Pokémon TCG: Sword and Shield—Brilliant Stars

Glaceon/Vileplume: Total Lockdown

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Glaceon/Vilepume: Total Lockdown
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Name: Glaceon/Vileplume
Author: Alaric M.
Format: MD-CL
Date: March 15, 2011

Since the dawn of time, there have been two forces. The Power, and The Lockdown. Equal and opposite, throughout history, these two forces have been at war. Occasionally, one will get an advantage over the other. Such an advantage never lasts for long though, as the opposing side quickly concocts a response. They are truly twin sides of the same coin.

In this article, I'm going to be discussing a deck that falls definitively on the Lockdown side of the coin, because I feel the Lockdown needs a new champion. Something to remind people that they can't just get away with whatever crazy Power/Trainer combo they want.

Because Glaceon's watching.

The Lockdown has taken many forms over the years. Cessation Crystal, Gardevoir SW's Psychic Lock. Most recently, Power Spray denies peoples Set Ups, crushing them and making way for an easy victory. Spiritomb AR and Vileplume UD provide Trainer lock, further restricting peoples actions.

Rarely though, do you see these two kinds of lock utilized in tandem. Power lock and Trainer lock. The closest thing we have in the metagame is Dialgachomp, and frankly, neither of those locks are absolute.

Glaceon/Vileplume provides a constant, all-game Lockdown nuclear winter, crippling your opponent's deck to the point where you can whisk it away like a single Magikarp in a powerful undertow.

Here is the list.


The List
Pokemon:

4 Eevee MD # 62
3 Glaceon MD # 5
1 Glaceon Lv X MD
1 Espeon MD
2 Oddish LA # 112
2 Gloom UD
2 Vileplume UD
4 Spiritomb AR
2 Unown Q MD
2 Uxie LA
1 Uxie Lv X LA
1 Azelf LA
1 Mesprit LA
1 Giratina PL # 9

Trainers/Supporters/Stadiums:

4 Pokemon Collector
4 Bebe's Search
3 Professor Oak's New Theory
2 Cynthia's Feelings
2 Judge
1 Palmer's Contribution
1 Flower Shop Lady
2 Broken Time Space

Energy:

8 Water Energy
4 Rescue Energy
2 Warp Energy

I know what you're thinking. "What, no Trainers? Did he just-" let me stop you right there.

I did.

Honestly, this deck has no use for Trainers. The Engine given is best suited to provide you with all the Pokemon/Energy/Recovery you'll need. It is a full, 60 card list. If you feel the need to make changes, I hope you will do so under the guidance of the rest of the article.

So far, in tournament play, this deck has only lost to Steelix and Dialgachomp. That was without the Flareon tech. This will be discussed later in the article.

The Cards

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4 Eevee MD # 62: I use the Call for Family Eevee just for extra donk protection. Never get more than 3 Eevees in play with it though, that just screws up your bench. Also, it has 60 HP.

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3 Glaceon MD # 5: It's the only Glaceon with a one Energy attack, and a pretty good one at that. 50% invincibility is great, especially when they can't Warp Point or Bright Look around it. Speed Slide is good for getting around special Metals and Umbreon and stuff.

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1 Glaceon Lv X MD: This thing is awesome. You want this active ASAP for its amazing power lock. Avalanche is the attack you want to be using most of the game. It's a bit expensive, but the extra 20 damage spread really helps you get knock outs.

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1 Espeon MD: Extra 20 HP is really important against stuff like Gyarados and Machamp Prime. Without Expert Belt this will turn a lot of OHKOs into 2HKOs.

2 Oddish LA # 112: It has 50 HP. The other ones have like double weakness to psychic and only 40 HP, and that's just asking to get Q donked.

2 Gloom UD: 80 HP, one Retreat Cost.

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2 Vileplume UD: Trainer lock is the other half of the total Lockdown. Between Spiritomb and this guy, it's likely your opponent will never have an opportunity to play Trainers. Build this before you retreat Spiritomb.

4 Spiritomb AR: Early game Trainer lock, building your Vileplume, Glaceons, and Espeon.

2 Unown Q: For retreating Spiritomb, Uxie Lv X, an undesirable starter, or even the occasional Glaceon. Bear in mind that because there are no Expert Belts in here, you can Q Glaceon guilt free.

