Pokémon TCG: Sword and Shield—Brilliant Stars

Flyclops AKA Flygon/Dusknoir

Someone used this at our CC this past weekend. It what I noticed of their games, in the early rounds they were able to get set up well, but when it faced the "big" decks such as Gengar, the speed of the deck wasn't fast enough to accomplish its goal. The person did go 3-2 though.
 
Every deck is situational I just wanna get that out there.

I've taken this list and modified it to my playing style... very cool concept and suprisingly faster than i thought while its not a turn 2 deck like all the monsters are (psha) if im in it 3 turns you have a fight on your hands

one thing i considered and added Colts is a lone Expert belt... late game if you're behind on prizes or just losing badly it can be a game changer especially since either one of your hitters can use it well
 
i built the deck and its doing really well but, could you take out 1 trapinch for another memory berry?
 
Pikkdogs: Because this deck isn't made for spread completely and it only does it to the active.
Billybones: Ya I see what your saying
Superwolfs: This deck isn't made for the lock it is just nice to know you have the option of it. If you want go ahead but I would keep the 4th pinch.
 
I have had a deck similar since RR came out. I added Manetric for bench protection (now with a Bench Shield), as well as for the added spread options.
 
BTW elekid forgot to mention that our friend who played this at our CC's took 2ND and built the list the night before, and there were a lot of top ranked players there.
 
BTW elekid forgot to mention that our friend who played this at our CC's took 2ND and built the list the night before, and there were a lot of top ranked players there.

uhh i was talking about chris :D. he made the deck a while ago, called it flying duchman or whatever. wasn't talking about seth.
 
I will not base this deck until I try it, given the rapport that iPlox has shown me not to underestimate odd decks until I give it a shot.

The only problem I can see outright that doesn't seem to answer anything is speed - how does the deck deal with accelerators?
 
SPs is way too vague. Your deck will lose to Palkia lock nearly every time. Dialga isn't much easier. Anything with Luxray will also prove incredibly difficult due to the large energy requirements.

Dusknoir LvX's power would be amazing if you can pull it off, however.
 
I haven't tested this specific build, but I've run both Flygon and Dusknoir seperately with other cards. In general I think that both cards are a bit faster than folks give them credi for. Both can attack for 2 energy .. or even a single Upper in Flygon's case ... which is helpful even though both cards like to have 3 energy for best effect.

Also both cards have effects that can slow down your opponent. Dusknoir can snipe Claydols, forcing your opponent to find their Unown Gs early or risk losing their powered draw. Further Night Spin drastically slows down those 1 energy attack decks, many of which don't really run enough energy to really power stuff up consistently. Flygon has discarding with the X and the ability to snipe other level Xs. It gets rid of the BTS stadiums speed decks run and the annoying stuff like Galactic HQ the Dialgas of the world run for extra damage or Skuntank syngery.

Again I haven't tested this one build, but I would think that Palkia lock would be bad (but that's not seeing much play around my area these days) and Flygon would help some there. Dialga would seem to me to be hard but winnable since you discard stadiums and have the potential to snipe stuff. Luxray though ... even with Flygon's reistance he looks to me to be the hardest SP to counter, especially when paired with either spread (Gallade 4 or Ape 4).
 
I've been toying around with Dark Flygon since Nationals. The only SP variants I have problems with are the pure Power Locking variants (i.e. Palkia) and the pure spreaders (Gallade/Ape). For some odd reason, Flygon in general just doesn't have much problems with SP builds. I think it has to do with three different aspects of the card. There is no SP in the current format that can one-shot a Flygon from a zero damage start. SP decks are generally so TecHy that discarding one card, at many points ANY one card, could be enough to disrupt the entire flow of the deck. And Flygon can always one-shot any SP LvX for 3 energy. The reason that spreaders and snipers tend to be a problem for Flygon builds is not because they can take out the Flygon. It's because they can take out all the Flygon support relatively easily. It's the same thing with the Power Lockers. Flygon is one of the most powerful evolution lines in the format. The way to beat it is exactly *not* to beat it, but rather to beat the stuff around it. With Dusknoir having a rather beefy amount of HP to go along with decently costed attacks and a couple of nice Powers, that's rather difficult to do.
 
So, a bit of testing of this build and I am a fan.

The Set-Up for this deck is alot faster than I expected, but Spiritomb was the definite icing on the cake. While I am still somewhat peeved at the slow energy attachment, over a bit of testing against some players I found that the entire deck relied on the proper attachments. Early games tend to favour Dusknoir while later games let you shift to Flygon.

The only modification I found was that Memory Berry proved to be completely useless to me, rather, since I had enough beatdown power once I got the hang of it and I never drew into it when I needed it in my games, so my suggestion is to replace it with another Luxury Ball to provide an easier top-draw (1/30) in case the Spiritomb tactic goes to the dogs.

If I cannot find a more fun to play deck than this one, my friend, rest assured I will be playing this for Cities.
 
I used this deck in our city champiomship a few weeks ago, though my version was about foure cards diffrent it was basicly the same. I did well though i believe i could have done better. One main thing about this deck as mentioned above is you must be carfull with energy attachments.
my main problem that day was gengar. out of 5 rounds I played against three, lost to 2 of the 3. both losses i had my only DP dusknoir prized and bad starts.. without my dusknoir dp it let them and there claydols/ gengars run a muk!! yes i was a bit out speed by them but i still feel as though the game would have been diffrently with my dusknoir out. those where my only loses that day.It is a pretty well rounded deck which needs to be played very carefully considering youre options. Considering i built the deck the day before and barley did any playtesting, nor did I have any experience with niether flygon or dusknoir i believe this deck can be a monster when played against the right local metagame.
 
From my experience with Flygon, as soon as the opponent sees a trapinch in play they're going to find ways around using stadiums. With the popularity of Nidoqueen these days I don't think that Dusknoir Lv. X, as a stadium, is worth it. I'm not saying that the combo will never work, but in most cases you're going to want to be able to utilize Power Swing more than Sand Wall, especially how disruptive decks have become these days because of Spiritomb/Mime/Shuckle walls. I think you have a good idea here and it may work for you, I just wanted to point out some of my own experiences from using Flygon.
 
I tried this deck out last night at league and it worked pretty well.
to seems to set up slower than I would like but it is great late game.
The only change I would make is throw in one of the SW Flygons It works great.
 
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