Pokémon TCG: Sword and Shield—Brilliant Stars

Metanite advice needed

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i 've had five stadiums from the start and they come out good i am not sure on weather holon ruins or tower is right i am also wondering if 4 celios is too much with smooth over and delta control i can get almost any card i need
 
Adam Garcia said:
do de do.I am helping him.I told him before i hated metanite.

Negative comment about the deck....

Adam Garcia said:
Ok well jeff i agree with him u need a 5th stadium.Ur list is ok Water Adept.i think 3 transciever is too much.maybe take out one and add another celios network

Positive comment about the deck.:thumb:
 
okay how about this

trainers 25

3 celios
3 desert ruins
4rare candy
2 holon ruins
2 holon scientist
2 holon mentor
2 holon transiever
2 warp point
1 switch
2 atm rock
2 rocket admin
 
Absoltrainer said:
okay how about this

trainers 25

3 celios
3 desert ruins
4rare candy
2 holon ruins
2 holon scientist
2 holon mentor
2 holon transiever
2 warp point
1 switch
2 atm rock
2 rocket admin


Nice.
GL with the deck.:biggrin:
 
Psyco Pedestrian said:
Adam, you have NEVER won with MetaNite!
Have u?I never played in a tourney with it because it was sooooo crappy.I tested it against everything.Ludicargo is better then it
 
Adam Garcia said:
Have u?I never played in a tourney with it because it was sooooo crappy.I tested it against everything.Ludicargo is better then it

.....another bad comment about the deck?:biggrin:
 
I completely disagree with Adam Garcia. I have played WAY too many Metanite Variations to not think that this is a good deck structure. You might try an Electrode EX in this deck as well. I've never played with this deck so i wouldnt know if this is a good idea or not but at least im being productive.

This is kind of off topic but Adam, what is with that "do de do"?

I have never been a fan of Rock-lock or ATM Rock and my opinion on that card is biased but try instead of Rock, some Curse Powder or Pro. Cosmo's. You delta control the card u want, then cosmo's the other 3 from the bottom of your deck.
 
SuicidalPikachu said:
I completely disagree with Adam Garcia. I have played WAY too many Metanite Variations to not think that this is a good deck structure. You might try an Electrode EX in this deck as well. I've never played with this deck so i wouldnt know if this is a good idea or not but at least im being productive.

This is kind of off topic but Adam, what is with that "do de do"?

I have never been a fan of Rock-lock or ATM Rock and my opinion on that card is biased but try instead of Rock, some Curse Powder or Pro. Cosmo's. You delta control the card u want, then cosmo's the other 3 from the bottom of your deck.


the do de do is when i block all ur BS. Ok i hate this setup of Metanite as u guys know. Metatrode is alot better IMHO.Ok now with Metatrode u basically blow up then pow! away U can destroy opponents bench easily.Now in this Metanite The professor cozmo thing is crap srry to say.What happens if u get crap?
Curse powder maybe a good idea.But stick with ATM rock.Because it can really screw ur opponent who rely on rare candy and plus it works after a big crush and burn.If u ever decide to play Zapdos ex then that will really help too.You could maybe even use voltorb and Zapdos as a mini Zap turn dos.i am being productive.O jeff if u want to do this instead of metanite ill trade u electrode ex at league.


:pokeball: Adam Garcia out:pokeball:
 
I just like the version with no Macgargo because it still plays consistent with no search Pokemon.
 
Most of the trainer lists that you guys have put up have only had at most 7 draw Supporters (and that's counting each "wild card" Holon Transceiver as a Holon Scientist, which will more than likely not be the case). Good luck on getting anything out in play fast enough to do what you need to ... that is, if you don't get a horrible start from the get-go. Imagine a Slugma start with no draw Supporters -- think about how long it will take you to just get a Metagross in play. :eek:

Honestly, the deck does not need Magcargo. It also doesn't need a Holon Engine. In fact, here's a list of what it needs and what it doesn't. I'm not going to post a list because I don't want to get net-decked or whatever, but here's some of the best constructive criticism I can offer, from someone who's been playing MetaNite for months:

MetaNite does not need:

-- Holon Ruins. Just beef up the draw Supporters and run the better ruins (Desert Ruins).
-- Four Plusle. One or two will do the trick.
-- Magcargo. You already have a Pokemon that searches that doesn't get locked by LunaSol, and the power is constructively stackable. Just make sure you can counter Battle Frontier and you'll be fine. Or, better yet, run a healthy amount of draw Supporters.
-- More than 7 or 8 Lightning Energy. Remember, you're bringing them back from the discard pile, creating the illusion that you have more than 7 or 8.
-- DRE. Just run the DX Metagross... gets by Battle Frontier, has a decent type, etc. etc.
-- The Holon Engine. Using Supporters to grab your Pokemon (Holon Mentor, Holon Researcher, Celio's Network) just slows down the speed that MetaNite has. The Holon Engine is also best used with Jirachi, which probably shouldn't be in this deck.
-- Zapdos ex. A Zapdos on turn 2 is awesome, a Zapdos on turn 18 is not.

