butlerforhire
New Member
Just because Kingdra hasn't seen much play doesn't make it a bad deck. It is actually extremely solid, still, a year and a half into its life. Expert Belt and Nidoqueen make it swarmable AND tankable, and you force Luxray/Lucario players to drop a Crobat G and use Trash Bolt to get the OHKO, unless they run their own Expert Belt. Broken Time Space already gets around Spiritomb easily. The deck's biggest problems pre-HGSS are the aforementioned Luxray/Lucario as well as Dialga/Garchomp and Palkia. It does well against everything else. Post-HGSS, it gets Pokemon Communicator and Great Blissey as a tech option. It beats Donphan handily.
Speaking of Donphan, I wouldn't feel safe running that at States. It will lose to Gyarados, Kingdra, and any Feraligatr variant that gets set up (I know the donk potential is there for Donphan, but then again it's also there for Feraligatr with Rain Dance). It maxes at 80 with Expert Belt, assuming that its other attack is neglected, which will probably be the case, and it has an unpayable retreat cost. Kingdra begs to be compared to it, and it comes out on top in all three areas (factoring in Dragon Pump's bench damage). Its Body isn't as good as it seems, when so many things can OHKO or 2HKO it anyway.
I expect Gardevoir/Gallade to do well. With Expert Belt, DCE, and possibly Spiritomb, the deck regains a lot of potency. Gallade is such an amazing and underrated card in this format-- being able to OHKO virtually anything is huge. SP decks will have all of their level Xs OHKOed with 2 prize flips and an Expert Belt attached (and Luxray doesn't even require the flips or the Belt). Gallade's OHKO ability makes opponents pay for dropping Expert Belt, and eliminates tanking as an option. It's nice to be able to instantly get rid of even the most menacing threat in just one move. Then, of course, Psychic Lock with hand disruption is as good as ever, shutting down most of the format when the attack gets chained, which DCE helps assure will happen. Yes, turn 2 Psychic Lock/Psychic Cut is a possibility, but it doesn't have to occur. The ability to charge back-up attackers in two rather than three turns is amazing enough, just like in the deck's heyday with DRE.
Both Typhlosions interest me, although I do acknowledge the problems they'll have with water. I also like both Feraligatr, although Jumpluff, SP, and G/G will all give them trouble.
I am intrigued by Charizard with Ninetales and a Prime Typhlosion tech. Getting OHKOed by Gyarados is troublesome though.
I have had my eye on Porygon Z as a potential metagame counter. Mode Crash is the perfect antidote for a format congested with special energies, and, ironically, the very energy that Mode Crash targets is also a great addition to the deck, allowing instant Overloads. It does have a number of bad match-ups, including Dialga G, Gengar, G/G, and Donphan, but it's still intriguing. A tech Mewtwo lv. X would help against SPs.
Flygon's going to get faster and, consequently, better. Garchomp SV will be more playable, especially with Exploud to counter Garchomp C/Flygon. Its Body is better than before with DCE around, since opponents running it will only have 2 energy cards attached to their Pokemon at a time (barring a purposeful stack to reduce damage from Speed Impact), and when you return the DCE to their hand, they'll only have 1 energy card/energy attached, letting you do 120 with Expert Belt.
Garchomp C/DCE abuse will be rampant, and Luxray/Garchomp will have even more deadly control over what is getting hit and when.
Jumpluff is an interesting card. I wish it had at least 20 more HP though; I fear that although it can hit big for little, its fragility may be a hamper.
Speaking of Donphan, I wouldn't feel safe running that at States. It will lose to Gyarados, Kingdra, and any Feraligatr variant that gets set up (I know the donk potential is there for Donphan, but then again it's also there for Feraligatr with Rain Dance). It maxes at 80 with Expert Belt, assuming that its other attack is neglected, which will probably be the case, and it has an unpayable retreat cost. Kingdra begs to be compared to it, and it comes out on top in all three areas (factoring in Dragon Pump's bench damage). Its Body isn't as good as it seems, when so many things can OHKO or 2HKO it anyway.
I expect Gardevoir/Gallade to do well. With Expert Belt, DCE, and possibly Spiritomb, the deck regains a lot of potency. Gallade is such an amazing and underrated card in this format-- being able to OHKO virtually anything is huge. SP decks will have all of their level Xs OHKOed with 2 prize flips and an Expert Belt attached (and Luxray doesn't even require the flips or the Belt). Gallade's OHKO ability makes opponents pay for dropping Expert Belt, and eliminates tanking as an option. It's nice to be able to instantly get rid of even the most menacing threat in just one move. Then, of course, Psychic Lock with hand disruption is as good as ever, shutting down most of the format when the attack gets chained, which DCE helps assure will happen. Yes, turn 2 Psychic Lock/Psychic Cut is a possibility, but it doesn't have to occur. The ability to charge back-up attackers in two rather than three turns is amazing enough, just like in the deck's heyday with DRE.
Both Typhlosions interest me, although I do acknowledge the problems they'll have with water. I also like both Feraligatr, although Jumpluff, SP, and G/G will all give them trouble.
I am intrigued by Charizard with Ninetales and a Prime Typhlosion tech. Getting OHKOed by Gyarados is troublesome though.
I have had my eye on Porygon Z as a potential metagame counter. Mode Crash is the perfect antidote for a format congested with special energies, and, ironically, the very energy that Mode Crash targets is also a great addition to the deck, allowing instant Overloads. It does have a number of bad match-ups, including Dialga G, Gengar, G/G, and Donphan, but it's still intriguing. A tech Mewtwo lv. X would help against SPs.
Flygon's going to get faster and, consequently, better. Garchomp SV will be more playable, especially with Exploud to counter Garchomp C/Flygon. Its Body is better than before with DCE around, since opponents running it will only have 2 energy cards attached to their Pokemon at a time (barring a purposeful stack to reduce damage from Speed Impact), and when you return the DCE to their hand, they'll only have 1 energy card/energy attached, letting you do 120 with Expert Belt.
Garchomp C/DCE abuse will be rampant, and Luxray/Garchomp will have even more deadly control over what is getting hit and when.
Jumpluff is an interesting card. I wish it had at least 20 more HP though; I fear that although it can hit big for little, its fragility may be a hamper.
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