Pokémon TCG: Sword and Shield—Brilliant Stars

palkia lock skeleton and techs

*sigh*

He asked for Palkia lock, I didn;t know Garchomp was standard these days, I knew Palkiachomp WAS an article, but didn't know it was standard.
 
^Well if he is running Palkia/Plume, there is no room whatsoever for Chomp.

THAT I have experience on.

how did you do with this deck?

---------- Post added 12/31/2010 at 10:08 PM ----------

You do realise that I CLEARLY mentioned I have no experience with Palkia Lock TWICE in this thread, right?

I gave him a build that would probably be my first attempt at a Palkia Lock build.

Um...I tested Eggos. If you are saying it's terrible, YOU shouldn't be making misleading posts and calling it trash.

And yes, it was fun. Psychic Strategy after a Night Teleporter=no hand for them, 6 or so cards for you. And they're powerlocked. It isn't that good, but maybe if you actually test it a little bit, then you can post here about Palkiaplume more. I haven't JUST tested Palkiaplume, but I tested them in a deck.

Once again, I have NO EXPERIENCE with Palkia Lock whatsoever. That list looks plain and simple, and I just wanted to give a sample list, or a "skeleton"; like what he asked for.

so, why are you posting in a palkiaLOCK thread? If you don't know how to play the deck, don't post
 
Why are people debating about me posting a list that I would start out with (no techs, plain, normal Palkia lock list), and also have stated numerous times I don't have experience with the deck and not to take my advice over others (shown when I saw that Garchomp was a standard)?

Eggos was clunky, but fun and VERY disruptive when it worked. No Powers + No Bench + No Trainers + No Topdeck + No hand? WIN!
 
when it worked... thats the problem. A good deck needs to work most all the time. There is a deck using machamp luminion honchkrow and like 3-4 other cards a turn that gets you a knock out every turn. why dont people play it? because it is to clunky.. like eggos or waffles or whatever your deck was
EDIT, Thats why i dont play uxie donk anymore. it works when you go second, and it isnt a guarinted win then.. like beedrill
 
Dennis Hawk;1887955[B said:
]...no.[/B]
Although you could run Palkia lock without Garchomp. You will just have to really focus on a single Palkia G Lv.X and basically block out everything your opponent is throwing at you with something like Sableye/Smeargle start, Initiative, Judge, Giratina Let Loose, Chatot G, Mesprit, Power spray, Spiritomb spin (oh the extremes). It's a deck that can basically get 3 attackers out (2-2 Palkia, 1 Aaron). You'd run Garchomp but you just can't get it fitting in there.

Luxray will just make you cry if they manage to get past the disruption barrier you'll be throwing at them. Otherwise, this variant can rock.

Epic win lol.

Seriously though, I actually like the deck but was wondering about making it; shouldn't you run Garchomp there? Oh, and maybe Lucario from the next set. Maybe. If Lost World isn't released.
 
The guy in the original post said he was actually going to BUILD THIS OUT FOR CCs!!!

So, we don't need to be misleading him with experimental decklists here.

Give him something he can grab-n-go and work with or just fall back and let some better advice fall in.


MY ANSWER:

In THIS CCs format, I'd really go with... something like (and I'm just rattling off cards that I know the deck needs)

4 Cyrus
3 Seekers
2 VS seekers

3-1 Palkia G X line
3 - 1 Uxie LvX line
4 DCE
8 Water Energy (yes, i said 8 it will get the backup palkias going without need to recover so bad)
2 Aarons
2-2 Garchomp LvX (you GOTTA if for no reason other than Healing Breath)
Bronzong G - to move energy before...
4 PokeTurns
2 Crobat G
2 Sabelye
4 Pokemon Collector
3 SP Radar
3 Energy Gain
3 Power Spray
1-1 Drifblim (to get rid of BIG things like Legends and Big Metal)
1-1 Dialga G X line to turn off the Tomb/Plumes

I haven't even counted that out. Take those cards, RedShark, and toy around with numbers.
I'm sure I've forgotten stuff, but you need those cards!
 
Sablock just DIES when you whiff the T-1 and T2 flips and setup and it's going to take ALOT of testplay before you get super solid enough to cut with that deck.

LuxApe is nice if you play it for 6 cheap prizes. You have to focus on bringing up what you can KO and with a couple of Seeker, you can drag up some key stuff in the first few turns with just intimidating roar! I like Luxape for this reason.
You'll need to make SURE you have Lucario GL so you can OHKO Gdos though and you'll need to run 3-1 Luxray X instead of 2-2 if there's lots of GDos in your area (just so you can win the KO exchange)

GDOS is a BEAST. I've judged lists that just STEAMROLL over anything it faces (regardless of trainer lock). Sabeleye gets the party started and if you're not under trainer lock... THAT'S A WRAP! You'll need combee to get around trainer locks because Pokemon Rescue alone is not a smart recovery method w/ VilePlume out.

LuxChomp is just a die hard contender that just does so well because of your ability to smash things before they become a threat. It can whiff BAD though if you A) don't test your build enough or B) don't test your build enough.
 
thanks r a must make but now i have luxchomp,luxape,vileggar,gyradoes,sablock and this to choose from

All are solid decks, with LuxApe being the only one that maybe wouldn't fare as well in this meta as the others. Playtest, figure out which one works best for you and hone the list.
 
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