Pokémon TCG: Sword and Shield—Brilliant Stars

Glisctomb Counter

SP decks can easily run warp energy over warp point or switch and zong the energy over to not lose the drop
 
I love how everybody says things like plox, azelf lock, dawn stadium or recover mechanism stops the lock. Sure, they work only if you're play Plox, Azelf, Water/Grass decks and or Regigas decks. For all other decks, nidoqueen prevents the poison, but how do you get it out 90% of the time when you cant candy out nidoqueen because of the trainer lock? Or how about the fact that the deck wont entirely depend on poison and can use night slash if the opportunity is right? And to people saying the glisctomb player is equally locked, that is not entirely true. The good glisctomb player will always retreat his tomb to a gliscor and then use his trainers.
 
It is a very Dangerous Deck for some deck's Out there. Especially if it gets set up.
Dont Forget you can Spray While Tomb is Locking
Dont forget you Cant Lvl up While on the Bench
Dont forget you cant Lvl max while TOmb Locked
Dont Forget you Cant Hit a GLiscor Lvl X if the player is good or you have not disrupted him. (Thats the Point of the Deck)
Dont Forget He has Techs Also

The best Counter's Are Cylone/Warp Energy/Heal Energy
Switch/Warp Point All get Shut Down
But WHAT is funny is a 1-1 Xatu That would be hilarious.
 
counters

Sableye (with some help from Crobat G)
Warp or Cyclone energy
Luxray (LA) to cook your Lvl X
Mr. Mime (MT)
Palkia X
Regice (LA)
Dusknoir DP

The List goes on
 
I saw this yesterday at my league. The user had 2 Jumpluff in it (not sure if that floats as a variant choice or not), I didn't play it, but it looks nasty.

Grass - Play Dawn Stadium
Deck in General - warp energy
coolsauce - recover energy :p

Grass/WATER - Play Dawn Stadium

granted grass is more likely to see play, but it does cover both.
 
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.

Actually I forgot that you guys were talking about power spraying gliscor for some reason and though you were referring to power spraying claydols, uxies, etc. My bad.
 
yeah, mach assumes that the SP player can't spray gliscor's power, wont use DGX to shut off the bodies, and wont have chomp/palkia snipe, and luxray's gust to bring up gliscors before they level up.

I'll give it to you that SP players can Spray the Shoot Poison, but as for the others....


So you level up on the bench? Wow!

Paralysis means no retreating, so unless your deck can comfortably fit Warp/Recover/Cyclone, Call, and the basic color for the deck, along with any additional colors, then I don't see how the others can get Active in the first place to use their Power/Attack. More often than not, I see Gliscor lists running Crobat G to manipulate Poison damage into KO'ing after the opponent's turn, instead of after yours.



On another note, what deck actually uses Dawn Stadium?
 
Last edited:
I see lots of counters from people that obviously do not play the deck. Most of those don't work. For the Power Spray crowd - the deck does not rely on Shoot Poison, it revolves around Night Slash. You retreat Spiritomb so you can set up and them Night Slash back to the bench so your opponent cannot. Once you get out 2 Spiritombs, and a Gliscor X, Cyclone energy, Warp Point, and Regice will not get you out of the trainer lock. Once you KO a Gyrados, it isn't coming back any time soon. Gyrados and Beedrill have almost no outs once you get going and the whole game must be played under a trainer lock. It is amazingly disruptive and will shut down many of the trainer heavy speed decks that are currently used.
 
I see lots of counters from people that obviously do not play the deck. Most of those don't work. For the Power Spray crowd - the deck does not rely on Shoot Poison, it revolves around Night Slash. You retreat Spiritomb so you can set up and them Night Slash back to the bench so your opponent cannot. Once you get out 2 Spiritombs, and a Gliscor X, Cyclone energy, Warp Point, and Regice will not get you out of the trainer lock. Once you KO a Gyrados, it isn't coming back any time soon. Gyrados and Beedrill have almost no outs once you get going and the whole game must be played under a trainer lock. It is amazingly disruptive and will shut down many of the trainer heavy speed decks that are currently used.

Dude, you're talking about a completely different variant.
Yeah, there's people out there that wanna Night Slash/Trainer Lock. No one is worried about those decks but Gyarados.
The Shoot Poison lock IS THE ISSUE for non-SP decks. You tie the game with poison, stall out the clock, and take a prize only once time is called. That is how the lock works.
 
