Pokémon TCG: Sword and Shield—Brilliant Stars

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

Spoinxx is the BEST!!!!!!

This is how I feel once again.

G&G is a deck,who caress if it takes skill,who cares if it dosent,either your gonna play the deck or not,it wins and that's what decks are supposed to do.n00b deck or not,anyone who wants to play it will,so get over it
 
Spoinxx is the BEST!!!!!!

This is how I feel once again.

G&G is a deck,who caress if it takes skill,who cares if it dosent,either your gonna play the deck or not,it wins and that's what decks are supposed to do.n00b deck or not,anyone who wants to play it will,so get over it

mayn flygon i gotta tell ya the truth sometimes y'all way too annoying but so is everybody, heck i kno some people think im annoyin but i usually just tell them to go eat tauros poop, ya heard?
but this time you is right on mayn, it's a deck and people who hate a deck just cuz it's winning have some family issues that need to be worked out
 
a yes if it aint chris cobi thinkin he the best in da world just cuz he lives in da midwest. mayn nobody give a tauros behind mayn, how bout yall try to counter my points. oh datz right, like and all the GG haterz out ther: you cant

i would respond if i knew what your saying or if you even made a good argument. It literally hurts my brain trying to decode your slang.
 
^ 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.
Congrats, welcome to pokemon. You have to do that with EVERY deck. Except not every deck gets 2 supporters per turn and serveral prizes without thinking.
 
Congrats, welcome to pokemon. You have to do that with EVERY deck. Except not every deck gets 2 supporters per turn and serveral prizes without thinking.

That right. Some can use 3-4 supporters thanks to Porygon2. Oh and other decks get to abuse firestarter so that they can deal 200+ without flipping prizes and so don't have to plan their resources quite so carefully. And some decks get to have stage 1s with 200 HP while using holon wp. I could go on. G&G is a crazy deck but it's not like it's the only one.
 
That right. Some can use 3-4 supporters thanks to Porygon2. Oh and other decks get to abuse firestarter so that they can deal 200+ without flipping prizes and so don't have to plan their resources quite so carefully. And some decks get to have stage 1s with 200 HP while using holon wp. I could go on. G&G is a crazy deck but it's not like it's the only one.

i may be wrong, but I don't think Papi/Manny is saying that G&G is the only deck that's good in the format,
but i think what he's saying is, it just doesn't take a whole lot of skill to use Telepass &/or flip a few prizes with Gallade to get a OHKO.

I see what you are saying about the Porygon 2 and stuff...
but with Porygon 2, yes... you can play multiple supporters in a turn like you can with Gardy, but it would take more skill to play, since it doesn't also have the backup of an easy to use attack like Psychic Cut.
& with Magmorter... yes Magmorter is definitely as good of a deck as G&G, but it's harder to use
since it doesn't have a default attack that hits for (up to)180 damage for 3 energy.
rather, it takes planning and setup to get to there.

but yea... i agree with you that G&G definitely isn't the only deck in the format,
but I also think its one of the easier (or possibly easiest?) decks to play in the format right now.
 
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That right. Some can use 3-4 supporters thanks to Porygon2. Oh and other decks get to abuse firestarter so that they can deal 200+ without flipping prizes and so don't have to plan their resources quite so carefully. And some decks get to have stage 1s with 200 HP while using holon wp. I could go on. G&G is a crazy deck but it's not like it's the only one.
Porygon is extreemly inconsistant when it comes to using multiple supporers and needs an engine based around him which falls to be consistant and dies if you can't get out porygon 2 early enough. And getting 10 energy on a poke? Lets be realistic here. That takes resources. The only resource gallade "takes" is prizes to flip. Any deck can tech in wailord to stall. Most don't because, again, the engie doesn't support the wall.
 
i may be wrong, but I don't think Papi/Manny is saying that G&G is the only deck that's good in the format,
but i think what he's saying is, it just doesn't take a whole lot of skill to use Telepass &/or flip a few prizes with Gallade to get a OHKO.

I see what you are saying about the Porygon 2 and stuff...
but with Porygon 2, yes... you can play multiple supporters in a turn like you can with Gardy, but it would take more skill to play, since it doesn't also have the backup of an easy to use attack like Psychic Cut.
& with Magmorter... yes Magmorter is definitely as good of a deck as G&G, but it's harder to use
since it doesn't have a default attack that hits for (up to)180 damage for 3 energy.
rather, it takes planning and setup to get to there.

but yea... i agree with you that G&G definitely isn't the only deck in the format,
but I also think its one of the easier (or possibly easiest?) decks to play in the format right now.


Nothing could be further from the truth. With Porygon all you have to do is build your deck with supporters & Scott and then go to town. It's easy. You get what you want when you want it provided you build your deck to abuse it. With Garde you have to use your opponent's supporters ... and encourage them to play the ones you want which isn't always easier.

