Pokémon TCG: Sword and Shield—Brilliant Stars

G&G, takes lots of skill, but works so well it looks like a noob deck.

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.
 
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.

That is probably the single best explanation of why G&G takes a LOT of skill to play correctly. Thanks for the well thought out explanation of all the different things a G&G player has to consider and do during a battle.

If you think that G&G doesn't take skill to play and didn't bother to read mattalvis post because it's long, READ IT.
 
Every deck takes skill.

Yes, everyone knows how to flip prizes.
Yes, we all like candy

No, not everyone can build a list
No, not everyone knows that Gallade isnt the only pokemon who can attack
 
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.
 
^ 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.
 
^ 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.
lol hurricane boy, your trusted!!!:lol:

I agree with Homeofmew on this.
 
And Magmortar decks fold to Dugtrio snipe blocking? No.

Similarly playing ball engines (and I am a big fan of those by the way and test with them quite a bit) does hurt G&G but that's only one of the things that the deck does. G&G is a complecated deck that can do different things. Take away one or even two or three and it can still do amazing things.
 
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.

Right on. There is certainly no doubt that this deck requires more skill than the average deck. Of all the decks I've seen played this year, G&G (Furret/Stantler version) has the most subtleities and options from matchup to matchup of any deck. I've won by beat down, powerlock, getting an early lead and holding on, multiple wagers/hand control (matt - you and I must have played 8 in our game), Furret against Absol, Pulldown on 130hp pokes with a lone Gardevoir lVX in play(evil!!!)etc.......... I don't think just anybody could pick up this deck and win the Bannette or Nidoqueen matchups, but I've seen Ness and other good players do just that.........
 
When I started playing riaeggs people said to me that I was disrupting(SP?) the format. Now look and gardy/gallade. I play it and people*cought*O-REN-ITACHI*cought* say that I have no skill and that I can't think of my own decks to play.
 
I think people are confusing thier own skill with the decks skill. I dont' care how bad you are, absuing twice as many supporters as normal is broken no matter how you look at it and allows anybody to win with it. Using/deciding which attacks to do is a key part of the deck, but anybody that checks the opponets side of the field can tell when to stopt thier powers and when to OHKO the active pokemon/bench with bring down. Its not that hard of a deck to play. I beleive somebody brought up blissey as being a simple deck to play since all it does is attack. But that actually makes it far more complicated of a deck since it has such limited options and the player needs to know what to do with its attackers serveral turns in advanced, unlike gallade which allows you to recover from bad plays very easily. Double supporter, an available energy supplier in some decks, a free switch so you don't have to decide what goes up after a ko, ect. What to furret for? What to roseannes for? Are you kidding? Most lists run only the gardy line, with the occasional 1-1/2-2 tech line. I dont' see how its hard to know what to grab. If you're having an energy problem, you obviously get a ralts and energy. If not, you get 2 ralts/your starter if you started with a ralts or something else. Furret is alittle more harder since it can grab any 2 cards. But what are you usually getting? Rare candys, dres, and gardys. If you have 1 of those, you grab the other two. Not that complicated. Obviously you have to change this up slighly depending on game situation but most anybody can determine if the opponet has a scarey threat right now and get gallade instead of gardy up and running. Because it bends so many rules, like the supporter, retreat, and energy rule (if you run that), its really not that hard to play with. Its allows you to recover from far too many mistaktes to really be consisdered a hard deck to play. Obviously player skill determines how it fairs, but by far less then normally.
 
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.

I use intelligence in my G&G, which is a very effective tech against your said strategy. Could just be me though.
 
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. ;)

I think this shows why some people don't like Gardevoir/Gallade. The deck DOES take skill, but most of that skill is because of how many options the deck has that few others come even remotely close to, the deck has a broken amount of choices and things it can stretch, cover and therefore defeat. If we use the above post as an example, our Gallade player had extra options (Psych lock) to make the match even easier, but simply didn't even think of using them.

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.
 
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. I think that this is exactly why some folks don't like the deck. But the problem isn't the DECK, it's the cards. Like I said above there are currently only a handful of *really* good cards out there and G&G gets to take advantage of two of them. To beat G&G you either need to have mad skills / luck or ... play another deck of similar power using some of the other amazing cards. The combination of a smaller card pool and the change in the "power curve" of the game has made this deck among a few others really stand out.

And with all due respect to Papi/Manny and others G&G is not a simple deck. The broken nature of the cards can be somewhat abused by anyone. The "I flip 4 prizes and OHKO you" kind of thing. That first level of abuse is fairly open to anyone. But to really use the deck well requires a non-basic understanding of how the deck and the game work. I'll go back to my 8 year son ... he still doesn't "get" some of the more subtle things that the deck can do but he's had no problem with many other good decks, including some of the ones folks here have cited as being harder to use.

I also wonder if some folks don't like it that the crazy powerhouse decks make it really hard if not impossible to win with some of the more subtle combinations out there. Decks like Dusk-Queen looked really neat back before battle roads and then Blissey came along and squished most of them. So then we had ideas to beat Bliss ... and G&G tore most of *those* ideas to shreds. G&G has become the symbol of what folks don't like about the current format. It gets bashed even for things that it's not really guilty of as a result.
 
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..
 
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In pokemon you need three things to win, Skill, Good material (deck) and luck. And for a win the tournament least 2 have to go very well,
like Amaizing skill, Amizing deck and bad luck.
Or Bad skill, Amaizing deck and amaizing luck.....
The deck is only 1/3 of game so a player can't win only because he has a GG, he need either luck or skill. To win a big turnament all of 3 parts have to bee leas good. You cant win if your¨luck is really bad (like start with a lonely Ralts and 3 Galallade, 2 Gardevoir, 1 Gardevoir Lv.X and Draw a DRE in that time yor opponent take out Ralts even if you have a skill and a good deck) You can't win with a really bad deck, (like a 4x Magikarp MT and 56x Fire energy). And you cant win whitout any skill, skill is almost the same, somebodys have little more some bodys little less, they who have a les skill have to think before playing any cards (like a POV the only supporter from hand) good players can play faster and they wont give a opponent time. Otherways i think taht system that both have a clock like in Shess and normally turn is 30 seconds, player get +10 seconds for every card he plays or every pokepower he use, if the time goes over before saying witch attack to use he wont attack and the turn ends.
 
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..

^ Once again, any n00b can use the deck and abuse Gallades 2nd attack and Gardevoirs power. To use the deck at its very best you need to be able to think TURNS ahead and plan out how you want the game to play out once you flip all your prizes.

And Ra2xse, it usaly is better for a G&G player to play slowly.
 
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
 
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
 
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