Pokémon TCG: Sword and Shield—Brilliant Stars

Confusion: Board Control Deck...

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I tested a few matches w GG.

Actually GG can play with even 2 bench if needed!

But the point is, it's not autoloss. The surprise factor is how you win though - Just tell me how many people realize that luxray actually exists?
 
Sure, you are most likely guaranteed to win the first few rounds. But when the word spreads what you are playing, your surprise factor is gone and your matchup against GG just became much harder.
 
Sure, you are most likely guaranteed to win the first few rounds. But when the word spreads what you are playing, your surprise factor is gone and your matchup against GG just became much harder.

I can see you obviously play GG. I also understand that you will defend your archetype to the end. I never claimed that this deck could dominate GG. It can however beat it.

The whole key to the matchup is t2. If I can have a dusclops out there attacking. GG has a terrible time dealing with his body. I am dealing 50 damage to an active gardy or kirlia and not allowing them to attach the preciaous special energy they need to attack. Without the DRE attachment turn 2 it is difficult for them to get an early psychic lock. Actually its impossible....

I have played this matchup many many times.... It is NOT the surprise factor that gets people... Its their inability to adapt their play to beat a little known deck. When you face something you are not sure how to beat, many people tend to make mistakes.... This I believe is a true sign of a ROGUE deck...

GG is an extremely difficult matchup, no doubt... But i can tell you from experience it is quite beatable....

JasonTran....... Dont anyone think it kinda weird how few top player start posting deck that should be keep a secret......idk

I would also like to address this....

While I do not EVER post my decks here prior to an event.... I felt the need to post these types of decks for people to see that there are options to this format. Had I been going to Regionals to play for myself, I never would have offered these decks up for all to see.

These are just some of the great things you can put together to have FUN with this game while actually competing as well. They have a great balance of skill and deck ability that makes this WONDERFUL game fun for me.

I sure dont see any top tier players offering up there STANDARD GG or Mortar lists.... So take advantage of the things I share as it is not always a joke...

Jimmy
 
Actually, I dont play GG. My meta is dominated by it and so I try to find a perfect counter, that can also do well against other decks. And as such I try to playtest every deck against it to see how it does.
 
Ouch! Just returned from league and tested this deck against other rogues.. Only got pwned by Dark Ampharos once. Also had a long and difficult match against Flygon EX d -deck. Went 5-1 still, even as first time tester.

What made these matches so difficult? Unown G. It's really the only thing that really hits Dusknoir to the face. Cresselia does far too small damage and Luxray is terrible attacker when there's no L energy in the deck, 60 for 4 (as 2 DRE) is just cruel, with the necessirity to move energies to benched pokémon - which usually is Luxray. I won't address Milotic d as an attacker here, as it's too important to be sacrificed in most matchups. I ended up killing Flygon EX d by hitting once with Pachirisu and moving total 11 damage counters with Cresselias to it. Obviously the same thing would be when dealing with decks with Holon WP. Dark Amphy I lost to made the comeback impossible by locking in Unown G, too (and my SSU flips failed too bad on the Luxrays).

Other than that, I had a blast playing this deck! It's something completely different and can really compete and hit your opponent by surprise, even when they know the content of the deck. This allows really complex single turns and offers so many options and possibilities for misplay. It's certainly not an autoplay type of deck, not for you or your opponent and allows the better player to control the game.

Good job Jimmy, good job.
 
Not my personal favorite....but I really want to commend you on the UNIQUE build very innovative ; It's refreshing to see something other than the same deck 20-30 others are using +/- a card here or there
 
Well yeah, but are you REALLY going to risk having a full bench in case circumstances somehow prevent you from Psychic Locking? Especially when you can easily manage with just 3 spaces?
 
Well yeah, but are you REALLY going to risk having a full bench in case circumstances somehow prevent you from Psychic Locking? Especially when you can easily manage with just 3 spaces?

This is exactly what the deck is good for. As soon as my opponent maxes at 3 spots, I can manipulate their bench. DOES EVERYONE HERE THINK THAT THEY WILL GET OFF PSYCHIC LOCK EVERY TURN OF THE GAME??? Jeez peeople.... You all assume that Psychic lock kills it.... The GG player has to get the attack off every turn in order to outright lose to it... Last I checked it only does 60 damage... Dusknoir can hit for plenty more.... Thus knocking out Gardy a little sooner....

When you get first hit on gardy it forces a GG player to decide whether to lose their draw or teleportation and KO my dusknoir with gallade.... When they make that decision, you take control of the game...

Most GG run claydol. Thats one bench spot. All GG run a starter... Whether it be Absol or pachi, thats 2 spots.... Leaving only 1 spot left. Dont assume that psychic lock KILLS this deck. Sure it slows it when they get the attack off. But its only a matter of time before you can regain control...

This is not even counting the blind drawing GG does with telepass and claydol.... Luxray can easily catch them with basics in their hand...

Jimmy
 
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Regarding the last part, wouldnt it be better not to play Oaks Visit? That way they cant telepass it to get rid of a basic in their hand.

EDIT: Also, from my experience with this deck, Gardi has to 3HKO Dusclops with DRE. However they can easily build up another Gardi on their bench in 2 turns to continue the Psychic Lock. Sure they wont be able to do it indefinitely, but you are going to have much more trouble setting up another Dusknoir without being able to use Milotic.
 
why is everyone comparing the deck to GG anyway? its not like every battle that the deck is gonna have is with GG> there is no sure fire win a battle. the deck has just increased probability of winning. and i mean a lot. the deck is not gonna win always, thats for sure. i believe that no deck is capable of that. But this deck really nice, will try this in the weekend. BANGINBOX is right, this really is a true sign of a rogue deck.
 
This is exactly what the deck is good for. As soon as my opponent maxes at 3 spots, I can manipulate their bench. DOES EVERYONE HERE THINK THAT THEY WILL GET OFF PSYCHIC LOCK EVERY TURN OF THE GAME??? Jeez peeople.... You all assume that Psychic lock kills it.... The GG player has to get the attack off every turn in order to outright lose to it... Last I checked it only does 60 damage... Dusknoir can hit for plenty more.... Thus knocking out Gardy a little sooner....

When you get first hit on gardy it forces a GG player to decide whether to lose their draw or teleportation and KO my dusknoir with gallade.... When they make that decision, you take control of the game...

Most GG run claydol. Thats one bench spot. All GG run a starter... Whether it be Absol or pachi, thats 2 spots.... Leaving only 1 spot left. Dont assume that psychic lock KILLS this deck. Sure it slows it when they get the attack off. But its only a matter of time before you can regain control...

This is not even counting the blind drawing GG does with telepass and claydol.... Luxray can easily catch them with basics in their hand...

Jimmy

Thats what I was saying. I wll say that if you get Dusknoir out before Gardevoir, you have won yourself the game. Also, Duskull's disable will help you as well. I think this matchup is 50-50 tbh!!!
 
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