Pokémon TCG: Sword and Shield—Brilliant Stars

Preliminary Grades and Voter Input (Division 7)

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Cyrus

Iron Chef - Master Emeritus
Directions on how to differentiate Voter Input over other comments:

-Read carefully through each deck.
-Title your post as "Voter Input."
-Tell me which deck right off the bat deserved the win.
-In a few sentences, tell me why that deck deserved the win, and the other deck didn't.. Remember, this is a 1 v. 1 format, meaning that you aren't choosing the best of four, but the best of two...twice.
-Use some grade at the bottom of your post to rationalize your decision - preferably the system I've been using this whole contest.


~~~Rainbowgym VS Flygon999~~~
Rainbowgym

Pokemon 23
4 x Duskull – SW (reaper cloth)
4 x Dusclops - DP
4 x Dusknoir – SF (shadow command)
2 x Cresselia – GE (moon twinkle)
2 x Cresselia Lv X
2 x Nincada - LA
2 x Shedinja - LA
2 x Chatot – MD
1 x Spiritomb - LA

Trainer/Supporter/Stadium 23
3 x Roseanne's Research
4 x Bebe's Search
2 x Cynthia’s
3 x Prof. Rowan
3 x Switch
2 x Night Maintenance
3 x Moonlight Stadium
1 x Premier Ball
2 x Rare Candy

Energy 14
4 x Call energy
10 x Psychic Energy



Duskull (reaper cloth), being able to evolve it with the “berry” gives you the advantage of not needing a Rare Candy like in other stage 2 decks. With enough stage 1’s you will have most times a Dusknoir out in your second turn.
Not being able to attack if you start this way is not that bad, you can attach an energy, get some damage from you opponent’s attack and next turn evolve to Dusknoir, use it’s Power (get more damage counters and cards) attach energy and use the first attack on any Pokemon of your opponent.
Or if you have Call nrg, get some more basics out.
Cresselia to move damage counters around and keep Dusknoir out of KO range.
Shedinja is a very underestimated card. And in combination with Cresselia ( move 1 counter to Shedinja) so annoying.
Chatot, always handy if you start hand is bad or in case you can empty it and want new cards. Discard it if you don’t need it with Dusknoir’s Power.
Spiritomb – handy as usual.


Rowan and Cynthia, to reduce your hand size before using Dusknoir’s Power.
Sometimes you really don’t want to discard and Rowan will let you keep that one card you can use after you shuffled/draw making you not needing to discard anything while using Dusknoir’s Power.

In case Cynthia will give you 8 cards, well you might not have a Dusknoir at that time to use and find a new one with it.
3 Moonlight to provide free retreat for the Psychic Pokemon, can be used to discard with Dusknoir’s Power.
2 Night Maintenance in case you have discarded to much.
1 Premier ball to get that LV X out.
2 Rare Candy, not needed that much, just in case.

The second attack of Dusknoir, you will not use often in this kind of build. The first attack in combination with Cresselia’s power gives you so much manipulation which is much more consistent than a 3 energy cost attack.

Enjoy,

Lia
(Rainbowgym, division 7)

Flygon999

POKEMON: 19

1 : Duskull [SW]
2 : Duskull [DP]
1 : Dusclops [DP]
3 : Dusknoir [SF]
2 : Cressilia [MD]
2 : Cressilia Lv.X [GE]
1 : Palkia [GE]
1 : Palkia Lv.X [GE]
2 : Uxie [LA]
1 : Uxie Lv. X [LA]
2 : Unown ! [LA]
1 : Azelf [LA]

TRAINERS: 26

4 : Bebe's Search
3 : Roseanne's Research
3 : Professor Oak's Visit
3 : Switch
2 : Moonlight Stadium
3 : Rare Candy
2 : Night Maintenance
2 : Premier Ball
4 : Super Scoop Up

ENERGY: 15

15 : Psychic Energy

