Diaz
New Member
This is not a reliable way of dealing with it unless it functions as a main for the deck.
yes it is
This is not a reliable way of dealing with it unless it functions as a main for the deck.
How is Garbotoxin a counter? Every Gothitelle variation plays a Tool Scrapper right now and after that you can't attach a new tool.Red Signal and Garbotoxin are the biggest counters obviously.
That needs your energy per turn, and you can't search for Plasma Energy with Skyla. If this would replace Catcher, why don't people play it that way?1 genesect ex - 3 plasma energy
there are your 4 catcher spots in any old format deck. mk
How is Garbotoxin a counter? Every Gothitelle variation plays a Tool Scrapper right now and after that you can't attach a new tool.
Guys you are looking at the wrong problem.
The real problem is that they have an easy way to paralyze the active and then retreat
Guys you are looking at the wrong problem.
The real problem is that they have an easy way to paralyze the active and then retreat
Accelgor, however, makes it almost COMPLETELY unstoppable unless you have a counter
Accelgor + Trainer Lock has plenty of counters.
-Virizion EX + Grass
-Genesect EX's Red Signal to shift off the Item lock.
-Vanilluxe NXD's Slippery Soles
-Keldeo EX's Rush In
-Audino's Busy Body
-Sigilyph/Suicune's Safeguard Ability forcing them to attack with Accelgor, which can lead to whiffing.
-Promoting something with a low enough HP that it gets knocked out going into your turn, breaking the lock and letting you attack.
-Playing Mew EX in your own deck allowing you to copy your opponent's Accelgor for Deck and Cover.
-Chatot for getting rid of Float Stones.
-Sneasel's Corner and Snorlax's Block.
This hardly seems like a problem, and there are so many things that deal with it in some manner in the game right now that the playing field is very leveled against such a deck.
Accelgor + Trainer Lock has plenty of counters.
-Virizion EX + Grass This one is good.
-Genesect EX's Red Signal to shift off the Item lock. This one is okay, but unreliable under Trainer lock and requires a lot of deck space for anything that isn't running Plasma already.
-Vanilluxe NXD's Slippery Soles This one is really bad, and I don't think you need to hear why.
-Keldeo EX's Rush In This one is okay, until they play Catcher, flip heads and OHKO the Keldeo with a Bangle.
-Audino's Busy Body This one is okay, though you can't search it out under Trainer lock and it doesn't remove Poison.
-Sigilyph/Suicune's Safeguard Ability forcing them to attack with Accelgor, which can lead to whiffing. This one is bad because you usually do not have a choice on what to promote when you're paralyzed, and even if you did they are dead within like one cycle. And even if they do whiff, you have to get them out of the active spot for something that isn't bad at attacking, which in the case of Suicune is costly/a pain, especially since you can't Float/Switch under Lock.
-Promoting something with a low enough HP that it gets knocked out going into your turn, breaking the lock and letting you attack. It's not easy to promote something new when the whole point of the Accelgor lock is to not let you do that. How many decks do you play where your main attacker gets OHKO'd by Accelgor? Most of the viable mons that get OHKO'd get OHKO'd due to weakness, so they might be able to play around it (eg you send up Mime, they use Accelgor and you are in a very awkward spot).
-Playing Mew EX in your own deck allowing you to copy your opponent's Accelgor for Deck and Cover. This is creative, but only really an option for decks with DCE. Maybe Emboar/Blastoise but they don't have much other uses for that Mew.
-Chatot for getting rid of Float Stones. That's a pretty big waste of an opportunity to attack. All it takes to undo your work here is a single Float Stone attach (they only need one in play at a given time).
-Sneasel's Corner and Snorlax's Block. Corner and Block only really do something to them if you can do it perpetually. If you just sit there blocking them but not attacking them, they get a bunch of time to develop their board, find a Catcher/Escape Rope and continue to run you over. Sneasel will KO a Trevenant eventually, anyway.
This hardly seems like a problem, and there are so many things that deal with it in some manner in the game right now that the playing field is very leveled against such a deck.
If they put up the lock, you can break the lock with Garbodor, giving you a chance to set up further.