Pokémon TCG: Sword and Shield—Brilliant Stars

6 Corners: An In Depth Look

To be fair, match-ups should be the result of testing, so even if someone likes one deck better, i don't see that being a problem. I understand that some people bias it on theorymon or just disregard a deck, but i do understand what you mean. Different variants, different skill levels of the people testing and just the luck based nature of the game can make it severally hard for match-ups to be agreeable.

That being said, i just don't think any deck should assume every matchup is 50/50 or better unless it has a few paragraphs per deck matchup and results to back it. I'm not saying its a bad deck, but 50/50 + on everythign but T1 Zekrom seems stretching it to me.

The thing is, the deck is built as a counter deck to the format, in which is does it quite well. Bash me all you want, but until you can name a deck that has a better than even matchup against 6 corners, you're talking in circles. With 6 different types in the deck, various attacking methods, and easy board control, the deck is top tier. The average player will not be able to pilot this deck successfully unless they test extensively. I too, was a conformist and thought that Virizion was bad, didn't think the deck was good, etc, until I actually started testing it. Even then, I was confused as to why Virizion was important. Once you realize why, the deck completely makes sense.
 
this deck is an amazing deck. but it has a very big problem. keeping energy on the board. if your oppenant can get 2 or 3 consectutive OHKO you will probably lose due to not have enough energy on board. i love this deck but in my opinion and from loads of play testing ive found that every match up this deck has is 50/50. it all comes down to how well the player players this deck. it is very hard to play this deck and this deck struggles with anything that can hit hard such mag eels and zekrom or tyram. the chandy matchup is also not very favorable. it is a very rough match up. if you actually take the t2 prize my OHKOing oddish then you play right into their twins and from their the game goes downhill very fast for this deck.

---------- Post added 12/23/2011 at 01:30 PM ----------

also any good mag eel player will take prizes with zekrom and or thunderus before they begin lost burning energy
 
this deck is an amazing deck. but it has a very big problem. keeping energy on the board. if your oppenant can get 2 or 3 consectutive OHKO you will probably lose due to not have enough energy on board. i love this deck but in my opinion and from loads of play testing ive found that every match up this deck has is 50/50. it all comes down to how well the player players this deck. it is very hard to play this deck and this deck struggles with anything that can hit hard such mag eels and zekrom or tyram. the chandy matchup is also not very favorable. it is a very rough match up. if you actually take the t2 prize my OHKOing oddish then you play right into their twins and from their the game goes downhill very fast for this deck.

---------- Post added 12/23/2011 at 01:30 PM ----------

also any good mag eel player will take prizes with zekrom and or thunderus before they begin lost burning energy

You may have not tested enough with 6 Corners if you feel this way about the deck. Keeping energy on the board is not very difficult. You just need to be careful with what you bench and what you attach energy to. It would be stupid to attach energy to a low HP Pokemon when you can attach it to a Kyurem or another 130 HP attacker. I usually only attach to benched 130 HP attackers if they have Eviolite against both Reshiphlosion and Zekrom based decks that I know run Pluspower. Every matchup is not 50/50, but majority of them are. I agree that the deck is difficult to play, but the deck definately does not struggle with big hitters, it actually prefers decks like Reshiphlosion/Magne-eel. The only thing Magnezone/Eelektrik has going for it is Magnezone being able to knockout anything in the deck, but they pay the cost of 3 energy practically every knockout, as well as having to deal with the simple Terrakion drop (which puts them in a bad situations). Virizion can sweep the board early game, and Terrakion can sweep the board from there.

Chandelure varies but I find that Virizion is an excellent attacker against it as well. You can Twins and trainer lock me all you want, I will still be taking prizes. Also, Chandelure has to be able to deal enough damage to take 6 prizes before giving up 6, which can prove to be a daunting task. With Absol, the matchup becomes even more favorable for 6 Corners.