STRATEGY: Go straight to Dusknoir, and use Unown !/Cressilia to get damage on Dusknoir, or use Dusknoir's Poke-Power to do so. Dusknoir snipes the bench, so using that with Palkia Lv.X + Cressilia Lv.X is a good combo. Palkia Lv.X, switch up their damaged Pokemon you sniped, and then use Cressilia to Knock it Out from there for the 2 prizes. Do this only 3 times to win the game. Unown ! helps out a lot too, getting 2 damage on Dusknoir allows you to do +20 damage to whatever, but if you get a heads, you can put 2 damage on any of their pokemon, which is kinda like having 2 PlusPowers =D. Uxie is an awesome setup card, better than Claydol for this deck, because Moonlight Stadium + Palkia Lv.X FTW.

1 : Duskull [SW] Just 1 is good, because if I put it down late game I can evolve to Dusclops right away, but otherwise, IMO Duskull DP is a better attacker.

2 : Duskull [DP] Better than Duskull SW, because you get to disable something =D. It even has a 2nd attack! 20/10, good because it hits bench which fits the strategy nicely, but it's just a mere 10.

1 : Dusclops [DP] Middle stage....Roam, Dusclop's 1st attack, is REALLY good. It snipes, or you can damage yourself for Dusknoir's Damage Even attack. Gravity Wave blah, not too good. Use Roam instead.

3 : Dusknoir [SF] Main attacker of the deck, has to be lol. <3 Shadow Command, putting 2 damage on self to make Damage Even even better! Snipin' anything for a lot of damage is great, especially when you got Unown !, Cressilia, and Palkia to help it out and Cressilia Lv.X to do the Final damage ftKO, taking 2 prizes.

2 : Cressilia [MD] Better than the GE one, because this helps with the setup. Future Sight is good for a starter, good for setup, good good good. But I don't like Healing Light, it's okay but not too good IMO, you don't need to heal Dusknoir.

2 : Cressilia Lv.X [GE] Full Moon Dance, awesome Poke-Power, the reason it's in the deck. Move 1 damage counter from anything to anything is good, helps heal, damage stuff ftKO easier like a PlusPower, and makes Dusknoir's Damage Even attack stronger. Moon Skip is also the other reason of why it's in here, Dusknoir Snipes something, Palkia Lv.X brings it up, and then Moon Skip for 2 prizes right there!

1 : Palkia [GE] Better than the MD one because this has -1 Retreat Cost.

1 : Palkia Lv.X [GE] Restructure is a good Poke-Power, helps the combo of the deck a lot, Poke-Reversal in a way, no flip, but they get one of yours too. Normally they'll choose Palkia, so that's why play 3 switches. But if you have to Lv-Up (while active) you can use Moonlight Stadium to retreat anything else that they send up of yours.

2 : Uxie [LA] Set Up really will help you Set Up. I chose this over Claydol because he is a Psychic Pokemon, and I have the Moonlight Stadium + Palkia Lv.X combination. His attack is good too, put it back to the bottom of your deck, allowing you to use Set Up again.

1 : Uxie Lv. X [LA] Just one, for the Poke-Power. Get 1 of the top 2 cards of your deck, helpful. Zen Blade, 2 for 60 is good too, even though you cannot use it the next turn is okay because you'll attack with something else by then.

2 : Unown ! [LA] I like this guy, Heads you put 20 on any of theirs, Tails, 20 to most likely, Dusknoir, helping it to get moar damage on and be stronger.

1 : Azelf [LA] Just in case a Dusclops, Palkia, Uxie Lv.X, etc gets prized, and I really need it. I guess that Lock Up is good too making them not able to retreat, which can really slow them down giving yourself time to setup.

Bebe's Search: Need 4 to get out pokemon.

Roseanne's Research: Not enough room for 4, but just 3 is fine.

POV: Draw card of the deck.

Night Maintenance: Revives Pokemon/Energies.

Moonlight Stadium: Good with Palkia, and gives free retreat to everything but Palkia.

Switch: There's 3, mostly for Palkia. Don't need Warp Point because Restructure can do the same thing but better.

Super Scoop Up: 4 SSU's for Unown !, a dying Dusknoir, or to use Uxie's Set Up Poke-Power again.

Rare Candy: For Duskull to evolve to Dusknoir, 'nuff said.

Premier Ball: For my Lv.X's, I got 4 of them so I decided that 2 of these would be really useful and speedy.

I will grade this later.



