Pokémon TCG: Sword and Shield—Brilliant Stars

HGSS-on Durant

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Because of the bug, I've taken Eviolite out of my deck.
I haven't been missing it, except against Kyurem.
And Drifblim gives me an answer to that.
Without the DCE, it doesn't last long enough to power up.
With the DCE, it's working great.
 
Love the deck, watched top cut cities this past weekend for a player that has never topped an event ever. And looking at the results list, he's not the only one. When i play it, the weaviles were quite literally one snag and done except for free retreating to see if i got another energy for durant. But I play 1-2 hypno line to have a better chance to draw into it since i can search out drowzee and use twins for a revive, evolite, catcher, junkarm, juniper, anything a little more useful.

But it is those big things that one shot consistantly that hurt, so if it does take 8 turns to deck someone if they play no draw, just having 2 durants that do not get 1 shot makes the game. BTW, super rod and flowershop lady KILL against this deck though.
 
Well, I've been testing Hypno and i have to say that I like it.
It's more versatile than Drifblim.
Since it's not an attack, it doesn't slow down my Mill.
And as long as I get 2 or 3 turns of delay out of it, it makes all the difference.
However, I haven't faced a good Kyurem with it yet, so I'm reserving judgment until then.
 
I've been testing out Drifblim as a tech and I'm loving it.
The biggest problem I was having was against players who know to just power up their one big attacker and not put other Pokemon on the bench, unless they were free retreaters. That kills Catcher from buying you an extra turn or two.
With Drifblim (and 1 DCE in the deck), I can take away their one big attacker.
If that's all they have out, I've won.
If they realize what I'm about to do (takes 2 turns to power it up), then they bench another Pokemon and now i have my Catcher back as a way to slow them down.

Drifblim has won me 3 out of my 7 wins last weekend is is most definatly the play. If you cant kill it earse it is my motto. I run a 2-2 with two double colorless. With twins I allways have it when I need it.
 
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Here are a couple of things that i definitely think you should consider running:
Noctowl to pick up the prized Durant you got with Rotom
Seeker to force them to pick up one of their pokemon (Possibly a Stage 2 or attacker)
Super Scoop Up/Max Potion to maintain Durant Stability
 
What about lost removals rambo? That sounds like a good thing to put in to me. (I would only put like 2 maybe?)
 
what about team rocket's trickery?

It's sub-par for the deck.
Yes, it is nice to discard a card from their hand, but since you only get one Supporter per turn, it's more important to make sure you get the resources that you need to keep the mill or disruption going.
 
Here are a couple of things that i definitely think you should consider running:
Noctowl to pick up the prized Durant you got with Rotom
Seeker to force them to pick up one of their pokemon (Possibly a Stage 2 or attacker)
Super Scoop Up/Max Potion to maintain Durant Stability

Noctowl is unfortunately a waste of space in quite a condense deck, the bench space is probably more needed for Hypno, to buy yourself a couple of turns. This list in particular uses Cheerleader's Cheer which draws cards for you. I see where you were going, but it would make it much less consistent.

Seeker would help your opponent more in that sense, as they have less things for you to catcher, once they realise the mistake they made of playing it down. It would work more to support your own damaged Durants, which leads me onto your next post.

I believe that SSU is a possibility in Durant, but it's unreliability makes it not useful enough, to a point where you should just be retreating to a benched durant, or let it be KO'd and revive it. Max Potion I think wouldn't be as useful, as discarding just that one energy can be detrimental to your resource management.

What about lost removals rambo? That sounds like a good thing to put in to me. (I would only put like 2 maybe?)

Definitely a viable choice, and most people would play this card, for good reason.
I don't play it because the attackers that Durant don't do well against generally use Basic energies, there aren't many cards that Durant are worried about getting consistently OHKOd against that use Sp.Metal energies (aka Tornadus). But running it is still a good choice.

I would throw a couple of Flower Shop Ladies in here in case you go up against Vileplume.

My real list runs a single copy of it, it's always good as your said to run a FSL. Although I'd only bother putting one in.

what about team rocket's trickery?

Pokepop pretty much took the words out of my mouth, it's sub-par compared to the cards essential to set up.
 
Not that I think Durant is a good play, but if you're going to play it. It would be best simply to go for a fast consistent build instead of obsessing over gimmicky tech cards like Hypno and KGL. The reason why there bad is because they ruin consistency and countinually get catchered, which buys your opponent crucial turns allowing them to get properly setup. I have enough problems with Rotom getting catchered never mind cards with 2+ retreat costs.

From what I've gathered a skeleton build seems to be something like this...

