Pokémon TCG: Sword and Shield—Brilliant Stars

Just Maybe I should post My Slowking?

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Yeah, with the R. Meowth version, I to fear not getting setup. I mean, what are the chances that Dark Slowking can KO the Zapdos before it KO's it. Dark Slowking would have to discard 2 tools, have 2 dark attached and a strength charm attached. That's insane and won't happen T2. Zapdos on the other just needs a strength charm to OHKO the Dark Slowking and with the R. Meowth build, that is most likely game right there.

Even with other decks, Dark Slowking KO's the dunsparce, they send up a staller, you KO that, they are not built and come up and hit you for 40-KO damage and then you can't OHKO their 100-150HP pokemon and they just KO your dark slowking and it's gg. That's why I feel Dunsparce is vital. It allows you to feel your bench and go, "you attack first and then I will OHKO your attacker", or "you attack first, KO my dunsparce and then I will POW! up your main attacker and KO it." You just have to bounce back for another dunsparce after you SAR and then just swoop the benched one and let the active dunsparce stall. How many decks run Pokemon Reversal and can get them that early in the game anyways? But I guess they could just not attack and get setup into a way that you can't win. I mean your max damage usually will be 90. They hit you, you hit them for 90, they retreat, KO you, you hit them for 90, they retreat, hit you, you hit them for 90, they ko you and that's pretty much gg. The longer the deck takes the setup the less of a chance it will win. And unlike Zapdos, you have to draw into the energy and have to draw into all the right things to have a force T2, and even at that, it's 30 less HP trying to stand up against whatever they send up to stall.

I dunno about this deck.
 
Hiya

Prime said:
But I guess they could just not attack and get setup into a way that you can't win. I mean your max damage usually will be 90. They hit you, you hit them for 90, they retreat, KO you, you hit them for 90, they retreat, hit you, you hit them for 90, they ko you and that's pretty much gg.

Remember, if that happens, then they'd need about 3-4 pokemon set up who all have over 90 hp and can do 80 damage, and these pokemon will most like have a large retreat cost. I know it's over a 3-4 turn period, but that's still a big ask. Plus, if you ever get behind you can POW!
If you get a good start, then you should be getting at least 3 prizes I'd hope, maybe 4 or 5? by the time they get set up enough to do the attack retreat/atk thing.
Anyway most people would send in their pokemon as soon as they get it up, without having another strong backup pokemon down as well.

Personally, I think a good Dark Slowking deck should be able to get 5-6 Dark slowking out overall in a game, (providing you get that far without winning, or dont get owned by a faster deck,) so you should be able to last long enough to use POW! hand extension if anyone tries to sacrifice pokemon, and do a atk/retreat comeback.

I feel the same way Prime does about not including Sparce in there. If you dont have sparce in there, I feel that it can be stopped the same way as zapdos can. You'll start off with a bang, but you need backup. It might just be me though... I never feel safe without 2-3 benched pokemon who can come in and take over if my active gets ko'd.

And about playing a tech'd Dark Slowking deck. I agree that the chance for a turn 2 Dark Slowking does go down. However, I think it is possible to make the deck more solid against decks without losing too much t2 consisency. Right now I am testing out a Dark Slowking/Something else deck, and I find it isn't slowed down too much, even thought it definitely is less consistant, Im slight more confident using my current deck than Pure Slowking.

Lastly, I'll contradict myself a little. Prime was right with the deck's weakness to be OHKO'd. I think although it wont always stop this deck, it does deal a huge blow into it, and that's why you need techs and why you need to run dunsparce.

PS - Victreebel>Dark SlowKinG... play test a pure DS deck against victreebel and you'll most likely agree. IMO, you have to play techs to have a chance to win against all decks, because if a deck can beat you down once (convincingly), it can most likely do it again, because you're playing more of the same thing.

~Secretsmeargle
 
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You guys are thinking about it all wrong. You don't just play this deck and have one Slowking. You might have one Slowpoke/Meowth the first turn but every turn after that you should be getting more and more basics out because you should be drawing a lot. That's why the strategy is to swarm with Slowkings. It works believe me I have played the deck for a really long time. The deck setups faster than most, can build backup way faster than most since it only requires 2 energy, and that means that it doesn't matter if they bring something out to OHKO your Slowking you should have plenty more on the way and there is no way they can withstand the damage. Maybe if they get lucky they wont get OHKOed and they will Briney but after that they are let with nothing pretty much. You guys are making wild conclusions and saying other decks willl swarm faster than Slowking =/ which isn't the case. You don't need to tech against anything, Slowking versus Zappy is a coin flip match it depends on who goes first and I only suggested Wobbs so Slowking could have more of a chance than 50%. Victreebel... first of all I'd like to see you get one out soo enough with 3 Energy before I k.o. it, and it doesn't matter anyway, if you k.o. a Slowking another one is sure to follow, and Victreebel can't powerup nearly as fast to be able to swarm.

You just power up one Slowking and OHKO their stalers for free prizes and you invest all your Darkness Energys on a benched Slowking so if something does come out to k.o. the active you have heavy hitter ready. You should have enough draw to where you are drawing every turn pretty much. Also the Rocket's Meowth version is better than Sparce because you cause disruption with not being setup. What I mean is that I have played many matches where people are desperately trying to setup and they Steven's for 1-2, lol. Steven's is so widely played that this deck helps disrupt in that sense as well as Dark Slowking's Power. Slowking's power is usually best at the very beginning.
 
How would y'all compare the Mewoth Slowking deck to the Hypno/Slowking one? I plan on playing one of these at gym challenge coming up and can't decide between the two.
 
It depends, if there is a good amount of Ludicargos in your area I say Slowking/Hypno, I think that is Slowking's hardest match right now, so dark Hypno would help. If not than Dark Hypno couldn't hurt anyway.
 
What happens when you run into a dark deck? 50 damage a turn... but with low HP, I don't see how you can survive. I'm just wondering - I've very interested in the deck idea, but I don't see how it can beat many of the tier 1 decks today.

~ RaNd0m
 
How can you say your drawing a lot. Look at this threads's deck? It has a total of 8 draw cards. You cannot possibly thing that you could draw every turn with 8 draw supporters.
 
I agree that this deck wouldnt beat many of the top decks right now. This is, basically, the same as zapdos. Except it's not as good. You swarm with slowkings but you only have 4 and Zapdos has staying power beyond 80HP.
 
Peachyoto said:
It depends, if there is a good amount of Ludicargos in your area I say Slowking/Hypno, I think that is Slowking's hardest match right now, so dark Hypno would help. If not than Dark Hypno couldn't hurt anyway.

Hi folks,

In fact Ludicargo is the easiest match. All decks faster then them can take them down rather fast. Trust me on this one. Dark Hypno is a nice choice since tool and maschine droughts are the decks main weakness and Rocket's Woobuffet is not an ideal solution to that. He consittutes a nice mean to handle tool droughts with ease. Furthermore have a look at all the statements on how to beat Zapdos Ex and a turn two Dark Slowking. All of them involve two to three benched Pokémon and a staller active on the other side. Name a reason why not to take advantage of that.

In fact such weenie rush decks are more than competitive. However they are less forgiving with regards to handling errors. You need to know your deck inside out and all the possible tricks built into it to avoide using it like a 'one-trick-pony'.

Make sure to run a standard draw card count which is 12+ at the moment. Note that this does not include Rocket's Pokeball. If you cant to count that deck stable as a draw card too we would be at 15+ draw trainers. Thats the standard amount of weenie rush decks in essence.
 
RaNd0m said:
What happens when you run into a dark deck? 50 damage a turn... but with low HP, I don't see how you can survive. I'm just wondering - I've very interested in the deck idea, but I don't see how it can beat many of the tier 1 decks today.

~ RaNd0m
Dark deck?
Prime said:
How can you say your drawing a lot. Look at this threads's deck? It has a total of 8 draw cards. You cannot possibly thing that you could draw every turn with 8 draw supporters.
No one said this list was the ideal list, everyone has their opinions. Even with 8 draw though you are still drawing quite a bit. You should believe the people that actually play the deck rather than making blind judgments about it. =/
Spike said:
I agree that this deck wouldnt beat many of the top decks right now. This is, basically, the same as zapdos. Except it's not as good. You swarm with slowkings but you only have 4 and Zapdos has staying power beyond 80HP.
Once you play one you can see why it's a good deck and why it's better thaN Zappy.

1. Slowking isn't an EX so it can't be stalled by wobbs and only counts as 1 prize.
2. Slowking does way more damage than Zappy could ever do.
3. Slowking disrupts early game where as all Zappy can do is attack.
4. Slowking can swarm much better because surprise K.Os don't affect you as much unlike Zappy where as scramble could cost Zappy the game.
5. Slowking has comeback power, only needs 2 energy for another one, Zappy has ZERO comeback power.
6. Slowking has more options because of all the tools/secret machines it runs.

You are all thinking about it wrong, think of the top decks, how Pokemon are there out there that can setup against Slowking that fast and can do a constant 80 a turn to keep k.o.ing Slowkings? A lot of Pokemon rely on certain situations.

-Blaze can only do 50, and everything else requires Energy to be discarded, which leaves you open for another Slowking to k.o. you.
-Gardy is weak to Slowking, and needs lots of energy on the field.
-Rock-lock is too slow and can only do 70 unless they draw some darkness energys and get it on Ampharos.
-Ludicargo needs lots of Pokemon out and Slowking decks usually don't have a ton of pokemon out so Ludicargo will do like 60-70 damage.
-Draggy needs to get setup fast otherwise it will lose the basics it needs to get setup and if they do get setup Draggy needs at least 3 darkness on it to k.o. a Slowking, Sneasel can k.o. Slowking bur another one will just come right back out and k.o. it. 1 for 2 prize tradeoff is not great.
-Zappy only can do 70.

You can think of what you want but that is all fact right there, not to mention Slowking decks should be using Buffer Pieces to make it even harder to k.o. Best part of Slowking is that a lot of people use Magcargo and unless you draw the card you need Slowking makes Magcargo useless.
 
Hiya

RaNd0m said:
What happens when you run into a dark deck? 50 damage a turn... but with low HP, I don't see how you can survive. I'm just wondering - I've very interested in the deck idea, but I don't see how it can beat many of the tier 1 decks today.

~ RaNd0m

I think he means pokemon with psychic resist =P

Peachyoto said:
5. Slowking has comeback power, only needs 2 energy for another one, Zappy has ZERO comeback power.

I think zapdos has some comeback power, through electrode ex, but you're right, slowking has more.

And as for the top decks? Yes, most of them will have trouble if you get the T2 slowking, and keep hitting for 80. But just remember, you should als look outside the top tier. You can't get ko'd that easily by most of the top tiers early on (t2-3), and evern that wouldn't take you out of the game. But i think anything with a decent grass pokemon (sceptile/Victreebel) has an edge against this deck. (not to mention certain techs that can stop "dark pokemon").

This is the last im going to say of this decks 'weaknesses' I dont want to give away too much to my opponents if i end up playing it (or a similar deck)

~Secretsmeargle
 
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RaNd0m said:
What happens when you run into a dark deck? 50 damage a turn... but with low HP, I don't see how you can survive. I'm just wondering - I've very interested in the deck idea, but I don't see how it can beat many of the tier 1 decks today.

~ RaNd0m

Hi RaNd0m,

Attach Crystal Shard and knock out the offense force on the other side :wink:.
 
are you sure this deck is consistent?????

you nedd an exact combination of 7 card in the opening hand+the card draft in the second turn+the prize of the second turn:
1 slowpoke (or a meowth) 8 card in the deck
1 evolution (slowkin/rocket's ball/celio) let's say 8 cards in the deck
2 energy.. let's say 14-15 in the deck...
2 tools let's say 16 in the deck
1 trainer to draw (or the plan is over) 10 card in the deck

if 7 of this exact cards are in the top 9 (12 if you use a drawing supporter in the second turn) of yur deck you can delivery the 80 damage second turn...

i don't think it to be so consistent....
 
it's consistant, I get Slowking setup 2nd turn pretty much all the time and I have played this deck a ton of times.Not that it matters but your math is off too.

with no draw you are taking the top 8 cards and the 9th comes from your prizes. You need only one tool because their basic will most likely not have over 50HP. So basically you only need 6 cards out of the 9 and one of the 6 you will always have no matter what. (Slowpoke/meowth) Not to mention if you do get a draw card you can add either 3 or more. (Steven's usually gives you around 4) and if you go second you have the chance of using 2 draw cards which makes your chances of setting up even greater.
 
why not add prof birch on this kind of decks? i mean, you simply empty your hand everyturn, with birch you can draw up to 6 cards, just like steven's.
 
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