MetaNite does need:

-- At least four Stadiums. Battle Frontier is still a threat, but the even scarier beast is Cursed Stone, which will usually toss damage around like crazy.
-- DX Metang. A great way to effectively counter Medicham ex that doesn't sacrifice too much of the deck's build.
-- At least three Rare Candy's. Wanting to get that DS Metagross in play ASAP will convince you to do this.
-- Plusle. In a lot of decks Plusle is a great starter Pokemon, but in this deck it's great late game as well. A well-timed Positive Spark can ease up the pain of using Crush and Burn, and if you're running Pow!'s or Pokemon Reversals, you can easily set up a lock and then go about destroying your opponent with a little Plusle.
-- Pokemon Reversals/Pow! Hand Extension. KO Pidgeot/Magcargo.
-- Rocket's Admin. Use this after you get rid of the bird or slug, and you've got yourself everything from an easy win to an awesome comeback.
-- Fluffy Berry. Better than any Warp Point or Switch imaginable, send up a Fluffy Berry'd Pokemon, charge up a Metagross on the bench, send up the 'Gross. Don't skip a beat.
-- Protective Orb. Just to take care of those pesky Fire-type decks/techs, including DS Salamence, Typhlosion, Typhlosion ex, Magcargo, etc. Or, if you don't see Fire-type, toss it on a Dragonite and refuse to be surprised by a Crystal Shard.
-- Crystal Shard. This is a bit questionable, but it definitely helps out against the resistance that Steelix ex and Flygon ex have, and it can counter some decks that have been recently gaining a bit of popularity (DS Salamence, Flygon ex).
-- DX Metagross. I already explained this one when I said that DRE's aren't needed.
-- "Hook" Dratini. 30 damage on the second turn to a Lightning-weak Pidgey is just great

Okay, hopefully that helped. I nearly wrote up an article on MetaNite, but someone beat me to it. However, I have found these things to be imperative in maintaining the speed, strength, and versatility that MetaNite deserves. And to whoever said that MetaNite is a bad deck, I laugh. My brother greatly modified his LudiCargo to take care of my deck, and even with all the tech'ing he did (ATM [Ice], DS Tyranitar, Crystal Shard, etc.) he still can't beat the thing.

Good luck with your deck.
 
thanks i was worried about my supporter lineup and thoght of sticking in stevens or tv reporter but i don't know what to replace and take out

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okay i agree i need more draw power so lets say this trainer line up

3 celios
3 desert ruins
4rare candy
2 holon ruins
2 holon scientist
2 holon mentor
2 stevens advice
2 warp point
1 switch
2 atm rock
2 rocket admin

how does that work

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the celios give me a good early start, the desert ruins hel-p me against ex heavy decks, 4 rare candies oviously. holon ruins will let me smooth over holon ruins discar electric delta charge it back. holon scientist and stevens give me decent draw power holon mentor helps me in the beginning to get a slugma beldum and dratini on my bench, warp point and switch are good in emmergancies rocket's admin is another good draw card and can disoriant an opponent esspsially when they have a good hand and you can tell. atm rock is handy whith the hevey rare candy and evolve decks like medicham and lbs
that is my logic on my trainers i took out holon transeiver because i really don't need it with smooth over and delta control. althogh i am still taking all other ideas in to consideration
 
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Absoltrainer said:
okay how about this

trainers 25

3 celios
3 desert ruins
4rare candy
2 holon ruins
2 holon scientist
2 holon mentor
2 holon transiever
2 warp point
1 switch
2 atm rock
2 rocket admin

Take out the two ATM [Rock] and a Warp Point, and throw in three Steven's Advice. Then take out some of your Holon Engine and put in some T.V. Reporter and more Rocket's Admin. One Holon Scientist is good. You can probably reduce the number of Energy you have and put in some of the other Trainers that I mentioned (Pokemon Reversal, Protective Orb, etc.). Again, good luck.
 
yes but don't you discard it at the end of your turn

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Are trainers always the hardest part well anyways how does this work


3 celios
3 desert ruins
4 rare candy
1 holon ruins
1 island cave
2 holon scientist
2 holon mentor
2 stevens advice
2 warp point
1 switch
2 atm rock
2 rocket admin

on draw power i think 2 scientist 2 stevens and 2 adims is enogh because at around the 5th turn at least mabey earlier i should have a magcargo out and getting a metagross charged up on the feild(active) then i can get any card i want each turn. what about a Prof. cosmo or tv reporter shoud i put in those
 
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