Pokémon TCG: Sword and Shield—Brilliant Stars

Need help for MagneRock for Reigonals!

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platinumwaiter

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Yay! Magnezone Regirock! I will post the strategy at the end of the Deck list.

Pokemon - 20
1 Magnemite SF (Metal)
3 Magnemite SF (Lightning)
3 Magneton SF (Metal)
1 Magneton TM
2 Magnezone Prime
2 Magnezone SF (Lightning)
3 Spiritomb AR
2 Regirock LA
1 Regice LA
1 Uxie LA
1 Unown Q LA

T/S/S - 25
2 Expert Belt
3 Bebe's Search
4 Engineer's Adjustments
4 Judge
3 Pokemon Collector
1 Seeker
1 Palmer's Contribution
3 BTS
4 Sunnyshore City Gym

Energy - 15
6 Lightning
6 Fighting
3 Warp

Okay, lets get on with analysis.

Magnemite
I run Magnemite (different ones) because I don't have enough of the metal one. If i had more of the metal one, I would run it. 'Nuff said.

Magneton
I run different Magnezone because I don't have enough of the metal one. I like the metal because I can snipe 20 on two benched Pokes if I have a Stadium in play.

Magnezone Prime
I used to run three but I decided to drop it to two because I wasn't using the third one.

Magnezone
I run it for Super Connectivity.

Spiritomb
I run it for when I don't have the evolutions for Magnemite and to slow down my opponent.

Regirock
I run it for Regi Cycle.

Regice
I run it for REgi Move to get energy into the discard pile. This is basically my Junk Arms. This is also why I don't run Junk arms. Even without junk arms, this deck still is really fast.

Uxie
This is for boosting me when I have a low hand. I have found out that one Uxie is good enough.

Unown Q
Used for retreating Uxie or spiritomb for free.

Expert Belt
Used to get that extra Uumph and to give Magnezone 20 extra HP. It is also useful for saving one energy from going into the Lost Zone.

Bebe's search
Its a staple. 'Nuff said.

Engineer's Adjustments
Used for draw power as well as getting energy into the discard.

Judge
Used for disruption as well as letting Magnezone draw more cards.

Pokemon Collector
Another staple. I don't need to explain this.

Seeker
Used for re-using Uxie/getting more bench space.

Palmer's Contribution
Used for recovery.

BTS
Used as a Lost World counter and speeding up the deck.

Sunnyshore City Gym
used for a Lost World counter as well as getting rid of Magnezone's weakness.

Electric energy
please don't make me explain this.

Fighting energy
for powering up Lost Burn

Warp energy
for getting the heavy reatreaters out of the active spot.

Basic Strategy:
Discard energy with engineer's and regice and get them onto the field with regirock and magnezone sf. use lost burn to hit high and magnetic draw to fill up your hand after discarding stuff.
 
-1 Magneton
-4 Adjustments
-2 Sunnyshore
-3 Spiritomb

+1 Collector
+1 Uxie
+4 Sableye
+1 Azelf
+2 Seeker
+1 :fighting: Energy

About what you said about BTS and Sunnyshore:
It's not a Lost World counter. (where did you get that idea?)
 
-1 Magneton
-4 Adjustments
-2 Sunnyshore
-3 Spiritomb

+1 Collector
+1 Uxie
+4 Sableye
+1 Azelf
+2 Seeker
+1 :fighting: Energy

About what you said about BTS and Sunnyshore:
It's not a Lost World counter. (where did you get that idea?)

well I meant that as not a "Lost World" counter, just a stadium counter. lost world was the first thing that came to mind lol. the deck runs really smoothly with only one uxie and I haven't needed azelf when I tested with it. I like the adjustments for draw power as well as discarding energy. I have found out that three collector is good for me too. I would also like two seeker but I personally think that that is too much for this deck. I am trying to find room for a skuntank g for vilegar.
 
Some notes about your list:

- Stormfront Magnezone is nice, but not a heavy requirement. If you really want that many energies out, just bench a second Regirock. Having 3 Primes for consistency is extremely nice and guarantees you have them. I've had games where two of my primary attackers are prized and I wanted to gut a fish.

- NEVER play 3 Spiritomb. If you want a deck to have its maximum consistency and to guarantee you have it every game you SHOULD run 4. I don't see the reason to not run it unless you're absolutely frightened of Lostgar, which makes no sense because you have Regirock which allows you to pitch cards.

- Regice is a wasted bench space. You already have a discard engine.

- Uxie is also a wasted bench space. You have better draw than Uxie and don't have to worry about it getting Shadow Roomed away. This is why you should run 3 Prime's. You practically have Claydol draw the entire game.

- I sense a severe lack of Skuntank in this deck. Skuntank G makes/breaks the Vilegar matchup, and you're handicapping yourself by not playing it.