I'll keep saying it till I'm blue in the face. My kids play Mags better than G&G. Kids. Mags is easy for them to comprehend and use. Energy Draw, Firestarter, pile up energy, heal on attachment from hand, nail the bench ... my older one can nail almost all the major strategic plays. G&G is a LOT harder for him. Mags is a great deck but it's basic strat is far less complex than G&G ... what's harder about it is making that strat work EVERY TIME ... and that's mostly because Mags is using 3 lines while G&G uses one.

And that gets back to my other point. People blame G&G for the format. It's not the same thing.
 
And that gets back to my other point. People blame G&G for the format. It's not the same thing.

I don't blame G/G for anything. I blame PUI for not giving us a wider format. Not having as many sets as Japan, taking out the best cards from GE, giving us a POP set of all reprinted cards, the list going and going and going. (like the energizer bunny)
 
Nothing could be further from the truth. With Porygon all you have to do is build your deck with supporters & Scott and then go to town. It's easy. You get what you want when you want it provided you build your deck to abuse it. With Garde you have to use your opponent's supporters ... and encourage them to play the ones you want which isn't always easier.

I'll keep saying it till I'm blue in the face. My kids play Mags better than G&G. Kids. Mags is easy for them to comprehend and use. Energy Draw, Firestarter, pile up energy, heal on attachment from hand, nail the bench ... my older one can nail almost all the major strategic plays. G&G is a LOT harder for him. Mags is a great deck but it's basic strat is far less complex than G&G ... what's harder about it is making that strat work EVERY TIME ... and that's mostly because Mags is using 3 lines while G&G uses one.

And that gets back to my other point. People blame G&G for the format. It's not the same thing.

i'm not only talking about the PokePowers between Porygon 2 and Gardy.
i agree that Porygon 2's pokepower is a simplier concept than Gardy's,
what I'm saying is, a deck Focused on Porygon 2, (let's say a porygon z deck for example), is gonna be harder to use than G&G, because it doesn't have the raw (easy to use) attacking power of Gallade's Psychic Cut.


..thats interesting.
in most cases, Magmorter is Much harder to play than G&G. perhaps the biggest reason for that is because its difficult to execute your strategy to get your setup in the first place (or to play fast enough to Not lose on time by being currently behind on prizes)
retreating moves can also be somewhat complex with Magmorter (such as Firestartering to a Delcatty so that next turn, you can double firestarter onto a Magmorter and retreat the catty for one energy)
in strategical concept, Yes, Magmorter is simpler than G&G (Magmorter needs a lot of energy. that's the strategy lol)..
but it's the setup and the technical moves that make Magmorter a harder deck to play then G&G.


have ur kids have had more practice with Magmorter than with G&G? (or decks with similar strategy to Magmorter?)
because every Inexperienced player that I've handed G&G and Magmorter, they've always played G&G far better then they've played magmorter...
 
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have ur kids have had more practice with Magmorter than with G&G? (or decks with similar strategy to Magmorter?)
because every Inexperienced player that I've handed G&G and Magmorter, they've always played G&G far better then they've played magmorter...

I played both decks this year and honestly in an evenly matched game G&G is much harder to play. Now against randomness Mags is harder because you always have to worry about running out of time. I think everyone has a different set of requirements for what they label "hard to play". For me it's about evaluating the field and deciding on a strategy along with the technical execution required to complete that plan. With Mags there is only like two major strategies and remembering to firestarter/energy draw. With G&G there are a plethora of options and details required to achieve those strategies. I've found that I misplayed much more with G&G, simply because of the amount of decisions I had to make every turn -- especially the mirror. Neither compares to Mynx or Absolutions or Jimmylutions, but compared to other decks out there I still think G&G is the hardest to play when you are playing a tight strategic game - not a turn 2 gallade beatdown against Blissey. BTW, my 10 year old picked up Magmorter much quicker as well - that doesn't mean he won games easier with it, but he did kind of auto pilot during games much more often. Perhaps that's the misunderstanding - Magmorter games are always so much hairer in swiss and even good matchups can be rather tight if your opponent plays a slow deliberate game. In top cut you can just sit back and know you are eventually going to win...
 