2 Uxie LA: Draw, Psychic Restore. It's especially nice in here because with Spiritomb active, you can't be Power Sprayed. Mid to late game you can taunt your opponents by rubbing it in their face that you can use Uxie and they can't.

1 Uxie Lv X: Useful for mid to late game draw, as your hand tends to get a bit stagnant after you set up, and you need to keep getting energies.

1 Azelf LA: Prize ordering and getting prized Pokemon. Yah.

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1 Mesprit LA: For power locking turn 1 or 2, before you start Glaceon chaining. Or, if you have to let the lock slip, this can fill the gap.

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1 Giratina PT #9: This thing is amazing. It makes the Gyarados matchup, letting you whisk away those pesky Magikarps. Also, just good generally in early game for starting your opponent with a 4 card hand, or taking away their hand just before you get the lock on.

4 Pokemon Collector: Amazing, especially with Spiritomb able to get evolutions, and Collector able to get Spiritombs.

4 Bebe's Search: Necessary, because you can't have Pokemon Communications. Good for getting Glaceon X especially.

3 Professor Oak's New Theory: My favourite all-purpose draw card. Because you don't have anything you absolutely need to keep in your hand, this is great.

2 Cynthia's Feelings: Amazing if you just got knocked out. I run less of these than PONT, because you'll usually want a PONT.

2 Judge: Giratina in Supporter form. Same purpose, destroy their hand and then power lock to prevent them from recovering with a Set Up.

1 Palmer's Contribution: God forbid you should ever lose a Glaceon Lv X without a Rescue Energy on it, this will be necessary. You tend to run out of Energy too. This helps with that.

1 Flower Shop Lady: This is the only deck I've ever intentionally put this card in. Because of the high amount of Basic Energy you lose on a regular basis, this is actually both playable and necessary. 1 Palmer's and 1 Flower Shop Lady forms a nice balance.

2 Broken Time Space: For evolving that Vileplume speedily and helping Glaceon rebuild.

8 Water Energy: Necessary because of the 2 Water 1 Colorless cost of Avalanche. Also good for a quick Snow Cloak

4 Rescue Energy: These are invaluable for making sure you can keep up a steady snowstorm of Lockdown. As long as you have a Glaceon on your bench, and one of these attached when your active Glaceon Lv X gets knocked out, you're good to go.

2 Warp Energy: If somebody somehow manages to get around your Glaceon X and bring up Vileplume, this becomes useful. Also because I'm paranoid about getting Chatter locked after it happened to me once. At Nationals. Yeah.

Techs:

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Flareon UD: If Steelix and/or Dialgachomp are big in your area, you'll want this as a tech. Along with some Rainbow and Fire Energies, this can score you at least one knockout. After that, switch back to Glaceon X and the Lockdown should prevent their rebuild, giving you a much better chance at winning those matchups. There's another Flareon in format, but it only does 70 damage, and accounting for Special Metal Energy and Expert Belts, 70 frequently won't be enough.

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Umbreon UD: If you're the kind of person that likes Umbreon, go for it. Can be good against Steelix/Scizor by letting you say “Ha! I can't do any damage to you? YOU can't do any damage to ME! HAHA!”.

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Glaceon RR: If I had to pick another Glaceon, this'd be it. The minus 10 damage is pretty cool, and this should be a serious consideration if you're going to run Rainbow Energy. The difference between life and death is often 10 HP.

Another Mesprit/Giratina: These are great to drop first turn, so doubling your chance of having them in your starting hand can't be a bad thing.

Strategy:

You start with an early Trainer lock with Spiritomb. Drop a Mesprit/Giratina, and start to set up Vileplume. After that's done, get your Glaceon X on. If you have the time, get a backup Glaceon and Espeon in play. As soon as you can have an active Glaceon X with a benched Vileplume, do it. The total Lockdown is now on. Now would be a good time to drop a Judge, because they will never do another Set Up again. At first it may feel like you're losing on damage and HP, but eventually, the Lockdown will break them. You'll be taking easy prizes and spreading bench damage with Avalanche while they struggle to rebuild, and fail.

Theoretical Testing Results:
Luxchomp Favourable: Without Bright Look and Healing Breath, this matchup is not an issue. All the ways they have normally to knock out Vileplume (Bright Look and Zen Blade) are gone. Plus, once you spread enough Avalanche damage, you start getting OHKOs. The only out they have is to Dragon Rush Vileplume twice. This is extremely difficult logistically, and you can always slap a Rescue Energy on Vileplume just before they knock it out, to completely crush their souls. If they tech a Dialga G Lv X, the matchup goes to slightly favourable, but trust me, they're going to have a lot of trouble getting it set up between the judges, power lock, and Trainer lock.

