Pokémon TCG: Sword and Shield—Brilliant Stars

EXP-HL Tiers and Predictions

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Wow. InSaNiTy. The deck I made for Monkeyman online a few weeks ago and gave up in testing after it still lost all the match ups it lost before. It looked great in theory and once I started playtesting it I gave up on it. Heres why.

Your draw engine is why too inconsistant. It works in Shiftry because Shiftry just needs one of its stage 2s out to be able to control a game. Blaziken needs alot more. So the idea of that list is to get a quicker more consistant start, but when you look at it, its draw power is weaker and it LOSES consistancy even with the extra delcatty lines. It sounds like it would do better but it doesn't. Your starts are much weaker and theres less to top deck into if you don't have a skitty. Its still too slow to beat any of the decks it needs to beat.

Your Magnetons help against Gorebyss I guess, but you still need to lure Gorebyss out at the cost of a Blaziken or bex, and in the long run, in a game of attrition, I'd sarcrifice a Gorebyss for a Blaziken ANY DAY OF THE WEEK. ESPECIALLY with no Town Volunteers! OHKOing the Gorebyss was never the problem for Blaziken. Decks using Gorebyss that previously beat you will still win.

The deck has INCREDIBLY bench space issues. You need a Dunsparce. You need a Magneton. You need alot of Blaziken. With this list you need TWO Delcatty to draw consistantly. You cant fit all you need. Its a clutter. Even when it fires off it can be too much to fit even if you do draw it. The Blazikens often suffer. I found myself forcing myself to restrict it to one Delcatty in play just so I had bench space, and not be able to properly get set up at the speed needed.

The deck does get set up a bit faster than original Blaziken I guess, but in the end game it suffers so badly. You lose any and all tech spots. You lose GYMS. You lose Town Volunteers. You lose RAYQUAZA. Your effectively AUTO LOSS vs Gardevoir. Gardevoir absolutely SMOTHERS this deck no matter what you do. Rayquaza was your ANSWER to it before. You don't have enough switching to support Rayquaza even if you did have it, and all he becomes now is a free 2 prizes due to no Ruins counters.

Basically what InSaNiTy is was my little pet deck design to incorporate as quick of Delcatty line as possible. Levi commented on how great his set up was when he pulled off a t1 Delcatty due to Rare Candy. I joking tossed together a super Delcatty line. We joked about what decks could use it. We said how Blaziken couldn't fit it. I thought maybe it could. I used Eric Craig's shiftry draw engine as a base to branch if off of, but added more of the catty line ( upped it from 2-2 ) and managed to fit it at a cost of switching gyms and pretty much all trainers. Than I had to condense even more once I realized you'd run out of energy if you had to discard to draw most of the time. Sure you get it back, but your often losing your normal energy drop so it doesn't matter.

In other words, your still losing to Walrein close to 100% of the time. Gardevoir is pretty close to a 100% loss. Swampert is still really bad. Gorebyss still is just as effective. Desert Ruins becomes MORE effective. The deck was an attempt to try a new theory to abuse the t1 Rare Candy ruling and it got people excited due to a few sweet apprentice hands when it was first build. Its " Improved Speed " which isn't really any improvement at all anyways, still doesn't give it any edge vs the match ups it needed it in to the point where it makes them favorable.

Also, Magnechu. We trusted you with the deck idea. I am going to IM you when you come on next. You better hope you didn't get an invite to Worlds, becuase I definitely have some words for you there. Its bad enough it was getting circulated around on Apprentice but to post it on here, a HORRIBLE murdered version of the cost list Drew was using, is an absolute slap in the face and an insult to our integrity. You have lost any respect I had for you as a player and a person, I still cannot believe you'd betray us. You knew you shouldn't say anything, especially since you even said Drew told you not to, so you have no excuse. But if your going to post other plays Worlds deck which they were testing and intentionally keeping off the internet, due your own integrity a favor and post a DECENT version of it. Your draw power is pathetic and your energy is abysmal. Why in God's name would you ever run a 4-4 Magneton line in a deck where bench space doesn't permit more than one being put into play at any one time, with even that being debatable? Its support at best. Please do yourself a favor and stop posting decks you don't understand in the least, especially when you know it will make others very angry with you.

Now on a lighter note. The Swampert vs Metabyss debate. As a founder of the current Metabyss lists, I'd like to say that it is pretty close to 50-50 between the two. Its a dead even slug fest. With or without Ruins. Rock TM is very useful. Nurses are in favor of Metagross. The longer the Metagross player can go in the match up the stronger a Gorebyss will be. Example of how to play the match up. Quick Metagross with Metal and DRE ASAP. That prevents you from being OHKOed. Hit away at a Swampert EX. ( Nothing else in the deck is a threat. Suicune shouldnt even be IN the deck. Its not worth it ) In the mean time get some more DRE on the bench. Get the psychic count built up and than once Swampert EX is damage go in and use Gorebyss for the kill. If it costs you a Metagross who cares. Your not tanking it with four metals, thats retarded and way too slow. Its letting them get built up. Go light on the Meta. Just enough NRG to prevent a OHKO and allowing you to attack. Metagross EX is also useful because Swampert has a 3 retreat cost and early game if you get one out you can wreck havoc on the set up by pulling Swamperts active to stall for time. Plus. if you get a decent offense early they likely will still be powering Swampy EX by hand so its not dealing 100 yet.

To make it even though, Swampert should go about focusing entirely on Swampy EX and getting it charged early. By doing so, your preventing Metagross from using Metagross EX against you which is quite literally game over otherwise. One tanked Mex will win the game if you can't use Swampy EX. Swex has to hit the board early though or its a lost cause. If its not in play by turn 5 you've lost. Gorebyss has already established way too high of energy count in play to be stopped. If you get it t2 you should stand a good chance to win, especially if you get a 2nd one powered before the first drops. ( Quite possible ) and if Metabyss gets a slow start or has energy issues you should be fine and your Swex wins. In other terms, if Metabyss gets its solid opening hand and gets set up average or better it should win. If it doesn;t, its no match for this one. Desert Ruins makes for a much harder game for Swampy, but without being able to fall back on Mex, Metabyss feels a bit weakened. I think its SLIGHTLY in favor of Metabyss if Metabyss is played very smartly. ( in other terms, KNOW THE MATCH UP ) Its likely Metabyss's third worst match up ( Blaziken and Shiftry above it...I got it handed to me by Shiftry at the ECSC in the finals- pure beatdown, I can't make any excuses, I played fine, got solid hands, average flips, etc, and he just schooled me - but now I know how to play vs it better and did alot of testing to add some counters so its alot better for me )

Also to an earlier comment, Swampert suddenly became good because of the strong metagame shift. Simple as that. Fighting Types now became heavily desirable and Swampert EX is one of the best. Conviently its in the same deck as a solid energy manipulator with type advantage over Blaziken... the metagame fell into place for it, simple as that.
 
Venusaur said:
Everyone is saying Walrein/Milotic beats Gardevoir but why?

Energy for Milotic to attack: 4
Energy for Walrein to attack: 3

So they're not exactly energy conservers, their attacks don't discard energy, and the most damage their attacks do are 50(since Milotic is 80 - 30). I don't see why Gex would have trouble getting 9 Energy in play then dropping a boost to take down Walreins and stuff.


It beats it because gardy can't attack 50% of the time and well timed milotic heal you more than gardevoir.... the gardevoir is constantly retreating to attack you... as if you flip one heads on sheer cold and they don't retreat you get basically 100 damage on any poke with no damage on you... and you ko them on the third hit... if they can't attack it makes a big problem.... when they retreat they lose their attack power so not only are they screwed if they stay active but if they go to bench they're losing attack power... it's really a good game between the two but I think walrein wins it more times than not, as that's what happened for me at the ECSC lol... where there was no blaziken really lol. :p

I still don't think insanity is that good, it looks great yes, but I've played against it and yet to lose to it.
 
So that's the insanity list. Doesn't look like much, all that draw down the drain. But no one, even levi, didn't tell me about it. Guess I wasn't the elite player I thought I was.
 
Hmm I'm going to update what I think the best decks are since I think I figured out the metagame. These are in order of best to worst...

Shiftry-Quick, swarms pretty well, does good damage, and it's resistance make it the best IMO.
Metabyss-It's just powerful and good. All around good.
Swampert-It's good because of the metagame.
Blaze-There are a bunch of variants and they can hang with mostly everything. The metagame is also not directed and beating it so it has a chance.

Walrein-IMO pretty unplayable since Metagross will be big. If Metagross wasn't so big it would take the place of Swampert. It's still good but it's a huge risk playing it.

Gardy-Totally unplayable with this metagame, no one should play it.

Any other rogue decks shouldn't be played UNLESS they can beat at least the top 4 decks. If you can make a deck that beats them then you can rank it above them.

Yep well there is your guide to what to play at worlds.
 
I agree with a lot of your post
but I think Gardy is playable, but only in the hands of the absolute best players
 
True monkeyman, but by saying the tier 1 and so on decks, we're assuming that the players are even, and we're just matching them up against each other, seeing which one would do better. But yeah, I pretty much agree with you.
 
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