Pokemon = 5
4 Durant
1 Rotom

Trainers = 34
4 Collector
4 Twins
2 Sage's Training
3 Eviolite
4 Dual Ball
4 Revive
4 Junk Arm
3 Super Rod
3 Pokegear 3.0
2 Pokemon Catcher
1 Alph 4

Energy = 10
4 Special Metal
6 Metal

So thats 49 cards, admitedly I've left out a lot of cards, because I wasn't sure if they were essential or not. Energy is fine, but the deck need more pokémon and more supporters.
 
It honestly depends on your playstyle, really- mine, for example, benefits from me playing no more than four Durants and the (a surplus, according to some) two Rotoms.

However, when it comes to Hypno, a card that only works 25% of the time anyways...I usually notice a slight taste of vomit in my mouth whenever the idea of using it comes to mind. Much like Durant, it's really nice in theory...but unlike Durant, it cannot actually live up to even a small amount of the expectations.
 
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I just see Hypno as a waste of space. It cant be counted on to work, and when it does work you cant count on your opponent to stay asleep. Durrant only works if all the cards in it work the way they need to every time,No flips, No super scoop ups, no Crushing hammers. Just out speed your opponent and when they cant keep attackers up and going finsish them off.
 
Hypno depends on the deck build, Jand, as you mentioned multiple times, your Durant deck works very differently to this one, and you can't apply how your deck works to every build (Not saying it's a bad build, I'm sure it's excellent, but it can't be applied to everything). That 1/4 chance success rate can buy you that single turn you need to beat your opponent, in those games where using hypno is viable (i.e. Trainer lock).

You guys are under the misconception that if you run a Pokemon in your deck, that it has to be played every game otherwise it's a useless card. I usually never play Drowzee down in the first goodness knows how many turns, until I see my opponent losing their resources by wasting them or by myself milling them. Of course I'm not going to play down a drowzee with a huge chance of catcher present. I only play it when I know my opponent's resources are slim, or I can definitely retreat it the next turn (i,e, Switch/Junk Arm for Switch).

Hypno has won me a lot of games, because my opponent assumes that when you catcher it, you win the game. The only time in which this is the case is early game (At which point I wouldn't dare bench a Drowzee) while they are setting up. Other than that how are they going to progress in the game without knocking it out if they're already set up? If they knock it out then it's fine as it is as you say "A gimmicky card" anyway.
 
Hypno depends on the deck build, Jand, as you mentioned multiple times, your Durant deck works very differently to this one, and you can't apply how your deck works to every build (Not saying it's a bad build, I'm sure it's excellent, but it can't be applied to everything). That 1/4 chance success rate can buy you that single turn you need to beat your opponent, in those games where using hypno is viable (i.e. Trainer lock).

You guys are under the misconception that if you run a Pokemon in your deck, that it has to be played every game otherwise it's a useless card. I usually never play Drowzee down in the first goodness knows how many turns, until I see my opponent losing their resources by wasting them or by myself milling them. Of course I'm not going to play down a drowzee with a huge chance of catcher present. I only play it when I know my opponent's resources are slim, or I can definitely retreat it the next turn (i,e, Switch/Junk Arm for Switch).

Hypno has won me a lot of games, because my opponent assumes that when you catcher it, you win the game. The only time in which this is the case is early game (At which point I wouldn't dare bench a Drowzee) while they are setting up. Other than that how are they going to progress in the game without knocking it out if they're already set up? If they knock it out then it's fine as it is as you say "A gimmicky card" anyway.

I have played 5 Trainer lock decks in tourneys and am 4-1, but yes they are toruble and I do see where Drowzee could help you. I gess my big problem is I am the type of person who flips tails most of the time. Last year in Oregon States top 8 match I got a T3 Promo Dusknoir and flipped tail 8 out of 9 turns that I used his power, Still won the game but it would have been far easier if I culd have his a few heads vs the SP deck and all of his poketurns.

I am not saying that Hypno has no place in Durrant, just if it gets catchered up then what? Then you have to play Dodorio, and you loose more cards like Catcher and revive to keep you mill running. IF hypno had a halfway decent attack then maybe. Or if the sleep was automatic and you did not have to flip I could see it. But I just think there are more cards that can help with more matchups then Hypno. It does nothoing to help you vs DonCHamp,if they get two Machamps in play. But that is just me. If Hypno is workign for you keep plsying. I wish all durrant decks the best no matter what version of it is being played. Durrant Vs the world.
 
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Played Durant for cities, got 2nd (couldn't beat a kyurem and cobalion that got 5 energy in one turn from an electrode), and hypno along with crushing hammers save lives. They feel like staples in this deck. 2-3 turns need to be bought for the last couple devours to deck someone.
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