Pokémon TCG: Sword and Shield—Brilliant Stars

Round 3 Scores!

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So this was my entry for the third round, please comment on it and mention any improvements you would've made to it while keeping the basic concept of the deck.


The List

Pokémon = 19

Celebi Prime = 3
Mew Prime = 4
Jirachi UL = 3
Zoroark BW = 2
Donphan Prime = 2-3 (Phanpy from CL)
Crobat Prime = 1
Gengar Prime = 1

T/S/S = 31

Alph Lithograph (1, HGSS) = 3
Great Ball = 2
Energy Retrieval = 3
Switch = 4
Communication = 2
Pokédex = 2
Seeker = 2
PlusPower = 3
Collector = 2
Reversal = 2
Circulator = 2
PONT = 2
Energy Exchanger = 2

Energy = 10

Grass energy = 3
Psychic energy = 3
Rainbow energy = 4



Strategy+Analysis



The basic strategy of this deck is to get Celebi set up with Mew and Jirachi on the bench. Celebi and Mew are the main attackers in this deck. Celebi takes care of stage 1 and stage 2 opponents while Mew sends Donphan to the Lost Zone as soon as possible with a rainbow and grass energy attached to start swinging at 60 a turn KOing basic Pokémon within 1-2 turns. Finally when the opponent’s stage 1 or stage 2 Pokémon are down to about 50hp, Jirachi uses its Time Hollow to devolve and KO them. Crobat, Zoroark, Celebi and Gengar can also be sent to the Lost Zone so that Mew can take advantage of Gengar’s ability to send the opponent’s Pokémon to the Lost Zone, Crobat’s abilty to inflict status conditions and to snipe the bench, Zoroark’s ability to copy the opponents Pokémons’ attacks and Celebi’s ability to avoid damage from stage 1 and stage 2 Pokémon.

Zoroark and Donphan can be used on their own without Mew, as techs against the metagame.

Alph Lithograph is used to look at the opponent’s helping you to time certain attacks at the right time.

Energy Exchanger is used to grab the right energy at the right time and also to grab rainbow energies.

Seeker is used mainly for disruption but is also used to get damaged Pokémon (mainly Donphans) off the bench.

PlusPower is used to add that last crucial amount of damage.

Reversal and Circulator are used to pull up weaker Pokémon to the active position.

Pokédex is used to rearrange the top 5 cards in your deck when in urgent need of a certain card.

Switch is used to switch out any Pokémon with a higher retreat than one.

Great Ball is used to grab the one of the main Pokémon and Donphan.


Matchups


Sharpedo = 40/60 (you’re 60)

As long as you stick to the strategy this match should go your way, the biggest threats are Vileplume and Sharpedo’s Strip Bare. To get rid of Vileplume send it to the Lost Zone, as for Sharpedo, try and KO it before it can become dangerous, or use Mew to use Donphan’s attack then devolve it using Jirachi, which should KO it. When the opponent sends Jumpluff to the Lost Zone, take advantage of this by using Mew’s PokéBody allowing you to use Mass Attack against the opponent. As for Slowking, you can undo it’s PokePower’s effects by either shuffling your deck after using a trainer or supporter card which allows you to do so, or by using Pokédex. As long as you don’t make too many mistakes, this matchup should be favourable.

Magnezone = 20/80 (you’re 80)

This matchup should be quite easy as the only used basic Pokémon is Pachirisu who probably won’t attack. If it’s in the active position, KO it with either Mew or Donphan. Slugma could be a problem if it attacks, but as it only has 60hp and as it would take two turns to attack. Mew or Donphan can be used here as well. Slowking can be countered with a Pokédex or a legal shuffle of the deck, exactly the same as before. Magnezone can’t really do anything here as long as Celebi is able to attack or if Mew uses Celebi’s attack, so this matchup should be really easy.

Victreebel = 50/50

This matchup could be a tough one, so make sure you have your wits about you. Victreebel can be really annoying here, so Lost Zone it before it hits the field. If it does hit the field, use Mew or Zoroark (preferably Zoroark due to higher hp) and use Foul Play to use Victreebel’s attack against it. Weavile can be annoying but it’s not too big of a threat, just make sure play your cards down at the right time and don’t hold on to them too long, otherwise Weavile could prove dangerous. If Weavile or Sneasel is ever in the active position, take them down quickly with Donphan . Absol Prime is another threat, it is infinitely dangerous and annoying, so make sure you Lost Zone it before it hits the field, if it does hit the field, reel it in with Reversal and KO it with Donphan ASAP. Jirachi is not really much of an annoyance or a threat as most of your attackers are basic Pokémon, the only exception being Donphan. Jirachi is easily KOable if Mew is on the field with Donphan, Crobat or Celebi in the Lost Zone. This matchup can be quite tough, so stay focused and stick to the strategy.

