Pokémon TCG: Sword and Shield—Brilliant Stars

Shadow Play: A Shuppet Article

Austino: With all due respect, you replaced the Mr. Mime, Banette and stuff with recovery. My Shuppet donk plays no recovery: no NM, no TSD, no rescue. You play all of those. Also you have no Mewtwo counter.

I play them for Unown R, not the other cards. It's to cycle the draw power and KO everything in the first two turns or completely setup shuppet/uxie with all plus powers.
 
If this deck actually works, I'm quitting pokemon :/ lol Anyway, good article thanks for writing it :thumb:
Umm yeah, the day that this becomes a popular central "strategy" is the day I start an ebay store for all of my cards...

I just went over this with my friend, facism101. Why would anyone want to go to a tournament with hours and money behind building and testing their deck, only to have their chance at top cut ruined by a super duper uber turbo donk deck. How is pouring all of your cards into an opening hand to win the game before you can actually have a real game, worthy of being notable or competitive? I hope for the TCG community, these things stay in league and at between friends. Obviously the point is to win, but lets get real folks, this is Pokemon and it is designed to be played for more than 1-2 turns... or so I thought when I started spending money. Also, everything I just said is on behalf of premier events; leagues and casual play I could care less about...

Great article, and great read regardless of my personal feelings. I was trying to put together a shuppet deck to use against some friends at league and my brother, but I was always wondering what really was needed. This definitely helped clear up some of the "over the top" cards I had.
 
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Umm yeah, the day that this becomes a popular central "strategy" is the day I start an ebay store for all of my cards...

I just went over this with my friend, facism101. Why would anyone want to go to a tournament with hours and money behind building and testing their deck, only to have their chance at top cut ruined by a super duper uber turbo donk deck. How is pouring all of your cards into an opening hand to win the game before you can actually have a real game, worthy of being notable or competitive? I hope for the TCG community, these things stay in league and at between friends. Obviously the point is to win, but lets get real folks, this is Pokemon and it is designed to be played for more than 1-2 turns... or so I thought when I started spending money. Also, everything I just said is on behalf of premier events; leagues and casual play I could care less about...

Great article, and great read regardless of my personal feelings. I was trying to put together a shuppet deck to use against some friends at league and my brother, but I was always wondering what really was needed. This definitely helped clear up some of the "over the top" cards I had.

You must not have played when Haymaker was regularly FTKOing things in casual games, league, and tournies all the time. There have been FTKOs in this game for a long, long time. The only way to get rid of "donks" would be to eliminate the benchout rule as a way to win. And that's just changing the entire game's mechanics. Not going to happen.
 
If this deck actually works, I'm quitting pokemon :/ lol Anyway, good article thanks for writing it :thumb:

Then pack up and leave your cards behind, because the deck definitely whoops butt!

that's just silly. this deck is 3 cards different from an "uxie version" (2/1 banette), and does more damage and goes back to the hand instead of deck. much better attacker overall, and like i said, it's exactly 3 cards different than a build with just uxies. i dont see how decking would be an issue, since 2/1 banetter certainly doesnt affect the deck's ability to not deck itself now.


mean old ryan wanted to come in and slice and dice the article. but it was really well put together, cohesive, had in-text links, great formatting and proper English. i liked it. i may not give such favorable odds for the deck, and i may have wanted to highlight a few other cards, but thats just minor disagreement. the article is very good.


When I play with this deck, I have to draw every card T1 to get it to work right for the subsequent turns. If I'm using Shuppet to attack, how am I going to put cards back into my deck so I have something to draw turn 2? Attack with Uxie T1 and then with Shuppet from T2 onward?
 
If this deck actually works, I'm quitting pokemon :/ lol Anyway, good article thanks for writing it :thumb:

Umm yeah, the day that this becomes a popular central "strategy" is the day I start an ebay store for all of my cards...

A pure Uxie version of this deck, created before Rising Rivals was released, was successful in the Northern Illinois area, getting a Top 4 in States and Top Cutting in a few Cities. SLOW DECK was pretty successful with the deck. Basically, it can beat anything that can't Trainer or Power lock consistently and early (i.e. Mesprit, Dialga, Gastly).

The deck works. It's quite fun to play. And opponents are actually intrigued as to how such a simple deck can work so amazingly well.
 
A pure Uxie version of this deck, created before Rising Rivals was released, was successful in the Northern Illinois area, getting a Top 4 in States and Top Cutting in a few Cities. SLOW DECK was pretty successful with the deck. Basically, it can beat anything that can't Trainer or Power lock consistently and early (i.e. Mesprit, Dialga, Gastly).

