Pokémon TCG: Sword and Shield—Brilliant Stars

Togekiss/Blissey

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Paperfairy

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Article by: Justin Mills
Title: Togekiss/Blissey (Proposed names: Togebliss, Egg Heaven, Blisskiss, feel free to suggest/vote)
Date: Sunday, February 24, 2008
Latest set released: Great Encounters
Current format: Holon Phantoms – Great Encounters

(I am aware that only established archetypes become articles, but there is no harm in “shooting for the moon”)

History: I have never seen or heard about this combination aside from Daniel (last name forgotten, but he won Connecticut’s City Championships with Honchkrow). He mentioned it after the Japanese release of DP4, after he claimed that many people were getting excited about the combination. (I have personally not seen this excitement). He suggested I try it, and so, I have, online, and it has played beautifully. I would say that I invented the deck, but I want to first check his sources before doing so.

(tl;dr) Strategy: Set up with an Active Blissey and activate Togekiss’ Serene Grace in order to power up Blissey and deal massive damage with little chance for retaliation. Use in tandem with Holon Energy cards in order to grant Blissey more freedom and power.

POKEMON: 22
4x Blissey, MT-5
4x Chansey, MT-76
1x Happiny, MT-52
3x Togekiss, GE-11
2x Togetic, GE-55
3x Togepi, GE-88
4x Pachirisu, GE-5
1x Mantine (d), DF-20

TRAINERS: 9
2x Night Maintenance, MT-113
4x Rare Candy, GE-102
2x Super Scoop Up, DP-115
1x Windstorm, CG-85

SUPPORTERS: 10
2x Holon Mentor, DF-75
3x TV Reporter, DF-82
1x Copycat, DF-73
2x Steven's Advice, PK-83
2x Team Galactic's Wager, MT-115

ENERGY: 19
2x Holon Energy FF, DF-84
2x Holon Energy WP, DF-86
2x Psychic Energy, DP-127
6x Fire Energy, DP-124
7x Water Energy, DP-125


Pokémon


3x Togekiss, GE-11
Predicted to be the most sought after card during Battle Roads (at least in the New England metagame) Togekiss is back up support for the Deck. Its power, Serene Grace, allows one to look at the top ten cards of one’s deck, choose as many Basic Energy as one likes, and attach them to any of one’s Pokémon in play in any fashion that one would like. There are only three because statistically, there is not enough Energy in the Deck to successfully execute Serene Grace four times. Air Slash is also a powerful move, and has won battles on Turn 2 without the use of Blissey.

2x Togetic, GE-55
Togetic is a card that should be used as the Active Pokémon. Giving the opposing player a one card advantage is not something that most deck, especially this one, can afford to do. Thus, only two Togetic have been placed within the deck – the majority of evolution takes places through the use of Rare Candy.

3x Togepi, GE-88

Togepi exists solely to evolve into Togekiss. However, if no Chansey are put into play, Togepi can summon them 50% of the time, helping set up, rather than suffering from “donk” syndrome.

4x Blissey, MT-5

One of the most powerful cards in the format, Blissey is the basis of this deck. Blissey absorbs Energy from Togekiss’ Serene Grace power in order to power up Happy Chance. For those who are unaware, Happy Chance deals 20 damage plus 10 more for every Energy card attached to Blissey, and before damage calculation, Blissey can retrieve a Basic Energy from the discard pile and attach it to itself. In this Deck, ideally, the perfect Blissey would have 1 Holon Energy WP, 1 Holon Energy FF, x Fire Energy and y Psychic Energy (assuming x and y equals 4, and that both x and y are equal to or greater than 1) in order to deal 80+ damage each turn.

4x Chansey, MT-76
While lacking in 20 HP and 1 Retreat Cost in comparison to its Base Set counterpart, Chansey is still a somewhat useful card in the format. For two Energy (which was easier to get onto Chansey when the original printing of this card occurred), Chansey cannot be harmed by damage for one turn (50% of the time), allowing more time for one to set up. Double Edge is highly impractical, and should only be used as a last resort.

