Pokémon TCG: Sword and Shield—Brilliant Stars

~Hand Control~

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Prize_Card

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Alright, I've officialy made the deck. I've been thinking about this set right when the sw scans came out. Suggestions on a name for the deck would be nice, but Hand Control pretty much explains the deck. I have gone undeafeted against many decks, (kingdra swarm, R-gon, TecH, New SW decks, etc) To sum it up this deck could fall under the category blissy cheap. Heres the list.

Pokemon (13)

4 aipom
4 ampibom
4 absol
1 umbreon star

Trainers (32)

4 quick ball
4 celios network
4 super scoop up
4 er2
4 team mars
3 rossanes
3 castaway
3 cesation crystal
3 team galactics

Energy (15)

4 DRE
11 basic dark


Absol 70hp basic pokemon

[c] Baleful wind

Choose a card from your opponent's hand withou looking and discard it. If you discarded a Trainer, Supporter, or Stadium card, choose 1 more card from your opponent's hand without looking and discard it.

Strategy: Alright, this is how the deck works. Turn 1 absol active, 1 aipom on bench attach one enrgy to absol, (use mars or galactics if your going second.) then attack. Your oppenent should already only have 2-4 cards in hand now.... Next turn your oppent trys to set up, but is very limited to anything, (pretty much nothing happens) so now your turn, evolve to ampibom attach DRE retreat and just start smacking with ambipom the whole game while using cards like mars galactics umbreon star(plus scoop up) to keeep your oppenent to 0-3 cards the whole game. The lock ussualy takes effect around turn 2-3 and the rest of the game is pretty much easy.

Created by: Justin in arizona.
 
nice idea... I would probably test 3-3 ambipom just so you have a better chance of starting with absol. use those 2 slots for night maint or tsd
 
I played this deck (give or take a few cards) for the past few weeks at my league and Ambipom works horribly it gets OHKOed by almost anything in the format and even with all the other discard cards in the deck your opponent usually still has 2-3 cards in hand . I now play Honchkrow in its place and it works much much better ecspecially with oone Krow Lv X in the deck.
 
I've heard about running crows in the deck but try working with 1-3 cards in your hand at all times, its hard to get OHKOed by almost anything when your oppent has 2 cards to work with from turn 3 to the rest of the game. And also adding in dark and plus power takes up slots to make the t2 hand control more likely.

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

What's TecH?


TecH is a deck that trys to counter meta-game (everything thats being played)
 
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there are a lot of decks that commonly use powers to get things to play , like nidoqueen which can get casty as an energy, and pokemon, also delcatty is in a lot of decks so that hurts charity tail, so you might have some hard matchups against decks like that, and even R-gon with fearow, some sort of escape plan is needed for those games when you can't cripple your opponents setup

i would have to say that you have taken a pretty good approach to basing a deck around ambipom, the only thing that i would have to say, is that you lack damage output, and you also lack having favorable types in this format, darkness does hurt banette, and some stuff you probably won't see played

i think if you had say some sort of type shifting water pokemon, you might be able to take advantage of weakness against Magmortar varients, infernape varients, as well as bannette, and this type shifting water pokemon would also somehow be able to add damage output to weavile's attacks, you might even say that a card that deals 150 damage and discard the top 3 cards from your opponents deck, could fit in somewhere

i'm not trying to belittle your deck idea at all but i know that my list has low damage output, and that list has to the potential to deal greater damage than this deck
 
Ok, congrats, i doubt you can do any thing with your wanna be good deck, with 2 cards in your hand the whole game? the dmg out put is 80 dmg for my deck for 2 energy.. after they get locked to 1 card in there hand, there screwed im 1to 2 hitting everything. and u have no cards in your hand, and u cant use powers. Im just saying the list i put up there counters almost everything the only hard match up i would say is blissy.

If you don't belive me go build this deck yourself... Oh ya, the deck isnt about 1 hitting Stuff its about controling your oppents hand.. You don't need to be dealing alot of dmg when your oppnent has 2 cards in there hand..

Decks like nido queen r-gon etc, wont be able to set up because they have to work around having 0-3cards in there hand at all time.


Oh and btw... Dont brag about your decks in another persons thread plz... And its not that great any way it takes u a long time to set up a charzard plus theres only one in your deck.. (watch it get prized and you loose) and by then it gets 1 hitted. Good job you can do 150 dmg in 6 turns!!!! i can get you down to no cards in your hand in 3!!!! have fun. See your deck is unprobable to disrupt your oppent right away, Mine is instant, and garuntee.
 
