Pokémon TCG: Sword and Shield—Brilliant Stars

Glislock Deck Need some speed and consistency help

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DoomScizor

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I think it's really great

I need a little help with the Consistency and Speed of it though =\

The line is:

Pokemon:

4 Gligar
2 Gliscor Legends awakening
1 Gliscor Undaunted, It switches up the game Especially when the other Gliscor is Prized
1 Gliscor X, It wouldn't be Gliscor lock without it


1 Azelf Legends awakening
Needed to get Gliscor X out of prizes

4 Spiritomb from Arceus
again, needed for trainer lock and Quick evolutions

2 Smeargle from Undaunted
Just in case I can't get Spiritomb out first turn

2 Unown Q
Not sure on the number cause I need to retreat constantly

2 Uxie
Just draw power, and avoiding Feinting spell

1-1 Shedinja (Supreme Victors)
Depends on match up, This or spiritomb will be my wall after I bring Gliscor to hand or switch with Night Slash

1-1-1 Vileplume (Undaunted)
Tech'd in against Sp match ups, It makes it a lot easier to keep the trainer lock

24 Pokemon


T/S/S:

4 Bebe's Search
Max Search potential

4 Broken Time-Space
Needed to Make sure the paralysis lock happens

4 pokemon Collectors
Getting spiritomb, Unown, Azelf, Smeargle, Gligar, Ect...

x2 Judge
Probably the most disrupting supporter right now, Useful for getting rid of warp energy

1 Luxury Ball
Why not, Although I am willing to drop it, as it is a trainer

1 Palmers Contributions
Fits nicely as my recovery system

2 Pokemon Communication
Good pokemon Search with Tomb isn't active

3 Hunter
To pick up a Benched Gliscor X or Uxie for draw

21 T/S/S


Energy:

4 Call energy
As stated, Works Perfectly with Elm's Training method, Spiritomb, Palmer's, Ect....

8 Fighting Energy
I know it's a lot but without uxie I feel I really need that large amount, but I'm welcome to change it up
Plus, Scizor Prime is a little scary =\

3 warp
To get my Spiritomb, Vileplume, Smeargle to the bench

15 Energy



Strategy:

Start Spiritomb with Call energy and Call for Gligar start evolving Next turn since you have the opponent under trainer lock.

Perfect Situation:

Spiritomb or Smeargle active with Unown Q attached
2 Gliscor on bench
Broken time Space in play

you Retreat active, send up Gliscor, Lvl up to Gliscor X and Shoot poison to poison and paralyze the opponents pokemon, then use Gliscor (Legends awakening) to burning poison gliscor back into hand.
Promote Smeargle or Spiritomb or Gliscor

Next turn, play Gligar and evolve to gliscor Via Broken Time Space, then Gliscor X the active gliscor and Rinse repeat


Getting disrupted really hurts the lock but if you want a different approach then you could do the hit and run technique

You want to use this when playing against Gengar Sf

While setting up you attach 2 fighting energy to Gliscor (Legends Awakening)
then lvl Up and Poison and Paralyze and then Hit with Night slash to retreat to the bench

With Luxray, Just do the same thing but with Gliscor (Undaunted) and lvl up to paralyze and then hit with ninja fang to get the double weakness and kill with poison.!!

I want to try and add an expert belt or 2 to Hit for 80 and switch or Pester for 100 assuring a 0hko on Dialga G before it's lvl X



Any improvements anyone?
I definitely like this deck more than the drapion deck I tried. Its easier to keep the lock on.
 
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No Uxies? Do you not own any or are just choosing to not run them?
Uxie is good early game. Volkner's are going to run you into the same problem Uxie is, having too big a hand to draw anything. If you are set on not using Uxie, I'd suggest a different draw supporter, perhaps Underground Expedition, or Professor Oak's Visit.

I believe you have a bit too much energy. You mention scizor prime... its not that scary. You can lock them, and bounce energies back to your hand until you find 2 fighting to nighslash with.

I am not a big fan of Vileplume in Gliscor. Takes a long time to setup, and really limits your recovery and disruption options. Also a big target for Bright Look/Luring Flame.
 
Yeah but once I use uxie, Its there on my bench til it gets Sniped off. I could possibly play test speeding the deck up and taking vileplume out, but I'm not too sure about that cause its an easy KO on Spiritomb, Unlike Vileplume, who can be easily warp'd back to the bench.

I Could possibly put in uxies once we get Hunter in triumphant, but Until then, the Volkner's worked better for what ever reason.

I don't think Gliscor is about disruption, but it could help. but it could also throw off my locking chain so I'm skeptical.