I played both decks this year and honestly in an evenly matched game G&G is much harder to play. Now against randomness Mags is harder because you always have to worry about running out of time. I think everyone has a different set of requirements for what they label "hard to play". For me it's about evaluating the field and deciding on a strategy along with the technical execution required to complete that plan. With Mags there is only like two major strategies and remembering to firestarter/energy draw. With G&G there are a plethora of options and details required to achieve those strategies. I've found that I misplayed much more with G&G, simply because of the amount of decisions I had to make every turn -- especially the mirror. Neither compares to Mynx or Absolutions or Jimmylutions, but compared to other decks out there I still think G&G is the hardest to play when you are playing a tight strategic game - not a turn 2 gallade beatdown against Blissey. BTW, my 10 year old picked up Magmorter much quicker as well - that doesn't mean he won games easier with it, but he did kind of auto pilot during games much more often. Perhaps that's the misunderstanding - Magmorter games are always so much hairer in swiss and even good matchups can be rather tight if your opponent plays a slow deliberate game. In top cut you can just sit back and know you are eventually going to win...


"hard to play" to me, is a mix of; difficulty of deck concept, difficulty of setup, difficulty of strategical planning, & Of Course tournament rules (time limits & such)...

yea... the G&G mirror is very tough.... whereas (excluding time limits) Magmorter is easier to play VS a G&G.
although... magmorter mirror matches are equally tough so IDK...


hmm.... yea good point.... i couldn't agree more:

against random decks in swiss, G&G is way easier to win with... frankly cuz Gallade has overpowered attacks that don't have many requirments, (prizes to flip are a limited resource, but they definitely aren't a requirement to USE the attack.. they're already in play)
its also pretty easy to get setup with G&G,
and Magmorter has a harder time with setup (and time limits).


but yea... in top cut, that's when G&G will have to fight the REAL decks, and misplays will hurt you.. and that's when Magmorter will do better (because it has higher strength potential than G&G)...
& like you said, if people play slow against Magmorter in Top Cut, it's most likely to your advantage, because eventually... you're prolly gonna win the long game, and if they slow play, the 2nd game won't have time to follow up.

well said my friend..
:pokeball:
 
yes Magmorter is definitely as good of a deck as G&G, but it's harder to use
since it doesn't have a default attack that hits for (up to)180 damage for 3 energy.
rather, it takes planning and setup to get to there.

You're forgetting that Magmortar can abuse scramble, the lv.x has an insanely good power, and it can do 100 to anything. Not to hard to use, and if you misplay and lose a Mag, just send out Catty ex, double Fire starter the benched Mag, attach a Scramble and blast the heck of what ever is out there. Trust me, mag bounces back just as well or better than G&G, and to be honest its not to hard to set up either.

Back to back posts merged. The following information has been added:

but yea... in top cut, that's when G&G will have to fight the REAL decks, and misplays will hurt you.. and that's when Magmorter will do better (because it has higher strength potential than G&G)...
& like you said, if people play slow against Magmorter in Top Cut, it's most likely to your advantage, because eventually... you're prolly gonna win the long game, and if they slow play, the 2nd game won't have time to follow up.

Ya, thats usually my favorite way to beat Mag with G&G. Just play slow the whole battle and if you can't win on prizes just let the clock do it's thing. Considering states is tomorrow, I should probably think of a way to beat it in top cut since running down the clock won't do much good...
 
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You're forgetting that Magmortar can abuse scramble, the lv.x has an insanely good power, and it can do 100 to anything. Not to hard to use, and if you misplay and lose a Mag, just send out Catty ex, double Fire starter the benched Mag, attach a Scramble and blast the heck of what ever is out there. Trust me, mag bounces back just as well or better than G&G, and to be honest its not to hard to set up either.

nah.. im not forgetting..
actually though.. I don't use Catty EX in my build (maybe I should?..)

but Mag is much harder to setup then G&G...
the pressure's mainly on when they get a speed Gallade, and KO 3-4 basics...
but yea, it does bounce back just fine (better than G&G IMHO) which is definitely a beauty of the deck. (I just hate time limits lol..)


Ya, thats usually my favorite way to beat Mag with G&G. Just play slow the whole battle and if you can't win on prizes just let the clock do it's thing. Considering states is tomorrow, I should probably think of a way to beat it in top cut since running down the clock won't do much good...

yea man... totally..

personally, myself, I wouldn't play slow cuz I don't like to do that... but if my opponent did,
well, thats their downfall
 
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.

l2spell plz
 
nah.. im not forgetting..
actually though.. I don't use Catty EX in my build (maybe I should?..)

but Mag is much harder to setup then G&G...
the pressure's mainly on when they get a speed Gallade, and KO 3-4 basics...
but yea, it does bounce back just fine (better than G&G IMHO) which is definitely a beauty of the deck. (I just hate time limits lol..)




yea man... totally..

personally, myself, I wouldn't play slow cuz I don't like to do that... but if my opponent did,
well, thats their downfall

I actually like Claydoll better than Catty in Mag. It makes it much easier to set up.

Back on topic now, I still don't see why everyone thinks that G&G is Sooooooooooo easy to play. Try playing against a Magmortar and you will see that it takes careful planing to win.
 
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