4x Pachirisu, GE-5
Pachirisu not only helps Togekiss by retrieving dead cards from the Deck, but Smash Short also erases fears of Cessation Crystal. Four are placed in the Deck to match the four Cessation Crystal cards that are often run.

1x Happiny, MT-52
Happiny’s sole attack is rather interesting, and has been useful on more than one occasion – two damage counters is the difference between a Knock Out. More importantly, evolving Happiny into Blissey allows for Kind Egg to be used, which is also an excellent ability to have at one’s disposal.

1x Mantine (d), DF-20
Mantine delta’s Power allows one to place Energy from the discard pile on top of the Deck. This is only to be used when Togekiss is being played subsequently, in order to guarantee that Serene Grace attaches at least one Energy.

Trainers

2x Super Scoop Up, DP-115
Super Scoop Up is nearly indispensable in this Deck. It has a number of purposes, following are just a few:

• Scoop up dying Chansey/Blissey for general annoyance
• Scoop up powered up Blissey and then Copycat to essentially get a fresh start if needed
• Scoop up used Togekiss to recycle its Power
The only downside to card is the 50% probability that it will not work. Games have been lost because of that tails.

1x Windstorm, CG-85
Opposing Cessation Crystal can stop Togekiss’ PokéPower from activating, as well as a Battle Frontier in play. Without Togekiss, the Deck cannot operate smoothly, so four Windstorms have been placed within the Deck.

2x Night Maintenance, MT-113

Night Maintenance can shuffle lost Energy/Chansey/Blissey into the Deck for reuse, which can be crucial during the late game, when it is likely that Serene Grace will not turn out many Energy cards.

4x Rare Candy, GE-102

Adds speed to the Deck, which is imperative in a format that will soon be dominated by T1/T2 Beedrill Decks.


Supporters



2x Holon Mentor, DF-75
The discarding cost of this card could possibly be used to maximize the use of Night Maintenance, or even Blissey’s Happy Chance. Its primary effect, which allows one to retrieve three Basics from the Deck, is imperative and limitlessly useful.

3x TV Reporter, DF-82
Like Holon Mentor, discarding can maximize both Night Maintenance and Happy Chance. Draw power is this Deck’s weakest, so a three card advantage could not hurt. This card is superior to that of Felicity’s Drawing because discarding after drawing can be much easier than discarding prior to.

1x Copycat, DF-73
The most basic of staple cards, allowing one to replenish one’s hand based on the number of cards in the opponent’s hand. Excellent for when battling against disruption Decks, and shuffling in Energy can be beneficial.

Steven’s Advice, PK-83
Steven’s Advice allows me to draw at least one extra card, and six at the maximum. The seven card limit is excellent, as it stops one from overdrawing and reducing the potential power of Serene Grace.

2x Team Galactic's Wager, MT-115
Team Galactic’s Wager is used primarily to shuffle Energy cards back into the Deck in order to maximize the use of Togekiss. It is also a slight form of disruption, and works well with the author of this article, whom is skilled with the game of Rock-Paper-Scissors.




Energy


2x Holon Energy WP, DF-86
In this deck, there are only 4 Special Energy because they cannot be attached via Serene Grace. This particular card, when a Psychic Energy is attached to the same Pokémon as this card, gives that Pokémon no retreat cost. Blissey and Chansey possess large retreat costs – so with this Energy, they can quickly run to the Bench when Warp Point is not available. Water Energies are used with this card in order to stop devastating effects such as Gallade (the most powerful archetype at the time of writing) or often overlooked Special Conditions.

2x Holon Energy FF, DF-84
This particular card, when a Fire Energy is attached to the same Pokémon as this card, gives that Pokémon no weakness. When attached to Blissey, the MAchamplucaRIO archetype is no longer a large threat, and when attached to Togekiss, Electivire becomes less of a threat.

