weaknesses (or resistances) too much. Holon GL is more for special occasions, and by occasions, I mean conditions. Lightning effect is utterly useless in current metagame, but if you're really worried about Magmortar's burn (or Gyarados' self confusion), you might want to slip in Grass. This of course depends largely on what your attacker is. 0-2 Secondary Holon Energy of Choice You can't really search out Holon Energies unless you want to start with Furret (which actually isn't bad idea, but takes quite much space). So you have to depend on straight draw to get them. And when you depend on straight draw, more is always better. With Blissey, you might want to play both WP and FF to push down GG's power. Or just play it as a normal energy to put on your Pidgeot d, if you don't need other fancy effects than the power stoppage. X Scramble Yes. I admit it's slow. It needs to set up 3 different evolutions, so when you're finally set up, you're most definitely down in prizes. That's where Scramble comes in. It's an instant power-up and it lets you come back from behind - at least when you can lockdown your opponent as powerfully as with this engine. Of course if you're playing Crystal Beach variation, this won't help too much. In total, this engine takes 19-25 cards off your deck. It sounds a bit much, but trainers and energies are multi-usable and you can use Pidgeot evolution chain as attacker also by putting in SW Pidgeot. In the other hand, this is the most water-proof blockage of powers in current environment as it has to be teched against. Other power blockage counter cards are already a big part in our decks - for Cessation we have Pachi, for Alakazam we have Wager. There's Gardevoir SW to stop Gardevoir EX and for Gardevoir... well, thats why GG/PLOX rules the metagame. Strategies for decks running this engine For the first thing to remember, you need a starter. Using 4 or 3-1 Pachirisu/Stantler engine both makes your setup faster and drops the possibilities for you starting with - *sigh* - Feebas. At least in theory it does, in actual game you will always start with Feebas and hand full of Rare candies and energy, even if you only ran 1 Feebas in your entire deck. Anyway, starters make this work. Pachi isn't usually donked until T3, and when it is, go Scramble yourself. Next, it largely depends on your opponent's deck of how will you set up. If I see bench full of Baltoys and Raltses, I usually go for fast Pidgeot d to minimize their changes to take an advantage of them. If I see Piplups/Magmars, I'll go for Cloyster first. If I have a bad start, Milotic can turn it to better. This is of course obvious information for most of us, but it's a good reminder of the need of adaptability and many strategies in this game. As this takes a large chunk of your deck, try to maximize the power of your main attacker - this engine takes care of other stuff. Gyarados is tried and proven by Jimmy Ballard in his Answer deck. Blissey seems like a powerful attacker to play, if you can overcome his weakness to Gallade (Pidgeots with Holon WP can help in this one, hint hint). Magmortar is good in every deck (although the Lv. X can't burn with Pidgeot in play). Or if you have a hugely powerful Stage 2 pokémon, try it out! Gallade doesn't always need his Gardevoir... Finally, if you're able to test this engine futher, please do so and contribute to this thread. We're in the middle of a meta where every new deck idea is welcome, and I will continue testing this, but everything needs to be seen in different perspectives to get the real picture. Any help is appreciated with this! Thanks.