Agreed about Charizard*. The reason why I play Honckrow is Feraligatr and Blissey are basicly the entire metagame where I play and with Gatr only needing one card in hand for Magneton or Delcatty and Blissey having Boost,Pus Power,Strength Charm, and the energy back from the graveyard I couldn't get my Ambipoms to last long enough.But luckily Blissey and Gatr aren't Meta everywhere.
 
I've actually built a deck like 70% like this one, and it failed. Discard opponent's hand card sounds great, but it isnt that amazing in real-life games...

Getting ur opponent to CHOOSE whether their pokemon die or not isnt good, at all.

some decks even play copycat/TGW, so low hand card prob isnt gonna too big of a prob.
 
I've actually built a deck like 70% like this one, and it failed. Discard opponent's hand card sounds great, but it isnt that amazing in real-life games....

Ive played against many decks such as delta that have been able to delta draw for 3 turns straight and i still came back and won.

Getting ur opponent to CHOOSE whether their pokemon die or not isnt good, at all.

Its very good becuase it puts pressure on your oppenennt, and leaves more room for error.

some decks even play copycat/TGW, so low hand card prob isnt gonna too big of a prob.

It actually is a problem... The way i use it you ussualy get 3 cards in hand(i barley loose at rock paper sizzors) then attack with amipom, its either knock out, or congrats you have 1 card in your hand..
 
i honestly doubt that you've tested agianst good lists or players of any of those stage 2 decks that you named, a deck like lucario -anyting, that doesn't need much to setup, would give you a hard time

it's think it's really disrespectful for you to say those things because, when i said those things about my deck I said them in a repsectful and joking way,

the fact that you would build a deck that, not only can't knock out very much, but is also entirely weak to one of the most popular cards out there , doesn't really give your criticism about me much credit, not only do the cards in your deck literrally get pwned by lucario, but the strategy is weak to it as well, since lucario needs only a few card to get attaking, absol isn't laying damage for ambibom to finish it off, it gets knocked out t2 or MAYBE t3 by lucario, during those turns i assume that you will have been discarding instead of damaging ( as if giving a prize away to attack with AMBIPOM is going to set you up for any type of offensive victory) , 80 don't even knock out lucario so you'd get 1 attack and the will have already been spreading damage so your ambis are done

your deck, unlike mine can't even t2 a lone riolu, i know for a fact that you don't get them to 3 or 2 cards or less the whole game from the beginning of the game , what about when they win wager, mars only get's rid of 1 card, and if that's your draw , your probably not going to get much setup other than an absol and a couple ambis asif you manage to last that long

as for charizard, i obviously wouldn't even play it against a deck like yours, since you have low hp, but it actually only takes 2 turns to power up , pretty much the same rate that you might have powered up lati@s * in metanite, so i guess you claim that this rogue deck is better than metanite too...

i mean the idea looks good on paper but you claim that it is better than mine or good at all, by explaining what the best case lucky lucky scenario is, you don't have a back up plan, you can't convince people that what you want to happen is going to happen when it's apparrent that it won't, i mean you justify TGW by saying that you win most of the time, i would have to say that if you have ever won with this deck it was because you got your perfect start and got really lucky, that they didn't have copycat or you won tgw or something ,

i didn't mean to disrespect you in my first post i was just trying to help you, you have no back up plan and your not going to win against almost anything unless you do get that lucky start, that's why i have cards like charizard and have changed other things, because my idea has weaknesses, and just sitting there claiming that your perfect start is what is going to win you every game, without taking any advice from me or the other people that have posted here, is not going to win you any tournies, it's rogue, you have umby* and are going to start with it and you will lose that game, probably more games
 
looks pretty solid id try this though
-1 aipom
-1 ampibom
-2 quik ball
-4 basic dark

+ 2 sneasal
+ 2 weavile
+ 4 darkness
weaviles power could help this deck alot if you make ampibom dark you could do some massive damage id also consider taking out the superscoop ups for plus powers and replace the cessation crystals with strengh charms. either your opponent takes 100+ damage or they discard mmm sounds good to me :)
 
Unfournatly weaville slows the deck down, instead of getting turn 2 hand control. it bases the deck more around dmg and makes it harder to get your oppenents hand down lower(with weaville it probaly will take around 4 turns) plus im using absol as a starter which is really good because it starts the hand disruptoin turn 1, and if you have a wager in hand its possible that your oppent will be down to 2 cards in there hand turn 2 (thats gg pretty much, and it happens almost all the time )