Any good Magnezone/Eelektrik player will actually avoid using Thundurus against 6 Corners. They should go for an aggro Magnezone strategy, with backup Zekrom for late game. Clearly you have no idea what a good Magnezone/Eel player would do. No offense.
 
Great job kevin. Your article is really good. I hope you top cut states and don't quit gg huehue etc
 
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This thread demonstrates very effectively how 6C wins by taking advantage of misplays.
 
6C lives off of your opponents misplays. And you are able to put them in so, many awkward situtions where they either misplay or play perfectly, and sometimes they cant make we a good move
Posted with Mobile style...
 
Actually i do due to my really good friend being an amazing mag eel player. if you think about it makes more sense so have a strong early game zekrom presence to for 1 preserve energy for magnezone late game and 2 if zekrom can ohko some early game verizions and get them off the board and some of the energy then 6 corners will struggle from then on and the mag eel can then breath and take a few turn to set up magnezones and begin sweeping the board. so clearly i do have an idea of what im talking about
 
after testing it a bit for fun, the 4 virizion kinda puts me off. i feel like theres no huge reason to run 4, especially since there's not too many grass weak things in this format.

in addition, tornadus 2hkos virizion which means that after you've been building up the 80, (which they may not even have something with 40- hp), they can just come in and 2hko you if you can even return a 2hko.

just seems like you could drop it down to 3. and yes i know, i should do it if i'm complaining about netdeck list, i already took it down. fit in a landorus.

but can you explain the importance of virizion so much, because i'm not really seeing it.

again, nice article. deck looked like it sucked, works very well.
 
you're so close minded. i really hope that you've gotten those accomplishments in seniors.

Chandelure is a pretty even matchup. dealing with even a single kyurem can be very hard for chandelure. trying to get rid of a kyurem that has shaymin as a possibility is very very hard to deal with. even with blissey. you still have to set up, even though you don't die cuz of blissey. that's why coke is a near autoloss for chandelure.

people who think it matters that eel/zone one shots you are retarded. in the scenario that the 6C player goes first you will have this happening: t1 start virizion draw 2, bench some tynamo/magnemite, t2 virizion catcher tynamo, evolve other tynamo into eel, catcher eel up and use a pp. eel/zone is now down 2 prizes and 2 eel. he probably has put 80 on virizion and that's it. after this he will have to deal with terrakion revenge KOing and virizion/kyurem disrupting more.

this deck is really good, but hard to understand. it's pretty obvious the average pokegym user doesn't. i still had good laughs about the people on this thread.

i hope you get better luck, kevin. stop being that sore loser you are. ;p

1 mag/eel goes 1st or seconed 6 corners attach draw two 2 mag/eel benches several tynamos/magnimites attach pass 3 virizion attaches and hits for 40 then mag/eel gets mag removes 3 energy and 1 shots virizion killing it takes prize. 4 6 corners has to attach pass 5 mag attaches dynanoters does stuff and passes ^ if virizion gets it attacks for 40 7 mag attaches dmoters and kills 6 corners loses from there.
 
after testing it a bit for fun, the 4 virizion kinda puts me off. i feel like theres no huge reason to run 4, especially since there's not too many grass weak things in this format.

in addition, tornadus 2hkos virizion which means that after you've been building up the 80, (which they may not even have something with 40- hp), they can just come in and 2hko you if you can even return a 2hko.

just seems like you could drop it down to 3. and yes i know, i should do it if i'm complaining about netdeck list, i already took it down. fit in a landorus.

but can you explain the importance of virizion so much, because i'm not really seeing it.

again, nice article. deck looked like it sucked, works very well.

the only siginificance of 4 verizion is to start it. i usually only go through 2 a game and everything else is using other attackers. but it is essential to start verizion and begin setting up from their. after ive set up i usually just juniper away verizions or get rid of them with Absols vicous claw attack. but again starting the verizions is key to the deck
 
well, i mean, i guess i see that. but nobody runs 4 cleffa anymore, and in general i just dont see the whole theorymon'd t1 double draw t2 catcher something 40 ko t3 80 ko something else scenario happening too much. idk tho, i'll test more. thx.
 