I see lots of counters from people that obviously do not play the deck. Most of those don't work. For the Power Spray crowd - the deck does not rely on Shoot Poison, it revolves around Night Slash. You retreat Spiritomb so you can set up and them Night Slash back to the bench so your opponent cannot. Once you get out 2 Spiritombs, and a Gliscor X, Cyclone energy, Warp Point, and Regice will not get you out of the trainer lock. Once you KO a Gyrados, it isn't coming back any time soon. Gyrados and Beedrill have almost no outs once you get going and the whole game must be played under a trainer lock. It is amazingly disruptive and will shut down many of the trainer heavy speed decks that are currently used.

This is a completely different variant. The Paralysis lock is what we are referring to in this topic
 
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.

This man speaks truth. And even with Power Sprays / Warp Energies there's still an issue of getting a big enough prize lead (Or just winning) before the lock starts again. 4 of either is (usually) only an opportunity for 4 prizes, so you need to get 2 KO's before Gliscor even starts locking (Easier for SP decks). A well built Gliscor can make enough options for itself to come back in prizes, although not usually all 6... but 4ish is definitely a possibility.

And how many Warp Energies (Or Recover, I guess) is someone willing to put in a deck before he starts sacrificing consistency? I know a few players in the area playing up to 4 Warps for this match-up, but in any match-up not Gliscor its hardly helpful. Do you want to just beat Gliscor or would you like to win other match-ups, too? Right now I think Palkia Lock is the best deck to do both.
 
Wow, I'm amazed at this idea. Does the strategy also involve the advanced technique of slow playing to run out the clock? I wonder how judges view this strategy which implicitly requires you to run out the clock on every game.
 
This man speaks truth. And even with Power Sprays / Warp Energies there's still an issue of getting a big enough prize lead (Or just winning) before the lock starts again. 4 of either is (usually) only an opportunity for 4 prizes, so you need to get 2 KO's before Gliscor even starts locking (Easier for SP decks). A well built Gliscor can make enough options for itself to come back in prizes, although not usually all 6... but 4ish is definitely a possibility.

And how many Warp Energies (Or Recover, I guess) is someone willing to put in a deck before he starts sacrificing consistency? I know a few players in the area playing up to 4 Warps for this match-up, but in any match-up not Gliscor its hardly helpful. Do you want to just beat Gliscor or would you like to win other match-ups, too? Right now I think Palkia Lock is the best deck to do both.

And this is exactly why I think this deck is a huge problem for the meta game. How do you not sacrafice consistency while giving yourself to break out of the lock and get ahead in prizes. So far I think my optimal balance has been to play evolutions very sparingly and only evolving when you can knock something out... but that isnt always possible!
 
I see lots of counters from people that obviously do not play the deck. Most of those don't work. For the Power Spray crowd - the deck does not rely on Shoot Poison, it revolves around Night Slash. You retreat Spiritomb so you can set up and them Night Slash back to the bench so your opponent cannot. Once you get out 2 Spiritombs, and a Gliscor X, Cyclone energy, Warp Point, and Regice will not get you out of the trainer lock. Once you KO a Gyrados, it isn't coming back any time soon. Gyrados and Beedrill have almost no outs once you get going and the whole game must be played under a trainer lock. It is amazingly disruptive and will shut down many of the trainer heavy speed decks that are currently used.

If you focus on the Night Slash variant, it becomes much more easily played around than the shoot poison variant, having test the match. Night Slash also gives you a horrendous Gengar matchup.
 
But against certain decks Burning Poison is an option. Just because Night Slash is your primary attack doesn't mean you can't use Burning Poison when it would be in your best interest.
 
It's funny how everyone shoots down the deck stating all the "outs". Since when did everyone start playing multiple warp/recover energy? Every deck now plays regice? (which is easily countered by a second tomb). Don't forget that a tomb start can cause it's own havoc and limits the starts of all those decks that might get an early jump. After seeing shen win with it against a very good SP player that had LOTS of outs, I warn you people who haven't actually played against it and are dismissing it to actually test it.....Sure you can over tech your decks and risk consistency, but with such a wide open format that becomes problematic....Of course watching him shoot poison EVERY turn till he benched his opponent was about as exciting as me saying "deafen" for an entire game against uxie donk. LOL
 
I remember when people said Gardylade was so easy to counter, but yet it was winning tournaments left and right. Glisctomb is not a bad deck, especially if someone isn't prepared for it. If you are ready for it, then it can be countered.
 
Back
Top