- You do need an Azelf contrary to your own personal belief. You will realize that you have something in your prizes that you don't want in there, and the ability to know that your one solitary Palmers is hanging out in your prizes and you know exactly where it is because you played Azelf to get that Magnezone PRIME out could actually be the one thing that wins you the game. I watched an SP deck lose a game because his Aarons Collection was prized and he didn't Azelf during the game. Azelf wins games. People don't realize this.

Trainers/supporters I usually leave up to the deckbuilder as different people have different ideas as far as that goes, but I usually aim for consistency. I know that our final build on Zone ran one Twins and one Expert Belt. Though you are running WAY too many stadiums in this deck. I get that you like having the counter and all, but 4 Sunyshore and 3 BTS? That's overkill. Save those slots for extra energies or other important trainers. Seeker has also done us jack crap in testing. Its a nice thought for getting a Zone PRIME off the field, but it takes most decks not named Machamp an eternity to knock one out. I can see Sunyshore City Gym capping at 4, and even cutting the BTS isn't a bad idea, as I've found I definitely just don't need it most of the time.

18 Energy is the magic number. 6 x 3 = 18. Thats 150 HP's for every Pokemon you KO, as the norm for pokemon (Barring stupid ones like Machamp PRIME/etc) sits anywhere between 110-150. Belt helps cap off SP pokemon.

-1 Magneton
-4 Adjustments
-2 Sunnyshore
-3 Spiritomb

+1 Collector
+1 Uxie
+4 Sableye
+1 Azelf
+2 Seeker
+1 Energy

Okay, I'm not one to typically knock on someone, but you really have no idea how to run this deck if you're cutting some of the most important cards to put in stupid things like Sableye. Spiritomb is the superior starter in this deck. Why you would run Sableye is beyond me and immensely stupid. And cut Engineers Adjustments? Just how do you plan on getting Fighting Energy in the discard pile without wasting an Energy Drop for retreat? I agree with Azelf and the one energy, but everything else you just listed is so wrong.
 
well I meant that as not a "Lost World" counter, just a stadium counter. lost world was the first thing that came to mind lol.

the deck runs really smoothly with only one uxie and I haven't needed azelf when I tested with it.

I like the adjustments for draw power as well as discarding energy. I have found out that three collector is good for me too.

1) Lostgar shouldn't play lost world at the begining of game, but when they have 6 Pokemon in the Lost Zone

2) Azelf is almost needed anywhere! If you were to have any Magnezone Prime in your Prizes, wouldn't you want to get that?

3) Adjustments is for decks that can pull energies out of the discard pile and if you are using Magnezone SF 6/100 then I see why you would want to keep it, so just keep it.
 
-1 Magneton
-4 Adjustments
-2 Sunnyshore
-3 Spiritomb

+1 Collector
+1 Uxie
+4 Sableye
+1 Azelf
+2 Seeker
+1 :fighting: Energy

About what you said about BTS and Sunnyshore:
It's not a Lost World counter. (where did you get that idea?)

That is not good advice.

This deck relies on Tomb lock and Engineers for draw. Seeker is not needed, Azelf is needed, Uxie is not needed since Magnezone already provides draw.

Sorry, but again, dont post advice on decks you don't understand.
 
Some notes about your list:

- Stormfront Magnezone is nice, but not a heavy requirement. If you really want that many energies out, just bench a second Regirock. Having 3 Primes for consistency is extremely nice and guarantees you have them. I've had games where two of my primary attackers are prized and I wanted to gut a fish.

- NEVER play 3 Spiritomb. If you want a deck to have its maximum consistency and to guarantee you have it every game you SHOULD run 4. I don't see the reason to not run it unless you're absolutely frightened of Lostgar, which makes no sense because you have Regirock which allows you to pitch cards.

- Regice is a wasted bench space. You already have a discard engine.

- Uxie is also a wasted bench space. You have better draw than Uxie and don't have to worry about it getting Shadow Roomed away. This is why you should run 3 Prime's. You practically have Claydol draw the entire game.

- I sense a severe lack of Skuntank in this deck. Skuntank G makes/breaks the Vilegar matchup, and you're handicapping yourself by not playing it.

- You do need an Azelf contrary to your own personal belief. You will realize that you have something in your prizes that you don't want in there, and the ability to know that your one solitary Palmers is hanging out in your prizes and you know exactly where it is because you played Azelf to get that Magnezone PRIME out could actually be the one thing that wins you the game. I watched an SP deck lose a game because his Aarons Collection was prized and he didn't Azelf during the game. Azelf wins games. People don't realize this.