You and I both, MD-on was so much better. (also 17)
I haven't been doing well at all and I was thinking about trying out this kind of deck myself.
 
1 mag/eel goes 1st or seconed 6 corners attach draw two 2 mag/eel benches several tynamos/magnimites attach pass 3 virizion attaches and hits for 40 then mag/eel gets mag removes 3 energy and 1 shots virizion killing it takes prize. 4 6 corners has to attach pass 5 mag attaches dynanoters does stuff and passes ^ if virizion gets it attacks for 40 7 mag attaches dmoters and kills 6 corners loses from there.

Problem is, a good 6 corners player isn't going to let this happen.
 
after testing it a bit for fun, the 4 virizion kinda puts me off. i feel like theres no huge reason to run 4, especially since there's not too many grass weak things in this format.

in addition, tornadus 2hkos virizion which means that after you've been building up the 80, (which they may not even have something with 40- hp), they can just come in and 2hko you if you can even return a 2hko.

just seems like you could drop it down to 3. and yes i know, i should do it if i'm complaining about netdeck list, i already took it down. fit in a landorus.

but can you explain the importance of virizion so much, because i'm not really seeing it.

again, nice article. deck looked like it sucked, works very well.

Virizion is the most important card in the deck. It gives you a support option, as well as a solid attack. The reason behind 4 Virizion is to start with it. With a Virizion start, you are able to begin your second turn with a 9 card hand, which opens you up for more options. You draw into your Eviolite, Switch, and Pokemon Catcher cards quicker. Weakness isn't a big part behind running 4 Virizion, but running 4 basically ensures that anything :grass: weak wont be doing much damage to your board. Tornadus vs Virizion is a situation that you do not want to be in. If Tornadus comes in on Virizion, I will have Zekrom benched with Eviolite, and have the Zekrom active asap. It's even better if you switch to the bench and move all your energy attached to Virizion, this way when your opponent wastes another Pokemon Catcher to take the cheap prize on Virizion, you don't lose much of anything.

Tornadus is a pain to deal with. Normally as many Outragers as possible (with Eviolite if facing a Zekrom varient). This way, they either pass, or they attack straight into an Outrage. With Pokemon Catcher, it's great if they decide to attack you, since you can drag anything up on their bench for an easy prize.

You can always test 3, but from my testing, every time I drop the Virizion count, my deck suffers.
 
I have this list card for card built on TCGO. I'll record some matches with it, and see what happens.
 
Reshiphlosion is an interesting game because most players are starting Reshiram, and then playing Pokemon Collector for 2-3 Cyndaquil and/or a Reshiram. At this point, Kyurem's Glaciate is going to be the strongest offensive technique to use. Glaciate will 2HKO all Cyndaquil in play. Keep in mind that early game, there are miniscule fire energy cards in the discard pile. When the Reshiphlosion player starts attaching energy cards, you just play Pokemon Catcher and bring something up that has a 2 retreat cost, such as a benched Typhlosion. If they decide to start attacking with that Typhlosion, you can attach a double colorless energy, and then use Outrage to KO the Typhlosion. In that scenario, you win the exchange. They have to discard a Stage 2 Pokemon, while you lose a Basic Pokemon with a DCE. In fact, i'd say that it makes the matchup even easier when the Reshiphlosion player attacks using Typhlosion.
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One thing I would just like to say is that your talking about 4+ turns (3 turns of energy and 2 turns of Glaciate) and assuming that they still only have Cyndaquils. Just seemed off to me.

Anyways. This was a great article and a good read. I love your deck list a lot and it shows that you have extensive info on the deck. I would like to hear more about your first year of playing. That seems like an interesting story.
 
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