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i honestly doubt that you've tested agianst good lists or players of any of those stage 2 decks that you named, a deck like lucario -anyting, that doesn't need much to setup, would give you a hard time

it's think it's really disrespectful for you to say those things because, when i said those things about my deck I said them in a repsectful and joking way,

the fact that you would build a deck that, not only can't knock out very much, but is also entirely weak to one of the most popular cards out there , doesn't really give your criticism about me much credit, not only do the cards in your deck literrally get pwned by lucario, but the strategy is weak to it as well, since lucario needs only a few card to get attaking, absol isn't laying damage for ambibom to finish it off, it gets knocked out t2 or MAYBE t3 by lucario, during those turns i assume that you will have been discarding instead of damaging ( as if giving a prize away to attack with AMBIPOM is going to set you up for any type of offensive victory) , 80 don't even knock out lucario so you'd get 1 attack and the will have already been spreading damage so your ambis are done

your deck, unlike mine can't even t2 a lone riolu, i know for a fact that you don't get them to 3 or 2 cards or less the whole game from the beginning of the game , what about when they win wager, mars only get's rid of 1 card, and if that's your draw , your probably not going to get much setup other than an absol and a couple ambis asif you manage to last that long

as for charizard, i obviously wouldn't even play it against a deck like yours, since you have low hp, but it actually only takes 2 turns to power up , pretty much the same rate that you might have powered up lati@s * in metanite, so i guess you claim that this rogue deck is better than metanite too...

i mean the idea looks good on paper but you claim that it is better than mine or good at all, by explaining what the best case lucky lucky scenario is, you don't have a back up plan, you can't convince people that what you want to happen is going to happen when it's apparrent that it won't, i mean you justify TGW by saying that you win most of the time, i would have to say that if you have ever won with this deck it was because you got your perfect start and got really lucky, that they didn't have copycat or you won tgw or something ,

i didn't mean to disrespect you in my first post i was just trying to help you, you have no back up plan and your not going to win against almost anything unless you do get that lucky start, that's why i have cards like charizard and have changed other things, because my idea has weaknesses, and just sitting there claiming that your perfect start is what is going to win you every game, without taking any advice from me or the other people that have posted here, is not going to win you any tournies, it's rogue, you have umby* and are going to start with it and you will lose that game, probably more games

Like ive said 2 or 3 times, the ive played against a lot of meta-game and won every game, because its almost gaurenttee set up every time, you dont need to be really lucky to win, with the high amount of disruption cards it makes it hard for your oppenent to set up and win they finally do (which most the time they dont even get too) they already have lost on prizes, and have very little to work with. I can t2 alot of stuff, and it happens quite often, absol, then next turn aipom, its either knock out or u have no cards in your hand, T2... All your stuff may take 2 turns to power up, but playing against this deck, it will take you way longer, because of cards you need that are getting discarded.. and also er2 adds a to the turns it takes to set up also. I didnt mean to say it in a disrespectful way, it just ticks me off when some one like you posts, saying that this deck is a bad knock off of yours, and then saying look at my deck, it works a lot better.. Go make your own thread to do that..
 
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i'm going to try it out soon, i think it looks good, i really see how disruptive this is, i'd like to come up with some helpful ideas, instead of just pointing out what i see wrong with it

i see 4 dre, that, could be something that hurts you more than helps you, it can power you up with one placement but the -10 isn't worth it, i think scramble is better or even boost, scramble fits because, you are behind in prizes at , the early stages of your setup from giving away an absol, if your can't super scoop, you could at least reduce dre to 2 or maybe completely eliminate it for some amount of scramble and special darkness,
 
I could probaly drop a couple drop a couple dark energy and add in 2 scramble, the reason why the dre is so good is because it lets you get second turn 70 or hand control.

The reason i have 0 speacial dark energy is because it really doesnt affect any thing in the deck, plus i can get the basic dark with rossanes and castaway.
 
The reason i have 0 speacial dark energy is because it really doesnt affect any thing in the deck, plus i can get the basic dark with rossanes and castaway.

yeah 50 for 1 energy is never good =/


Umbreon and absol are crying right now.

4 special darks help this deck if nothing else. You will still have 7 darks to castaway or rossane's for.
 
True, i guess it doesnt hurt the deck, ill try adding them in, Thanks. Any more suggestions/comments

I also have a question, if you go first and attach with absol with a speacil dark, would it do 50 for his second attack cause u just layed him that turn, or is that considered the set up?
 
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