The deck works. It's quite fun to play. And opponents are actually intrigued as to how such a simple deck can work so amazingly well.

I am sure it does, but at the expense of what... a donk? That sounds like the game I saw created years ago. Oh wait, it sounds terrible for anyone who wants to ya know, actually play a game that lasts more than...a turn.
 
I am sure it does, but at the expense of what... a donk? That sounds like the game I saw created years ago. Oh wait, it sounds terrible for anyone who wants to ya know, actually play a game that lasts more than...a turn.

I'm actually a fan of Long drawn out games myself. mid-late game Topdeck Glory is quite funny to watch, but short games aren't a bad thing either. I'm interested in test playing this deck myself. The idea of Shuppet walking all over a bunch of big meta game decks is just funny to me, And it's one of my favorite pokemon. the idea that this deck only runs on three energies blows my mind, but I'm sure I can attribute that to the fact that almost 2/3s of the deck is constructed with Trainers Supporters and Stadiums.. When I first returned to this game I would have been horrified to see such a small number of energy cards in a deck, but after having a look at it and drawing a few test hands I can see quite clearly that this deck only needs three energies, though i'd probably go 3'n3 Uxie 'n Shuppet as a modified version, just for the math of drawing shuppet more often incase I start with a bad hand.
 
Fun is relative. Some people enjoy winning on the first turn. Happens in every TCG, and probably every game.

While I disagree with the posted list, I still think this deck has a lot of potential. If only there was a decent way to get around Dialga lock until time is called...
 
I've tried out this deck and it is awesome. It beats gengar, tyranitar, beedrill and spcombos pretty easily.
 
Nice Article Kevin, I will try to build your deck and see how it goes compared to Uxie Double Donk. To some it might seem like the same deck, but there are a few big difference. I know the issues of my Double Donk deck.

UR DOUBLE DONK (Uxie Double Donk) http://pokegym.net/forums/showthread.php?t=105043

Uxie basically is a first trainer turn DECK OUT. To accomplish this at the consistency rate that I can do it demands a very very tight list. 2 energy 1 Supportor and 1 tech pokemon bench spot, the deck can't go deck out with any more resources that get stuck in your hand before a uxie drop. And in the hands of a good player, the deck out can be done at about 85%-90%+ of the time with Full resources available to be used first turn. Thus for me, I can to do 80 damage to the active, plus about 60-90 damage anywhere I want first turn. If I drop 2 crobats, use 4 turns, hit 2 of 4 blowers, hit 1 SSU on a bat, that is 90. If I have some resources prized, or am just unlucky on flips, it is 60. Enough to get a bench basic donk, if I am really lucky, I can do 100 damage for the 2 bench donks plus the active for the triple donk. Now this Double Donk likelihood is majority of the time sort of thing. After the first turn, if my opponent is still alive, you are dependent on using the "Uxie Loop", where you are depended on the uxie "power" drop and replaying the energy, plus powers, and EX belt. The uxie loop get's the benefit of the Cyclone Energy option, where as shuppet can't use it.

Shuppet, it seems that a double donk, you do need to be lucky, because it doesn't seem like you would not be able to consistenly bring out all the resources to donk a bench and the active. Possible, yes, a lock the list does't seem like it? I really not sure until I get some play testing in. Now the positives seem that you can decide on which sort of "wall" you want to put up with your deck, meaning tomb or mime. It also seems like there is no lock to get 4 plus powers and expert belt onto shuppet. It seems you might catch a few early on, maybe even catch a pair of drawers, but consistently? My smell of your list would say probably not. But, you could probably build them as you go.

Now, something that I do give shuppet donk over uxie donk is in the SP match up. Assume you can fish out enough resources in the first trainer turn, you are better imune to power sprays mid to late game. When I play uxie donk against SP, the deck is crippled when a simple power spray is used. Assuming you have collected a few plus powers and an EX belt, you can still keep attacking.

Again, pokemon is about the getting to the right damage number, and right now, 80 and 90 damage per turn are really just about the the same in terms of KO a basic or 2 hit KO a evolved. I like the Mewtwo counter with Shuppet/Bannette, but having Uxie and Cyclone, and then Mime/Mime JR was just as effective counter. Another funny thing is that I never faced a deck that actually got Mewtwo out! Thus sometimes folks tech against imaginary issues. Bigger issues "faced" issues for my Uxie Decks where the Palkia Locks, Powersprays, Dialga's, and Flygon EX that got out. Now with Spiritomb, my perceived real issue is spirtombs itself. I think your Shuppet can deal with Spiritomb's better than uxie could. If you face a first turn Tomb, the shuppet could at the very least 2 hit ko it.

