Pokémon TCG: Sword and Shield—Brilliant Stars

For those Allies of Spread - Ninja Strike

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KaiserBeetle

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This is a deck I've been wanting to make for a while now, ever since Ninjask SV came out. There's lots of people that say spread is dead but it's not dead it's just dormant in my opinion. This deck is a lot of fun and I think it could be competitive with some tweaks but it's pretty tight right now.

Pokemon - 15
2 Ninjask (sv)
2 Shedinja (sv)
4 Nincada (sv)
2 Raichu GL (rr)
2 Crobat G (pl)
2 Uxie (la)
1 Unown G (ge)

Trainers - 35
2 Cynthia's Feelings
3 Roseanne's Research
3 Bebe's Search
3 Cyrus Conspiracy
3 Miasma Valley
2 Energy Gain
4 Poke Blower +
4 Plus Power
4 Poke Drawer +
1 Luxury Ball
2 Warp Point
1 Super Scoop Up
2 Poke Turn
1 Time Space Distortion
1 Night Maintenance

Energy - 10
7 :grass: Energy
3 :lightning: Energy

The strategy is to start with a Nincada and begin setting up the bench with more Nincada and Raichu GL using Uxie. Evolve to Ninjask and Shedinja and begin spreading damage and using Shedinja or Uxie as a shield when Ninjask does his forced switch. After accumulating some damage, make clever use of Shedinja's Spike Wound, Crobat G's Flash Bite, and Raichu GL's Repeat Lightning to pick up prizes. Use Ninjask's Parallel Drain to heal if necessary.

I've tried to solve the previous problem of not taking prizes fast enough by adding in Crobats Gs and Poke Turns which I'm pretty apprehensive about. I've been in situations too many times now where just one or two more damage counters could make or break the game.

Please assist again!
 
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Have you tried Bronzong MD > Raichu GL? It works wonders as a shield. You need to tech in Moonlight, but you can send it to the active spot(after using Ninjask's attack) and get an extra damage counter in between turns, which is extremely valuable IMO. Either that, or tech in a Shaymin Land Forme lv X to prevent your Shedinja/Ninjask from dying so easily(even though Shedinja's body works when he dies, you won't want that to happen often).
 
Ya I was thinking about Bronzong it would be easier to use than the Unown Q on Shedinja. As for Shaymin Land Forme, that would slow things down to much, it's a bit of a weak link in a deck that needs blazing speed.
 
I love spread, let that be said. I am the person that would enter worlds with a empoleon spread deck. No lie. Now as for this deck, why don't you run crobat g Id also play a few call energys, as it helps tremendusly with the speed of the deck. Also, think about a 1-0-1 dusknior line to get rid of nidoqueen?
 
i just built this deck for my cousin! :D not the same build though, we worked with what he had as he lives 50+ miles away from a league, but we built his with just shedinja, one dusknoir, and three uxie. the major difference is that we used a complete ball engine. 4 dusk, 4 quick, 4 pokeball, straying from the ball engine, 4 unown r, and it really actually works. its horribly fast, something you might want to take in mind
 
thats quite interesting armilo, i was considering unown r but i'm sure sure how'd id make t2 faster. I'm usually setup why turn 3 so it's not really worth the extra speed. The Dusknoir is a good idea against Nidoqueen but bad against everything else, I don't want to put potential KOs back in my opponents deck. On the other hand it could help the late game by getting rid of fresh Pokemon. Another bad thing however is that it usually only works twice before the opponents wises up to him and begins playing small which could still be a good thing because I'll have less damage to look after and I'll be able to focus on less pokemon meaning more focused attacks and more potential KOs. Forcing my opponent to play with a smaller bench could be a potential disaster though as they would keep low HP Pokemon in hand like Uxie and Crobat, so I'd have to play against higher hp Pokemon. Nevertheless, Warp Point would be much more effective and they would have to play slower. However, Keeping a small bench means Raichu will only be doing 60 which may cause problems...ugh it's such a conundrum, how about suggesting some cards to take out to make room for a 1-0-1 Dusknoir and maybe 2 Rare Candy. That would give me a better understanding of the situation.
 
-1 spiritomb (not a great card to start with when you dont play call energy) -2 super scoop ups (this is one of those cards that needs to be played in sets of 4) -1 victory medal (this card is cool to have but terrible in competitive play) +1-0-1 dusknoir (use the shiny duskull) +2 rare candy
 
Theres a few things about that, my Super Scoop ups are pretty necessary for helping with my Uxie engine, the Spiritomb I could take out because starting with it is like an auto loss because of its high retreat cost. The Victory Medal means so much to me and I really don't want to take it out but I'll probably have to sometime. If I take out the Spiritomb then I could spare a Super Scoop Up so that would be three cards. I could fit in a 1-0-1 Dusknoir line but I'm still not sure about playing him at all. I'll post a new version in a couple of days.

Posted using my Nintendo DSi
 
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