Dialgachomp Extremely Unfavourable: This deck is basically a Poke-Body combo with Metal weakness, so yeah, Dialgachomp is a bit of an issue. If you can prevent them from setting up at all, you can win. Otherwise, multiple Remove Lost OHKOs will destroy you. The Flareon tech helps here.

VileGar Favourable: Because your Trainer count is 0, and Glaceon X shuts off Fainting Spell, this matchup is an easy win. Don't bother setting up your Vileplume. Just go straight for the jugular with a quick Glaceon X. After all, what are they going to do, Level you Down? Oh no wait, that's right, they can't.

Steelix Extremely Unfavourable: Their high HP and easy OHKOs take you down. The fact that you stop their Nurse Call is a non-issue. Often you won't even have a Glaceon X active, because they're just getting knocked out so dang fast. Again, disrupting their set up with Mesprit/Giratina is your best option here. Flareon tech helps as well, because if you can fell one Steelix, the lock can often prevent them from procuring another.

Machamp Prime Slightly Favourable, Machamp Take Out Favourable: Machamp tends to set up slowly anyway, giving you an opportunity to lock them. As long as you don't Avalanche them and you get your Espeon in play, you're a 2HKO as opposed to a OHKO. A Snow Cloak and a Zen Blade or a Snow Cloak and 2 Speed Slides will do the trick. Speed Machamp tends to lose because of the Power/Trainer lock. You can prevent them from setting up and paste them pretty efficiently.

Gyarados Slightly Favourable: Trainer lock disrupts them greatly, making it hard for them to set up and rebuild. If you have your Espeon in play, you're a 2HKO, letting you match KO for KO, and beat their rebuild. Giratina and Judge make it hard for them to set up, even if they use Sableye.

Lostgar Favourable: Much in the same way you beat speed Machamp, you beat this deck. Speed Lostgar tends to be over reliant on mid game Set Ups, Spooky Whirlpool, and Trainers for draw power. As long as the lock goes as planned, you should win this one.

If you're looking for something cool to play (pun intended) at Regional's, and you enjoy a good Lockdown, look no further than Glaceon/Vileplume.
 
Unfortunately, you're gonna get a lot of hate for your LuxChomp Match-up. With all the 90HP or less Pokes you have (or OHKO fodder as a LuxChomp would see them) the game is STILL very favorable for LuxChomp.

I however applaud you for the time and effort you put into writing a well structured, well written article. You obviously took your time with it. You are also, just as obviously, very passionate about your deck. Most people aren't. They just run the same thing everyone else is running (which is fine), but they miss out on the fun and reward of creating your own baby. And using your own original thoughts.

I give you props for putting yourself out there! Most who may bash generally don't have the gusto to do the same!
 
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Thank you for choosing the correct Glaceon.

But yeah, Luxchomp actually kind of has a hayday with this because of all the easily Snipeable targets. Gigas uses the same general strategy and has the same weak bench, but the difference is that Gigas can easily OHKO everything sent forward to attack, and Gigas has energy acceleration - enabling T2 setup. Glaceon has issues with both of those things.

This has been a deck I've wondered about making for some time. Thanks for putting your experience on the table!
 
I'm usually not that critical of articles, but does "theoretical testing results" mean that your match-ups were crafted purely from theorymon? =/ That's kind of a pet peeve of mine. If they are, at least you were honest about it. I'd rather have that than people make claims that they know the match-up yet they have no experience. Still, I'd prefer inaccurately tested results to none.

If this is not the case, disregard that part of my post with my apologies.

Other than that, I appreciate the well written article. Vileplume would get rid of the only thing besides Cyclone Energy that can let your opponent use powers (warp point). Also, I'm a bit surprised at no mention of Umbreon MD even as a tech :eek:
 
I've been playing something similar, and was thinking about putting together an article on it. Unfortunately, I just didn't have the time. Here's what I've seen IN TESTING.

1) Flareon RR is incredible. 60+burn for 2 energy is enough to flipKO a Dialga, which is the worst possible thing for this to see. Plus, it's actually a halfway decent attacker outside of just Dialga kills.

