Pokémon TCG: Sword and Shield—Brilliant Stars

What Will Win Battle Roads?

lol sorry i just read it xD well then that sucks and now you hsve the game. but hopefully you have the right stuff to snipe it, power spray it and stuff lol. cause you need warp point/ warp energy to retreat your tank
 
yes but you lose your mighty DGX tank. lol
i think me losing 2 energy and you losing you DGX with e belt and 4 sp metal is worth it...
 
To finally answer all the Questions of "What will win win BR's?":
ATM there are 5 decks dominating:

GenPlume
LuxChomp
Sablelock
DialgaChomp
Machamp


And thís will be the Metagame at tournaments like the European/Prague Cup too.
Darkmot.
 
yes but you lose your mighty DGX tank. lol
i think me losing 2 energy and you losing you DGX with e belt and 4 sp metal is worth it...

But it's difficult to get drifblim out. Most likely you'll have to cyrus for a bebe's, then bebe's for a drifblim, and lose a DCE and another energy (that's if you have a DCE to burn, otherwise you're looking at 3 energy cards) to get rid of a dialge that maybe has a few special metals (4? get real) which can be retrieved reasonably easily (via SP Radar/Premier Ball, etc.).

Bascially, you're most likely investing just as much as you are hindering your opponent. I would imagine there are situations where this is worth it but if you test it you'll find it's not some amazing sure-fire counter.
 
But it's difficult to get drifblim out. Most likely you'll have to cyrus for a bebe's, then bebe's for a drifblim, and lose a DCE and another energy (that's if you have a DCE to burn, otherwise you're looking at 3 energy cards) to get rid of a dialge that maybe has a few special metals (4? get real) which can be retrieved reasonably easily (via SP Radar/Premier Ball, etc.).

Bascially, you're most likely investing just as much as you are hindering your opponent. I would imagine there are situations where this is worth it but if you test it you'll find it's not some amazing sure-fire counter.

lol. i just said 4 sp metals cause of someone else that made that comment.....

well i play dialgachomp... ive been playing it for a while now.and for me i like the drifblim. not only for my opponents DGXX but for any other huge tank/energy user that gets set up

and as a machamp counter, it can be used alot more than toxitank IMO
 
re: Vegalit-something - How can a deck be faster wuthout claydol?!?! After playing Jumpluff for a while last format, I can tell you that not only does Claydol provide invaluable drawpower mid-to-late game, but it also gives you amazingly fast starts (T1 Claydol is sickkkk and often leads to you getting a T1 Stage 2, whatever the deck). The slight downside of having claydol get brought up is far outweighed by the amazing drawpower it gives at all stages of the game. A claydol-less machamp vs. a machamp with claydol would be an example of what i'm talking about. And how does having no claydol prevent disruption? Cosmic Power is possibly the strongest counter to hand disruption, and dsipruption in general, ever madel.

Running 0 Claydols allows space for straight draw support. Early game, a deck purely focused on speed instead of longevity (Trainer draw/R engine) will go through more cards than the typical Claydol + Stage 1/2 build. It's a matter of Longevity vs. early draw power. The Unown R/Trainer engine runs out of speed mid-game, but against SP decks it pretty much guarantees a Machamp on your first turn with Trainers 99% of the time. While the number is high on a speed build involving Claydol, it isn't quite the same.

Also, with Blaze out there, disruption involves getting rid of Cosmic Power. By disruption of course I'm referring to board disruption, not hand disruption.

How hard is it to look at and copy a Username... really?
 
You don't even have to run a large claydol line. How hard is it to even fit in a 1-1 Claydol? I just can't imagine that the 2 spaces it takes up don't make it worth the longer-game drawpower, and you still get to keep whatever draw engine you wanted (which seems vulnerable to spiritomb, but i don't know what it is exactly) minus two cards.
 
You don't even have to run a large claydol line. How hard is it to even fit in a 1-1 Claydol? I just can't imagine that the 2 spaces it takes up don't make it worth the longer-game drawpower, and you still get to keep whatever draw engine you wanted (which seems vulnerable to spiritomb, but i don't know what it is exactly) minus two cards.

It's not hard to fit in a 1-1 Claydol, and in many cases makes sense. When you get to 2-2 or 3-3, though, it takes away from your odds on a T1 Champ. You're right that the draw engine I'm suggesting mostly folds to Tomb and Plume, I suppose what I'm saying is that 1-1 Claydol would have been a good compromise were it still in, but the early game in current format Speed Machamps is faster than Claydol-heavy Machamp builds in the past.
 
charizard might see some play,
i mean take a kingdra list and replace it with charizard(pretty much)
done deal
its the only deck with draw power(ninetales)
 
I value your oppinion greatly Reed. Personally I think your right on the money, and this Uffff-whatever guy obviously doesn't know his Slowpoke from his Slowbro. Look at his list again, and think twice. Most of those decks only need Uxie, and really, Machamp without Dol is better since Machamp loses usually if it doesn't donk.

~Jacob
 
Am I on Punk'd?! How much does a 1-1 Claydol DECREASE your chances of getting a T1/T2 Machamp. very little!

How much does it benefit you in the long run? heaps! I don't even know why i'm arguing this, it's so freaking obvious.
 
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