Pokémon TCG: Sword and Shield—Brilliant Stars

Glisctomb Counter

^haha i kinda wanna quote that xD. i faced this deck at cities yesterday, it really isn't that big of a deal... 1 shuppet and 2 crobats was pretty much all i needed ( was playing an SP deck, not shuppet donk) to kill that deck, i 2KO'd spiritombs while he hit the crobats to 40 each. then i just killed both spiritombs amd got a turn of poketurns, and did it all over again.

an incredibly easy deck to beat...
 
Ummm, Volt .... let a judge know next time you level up on the bench, ok? Thanks.
 
lol Glisctomb. That's funny.

You are kidding, right?

In the case that you aren't. just about anything counters it. It's so slow. Just play any deck. Heck, Bibarel could beat it.

That's what I thought myself.

Then I went up against someone who was testing it for CCs (who will be a little upset when he sees his deck "outed").

The deck is very consistent and very good.

The original poster is not trying to be funny.

The deck is a problem if you've never played against it.
 
Everyone seems to be overlooking the fact that you can't power spray while your opponent (or you for that matter) has an active Spiritomb.
Umm, they will spray Gliscor Lv X's power when Gliscor is active
^haha i kinda wanna quote that xD. i faced this deck at cities yesterday, it really isn't that big of a deal... 1 shuppet and 2 crobats was pretty much all i needed ( was playing an SP deck, not shuppet donk) to kill that deck, i 2KO'd spiritombs while he hit the crobats to 40 each. then i just killed both spiritombs amd got a turn of poketurns, and did it all over again.

an incredibly easy deck to beat...

It's much harder if they paralyze you every turn....
 
This has been out for a long time now. It's an obvious combo. No one made it, nor should anyone be upset if it is 'outed'. There is nothing to out.
 
Mach, a monkey with half its brain blown off could figure out this combo. It's just a weak attempt to bring back the Gliscor/Shedinja deck that failed last year. Saying that one particular person invented this combo would be equivalent to saying that one person figured out that we need to eat to live. Some things in life are obvious... this is one of them.
 
P_A: Master Whiscash is the only one that doesn't have their rulings straight. For some reason, he assumed that you can Shoot Poison while under Spiritomb's veil. Volt was just pointing out his mistake, and you took him seriously.

But as other have said, most decks already have outs built into them. And the only way it could win a whole Cities is by going against highly unprepared players who didn't know about the deck beforehand. From Warp Energy, Palkia Lv.X, and Cyclone, to Power Spray and Mesprit, most decks have very effective outs against Gliscor.

It's initially a really cute idea though. I'll give it that.
 
I think that trying to keep a constant Shoot Poison lock is unreliable, but Gliscor itself actually does have potential.

I've been testing it with Expert Belt and a combination of techs, split between Spiritomb, Mr. Mime, and Shuckle. I also run SSU. The idea is to use Night Slash with the Belt attached, doing 80 and running away to whichever of those three techs is most appropriate. Spiritomb is the go-to after you've used Shoot Poison, of course. Regice/Cyclone/Intimidating Roar don't have any effect on the lock if 2 Spiritomb are benched. Mr. Mime is obviously an issue for most of the decks in the format, and another great option to hide behind in many match-ups. Shuckle is the real surprise-- it can be extremely effective against Flygon in particular, which can't get rid of its special energies once attached. It'll be even better when DCE is reprinted.

Gyarados is actually one of the decks that falls the hardest to a Gliscor run in this manner. With 2 Spiritombs benched, they are in a difficult position-- no recovery aside from Palmer's unless they run Floatzel GL lv. X, no way to get out of Paralyzation aside from Warp energy or Palkia lv. X, which aren't exceedingly popular. Double Mime is another option, and the one to go with early game, forcing them to attach what are likely non-basic energies to it, which Shuckle can then take advantage of. Basically, all three of the techs can shut it down, but as long as you Night Slash for a KO into a Spiritomb with another one benched, they should be locked without many opportunities to break out.
 
Mach, a monkey with half its brain blown off could figure out this combo. It's just a weak attempt to bring back the Gliscor/Shedinja deck that failed last year. Saying that one particular person invented this combo would be equivalent to saying that one person figured out that we need to eat to live. Some things in life are obvious... this is one of them.

Starting the lock is easy to figure out. Making a deck where its impossible for your opponent to escape is another ;) I'm aware of every "counter" and I played against several and was able to cope with them. Still not saying I "made" the deck or that its significant that I won a CC's with it week 1, and I know a handful of people who have their's built similar to mine. Anyone expecting to win with Gliscor should know of whatevers been said in this topic already and have some sort of way around it. I really do hope people keep the idea that this deck is easy to beat.