2) I really like a 1-1 Dodrio instead of 2 Unown Q in this deck. Flexibility FTW. Better than Umbreon, cuz it's a free retreat for Plume, allows you to run the better Gloom, and lets you hit/run the Uxie more easily.

3) There are two types of matchups for this deck: timed and untimed. Because of the overall strategy of the deck, it will almost always fare better in untimed matches than in timed matches. You're going to go down 3 prizes before you take one. That's a given. It'll probably be a Tomb, a Pixie, and your first Glaceon, depending on how good your opponent is. Here's my testing results...

Anything SP other than Sablelock and Dialga:
Untimed: Highly favorable. you lock all of their means of getting stuff out, and their maximum sustainable damage potential is 60. They will take 3-4 prizes early just off Garchomp snipes, but your Glaceon LvX stops their ability to heal the spread, and the constant nibbling of ducks will eventually tide you over.
Timed: Even. It all depends on how quickly the pace of the players is. Again, the 3-4 prize hole is inevitable. But this time you don't have the time to take them out with the nibbling of ducks. You need to play quickly and nearly perfectly to get this victory, and the moment your opponent slows down, your chances of winning decrease significantly.

Dialga G: This one depends more on the line your opponent is running than the amount of time you have. But it's essentially the same. It's a race. The first to get their Lock in completely will generally win by denying the opponent access to their lock. Dialga is generally easier to set up, but not every deck plays a line heavy enough to really do anything reasonable. I'll list the matchups based on the Dialga line below:
1-1: Even.
2-1: Highly unfavorable
3-1: Autoloss
2-2: Autoloss

SF Gengar:
Untimed: Favorable
Timed: Slightly Favorable
Again, this goes basically the same way both timed and untimed. You're going to ignore your Vileplume this game because your opponent has a similar Trainer locking strategy, and worry only about getting a Glaceon swarm going. They'll probably take a couple of early prizes from Poltergeist if you're not careful, but Glaceon locks their Fainting Spell, which will cut out 1-2 prizes a game for them. Again, pace of play is important in a Timed game, as they'll probably get KOs before you.

EuroGar: Even
You REALLY need to be careful of Lost World in this matchup. They can easily get rid of 3 Pokemon before you can pop a Gengar Prime, then it just takes one KO with a Prime Active to lose this one. Keep your hand sizes small, only get what you can use immediately, and again ignore the Plume. Your win here will probably come more from the Spread to Pixies than to KOing the Active.

LostGar: Unfavorable
Again, Lost World is annoying to this deck. It's very difficult to keep Pokemon out of your hand, so they'll almost always have a target. Not to mention that Seeker helps them tremendously. If Glaceon LvX is Lost Zoned, you're screwed completely. Either way, they'll probably LZ 6 Pokemon before you can get 6 KOs.

Steelix: Autoloss without Flareon, Even with Flareon
Seriously, RR Flareon is intense in this matchup. 80+Burn (after Metal) is annoying as heck, and popping one Steelix means they're down a ton of energy attachments, while losing one Flareon isn't too terrible for you. The strategy here is determined by your opponent's start. If they get the Steelix down before Glaceon hits, go Flareon. If not, just attack until Steelix hits, then switch to Flareon QUICKLY. Probably the newer Flareon is better for this matchup, but I just like the RR one for the general case.

Machamp: Even
This one comes down to the setup, and how quickly you can dispose of the first Champ. Your best defense is to Zen Blade then Snow Cloak so that your Lock sticks at least for one turn. The Prime isn't too big of a deal, generally, but the LvX will ruin your day. Snow Cloak will save you games if you hit heads. Again, they'll go up prizes quickly, but you should be able to duck-nibble your way back in.

Gyarados: Even
It all depends on the start. If you start Tomb, you're a massive favorite. If you start anything else, they're the massive favorite. Tomb will prevent them from using Junk Arm tricks to get stuff into the Discard, plus blocking Belt is always a good thing. And Tomb makes it easier to set up Plume, which is generally the bane of a good Gyarados deck. Again, you'll probably go down a prize or two and lose your first Glaceon. But, once you KO the first Gyarados, they're going to have problems setting up the second. Their only means of recovery are a single Combee and generally one Recovery Supporter, which places the Pokemon in the Deck rather than the Hand. Pixies will be the bulk of your prizes here.

