Pokémon TCG: Sword and Shield—Brilliant Stars

Electivire Lv. X

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Is it stupid to think about changing out the grass trapinch for one of the psychic trapinch for the Mario matchup (probably)? And would you even want to try to put your castform out there in that matchup? Seems like suicide, but then again if you don't set up correctly, that's also suicide... Hrmm...
 
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HP has 10 more HP, and DF Trapinch doesn't kill MARIO early game by any means.
DF trapinch is a OHKO for Lucario, HP Trapinch is not.
DF Trapinch can get OHKO'd by Riulo with a PP, HP Trapinch can't.

=/
 
So, we've been talking about this for a while, has anyone been playtesting it? How is it doing? How fast does it set up? I've almost got all the cards, but using proxies for the lv. Xs, I can usually get 2 flygons and a 'vire going by turn 5/6.
 
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Is that with or without a Magneton?

Anybody tried out the Chu build yet?
 
Heres my list:
Pokemon/20

4x :lightning Pichu PK (Searching/Can evolve straight into Pikachu)
3x :lightning Pikachu MT
3x :lightning Raichu MT
4x :lightning Electabuzz DP
3x :lightning Electivier DP
1x :lightning Electivier lv.X MT
1x :metal: Magnemite DP
1x :lightning Magneton PK

Energy/16

3x DRE (for discarding)
1x Scramble Energy
12x :lightning Electric Energy

Trainers/24

4 Speed Stadium (Extra none supporter draw)
4 Celios Network
2 Night Maintence
3 TVR
2 Scott
2 Holon Mentor
2 Copy Cat

5+
 
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Is that with or without a Magneton?

I've been using Chimecho δ. He's basic, so he's faster to setup than the magneton, plus he's a delta poke, so he contributes to the delta draw/castform start. His downside of course is that there're only 2 legal trainers to feed him post-rotation.

It seems like a tradeoff between mediocre energy recovery/faster setup and better energy recovery/slower setup... I just chose the faster setup route. I need to do more playtesting to see how bad it hurts me on the energy recovery part in the later game. Running 2 night maintenances mitigate it somewhat, but it may not be enough.
 
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This is an interesting deck, but i fear the deck won't be able to survive, as speedy decks such as empoleon will own the format. The best way to play it, would probably be to run 0 straight draw cards, and run a lot of basic fetchers like mentor, fan club, great ball, and dual ball, and replace energy for casty so you wont lose when it comes to straight draw. Casty + Electabuzz = a crap load of cards, and is much more efficiant.
 
I've been using Chimecho δ. He's basic, so he's faster to setup than the magneton, plus he's a delta poke, so he contributes to the delta draw/castform start. His downside of course is that there're only 2 legal trainers to feed him post-rotation.


This is an interesting deck, but i fear the deck won't be able to survive, as speedy decks such as empoleon will own the format. The best way to play it, would probably be to run 0 straight draw cards, and run a lot of basic fetchers like mentor, fan club, great ball, and dual ball, and replace energy for casty so you wont lose when it comes to straight draw. Casty + Electabuzz = a crap load of cards, and is much more efficiant.

castform isn't good. I have been play testing this deck for over 2 months now and castform won't surrvive for more than 2 turns. Just play the DP elekid as your starter. Magneton is much better than chimeco. Why? he can use his power whenever he wants, he gets 2 ebergy back and has a decent attack.

And empoleon won't defeat this deck easily since he has weakness and we will be able to OHKO all of their pokemon. Their only chance is to K.O our basics early but this deck setups fast enough.BTW don't forget to use DF electrabuzz since his power is part of this deck's setup.
 
castform isn't good. ... castform won't surrvive for more than 2 turns. Just play the DP elekid as your starter.

The problem is, cutting the castform starter severly gimps your setup. You end up drawing like 1/3 of the cards every turn that you would have if you had him. And shouldn't he last ~ 3 turns unless you are playing against a fighting deck, which is only going to be what? 10-20% of your match-ups?

Intersting that there are so many opinions on which is the right way to play this deck. :-D

I like the idea of the raichu version, and I've no doubt it can set up as fast as an aggressive flyvire (if not faster), but it seems to me that the flygon version gives you more options... i.e. will fare much better against physical type decks, becuase you can push Flygon to the front and have him cover for your electric types somewhat (or if you notice that he's got a lot of basics on his bench that would like to have some sand damage on them, kricketot, absol ex, etc.). Seems like 'chu's options are much more limited to bail you out of a bad situation.

So back to the issue of the castform starter... the Flygon variant requires a lot of setup, and if you don't get there FAST, you're going to have a rough time. You don't need to be fighting your own deck as well as the other guy's :). I think that even if you have to arrange your deck such that it sacrifices a little bit of the late game to get set up properly, it's worth it, but I'm still testing that part. Anyway, I just can't see a faster way to set up an electivire deck than to start with castform. I think it is much better than even chingling starters, etc., because you can draw AND play supporters during your turn.
 
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Flygon is the better version especially against Mario. In the Mario matchup, you stop trying to set up an electivire. You set up the Flygons, Flygon ex d and the soon to be put in, Rayquaza ex.

I updated the first page for thoughts that I had.
 
Elekid DP is a better starter than Castform for this deck, simply b/c you don't have the FTK potential with Elekid. Also, he doesn't take up extra spots in the deck (contrary, he adds something that DF didn't have, free attacks). With Buzz being able to draw 3 cards every turn and a host of other draw cards in the deck, you really don't need nor want Castform sitting around in here.

I like the Pokemon setup on the FP article build. Neither Trainer engine seems particularly effective (IMO). Then again, I love overloading on essentials at the expense of TecH. I also like the idea of using Delta Rainbow as your Colorless buffer and energy accelerator.
 
I'm assuming FTK= means first turn kill...

I'm confused, there isn't a first turn kill potential with a 40 HP, fighting weak elekid? Did I miss something here? Riolu would OHKO both of these on a heads, Machop would 2 turn KO both of them. Plus if elekid/buzz get KO'ed, you just lost some of your options to building up to a 'vire, which hurts. Or even you build up to a 'vire with the elekid you started with, he will already be damaged. I know that's a weak argument (because your opponent's guy is getting damaged at the same time), but putting a new, undamaged one out after the castform is KO'ed at least gives you the potential for being able to use him for more turns.

I like castform for his energy attach power too:
- his energy attach power gives you more options for powering up Flygon δ/Flygon ex δ. (you don't usually want to attack with Flygon δ, but sometimes you get backed into a corner...)
-if you use him to attach to a 'vire, you discard HIM instead of energy, which is so KEY. 'Vire's attack causes you late game energy trouble, but using castform helps solve that a bit! You basicly discard 1 energy attach instead of 2, which leaves you with more resources after your attack, and this helps you pull off 'vires attacks more consistently.
-of course I love the ol' switch castform for the lightning energy attached to 'vire, then use flygon's power to put the same energy right back on to 'vire. This really helps if you didn't draw an energy during your turn, plus it just feels cool.
-mentorable energy! helps bail you out of so many situations it's not even funny.

I hate to disagree with you, Bull, since your articles/advice really got me pointed in the right direction as I was just ramping up to get into this game, so I feel like I am disagreeing with my dad or something... but well...there you have it. You may still be right, I'll have to think about it more, but castform is just so good in so many ways. Drawing 5-6 cards per turn (before castform gets knocked out) between him and the buzz's just feels so good.

Wow... sorry for the long post. :-D
 
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