Gardevoir Gallade is a flexible deck, and typically the more flexible a deck is the harder it is to play. When you have to keep making multiple decisions on every turn, it becomes easier to misplay. Compare this to something like Blissey, which pretty much plays itself, in which the success of the deck is more dependent on the list rather than how its played, as most decent players can make the correct decisions with it. Gardevoir Gallade is completely different, where you have to worry about what cards you Roseanne for, what cards you Keen Eye for, what supporter you play, what supporter you use, in which order, when to evolve, what to evolve first, what to attack with, what to build, when to play disruption, in what ORDER to disrupt, etc. What makes the deck good is that it can do SO many things and there are very little restrictions on it once it is set up, but making the correct choices isn't always easy or clear, and that is what makes a good player.
lol hurricane boy, your trusted!!!:lol:^ Trust me, there is MUCH more to a good G&G than just using your opponents supporters. G&G is in no way over rated, over played by players who don't really know what they're doing? Yes. Over rated? No.
Gardevoir Gallade is a flexible deck, and typically the more flexible a deck is the harder it is to play. When you have to keep making multiple decisions on every turn, it becomes easier to misplay. Compare this to something like Blissey, which pretty much plays itself, in which the success of the deck is more dependent on the list rather than how its played, as most decent players can make the correct decisions with it. Gardevoir Gallade is completely different, where you have to worry about what cards you Roseanne for, what cards you Keen Eye for, what supporter you play, what supporter you use, in which order, when to evolve, what to evolve first, what to attack with, what to build, when to play disruption, in what ORDER to disrupt, etc. What makes the deck good is that it can do SO many things and there are very little restrictions on it once it is set up, but making the correct choices isn't always easy or clear, and that is what makes a good player.
G/G is so over rated, you just use your opponent's supporters.
Not very helpful if they run a fish deck with Psychic pokemon.
The problem is, Gardy takes skill to play it well, but in some matches, it doesn't take skill to win because you win just because of the broken cards.
Last weekend, I played against someone who used standard G&G/Absol decklist and he made LOTS of mistakes, like Sonic-Blading an active Blaziken PK with 2 reatreat and almost no possibility to attack next turn (had to discard the Scramble in order to attack the turn before), or like using Bring Down to a benched Torchic (it had two energy attached, but this didn't matter because there was another one with energy and I had energy acceleration) instead of beating the active Delcatty ex with a backup Gallade for two Prizes. In addition, I really thought he didn't know about how powerful Psychic Lock would be against my deck. I lost by timeout at the end because I had a really bad start, but I could have won that game if there would be more time. In another game I saw how that player used bring down to the active Pokémon while he had a DRE on his hand and could have used Psychic lock - the opponent only had supporting Pokémon like Claydol left and would lose for sure if he did. But at the end that player went 4-1, using a standard meta deck he obviously wasn't familiar with.
@ Yoshi
Hannover wasn't the biggest CC in Germany, Stuttgart had 65 players with >30 in Masters and average player skill was similar.
A nub playing Gallade may lose to a strong player using another top tier deck, but they have good chances against a pro playing anything else (as the above post demonstrates) and I think that is ultimately what ticks me and others off.
I agree with Papi/Manny, other than using Psychic Lock at the right time(which isn't incredibly hard to do), I don't think G&G really takes a whole lot of skill to use.
anyone who knows simple addition can OHKO their opponents pokemon by flipping prizes, whereas other decks that do limited damage have to plan out their KO's and do a bunch of retreating and other things to get a knock out.
Or other decks that do Big damage, like Magmorter, (and in the past: LBS, Metanite, BAR, ) require big energy-acceleration and setup,
but with G&G, all you need is a Gallade with 3 energy to get an easy(except against Wailord lol) OHKO.
that's why right now I think most of the other decks/archetypes take more skill to play..
aight im so tired of this here stuff mayn. aight look if all of you think dat it take skill to not play good but it take skill to play well...
wel....
aight wait for it ima give yall some time...
das right! DAS RIGHT! come on
every goddang deck doesnt take skill to play poorly...why do all of yall keep on saying that over and over mayn come on
english please