I decided to dump this deck once Lost World came out, because the deck just dies horribly to Gengar Prime. Switched to EuroGar, which is very similar in setup but has better matchups across the board.
 
i like the deck but your luxchomp is WAY off.
@ IN, i faced a deck like this and steamrolleda nd there was another one that got beat by 2 LuxChomps. LuxChomp wins b/c
it does play Dialga G LV.X(at least in my area)
it can twoshot glacy x easily.
and etc.
Although i will give you props on this article b/c i do love Glacy X as a card( i played it two years ago and had a blast)
Good article ;)
 
@LuxChomp match-up, you do know that almost ALL LuxChomp decks tech a 1-1 Dialga G Lv.X aka GG to your winning match-up.

It was a pretty good article though, I just wish articles could be a tad more accurate (mostly match-ups).
 
when i tried this, i didn't think to use mesperit to grab the early power lock. looks a lot better than my version.

good article, too.
 
hmmm...interesting to see this article here...I've actually made this deck and played it at a few of the premiers this season, and I can attest to some of the matchups

against LostWorld Variants, it really isn't as unfavorable as it seems...in my deck, I run a BTS to recover my Eeveelutions faster, so you don't necessarily have all that many pokemon in hand...the biggest card type in hand most times are Supporters, all of my Lost World variant matchups have ended in my favor...my Vilegar matchups have been about even, while breaking even against everything else...the biggest problem with the deck overall is the low damage capacity and the low hp...while the locking does make it difficult for SP decks (excluding Sablelock and DC), the low numbers allow most of them to be able to keep up, if you can't get setup with attacker and support early

my build only uses, Espeon (MD), Umbreon (MD & UD), and Glaceon...while I do agree that Flareon can help, if the DGX goes to the bench, Flareon won't do you much good...I rarely see Steelix to worry about it...I really like the concept of this deck, it had been running through my mind since around Regionals last year, and once I was able to finally put it together and run it, I had my fun with it...but the low numbers for attack and hp is what keeps this deck from hitting the upper tiers
 
@LuxChomp match-up, you do know that almost ALL LuxChomp decks tech a 1-1 Dialga G Lv.X aka GG to your winning match-up.

It was a pretty good article though, I just wish articles could be a tad more accurate (mostly match-ups).

Check out the matchups I posted on #5. They're a little bit more accurate.
 
well actually there are 3 flareons in the format (MD, RR, UD) and the RR one can be good with undevelop. but i understand the whole OH-KO with the UD 1 though.

great article though. thanks.:thumb:
 
@LuxChomp match-up, you do know that almost ALL LuxChomp decks tech a 1-1 Dialga G Lv.X aka GG to your winning match-up.

It was a pretty good article though, I just wish articles could be a tad more accurate (mostly match-ups).

All? That's ridiculous. Maybe 1/4 at best.
 
Hey I noticed one thing....some gyarados run dialga g in them so that will sometimes make your gyarados match up auto loss....otherwise great article
 
Well written. This deck seems like all kinds of fun and I really want a Glaceon X now. >_<
 
@LuxChomp match-up, you do know that almost ALL LuxChomp decks tech a 1-1 Dialga G Lv.X aka GG to your winning match-up.

It was a pretty good article though, I just wish articles could be a tad more accurate (mostly match-ups).

All? That's ridiculous. Maybe 1/4 at best.

I agree with Happiny here, very few Luxchomps I've seen run Dialga techs.

Additionally, I mentioned in the article the possibility of playing against Dialga techs. It only reduces the matchup to Slightly Favourable.

As a Luxchomp player, it's hard to get your 1-1 Dialga tech out against trainer lock, power lock, and judges. Especially when I frequently see Luxchomp players leaning on Set Ups and Portrait, as well as their Trainer search engine. And if Dialga is prized, it's not like you can do time walk.

Please read the article before commenting.
 
They're going to get the Set Up out before you get Chilly Breath on, I'm pretty sure!
 
They're going to get the Set Up out before you get Chilly Breath on, I'm pretty sure!

Granted, that can happen, but in my experience, it's usually a less effective Set Up with all of those trainers clogging your hand from the Spiritomb lock, and also, Mesprit can help with that problem.
 
My freind started to play this, and I thought it wuzn't gonna do well, but it actually did ok, but then again he fliped 13 strait heads on snow cloak, soo yeaa... but any ways good article and good read =)
 
I'm not familiar with Glaceon's effectiveness (or lack thereof), so I will talk about something I do know.

Awesome formatting, grammar and spelling. I raise my glass to your writing.
 
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