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Old 07/28/2012, 02:11 PM   #1
Fox_Master51
 
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Kyurem + Dusknoir

A fellow player at my league mentioned a combination of Kyurem from NV and Dusknoir from FB/CF. On paper it seems pretty beastly. One question I had was 'how could you set it up quickly?'. We thought maybe Blastoise but 2 lines of Stage 2s is kinda risky. There is Ether but that's a kinda iffy too. What do you guys think?
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Old 07/28/2012, 08:15 PM   #2
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Registeel/Dusk is better IMO. You can get turn 2, and dusk and regi are heavy ballable.
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Old 07/28/2012, 08:38 PM   #3
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I'm a big fan of Dunknoir. Run it with Accelgor.
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Old 07/28/2012, 08:52 PM   #4
Shino Bug Master
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^It requires an absolute set up of Accelgor/Mew/Goth/Darkai/Dusknoir and possibly Venasaur to get back Mew, but maaaan. Perfect locks are really difficult to make but that is one.

Dusknoir will work mostly as a 1-0-1 tech with Ditto. I dont think he'll work as a center of a deck. But anything that spreads will work with Dusknoir.
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Old 07/28/2012, 09:54 PM   #5
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Quote:
Originally Posted by Shino Bug Master View Post
^It requires an absolute set up of Accelgor/Mew/Goth/Darkai/Dusknoir and possibly Venasaur to get back Mew, but maaaan. Perfect locks are really difficult to make but that is one.

Dusknoir will work mostly as a 1-0-1 tech with Ditto. I dont think he'll work as a center of a deck. But anything that spreads will work with Dusknoir.
What do you do when they Bight Look your Goth back the the bench and then Devolve Spray Ninetails and switch out the active?
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Old 07/28/2012, 10:06 PM   #6
Shino Bug Master
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Originally Posted by JandPDS View Post
What do you do when they Bight Look your Goth back the the bench and then Devolve Spray Ninetails and switch out the active?
Once the lock is in place, nothing. Because they can't. Whatever you paralyze will never die because you move all the damage counters off it and KO the bench til you win. The only thign that can stop it is beating it before the lock is set, playing Reuiniclus, or getting a Garbodor + Tool off before they set up Goth. Or them missing their energy drop which is the most likely scenerio.
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Old 07/29/2012, 07:37 AM   #7
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Shino, I'm not sure you understand. Let's say I'm playing against your "perfect, unbreakable lock" deck. I have two Vulpix' on my bench. During your turn, you can only knock out one of them. I use this time to evolve into Ninetails to send your Goth back to the bench for the Shelmet you somehow have on your bench (Accelgor+Mew+Goth+Dusk+Darkrai+Venasaur is a full field), the Accelgor you have out so Mew can copy it, or break the lock next turn by sending up Venasaur (you have to use your attachment to retreat Venasaur, so you don't have the attachment to Deck and Cover). I can then use a switch to attack and either knock out the Shelmet/Accelgor or just put damage on Venasaur. Either way, that is 2 turns of your lock broken, which can be more if I Devo Spray the Ninetails.
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Old 07/29/2012, 02:20 PM   #8
Tash
 
Quote:
Or them missing their energy drop which is the most likely scenerio.
Getting hit with a late game N would cause a high chance of this happening.
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Old 07/29/2012, 03:48 PM   #9
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Kyurem+Dusknoir needs energy acceleration. Blastoise is probably your best option. With Blastoise, I would probably make Dusknoir a 1-0-1(or something similar) tech w/ Ditto. With Ether, I would design your deck around it and maybe run Lunatone to look at the top cards of you deck.
@TowelMan-With Dusknoir, they could retain enough damage on the field to knock out both, which they will definitely try to do once they know you use Ninetails. Ninetails will buy you at most 1 turn without trainers. I would assume the absolute set up of the lock would mean getting the energy on Venusaur so they simply retreat it and attach to Mew EX. You could get two turns w/ out paralysis by killing Accelgor. But good luck getting the energy and pokemon in play to kill Accelgor or even evolve Ninetails. Especially when your under a one-sided trainer lock and your opponent can slowly kill whatever it wants w/ Dusknoir. However, Ninetails is the only major threat to the lock once it begins. Though, Audino from Freeze Bolt/ Cold Flare (like Unown CURE of this format) can remove special conditions and break the Accelgor lock.
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Old 07/30/2012, 10:38 PM   #10
Shino Bug Master
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Quote:
Originally Posted by TowelMan View Post
Shino, I'm not sure you understand. Let's say I'm playing against your "perfect, unbreakable lock" deck. I have two Vulpix' on my bench. During your turn, you can only knock out one of them. I use this time to evolve into Ninetails to send your Goth back to the bench for the Shelmet you somehow have on your bench (Accelgor+Mew+Goth+Dusk+Darkrai+Venasaur is a full field), the Accelgor you have out so Mew can copy it, or break the lock next turn by sending up Venasaur (you have to use your attachment to retreat Venasaur, so you don't have the attachment to Deck and Cover). I can then use a switch to attack and either knock out the Shelmet/Accelgor or just put damage on Venasaur. Either way, that is 2 turns of your lock broken, which can be more if I Devo Spray the Ninetails.
Ha, the error is on my side! I havent even read Ninetales, because i played with Luxray GL. I knew what Bright Look did... or so i thought. Because Luxray was a Lv.x, it HAD to be active in order to use Bright Look. I just took that mentality and plastered it all over Ninetales

Yep, no perfect lock here. Don't know what gave you that idea. Hahaha...

Still, Dusknoir/Spread stuff will be okay.
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Old 07/31/2012, 06:10 AM   #11
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Originally Posted by Shino Bug Master View Post
Ha, the error is on my side! I havent even read Ninetales, because i played with Luxray GL. I knew what Bright Look did... or so i thought. Because Luxray was a Lv.x, it HAD to be active in order to use Bright Look. I just took that mentality and plastered it all over Ninetales

Yep, no perfect lock here. Don't know what gave you that idea. Hahaha...

Still, Dusknoir/Spread stuff will be okay.
It was never really a lock anyway since when we get Dusknoir then we'll also get Audino.

Quote:
Audino – Colorless – HP80
Basic Pokemon

Ability: Troublesome
If this card is in your hand, you can use this Ability once during your turn. Heal 10 HP and remove one Special Condition from your Active Pokemon. Afterwards, discard this card.

[C][C] Hip Attack: 30 damage. During your opponent’s next turn, if the Defending Pokemon that was hit by this attack tries to attack, flip a coin. If tails, that attack fails.

Weakness: Fighting (x2)
Resistance: none
Retreat: 1
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