2x Psychic Energy, DP-127
6x Fire Energy, DP-124
7x Water Energy

These are staples to be used in tandem with the Holon Energies. Sixteen is enough to ideally fully power up four Blissey. Some may argue that there should be more Energy to support Togekiss, but ideally, no Energy should ever be attached to Togekiss. Air Slash is a last resort/feeling cocky move.

Techs

+1x Stantler and +1x Budew / +2x Stantler / +2x Budew
Cost: -2x Pachirisu
Friends have suggested removing one Blissey and one Chansey in exchange for one Stantler and one Budew. It could work if you are having extreme set up problems.

+1 Island Hermit
Cost: -1x Holon Energy FF
If Togekiss becomes a Prize card, one is in trouble.


Matchups (unfinished) (need help play testing these)


* indicates that this particular archetype is not/has not been played in the author’s particular metagame
** indicates that this particular archetype is going to rotated out soon
(if I left out an archetype, please notify me)

VS Kricketune

VS Machamp/Lucario
Holon Energy FF attached to Blissey is a good idea.

*VS Beedrill

*VS Sceptile


VS Electivire
Be careful against this Deck. One’s opponent will try to use Shocking Tail against Togekiss, but it does not work – Pulse Barrier only refers to one’s Energy per turn, not Energy attached from a temporary stack of cards. Holon Energy FF attached to Togekiss to a good idea. Electabuzz is also rather hefty Basic, but a fully powered Blissey can handle that.

*/**VS Nidoqueen (Nidoking, Dusknoir)


*/**VS Flygon d EX

**VS Feraligatr (Magneton, Delcatty, Meganium)

VS Gardevoir (Gallade, X, Crawdaunt, Cresselia)

This is how I see it. Gallade can OHKO Blissey if it flips over 2 prizes (with DRE attached), or one prize with a strength charm (and no DRE). Gallade is not going to have that many problems OHKO'ing every single Blissey you send up. Your only answer to the harsh weakness is 2 Holon FF. You can't bring back FF with any card in your deck, so once they get in the discard (or 1 is prized and 1 is in the discard), you lose. You do have good HPs in the deck, so it might be hard for the GG player to bring down a lot, but the GG player can use Gardevior to stop your Togekiss's Poke-Power.

I'd say the game is in favor of GG pretty well, but it'd be need to see how you see the situation.

**VS Infernape (Delcatty)

VS Empoleon

VS Blissey (Weavile, Darkrai X, Togekiss, Raichu)
In a mirror match, do one’s best to knockout the opposing players benched Togepi via Warp Point so that Togekiss never makes an appearance.

VS Honchkrow

It is imperative that one play as fast as possible with this deck – Honchkrow will be quickly discarding one’s Rare Candy and Togetic. Team Galactic’s Wager and Copycat are one’s greatest cards during this match.

VS Magmortar (Togekiss, Absol, Typholsion, Delcatty)
(personal 50:50)

Magmortar can be frustrating, but the key is to knockout as quickly as possible, so that X never reaches the field, or if it does, it does not substantial energy to attack. Use Team Galactic’s Wager sparingly, as one could accidentally give Fire Energy to one’s opponent.
 
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If I were you I'd throw in a 2-2 Magneton PK line. Also throw some Happinys in and make it a 4-2-4 Blissey Line.
Make Togekiss a 1-0-1 line. Make a 2-2 Delcatty PK line and try not to put in so many trainers, try to put in more supporters.
 
Nice list, I would change the trainer line just a little. You need TV reporters and more draw in there! My friend played this deck using a version with delcatty ex and catty energy draw. It sets up a lot quicker then after upstreaming for a ton of dmg, he used togekiss to get all the energy on a blissy. (because after upstream tehre will be mostly energies in the deck.)

Back to back posts merged. The following information has been added:

i think magmorter would be better in here

Magmorters has lower hp and blissy is more consistent.
 