Wailord = 30/70 (you’re 70)

This is quite a good matchup, as most of the Pokémon in this deck are stage 2. The only dangerous basic in this deck is Zekrom. As usual, you can either Lost Zone it before it’s on the bench, or you can Reversal it up and Earthquake it using Donphan with the help of a PlusPower and OHKO it. This matchup should be quite easy as long you stick to the strategy and don’t make too many mistakes.
 
Iron Chef said:
2 Reshiram BW
2 Zekrom BW
1-1 Donhpan Prime
3-1-2 Vileplume
3-2-2 Reuniclus
2-2 Whimsicott EP, Encore
1 Pichu
1 Cleffa
1-1 Dodrio
26 Pokemon

4 Twins
3 Pokemon Collector
4 Professor Oaks New Theory
3 Rare Candy
3 Pokemon Communication
20 TSS

4 DCE
4 Rainbow
3 Grass Energy
2 Fighting Energy
14 Energy

Main Strategy-
Get Plume ASAP, then Reuniclus. Cleffa and Pichu for basic setup, then Whimsicott and Dodrio. Swarm with Outrage users, Donphan, Whimsicott. Donphan is to make Magnezone's life much harder, and is a general hard hitter. Whimsicott will be explained in greater detail below.


Whimsicott serves what purpose?
Whimsicott is a great tech against Victrebell. You get two Whimsicott (or a Whimsicott and a Dodrio line) up, and since they can't OHKO you, you just keep up an endless U-turn loop. You can also use U-turn to bring up a Zekrom or Reshiram (as long as Dodrio is up) to use as a damage sponge, or to prep outrage next turn. (After Damage Swapping) Also great against others that cannot OHKO Whimsicott, and Encore is a nice feature against the bulky Wailord (since they can't easily retreat) to force for some stalling for you to get setup. Encore doesn't have as much effect vs. Sharpedo or Mew since they can free retreat out.

Dodrio?
For retreating Zekrom, or basically anything else. Is a great assets to the deck.

Some of the TSS lines...3 Collector...3 Candy...PETM?
3 Collector+Pichu is perfect. I'd bet my 100 games of testing with that engine on it. 3 Rare Candy is all thats needed since once Vileplume is up, they are useless. Communication is for fast, pre-Vileplume search. Elm's is for Post 'Plume, for Whimsicott, Donphan, and Reuniclus. 4 PONT is good with the 4 Twins we have.


Quick Explanation on Energy-
4 DCE, good tool for Outrage, and retreating without Dodrio.
4 Rainbow, for attacking with most of our Pokemon, and using the potential Blue Flare/Bolt Strike. Also helps to place damage to KO one of our babies to use Twins.
Basic Energy-Attack!!!

Match ups-
Wailord/Reuniclus/Porygon Z

Trainer lock hurts them a substantial bit. It makes Porygon-Z's power useless, and locks the Rare Candy's they need to get a setup. If they get past that lock, you really need to use Zekrom for Outrage KO's on Wailord, then use Donphan/Whimsicott for the rest. Also, if needed you can load them up with Damage until they can no longer hold it on the bench, since they can't use Max Potion.
55-45 Your Favor


Victreebell/Weavile
Watch out for Weavile drops. If you can get an early 'Plume this gets easier. If you get no setup through the Weavile's your in a spot. Get your Cleffa out ASAP if you sense yourself getting into a bad spot. Once you do get a setup, either get up your Dodrio to negate Victreebell's Pokebody, or start to swarm with Whimsicott. Once you do that, they don't have much of a way to win, since they can't KO anything.

50-50, because of the potential lack of KO, and then the fact they could lock you from the game with Weavile.


Magnezone/Slugma
Get out Plume or forever regret it. You need him to Slow/Stop their setup. Once thats done, go crazy with Donphan to kill Magnezones, and then use Whimsicott, and use Outrage KO'ers. The occasional Blue Flare/Bolt Strike may be necessary.

45-55, you need Plume and Donphan to swarm them for this matchup.


Sharpedo/Mew/Vileplume

They can do a nice job of locking you out of a game-so get out your Cleffa!! Let them set up the Plume this time, and since they won't run catcher, you only need one Solosis. Use Donphan to basically sweep for 6 since they can't fight much. However, if they hit Strip Bare, you could be in trouble unless you get Cleffa to refresh.

If they hit a Strip Bare early-
50-50
If not-
40-60.


Thats all I have, and thank you for reading my entry, and judging this contest!

