Pokémon TCG: Sword and Shield—Brilliant Stars

Gardevoir/Gallade/Weavile

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Nekizalb

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This is what I've played for a while (see my sig) and so now I'd like other people's help with this, or just your opinions.

Pokemon:
1 Gardevoir Lv. X
3 Gardevoir SW
1 Gallade
2 Kirlia SW
4 Ralts PL
2 Weavile
2 Sneasel LA
1 Dusknoir
1 Shiny Duskull
1 Uxie
1 Azelf
1 Crobat G
1 Lucario GL
2-2 Claydol
1 Unown G

Trainers/Supporters/Stadiums:
4 Rare Candy
4 Bebe's Search
3 Roseanne's Research
1 Luxury Ball
4 Pokehealer +
3 Poke Turn
1 Night Maintenence
1 Palmer's Contribution

Energy:
4 Special Darkness
3 Call
6 Psychic

Strategy:

Against most decks, you want to set up a Weavile and a Gardevoir. Use Weavile's Shadow Charge to put 2 special darkness energies on Gardevoir. Next turn, retreat Weavile, bring up Gardevoir, use Weavile's Dark Engage PokePower to make Gardevoir darkness, and then Psychic Lock for 70-100, but you shouldn't have to put more than 2 special darks on Gardevoir. Gardevoir is your primary attacker. If you keep using Psychic Lock for a while, you will completely shut your opponent's deck down. One turn of Psychic Lock is like having 50 Power Sprays because you are preventing your opponent from using Set Up, Cosmic Power, Flash Bite, Bright Look, Flutter Wings, Psychic Bind, and the list goes on and on.
Gallade is there if you need it to take out a big hitter that Gardevoir can't if you need to take out that big hitter in one turn (Flygon Lv. X, Dialga G Lv. X, and Palkia G Lv. X are just a few examples).
Against Gengar, Dark Palm their Nidoqueen, then Dark Engage with one special darkness energy and Psychic Lock for 100. Next turn, play Crobat G to knock out Gengar without activating Fainting Spell.
Against Flygon, let them set up their bench, then Dark Palm a Flygon, and use Psychic Lock. Be careful not to play Gardevoir Lv. X unless you have to.
Against Machamp, do not dark engage, but play Lucario GL and Crobat G, then Psychic Lock for 120+10 for the knockout.
Against Luxape, Psychic Lock completely shuts it down. Be careful that they might be able to prevent you from getting out a Gardevoir by Bright Look/Flash Bite/Fire Spin.
Against Palkia Lock, you need to start out Psychic Locking fast, since Psychic Lock shuts down Mesprit so they can't power lock you (except with limited power sprays), and it also shuts down Palkia G Lv. X so they will have a crowded bench if they are not drawing into Poke Turns.
Against Speedrill, Dark Palm a benched Beedrill and then Psychic Lock so they can't draw it back. Chances are that they will only hit you for 90, so heal 80 off with Pokehealers and KO the last Band Attack Beedrill and hopefully they will have a lot of trouble getting another Band Attack Beedrill out.
You also have the benefit of having a "dual engine"-Claydol Lets you draw cards and Gardevoir can Telepass for Roseanne's, Bebe's, or Cyrus's Conspiracy, so the deck is pretty consistent.

Please let me know your opinions because this really is a great deck, and I really would like to improve it.
 
I ran plox at worlds and t32ed
My opinions:
-Definitely need uppers.
-1-2 Wagers as SP decks tend to have ridiculous hand sizes so you can just telepass and wager then psylock for massive advantage.
-crobat turn seems unnessasary
-at worlds i lost to all the palkia locks I played. Chatot helps the matchup and maybe a pachirisu.
-random idea mesprit LA, azlef MT w/the lvx and uxie for the lock. shame it takes wayyyy too much space :(

yeah just ideas
 
I ran plox at worlds and t32ed
My opinions:
-Definitely need uppers.
-1-2 Wagers as SP decks tend to have ridiculous hand sizes so you can just telepass and wager then psylock for massive advantage.
-crobat turn seems unnessasary
-at worlds i lost to all the palkia locks I played. Chatot helps the matchup and maybe a pachirisu.
-random idea mesprit LA, azlef MT w/the lvx and uxie for the lock. shame it takes wayyyy too much space :(

yeah just ideas


I ran uppers at nats and decided to take them out for calls.
I personally believe the deck is too crowded for wagers and so that is why I don't run them.
Crobat turn is a must! At nats, I played 5/8 swiss rounds against gengar and t64 against gengar, and won them all. Crobat G has also helped me flashbitekill an electrike at worlds with 20 damage on it ftw. I have no idea what I would have done in those situations without crobat g and poketurn.
Against palkia lock, I think the matchup is fine. I have beat every single Palkia lock I have played against, except in worlds when a crucial psychic energy was prized. Thanks for the chatot/pachirisu idea though.
And the mesprit, azelf jsut take up way to much space.
 
Is the lucario really needed? Dusknoir isnt very popular anymore and not really that hard of a matchup. Its the only time i see it usefull, could you please explain? If you agree then i would take it out for a warp point.
 
Is the lucario really needed? Dusknoir isnt very popular anymore and not really that hard of a matchup. Its the only time i see it usefull, could you please explain? If you agree then i would take it out for a warp point.