And weren't you parading around saying you "invented" Legos for awhile?

Anyways, I still don't get how Gyarados has such a good match-up against it, I considered it auto-win always. I agree with Butler, and Floatzel won't even save them on poison kills. The only deck Gliscor should be concerned about is Palkia Lock. A non-SP deck would literally need to run 6 - 8 in combination of Warp/Recover energy and take 6 prizes every time they broke the lock to win. And Gliscor players usually play differently against SP, but it can play the lock out even if its sprayed (Up to 4 times even).
 
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And this is why I think there needs to be more discussion.. I can see how a prepared Glisctomb player can prevent the lock from breaking in so many ways... but there has to be something we're missing!
 
Unown G seems to be the most obvious answer, especially considering how easily it can be added to most decks, and the fact that most decks should already be running it anyway.

You've also got Dialga G Lv. X and Power Spray on the SP side of things.

Warp/Cyclone/Registeel/Regice also give Gyarados a few outs.

Sorry if any of these have been mentioned before. It's a neat deck for sure, I just think it's easier to play against/prepare for than most here are thinking.
 
That's what I thought myself.

Then I went up against someone who was testing it for CCs (who will be a little upset when he sees his deck "outed").

The deck is very consistent and very good.

The original poster is not trying to be funny.

The deck is a problem if you've never played against it.

I have played against it. In fact, I don't even consider it much. Why?

1-0-1 Nidoqueen helps so many METAGAME matchups (Kingdra, Gengar etc.) and is already in my deck. Why do I need to bother more for this Gliscor?

As Darthpika says (and sadly, I agree with him) this is just a knockup version of Giscor Shedinja. Never was, never will be.

If you are so petrified about it, I highly recommend you run a tech you probably already have in your deck. Nidoqueen.
 
Gliscor / Spiritomb is an annoying deck, but even if it does take any tourneys (as a poster stated earlier), I don't doubt that it will run out of the steam as the format becomes more and more competitive. The deck itself isn't that effective, and thinking clearly in a game will get you out of the lock.

The flaw is that the strategy requires a reliance on low-output damage, preferring to provide a makeshift trainer / status lockdown to kill the opponent's Pokemon. I use makeshift because firstly, it expects that the opponent does not have an alternative to warp point or switch as retreats, and relies on minimizing Power Sprays.

Most of the flaws are in Spiritomb's wording. It must be active, and the trainer lock affects both players. That means that while the opponent might have 'locked' you, they cannot really prepare that well either. This shuts down most variants running Fishing Engines, which usually would be the biggest threat (given that it gives the quickest set up), so Gliscor / Spiritomb decks are generally moderately slow on the setup.

Of the variants I've played against the weakness of the Gliscor / Spiritomb deck is that it relies on the opponent thinking conventionally to defeat, which is a glaring problem since many more experienced players will easily find ways around the lock. Bodies such as Recover Mechanism and Dawn Stadium will destroy the strategy entirely, meaning decks that are water-based are near autowins.

The strategy also relies on players having little backups or Knockout Counterattacks. Any deck running Luxray GL can easily Bright Look to take out the benched Gliscor, disrupting the chain.

Leveling Up rids Pokemon of their status conditions, which is only a Bebe's Search away.

Gliscor must be Active to initiate Shoot Poison, so Power Sprays will kill the strategy.

The majority of Gliscor decks are fairly easy to work around, so it's not a huge threat. However, I understand that circumstantial evidence supports the Gliscor deck, and I will admit I've played against one or two Gliscor / Spiritomb decks that have outright frustrated me to no end, but the majority of them require a bit of thinking and generally there are one or two ways out.

And yes, nobody in particular thought of the deck. I'm sure most people anticipated it when translations for Spiritomb were released.
 
Just do what I do.

1: Put up Azelf and Psychic Lock the Spiritomb. If they use something like Warp Energy to put up a Gliscor and poison/paralize and do 60 to me then next turn level up the Azelf and Psychic Lock the Spiritomb again. It's fun and annoying.:lol:

2: Keep a Gardevoir Lv.X on a Plox Gardevoir on the bench. I can't use trainers but I can use supporters. That and Teleportation (and possibly a Moonlight) will make Gliscor Lv.X's Power usless.

3: Night Spin Dusknoir. I saw it beat a Glisctomb deck in top 8 at a Cities.
 
You guys who keep saying that a good player can get out of the lock are totally incorrect. Most non sp decks have no counter at all to the deck and once I bring out your Claydol and Unown K lock you theres nothing you can do until time is called. In the Cities I went to Saturday 3 of my opponents just scooped once I explained the lock to them because they knew there was no counter in their deck to it.
 
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