Regarding some of those match ups, I am not sure about those, it seems a bit overstated, especially gengar, and SP's.

Again, Fun League Deck, A Surprising Tournament Deck, I would even say a competitive Tournament deck, but neither my Uxie build or this Shuppet build I expect to be the BDIF unless it is extremely heavily played, and get's lucky. It is just too easy to counter. I think these decks actually could have had a chance to be the BDIF if spirtomb wasn't released.
 
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Come on. This deck would get blown away by turn 2.

I do like bannette but his HP is just too low, maybe with an expert belt. and shuppet man dont even start with me.
 
pikkdogs: If you read the article, you'll realize that Shuppet's HP is absolutely irrelevant, and that Shuppet DOES the blowing away by T2 ;)

SLOW DECK: I have read your list and I agree Uxie is more consistent overall. Shuppet does not focus on a T1 deckout, it focuses on getting key cards (it does dig through the deck fast, mind you, but not in the same league as UR Double Donked!), and once you're set up, you're good. Shuppet also has less to do with donking - it certainly is a high possibility with Expert Belt - but the focus of the deck when it was created, prior to the new set, was just to do absurd amounts of early damage - not focus on the donk. You are certainly a genius, and without UR Double Donked I would have never played this deck. :)

Pretty much everyone else, thanks for the compliments and constructive criticism!
 
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I have a question, If you t2 your shuppet and its the only pokemon that you have in play and you have none in your hand and you use fade out does that mean you lose the game? (assuming that the rest of your hand are energies and a late game cards)
 
I have a question, If you t2 your shuppet and its the only pokemon that you have in play and you have none in your hand and you use fade out does that mean you lose the game? (assuming that the rest of your hand are energies and a late game cards)

Wait, do you mean if there wasn't any benched Pokemon? That wouldn't happen because Fade Out doesn't work unless you have a benched Pokemon.
 
i just wonder. I think this deck is awesome, and i've tried it many times. it gets t1 donk 60-70% of the times i've played with it, but what happens if you meet mr.mime? would'nt it be a good idea to take out maybe 1 uxie and replace it with a regicie or something? i'm just wondering.
 
I listed Regice in the techs section because if Mr. Mime or Spiritomb are popular in your metagame, Regice is a good play.
 
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You must not have played when Haymaker was regularly FTKOing things in casual games, league, and tournies all the time. There have been FTKOs in this game for a long, long time. The only way to get rid of "donks" would be to eliminate the benchout rule as a way to win. And that's just changing the entire game's mechanics. Not going to happen.

Ah, I remember the original Haymaker. Good times.
 
Umm yeah, the day that this becomes a popular central "strategy" is the day I start an ebay store for all of my cards...

I just went over this with my friend, facism101. Why would anyone want to go to a tournament with hours and money behind building and testing their deck, only to have their chance at top cut ruined by a super duper uber turbo donk deck. How is pouring all of your cards into an opening hand to win the game before you can actually have a real game, worthy of being notable or competitive? I hope for the TCG community, these things stay in league and at between friends. Obviously the point is to win, but lets get real folks, this is Pokemon and it is designed to be played for more than 1-2 turns... or so I thought when I started spending money. Also, everything I just said is on behalf of premier events; leagues and casual play I could care less about...

Great article, and great read regardless of my personal feelings. I was trying to put together a shuppet deck to use against some friends at league and my brother, but I was always wondering what really was needed. This definitely helped clear up some of the "over the top" cards I had.

Not everyone is going to play this deck. This deck may be very fast and tough, but it has it's weakness too. It's dead against TG Wager (certainly when you play 2 or 3 Wager cards) because Shuppet allways returns to the hand. Then they have to "waste" cards to find everything again, which would slow down the deck. Also Mr. Mime (MT) stops those DONKs. Also Spiritomb is great against this deck. When they can't use any trainers, they can't donk. :biggrin:

But I really like this deck! It's pretty cool. ^^ I'd never play it, but it IS good! ^^
 
You must not have played when Haymaker was regularly FTKOing things in casual games, league, and tournies all the time. There have been FTKOs in this game for a long, long time. The only way to get rid of "donks" would be to eliminate the benchout rule as a way to win. And that's just changing the entire game's mechanics. Not going to happen.

Doesnt change the fact that its lame and boring...
 
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