I never considered the Dusknoir matchup, but the Lucario GL was for Machamp (play crobat g for 10, play lucario gl, psychic lock for 120 and the knockout) and also for Nidoqueen (if needed) (play lucario gl and psychic lock for 120 and the knockout). As long as Machamp is still popular, I will keep it in the deck. I have a feeling it will be popular with more SP-Pokemon now out. When it starts to decrease in popularity, I was planning to take the lucario gl out.
 
hmm, machamp seems like it wouldnt give you too much trouble either past the few first turns, although being able to one shot it is nice.
 
props for the deck dude i hope you dont mind me using it to try to win a couple of tournys in florida lol

Fixed that for you. We only won Regionals in FL last year with GGW. I don't think you'll have too much fun trying to use our own guns against us!

Back to back posts merged. The following information has been added:

Lucario isn't needed against machamp, though. If they level up, you do 60+40+60=160, if they don't level up, you are still doing 90 and LOCKING them. What will they do? Try to do 40 or flip heads?

-1 Lucario
-3 poketurn (you kidding? as if gardy can afford these kinds of slots or the bench space for crobat)
-4 pokehealer (this isnt CCs 2008 anymore!)
+1 call
+1 roseanne
+consistency
no moonlight or warp point? seems like a big misplay. no lucians? no cynthia?
 
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Beating Gengar is much easier done with Uxie than Crobat G, especially since most Gengar decks run Nidoqueen, taking away your chance to get around Shadow Room unless you're able to get multiple Poketurns off (you have 1 special Dark attached and do 100 total, but it gets back down to 80 by your next turn, forcing 3 unlikely Flash Bites).

To win that match-up, you need a second Unown G. With two in the deck, you allocate one for Weavile and one for Gardevoir. Then, just manipulate your hand to keep it free of trainers, keep your bench largely devoid of anything except Weavile, and constantly Psychic Lock + Teleportation for Uxie to get the KO without activating Feinting Spell. You can get Uxie out every turn that you need it with Telepass easily. If you are able to do this, the only thing in Gengar that will hurt you is Nidoqueen, which I suppose would make Lucario GL handy. I wouldn't run Lucario GL just for that and Machamp though, especially considering the edge you already have on the latter.

I'd also run 4 Call (max consistency), a Cynthia's, a Chatot, perhaps a Lucian's, and either a Looker's or a Wager. Having some form of hand disruption, even if it's only one card, really can help with various SP match-ups, especially since you can use their Cyrus to pull it out and then play it in the same turn.
 
Beating Gengar is much easier done with Uxie than Crobat G, especially since most Gengar decks run Nidoqueen, taking away your chance to get around Shadow Room unless you're able to get multiple Poketurns off (you have 1 special Dark attached and do 100 total, but it gets back down to 80 by your next turn, forcing 3 unlikely Flash Bites).

To win that match-up, you need a second Unown G. With two in the deck, you allocate one for Weavile and one for Gardevoir. Then, just manipulate your hand to keep it free of trainers, keep your bench largely devoid of anything except Weavile, and constantly Psychic Lock + Teleportation for Uxie to get the KO without activating Feinting Spell. You can get Uxie out every turn that you need it with Telepass easily. If you are able to do this, the only thing in Gengar that will hurt you is Nidoqueen, which I suppose would make Lucario GL handy. I wouldn't run Lucario GL just for that and Machamp though, especially considering the edge you already have on the latter.

I'd also run 4 Call (max consistency), a Cynthia's, a Chatot, perhaps a Lucian's, and either a Looker's or a Wager. Having some form of hand disruption, even if it's only one card, really can help with various SP match-ups, especially since you can use their Cyrus to pull it out and then play it in the same turn.

You can run 1 unown G if you want. Just level up gardy, copy their bebe to put in any trainers, and simply bring down any threat while you take 0 damage. But that's a tad harder then just running 2 Unown G =P
 
While that can work in much the same way Psychic Lock/Uxie switch-out works, the Bring Down strategy is blocked by Unown Gs, which makes it unreliable. It is also hard to get the field down to only one Pokemon in play on your side (I'm assuming that's what you're suggesting, to avoid giving them any Shadow Room targets and to prevent any self-Bring Downs); this is dangerous too, with Nidoqueen, Uxie, and Haunter in the mix on their side. You could be hit with Hoodwink, for example, and then KOed by a Mega Punch from a "surprise" Nidoqueen, or Psychic Restore + Mega Punch and 1 Flash Bite also KOs you. With Weavile in play, you at least won't get benched and you always have the option to Psychic Restore for 50-60.

Anyway, the OP should take note of Bring Down as another valid option for getting rid of Gengar without the flip.
 
Alright...after reading discussions, I have decided to take out the Crobats, Poketurns, and Lucario and put in Cynthias, another Call Energy, and a Looker's. I like the idea of Cyrus-ing for a Looker's and getting cheap disruption that way. I am still undecided about the second Unown G, but if Gengar continues to be big in my area, I probably will put it in. Also, I will keep the Pokehealers. I have done far too much playtesting to realize that they really do help the deck a lot.
 
i would take out the dusknoir line for a nidoqueen line. i found after much playtesting is that psychic locking from turn 2 to end game wins games no matter what. the nidoqueen gives it extra life every turn until they can OHKO or 2HKO it which is hard enough without having powers. i love the healers in the deck. i would also take out the lucario, palmers, 3 poketurns, and the crobat G for 2 moonlight stadiums, 1 broken time space, 1 more call energy, 1 lucians assignment and 1 more sneasel. im assuming the lucario and crobat are there for when you cant get close enough with psy lock and because you have a way to abuse their cyrus conspirisy but if you can 2HKO at least then it doesnt really matter then.
 
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