~Piplup

That was my entry. See how I have Vileplume on the brain? :lol:
 
Vegeta ss4 Challenge touny
round 1 redwater vs Magnechu

this match up will be fun

his higheramount of basic in is deck would more often set up my mew turn 1 more often then his.
vileplume would be a easy ko bring it up with muk then attack with crobat with a low energy count and no switches he be forcus to let it be ko
if sharpedo got lucky (25%) and flip 2 heads i do have alot of draw card in my deck so i would not be stuck with no hand for long
My Umbreon would 1hk his mew and forcus him to attck with sharpedo

match would be 80-20 for me and in sudden death i would have the upper hand.
1-0

round 2 redwater vs Hatter

this match would be very easy because my deck would set up faster then his so i can take the 1st prize
Umbreon is the star in this game because the only pokemon that has a strong attack with out a power or body is magcargo
which can be 1hk with a Bouffalant and a plus power or crobat which would forus him to retreat or muk to bring him up before he his charge.

match would be 85-15 for me and in sudden death i would have the upper hand
2-0

round 3 redwater vs Cyrus

this match would be the hardest out of the 4

i would need to lose the 1st prize because i can used twin and black belt to return these 1hk with anything he has intill he can not set up another
1hk will i would take the lead bouffalant would help me alot this game and umbreon can help me stall victreebel. His deck is slow to set up turn after
turn of being 1hk with black belt. weavile would be a bit annoying but with a high deck it not that bad.
for a sudden death I would have the upper hand because his deck is slower then my deck

match would be 65-45 for me with a upper hand in sudden death
3-0

round 4 redwater vs Cyrus's clone

This would be a fun one to play out

with my deck being faster then his i can take a prize lead

muk and crobat will help this match up the most to bring up waillord that still not fully charge and slowly kills them and with no switch and heaviy retreat
he forus to stay up their. after i have about a 2 card prize lead the game switch to taking turn taking prizes from me bring up reuniclus when he get him out.
zekrom would need to be brount up my muk so he be not be as great as a threat.

match would be 90-10 and a upper hand in sudden death.
4-0


Well, redwater, I personally think you deserved the score you got. This is not me being mean, I’m giving real feedback here, so please don’t take this the wrong way.

~~~~~~~~~~~~~~~~~~~~

Without looking at the actual score you did receive, several things about your list immediately strike me as off:

First of all, you run 8 basics. Your mulligan rate will be through the roof. That’s just not anywhere close to consistent enough. People have problems with starting lone basics with 12~14 basics, and you only run 8? Insane.

You run muk and crobat as 2-of each. That’s nothing new or creative. I’ll admit I’m surprised to see the Umbreon, and it’s a good idea, but tossing in a one-of Eevee seems kind of silly; almost like it was an inconsistent afterthought. What’s the point of hurling Umbreon, and then building up one manually? In this format of ohko-ing, a 90hp pokemon is as weak as a 60hp one, and manually evolving means catcher or sniping of your Eevee is fair game.

You didn’t max twins, yet you play mew prime. Why?

You have so many draw power cards, and yet, there’s not a single card here to search out basics?!? I see no collector, heck, I don’t even see dual ball!

You play four revives. Why on earth?!? This game needs six prizes to win (the iron chef format has no DPL, for you picky people), not 8-9. Those are purely wasted spaces.

You run two special dark. Only one pokemon can even use that energy to an effect. And with it being a 1-2 line, you won’t be getting it out ever most likely. All SP dark does is prevent it from being fisherman targetable.

Speaking of, why two fisherman? You have no energy acceleration at all. The attacks of things you hurl need one energy, 3 if you use Muk’s second attack, I guess.

4 switch? ARE YOU KIDDING ME?!?! Mew has free retreat. The only basic with anything but one or zero retreat is bouffalant, who you cannot even power up in one turn. What’s the point? Four wasted spaces.

4 pluspower? I mean, yes, it’s a good card, but why not run one or two, since you run black belt, and then focus on junk arm?

Wait, you don’t run junk arm with a list of 34 T/S/S?!? Why?

~~~~~~~~~~~~~~~~~~~

And as for your matchup section:
So many grammar errors, it’s confusing to read your match up results.

Anything better than 70-30 as far as a matchup goes is simply a fantasy. Even auto-losses are considered 30-70. To claim you get 90-10 against something is purely wrong. I’d have deducted crap-tons of points for obviously not actually testing, or even properly theorymon-ing, your matchups.

Your deck is not fast. Stop saying that it is. You use a “come from behind” engine for a reason. Without collector or dual ball, and without the use of twins, good luck actually getting anything out.

Umbreon does not OHKO mew. Maybe once with special darks and plus-powers; but not consistently.

You’d have a severe disadvantage in sudden death. Most mew variants do, unless they can consitantly hit the turn one hurl AND turn two mass attack or something, they lose. Your deck would likely start lone basic after mulligan-ing several times.

TL;DR: You deserved points in creativity, but certainly not in constancy or clarity. Test your stuff better, stop making flawed assumptions.

If I was scoring, you’d be getting 7/10, 2/5, 2/5

* scrolls up *

See? He was nicer to you than I would have been.
 
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