Trainers/supporters I usually leave up to the deckbuilder as different people have different ideas as far as that goes, but I usually aim for consistency. I know that our final build on Zone ran one Twins and one Expert Belt. Though you are running WAY too many stadiums in this deck. I get that you like having the counter and all, but 4 Sunyshore and 3 BTS? That's overkill. Save those slots for extra energies or other important trainers. Seeker has also done us jack crap in testing. Its a nice thought for getting a Zone PRIME off the field, but it takes most decks not named Machamp an eternity to knock one out. I can see Sunyshore City Gym capping at 4, and even cutting the BTS isn't a bad idea, as I've found I definitely just don't need it most of the time.

18 Energy is the magic number. 6 x 3 = 18. Thats 150 HP's for every Pokemon you KO, as the norm for pokemon (Barring stupid ones like Machamp PRIME/etc) sits anywhere between 110-150. Belt helps cap off SP pokemon.



Okay, I'm not one to typically knock on someone, but you really have no idea how to run this deck if you're cutting some of the most important cards to put in stupid things like Sableye. Spiritomb is the superior starter in this deck. Why you would run Sableye is beyond me and immensely stupid. And cut Engineers Adjustments? Just how do you plan on getting Fighting Energy in the discard pile without wasting an Energy Drop for retreat? I agree with Azelf and the one energy, but everything else you just listed is so wrong.

actually, regice is REALLY helpful in my testing. I love it when I have to use like another supporter instead of engineer's adjustments and I can switch around basics. I ALMOST ALWAYS run three spiritomb because with my experience, you don't need four. It is just dead draw late game and for me I think that the fourth one is a wasted slot. I like three and it runs good for me. I probably should get rid of like one bts for something but I run four sunnyshore for a reason. It helps counter opponent's bts when its out because if I have only two, the opponent can discard them easily. it might not make sense but it does to me lol. I haven't had much need for azelf when I had it and there have been times early game where uxie has given me six cards when I had no way of drawing any. I might take out the seeker and stuff and I might add in more energy.

---------- Post added 03/22/2011 at 04:08 PM ----------

btw guys, I have almost decked out EVERY SINGLE TIME I HAVE PLAYED THIS DECK. that is how good it runs atm.

EDIT: Hey guys, I'm running Azelf! woo.
 
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Keep Azelf. Some Magnerock list don't use it, but it really does help in the long run.

You need more Spiritomb, You should run 4 of them, because it is your starter.

Because you have Regice to discard energy, you can drop 1 Engineer's adjustment.

If you really want to add Skuntank G (which needs to be in this deck) then drop your Sunyshore City Gym count. You do not need 4.

Also, Uxie is kind of a wasted space. In fact, that might be the first thing I would drop from your list.
 
Keep Azelf. Some Magnerock list don't use it, but it really does help in the long run.

You need more Spiritomb, You should run 4 of them, because it is your starter.

Because you have Regice to discard energy, you can drop 1 Engineer's adjustment.

If you really want to add Skuntank G (which needs to be in this deck) then drop your Sunyshore City Gym count. You do not need 4.

Also, Uxie is kind of a wasted space. In fact, that might be the first thing I would drop from your list.

like I said before, I like uxie and three spiritomb. this is how I roll.

btw I dropped a bts for a skuntank g so yea.
 
Spiritomb is never a dead draw. You just dump your spares to Regirock, or pop one into your prizes with Azelf. Speaking of Azelf, you do need it.

The deck needs to run around 18 energy. I just played this deck at my States with 15, and I regret doing that. I ran out of energy too quickly.

Seeker isn't needed here. You should try to find an Unown q to stick in that slot.
 
My hypothesis on 4 Spiritomb is the guarantee of having it almost every game. One less Spiritomb puts you one less pokemon closer to a Solo Regirock (or even in your case, a solo Regice start). You are very correct in that Spiritomb isn't required late game, but guarantees you get it to start. It increases the statistical chance of getting it, which IMHO = consistency. I've run 4 Spiritomb in every Stage 2 oriented deck I play and I have never regret it.

But thats your own option. Not forcing it on you.
 
My hypothesis on 4 Spiritomb is the guarantee of having it almost every game. One less Spiritomb puts you one less pokemon closer to a Solo Regirock (or even in your case, a solo Regice start). You are very correct in that Spiritomb isn't required late game, but guarantees you get it to start. It increases the statistical chance of getting it, which IMHO = consistency. I've run 4 Spiritomb in every Stage 2 oriented deck I play and I have never regret it.

But thats your own option. Not forcing it on you.

yeah, thanks. in my testing, I started with spiritomb a lot and only started with a regi once. I also have either a warp or collector and with all the drawing it isn't hard to draw into one. I might make it more consistent but I'll stick to it right now. I'll contemplate on your guys advice when reigonals come up. thanks.
 
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