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pachi only hurts this decks speed, it doesnt go with everything
how can blissey be a 4-2-4 line?
did you mean a 2-4-4?
you have a lot of trainers that just delay the overall speed of the deck
the 4 ssu are not mandatory, but 4 quickball/masterball would ultimately speed this up
for wp, i would use water instead of purple because i think blocking effects is much more important than free retreat
 
i had actually started a thread a bit ago with ho oh and togekiss, and after readind=g this i realized that blisseys are good to add. what i would do for pokemon line is 4 pachi 4-2-4 togekiss (or 3-1-3), 2-2 blissey and 2 or 3 ho oh, start with pachi, get ho oh togepi and chansey, build up ho oh with dif. energies, and then when/ if it dies use blissey to get ack the energy and finish the job:)
 
I suggest putting in 4 night maintance to shuffle energies back in the deck. Some boost energy could also help. Happiny is very useful to shuffel some energy you might have in your hand back to your deck,so togekiss power could be more efficient.
 
Tentacruel, it would seem like you are rearranging the entire Pokemon entire of the deck....

Ajax - Windstorm is of utmost importance, without Windstorm, Cesstation Crystal defeats my deck.


Prize Card - I agree that the Deck needs some draw, and Upstream sounds lovely, but what am I taking out in exchange?

fragnito - Could you explain some of your reasoning? -2 SSU in exchange for +2 Quick Ball?

Jedi - ONly fourty?

mbrisius93 - Claydol does not fit in with this Deck at all, from what I can see.

The Phenom; What do I take out in exchange for more Night Maintenance? Boost Energy does not seem wise, particularly with Holon Energy WP
 
Where is the G&G matchup? The deck that probably has the best matchup against Blissey doesn't even have the matchup listed.

This is how I see it. Gallade can OHKO Blissey if it flips over 2 prizes (with DRE attached), or one prize with a strength charm (and no DRE). Gallade is not going to have that many problems OHKO'ing every single Blissey you send up. Your only answer to the harsh weakness is 2 Holon FF. You can't bring back FF with any card in your deck, so once they get in the discard (or 1 is prized and 1 is in the discard), you lose. You do have good HPs in the deck, so it might be hard for the GG player to bring down a lot, but the GG player can use Gardevior to stop your Togekiss's Poke-Power.

I'd say the game is in favor of GG pretty well, but it'd be need to see how you see the situation.
 
Where is the G&G matchup? The deck that probably has the best matchup against Blissey doesn't even have the matchup listed.

This is how I see it. Gallade can OHKO Blissey if it flips over 2 prizes (with DRE attached), or one prize with a strength charm (and no DRE). Gallade is not going to have that many problems OHKO'ing every single Blissey you send up. Your only answer to the harsh weakness is 2 Holon FF. You can't bring back FF with any card in your deck, so once they get in the discard (or 1 is prized and 1 is in the discard), you lose. You do have good HPs in the deck, so it might be hard for the GG player to bring down a lot, but the GG player can use Gardevior to stop your Togekiss's Poke-Power.

I'd say the game is in favor of GG pretty well, but it'd be need to see how you see the situation.

I have only played once against G&G, but I will take your word for it.

@Ajax - Thank you, I did not realize that.
 
Your running way to low on supporters. Here are my fixes.
-1 Fire
-8 Psychic
-1 Rare Candy (4 is over kill)
-3 Bebe's
-2 Wager
-2 Warp Point


+7 Water (It's much more useful against Gallade, stops their Sonic Blade)
+1 Mantine D (it helps the Togekiss's consistency)
+ 1 Togekic (for more effective swarm, especially with SSU)
+3 Tv Reporter (need for straight draw and discard for Blissey's attack)
+2 Steven's Advice (good straight draw)
+ 1 Copycat (good when your opponent has a huge hand)
+2 Mentor (get you basics out)

Hope that helps

Name vote: Kiss Bliss
 
In total, so far I have made the following adjustments:


-1 Team Galactic's Wager
-1 Celio's Network
-1 Bebe's Search
-2 Super Scoop Up
-4 Windstorm

+1 Night Maintenance
+4 Pachirisu
+4 Happiny
 
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