Freddy K.
New Member
With the metagame shifting extensively and our minds on the major tournaments in the season we're obviously having to think long and hard about what to play.
I don't quite know how others set about building decks but I like to think sequentially what the different stages are to starting a game and I break it down into the following seven phases:
- Initiation: starting Pokémon, quick set-up to avoid benching and to resist the effects of FTKOs.
- Replenishment: once you have your initial Pokémon set up, what do you do? How do you open up the options for the next important stage, while at the same time getting over status effects and minor inflictions of damage?
- Trade: usually at this stage if the opponent creeps ahead in prizes are you able to come back? Scramble energy and Team Galactic's Wager are important here. The first Stadium card you have is usually dropped at this stage as well. You would also normally have one of your Pokémon fully charged up by now. Your engine if you have one is running smoothly e.g. Claydol's Cosmic Power.
- Clutch: here you really put pressure on the opponent. If they haven't kept up with you in terms of resources or set-up, you apply pressure. Usually with this phase if you suffocate them for long enough they draw into nothing and quickly lose. Against more experienced players they will be anticipating this move and have a counter strategy. Team Galactic's Wager is absolutely vital for successful clutch phases.
- Exchange: if the clutch didn't work you are caught in a prize exchange as your opponent counters your attack. It is here that your TeCH cards are absolutely vital. A timely Warp Point here for example will swing the game for either player as it is unexpected and sometimes hard to counter at the heat of the moment.
- Time limit: it's usually at this stage that if things are still progressing in the game you are keeping an absolutely careful eye on your prizes and the clock. Here, it's common for judges to be called over. If they are, your opponent usually has something that could cause an upset if you are ahead. Again, if they do, a nice slap in the face can be dealt with via TGW.
- Termination: the game if still level on prizes or close to sudden death can swing either way. Misplays and miscalculations of chance and probability can win or lose you the match. Generally if you make a mistake, you lose as you only have one chance at it before all prizes are lost. This is the area where Stage 2 decks do well, continuously providing resources and throwing stuff at you that you cannot counter if you chose to run a speedy deck that for whatever reason didn't quite kill the game in the earlier phases. Resources run low for faster decks and topdecking can complete the game.
Thoughts?
- fK
I don't quite know how others set about building decks but I like to think sequentially what the different stages are to starting a game and I break it down into the following seven phases:
- Initiation: starting Pokémon, quick set-up to avoid benching and to resist the effects of FTKOs.
- Replenishment: once you have your initial Pokémon set up, what do you do? How do you open up the options for the next important stage, while at the same time getting over status effects and minor inflictions of damage?
- Trade: usually at this stage if the opponent creeps ahead in prizes are you able to come back? Scramble energy and Team Galactic's Wager are important here. The first Stadium card you have is usually dropped at this stage as well. You would also normally have one of your Pokémon fully charged up by now. Your engine if you have one is running smoothly e.g. Claydol's Cosmic Power.
- Clutch: here you really put pressure on the opponent. If they haven't kept up with you in terms of resources or set-up, you apply pressure. Usually with this phase if you suffocate them for long enough they draw into nothing and quickly lose. Against more experienced players they will be anticipating this move and have a counter strategy. Team Galactic's Wager is absolutely vital for successful clutch phases.
- Exchange: if the clutch didn't work you are caught in a prize exchange as your opponent counters your attack. It is here that your TeCH cards are absolutely vital. A timely Warp Point here for example will swing the game for either player as it is unexpected and sometimes hard to counter at the heat of the moment.
- Time limit: it's usually at this stage that if things are still progressing in the game you are keeping an absolutely careful eye on your prizes and the clock. Here, it's common for judges to be called over. If they are, your opponent usually has something that could cause an upset if you are ahead. Again, if they do, a nice slap in the face can be dealt with via TGW.
- Termination: the game if still level on prizes or close to sudden death can swing either way. Misplays and miscalculations of chance and probability can win or lose you the match. Generally if you make a mistake, you lose as you only have one chance at it before all prizes are lost. This is the area where Stage 2 decks do well, continuously providing resources and throwing stuff at you that you cannot counter if you chose to run a speedy deck that for whatever reason didn't quite kill the game in the earlier phases. Resources run low for faster decks and topdecking can complete the game.
Thoughts?
- fK
Last edited: