Pokémon TCG: Sword and Shield—Brilliant Stars

Magnezone Regirock

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I find that rescue energy and call energy work pretty good in this deck. To me, rescue energy give bigger impact than palmers because you need to keep sending out magezone constantly like zombie l. I am trying to add 3, 4 warp point to draw some cheap price when necessary and counter umbreon.
 
Cyclone Energy could be a good source of cheap prizes; the problem is too many special energy leads us to a few issues.

1) Umbreon. If we've got a warp attached to Magnezone (likely) or a Call or something, we're going to have to give them a free turn LZing it before we can do damage.

2) Inconsistency with Regirock and Magnezone - the former requires F, the latter requires L - we should have a decent amount of both in the deck. Too many colourless special energy isn't good.

I would limit the energy techs (above the 3-4 warps required for retreating) to maybe two or three. I also think with all the techs being used today to get around Rescue, they're not worth running in a fast deck like this, especially not with 3 magnezone primes.
 
I played this deck yesterday in the Georgia States event and went 3-4.

Lost to Lostgar when I couldn't find a supporter in four turns.
Lost to a Palka denial deck.
Lost to Regigas deck that Mesprit locked me six turns in a row!
Lost a close game to a Lux-chomp.

Mesprit-Seeker-VS Seeker is this decks bane.

Its alot of fun to play though.

I would drop the ERL however as it never once hit the table.

My son did better in Seniors with the same list coming in 4th. He lost to Lux Chomp twice, once in swiss and it T4.

Thanks for posting the list though. I've always loved Magnezone (obviously.)
 
I played against this with Luxchomp in Top 16 at Kansas States. The first game I took 2 prizes and
then he rolled me when he got the belt. The belt alone requires that I Flash Bite a bunch, and
additionally he ran Blissey so that two Dragon Rushes don't kill it without double Flash Bite. The two
games I won were due to Regirock start to T2 Luxray to kill the energy and a +3 Game 3 that I only
won on time.

TL; DR
Expert Belt is a must to beat, as you use too much energy other wise.
 
all right, this is basically a repost of what I already said elsewhere, but just wanted to let you guys know that I made a top cut with this and think it is very viable, you just need a consistent list and to play it right - the cat is kind of out of the bag at this point, so people are definitely going to be prepared for it. my insights are not the BEST, but I am trying to get better :)

so I made top 8 in Oklahoma (~90 players); I was 1-1 against a luxchomp in the top cut when I mulliganed 5 times, so my opponent had a 13 card hand, batted+luxray xed my magneton t2, and it was over for the day! it would have been anyone's game otherwise, so not saying I would have won :p it was too ridiculous a situation to be particularly "mad" at

this was my list going into the tournament
-2 ERL
-1 Fighting Energy
-1 Engineer's
-1 Pokemon Communication
+2 Expert Belt
+1 Judge
+1 VS Seeker
+1 Palmer's Contribution

were my changes going in, and I felt I the Palmer's never really helped; of the two times I faced gengar (vilegar & lostgar), I lost to lostgar because he had a prime quickly set up and I had too little searching power to get evolution cards out of my hand at the very start, and then against vilegar I never had a time when palmer's would have mattered

my thoughts from tournament play:
1) no real need for rescue energy after all...I never had one time that I actually found it useful during the tournament, although it could be reflective of me somehow (and could still be nice on a regirock or something)
2) mesprit would have potentially saved me a little trouble against luxchomp, as well as help against lostgar a bit, although you could probably find more specific solutions to lostgar
3) froslass gl is a freaking pain to deal with
4) I did not draw into expert belt in time against my first match with luxchomp, but it did still ensure my win in the endgame (rather than becoming draw reliant one last time)

I may -2 rescue +1 lightning +1 mesprit for now (get back to 7 lightning for my count), there was one tournament match in which I had a little trouble drawing into an electric, and it happened to me once in playtesting prior to this...but then again, even with just 6, it has only been an issue a couple of times in ~25 tests and now 9 tournament matches. I may also take back out Palmer's and put back in the Communication. +1 warp energy to get to 3 is also a potentially good choice, for situations like froslass gl interfering with life for magnezone...
 
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I considered running 1-1-1 or a 2-2-2 line of machamp, for a better sp match up, any opinion on this? too inconsistent?
 
I still think ERL is worth using. It can often take 3 prices through it is hard to setup. One stark mountain can help with that problem, and can still be used against vilegar.

I don´t think there should be removed an engi. It is already hard enogh to get the first energy discarded.
 
There were quite a few players using this deck at BC provincials this weekend. None of them did well as far as I could tell. (I never did play against any)
 
Went 5-2 and missed cut due to bloddy tiebreakers. Heavy Machamp meta game and I didn't get along, even with the Sunysore gym. I know other people who ran it that cut at our states though and made it to T8.

Notes:
- Rescue Energy is not required. Its one less turn to drop a proper energy and you really don't want to be lost zoning Rescue energy. I ran 4 Warp Energies instead.

- While I like the idea of having ERL, it doesn't seem practical. I fear more for the ERL being primary target when it hits the field, and theres almost no chance of you ever being able to swing with it the turn it comes out (unless you have Spiritomb/Unown Q shenanigans going on.)

- Deck is ridiculously fun but its Machamp matchup leaves much to be desired.
 
I went 4-2 on Saturday, missing top 8 in 12th, one loss was my own fault for playing too conservative against Dialga, the other I drewpass with dual tomb to my opponents T2 2 Donphan Prime.

I went down to 3 Engineers/3 Judge and didn't notice any problems discarding, once a Magnezone is up, it's easy enough to draw through your deck and draw into that Engineers. After the first one is in there, it becomes super easy to cycle them.

I removed ERL for a Palmer's and Belt, both were huge additions, I never got to use Belt, but in testing I could already see it improving my Luxchomp match. Palmer's was also too good, it didn't let SPChomp take the game simply by sniping a Magnemite/Ton, and it would always prevent me from decking my self.

I'll most likely be playing this again for my second State's, but if I do, I'd want to fit Blissey PL(Helps with discarding, healing is a bonus) and a second belt to increase my drawing of it(a Magnezone with 160HP and no weakness tanks everything, especially with Blissey hopefully being there to heal).

Starts need to be fixed as well, Round 1 I started Regirock against Vilegar and drew passed for 5 turns, barely being able to squeak out a win. Obviously my loss to donphan was because of my hand having nothing but energy in it. The games I started with Tomb/Magnemite/Magnezone Prime in hand always went smoothly though, but that should be expected, those should be considered ridiculous god starts.
 
Alex2k, I hope you are being sarcastic. If not then you are both trolling and uniformed.

I have a more teched out list than what is posted here, but it's still very consistent on top of being very fun to play.
 
The deck's inconsistent. That's why it is bad

While I respect your input most of the time, you are ridiculously uninformed. I have played this deck since last Thursday as well as at States, I have never once had a bad start and it always sets up with it sets out to do more than 95% of the time. Not only did I run it, but I know two other people who ran it who went 4-3 (He had to lose to me in Round 7 of swiss), and the other person was 6-1 in swiss and made it to Top 8 before getting his butt kicked by Blaziken FB Level X while having little to no issues with Luxchomp/etc throughout the day.

If this is a troll man, you gotta save it for elsewhere, because the facts are out there. This deck is pretty wicked.
 
Your best sp counter is consistency and tons of judges, machamp will hardy win you gamesyou wouldnt win anyways.
Like the idea but Im not sure about the list, call seems so staple here xD
 
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