Pokémon TCG: Sword and Shield—Brilliant Stars

Magnezone Lv.X Article: Project Paralyze

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Not equivalent, but it sure thins out your deck, increases consistency and gives you greater freedom in choosing what Supporter to use each turn
 
So what do you do about Unown G?
in a fast Deck...Like Kingdra, or Gengar(especially with his free retreat) How do you get around the Unown G?
 
2 things...

1. I think the name "Project Paralyze" is a bit misleading since you aren't entirely dependant on Cyber Shock.

and

2. Have you tested against anything from SF yet? The Dusknoir or Gengar matchups might be interesting, since they get around Metal so you aren't really able to tank against them.
 
Version tweaked for "new Format" when Gengar/Dusknoir might see a lot of play.

POKÉMON: 24
1 : Magnezone Lv.X, LA-142
2 : Magnezone, DP-8
1 : Magnezone, SF-6
2 : Magneton, DP-54 ( the Metal SF one has good options)
3 : Magnemite, DP-87 (the Lightning SF one might be better)

2 : Ampharos, SW-1
1 : Flaaffy, SW-50
2 : Mareep, SW-94

2 : Claydol, GE-15
2 : Baltoy, GE-60

1 : Palkia Lv.X, GE-106
1 : Palkia, GE-26

1 : Azelf, LA-19
3 : Unown G

SUPPORTERS/TRAINERS/STADIUMS: 20
1 : Night Maintenance
1 : Premier Ball
1 : Luxury Ball
3 : Rare Candy
2 : Switch
1 : Conductive Quarry
3 : Roseanne's Research
4 : Bebe's Search
1 : Team Galactic's Wager
3 : Super Scoop Up

ENERGY: 16
4 : Special Metal Energy
3 : Basic Metal Energy
5 : Lightning Energy
4 : Call Energy
 
So what do you do about Unown G?
in a fast Deck...Like Kingdra, or Gengar(especially with his free retreat) How do you get around the Unown G?
On Unown G, I am actually working to get one or two into my deck right now. That, combined with Psychic Resistance, will give Gengar a very hard time knocking out a Magnezone efficiently. I don't actually have a way of "getting around it," but I can simply beat down a Gengar before it beats down a Magnezone. Cyber Shock is not absolutely necessary.
2 things...

1. I think the name "Project Paralyze" is a bit misleading since you aren't entirely dependant on Cyber Shock.

and

2. Have you tested against anything from SF yet? The Dusknoir or Gengar matchups might be interesting, since they get around Metal so you aren't really able to tank against them.
I said this at the top of the article, the name really just came to me randomly one day, and I stuck with it because I liked the alliteration. It doesn't have as much to do with Cyber Shock as it does the fact that I have full control over the entire field and that my opponent has very few options during their turn as a result. Thus he/she is paralyzed in a sense.

I have been working on a Dusknoir list to get reliable testing done as of late, but the going is slow due to marching band. The season ends this weekend, and I will get more work done after that. I can tell you right now that I will have to find a way to get Multi/Water Energy in for Palkia DP's Spacial Rend attack and/or use Conductive Quarry. What I have with Dusknoir is a spread intensive variant with Bronzong MD, and if you let the Dusknoir Lv.X become a stadium, it's lights out.

Version tweaked for "new Format" when Gengar/Dusknoir might see a lot of play.

POKÉMON: 24
1 : Magnezone Lv.X, LA-142
2 : Magnezone, DP-8
1 : Magnezone, SF-6
2 : Magneton, DP-54 ( the Metal SF one has good options)
3 : Magnemite, DP-87 (the Lightning SF one might be better)

2 : Ampharos, SW-1
1 : Flaaffy, SW-50
2 : Mareep, SW-94

2 : Claydol, GE-15
2 : Baltoy, GE-60

1 : Palkia Lv.X, GE-106
1 : Palkia, GE-26

1 : Azelf, LA-19
3 : Unown G

SUPPORTERS/TRAINERS/STADIUMS: 20
1 : Night Maintenance
1 : Premier Ball
1 : Luxury Ball
3 : Rare Candy
2 : Switch
1 : Conductive Quarry
3 : Roseanne's Research
4 : Bebe's Search
1 : Team Galactic's Wager
3 : Super Scoop Up

ENERGY: 16
4 : Special Metal Energy
3 : Basic Metal Energy
5 : Lightning Energy
4 : Call Energy
I think I like it. Well, I like some of it at least, particularly the fact that you seem to have managed to work in Conductive Quarry and 3 Unown G without sacrificing too much. But, I cannot have anything less than 2-2 Palkia Lv.X. I keep telling you guys this, Palkia Lv.X has to be 2-2. It is too important to the strategy to make into a tech. The first change I would make would be to take out a Super Scoop Up and an Unown G for the 2-2 Palkia Lv.X. Another thing I can say is that for a long time I was using Call Energy before switching to Technical Machine TS-1. I didn't care for Call Energy at all because it ended up not being useful and/or slowing me down in getting the crucial early energies into play quickly.
For the most part, I could see myself trying this out and working with this. Thank you very much, Rainbowgym.
 
I can also make a list with Multi nrg/water, I used it myself and I am not sure what I prefer yet.
However it will not include Call, or it can have Call but the special Metals will be replaced for basics.

So far I understand you want to use 2-2 Palkia, but are you willing to give up Ampharos for something else?
What about Wager, can I replace it?
You want an option to use Spacial rent.
1 Stadium is a must (however I am tending to use 2)
 
It'd be crazy if you could somehow sneak a Dusknoir DP in here, so you don't have to one shot the Dusknoir SF but rather Palkia it to the bench and then Dusknoir DP it away. But that's asking for too much.

As far as the Dusk LVX goes, would it be possible to fit something in here that'll KO it by placing damage counters, so that it doesn't end up turning into a stadium? Like Bronzong or something. I don't know what you'd take out, though.
 
Actually, not really. I know someone with a similar deck to mine with all the same Pokemon that has had great success with Dusknoir DP teched in. I could and should try that. I would probably remove one of each color basic energy to accomodate a 1-0-1 line of Dusknoir DP. I still have to do more testing against Dusknoir Lv.X, but I can tell you now my preferred method for knocking it out would be through Cluster Bolt's 20 damage to benched Pokemon with energy attached.

Rainbowgym, I am open to suggestions, but Ampharos fits extremely well with the strategy. If you wish to try something out that would work better for it, then go for it. Right now I know I am interested in Electrode SF-36 and Raichu Lv.X. Raichu Lv.X could hit a Dusknoir Lv.X on the bench, and Electrode could be switched to after a Gyro Ball to be annoying. You can take out a TGW also, but I like having at least one there.
 
All these time i been searching best partner for magnezone. I tried raichu, steelix, luxray. Yet, I found that Ampharos fits in the best. THe body is good, and you will see the effect of cluster bolt after use it for 2 or 3 times. :thumb:I personally prefer magenzone SF metal as it makes the deck more consistant. You can get out Magnezone Lv X, Ampharos pretty fast. So, I use Rayquaza instead to replace it. Seriously, Electabuzz doesn't fit the deck very much. It makes the deck slow and lack of attack power. After I played rayquaza in the city, I found out that most of the time i don't really need to get extra energy. Beside getting extra energy, rayquaza is a good wall to build up your pokemon with tech machine 1 in early turn, too. :tongue: Anyway, has anyone try 14 energy? I am trying to take out one energy to max up my tech machine or add in a preimer ball.
 
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