For Draw power I guess I could replace all the volkner's for 1-1-1 Magnezone Prime, But that would clog up my pokemon line I think.

Again I'll just need some play testing
 
I don't see how Magnezone Prime will help your draw power any more... if anything it would clunk the deck up. Without Claydol, your hand in Gliscor is going to keep getting larger and larger, and once you pass over that 7 card hand threshold, Volkners, Magnezone Prime, and Uxie, will all be rather useless in drawing you cards. At least Uxie is searchable, meaning you can usually get it off early game when you need to refresh your hand. Who knows when you'll draw into those Volkners.

I don't see how Gliscor is NOT about disruption. Your goal should be to never let your opponent attack or at least never play a trainer card. That sounds pretty "disruption-y" to me.

To accomplish this, you will likely find yourself wanting to do a few things:

1) Control opponent's HP so they KO from poison coming into your turn(Hint: Look for "Even" HP. 20, 40, 60, 80, etc).

2) Select good targets for locking(Things that don't evolve/level up or have another way to remove special conditions)

3) Prevent your opponent from playing cards that can break them out of the lock(Power Spray, Warp Energy, Judge, Lookers, Mesprit)

If you are doing it right, you shouldn't have to worry about your Uxies getting sniped.
 
Well I could try adding Looker's Investigation, so I can get some hand Refresh, or Get their warp energys away.
Soo...

-3 Volkner's Philosophy

+2 Uxie

1 open slot?

Maybe Add in Zangoose from Platinum to bring up a heavy retreat pokemon to Lock next turn (Ie: Bronzong G)
 
Hey, I made a glisclock deck earlier today, check it out:

Pokemon:
3-2/2 Gliscor (LA)
4 Tombs
2-2-2 Vileplume (LA-LA-UD)
2 uxie
1 azelf
1 Q
1-1 Shedinja (A Pretty decent wall)

T/S/S
4 Bebe
3 Collector
4 Hunter
2 Interviewer
3 Pont
3 Judge
2 coptcat
4 BTS
2 ELms TRaining method

Energy
6 Fighting
2 Warp
2 Cyclone

Something like that.
 
oh wow!
I completely forgot about Shedinja, I could just promote him when I Return gliscor to my hand, I'll have to check that out.

Thanks a lot. it's like Umbreon but as a pokebody. Sweetness. I'll have to find a way to fit Hunter into my list =\

How do you feel about Looker's Vs. Judge?
 
I personally like judge, because your hand is GUARANTEED to get cluttered and you can stop them easily with judge.
And I forgot i use 1 palmers too.
 
Just wondering... why run vileplume? that's taking up a bench slot and a lot of cards for something that tomb should be taking care of.

Basically, you'll want to have tomb active with Q on it. max both of those out, 4 Q, 4 tomb. If you're looking for consistency you need to cut down on all those other techs that you are running.

One thing that you might want to consider is putting 4 blower + into the deck. Since you'd be running tomb and not plume, you can get yourself out of the lock on your turn, play trainers, then lock them again on their turn. And blowers are much easier then putting in a pokemon and taking up a turn attacking. Keeping your opponent locked is as important as getting them locked in the first place.

Last thing. Your lock doesn't work if you don't have BTS in play. Max those too.
 
Okay but what about my Sp matches? They could just Bright look something else and get the advantage of have trainers for a turn. With Vileplume the only Sp that can 0hko vileplume is Blaziken Fb lvl X and even that takes 2 turns.
I could possibly drop vileplume to 1-1-1 but Idk. I really feel why the old glislock deck didn't work was cause of the Bright Look and the fact that Spiritomb gets killed easily.

I will give it a shot without the vileplume though. That will definitely Give it speed. And If I do that theres almost no point in having elm's training method, I could drop those for 3 Communication. I could max out Bts. Other than that Idk what to take out.
 
(sorry foy my inglish, isn't perfect)
No ssu? sorry but this card made run the deck
and IMO vileplume isn't needed because you have tomb active only in the oponnet turn
may be drop the plume line.
- 2-2-2 plume
- 2 smeargle
-2 copycat

+ 4 ssu
+ 2 hunter
+ 1 Q
+ 1 BTS
+ 2 judge
 
I don't think I will add another unown Q

I start with it enough as it is with 2

4 judge is a little unnecessary, I'll stick with 2

I do need the Hunters, So I think I'll drop the Plume line and edit my list
 
I decided to stay with the Vileplume, but as a tech only against Sp
Because with only spiritomb they can just bright look it away
 
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