~~~Headsrcool VS DreamChaser AJ~~~


headsrcool

Pokemon 21
2 Duskull SW
2 Duskull DP
2 Duskclops DP
3 Dusknoir SF
1 Dusknoir DP

2 Baltoy
2 Claydol

2 Unown P
1 Unown M

1 Azelf LA
1 Azelf Lv. X
2 Mesprit

Energy 16
11 Psychic
4 Call
1 Multi

Traniers 23
4 TGW
4 Rare Candy
4 Bebe's Search
3 Moonlight Stadium
2 Warp Point
2 Night Maintenance
2 Energy Pickup
1 Cynthia's Feelings
1 Energy Switch


I did a write-up and tried to send it, but it didn't work.
DreamChaser AJ

4 Duskull SW
3 Dusclops DP
3 Dusknoir SF
1 Dusknoir DP

4 Abra MT
2 Alakazam MT

2 Azelf LA
1 Azelf LvX

2 Uxie LA
1 Uxie LvX

23 Pokemon

4 Rare Candy
4 Bebe's Search
4 Roseanne's Research
2 Moonlight Stadium
2 Night Maintenence
2 Wager
2 Cynthia's
1 Warp Point
1 Prof. Oak's Visit (Professor Program version)

22 Trainers

4 Call Energy
11 Psychic

15 Energy

Idea: ideally, start with Abra and set-up Dusknoir. Reaper cloak allows the Dusclops to evolve faster so the hand doesn't hold them. uxie/Dusknoir draw engine instead of Claydol. Moonlight gives everything free retreat, helpful with leveling up Uxie/Azelf after a KO. DP Dusknoir return their candy'd pokemon or heavily energied pokemon to the deck and then snipe another energy heavy pokemon or claydol/support pokemon with Dusknoir SF. With all of the energy out of play, use Dusknoir SF's second attack to KO while the opponent strugles to come back. Azelf to find the pokemon you need and set-up your prizes for the rest of the game Also eliminates weakness/adds another sniper with the lvX.

Alakazam helps with slowing your opponents set-up while keeping your hand low to maximize uxie/dusknoir engine. Abra is an AWESOME starter in psychic decks, and extra abras get discarded with Alakazam or Dusknoir. Night maintenance is at 2 to keep the deck a little more alive after discards. Call Energy works great, since a t1 dusclops can't attack. Cythia's are important since dusknoir SF can get weak after enough poke-power uses.

I will do a write-up later.
 
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Yes, 3 lists without Claydol.
I am very proud to be in this division.

But I don't get it why all of you use Dusknoir DP, nobody will put down more than 3 bench if they see you are using Dusknoir. And because it's your main pokemon you can't really hide it/suprise with it.

Anyway Dusknoir was fun to work with.
 
Because if they DO put more than three on their bench, you're going to be mad that it wasn't in there. It's not like 3 Dusk SF is too few... And his attack can be pretty decent late game.

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

I also never predict that my opponent knows it's coming. Plenty of new players can come to a tournament with a pretty darn good deck, but not know/ forget about dusknoir DP. Tom Dolezal didn't play pokemon all last year until Nats, I'm sure he was told about Dusknoir DP (He played it I believe), but you could forget it if you are rusty. I never assume my opponent will know what to do.
 
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Actually I don't like it if people put down more than 3 because they don't know what the DP does. (like new unexperienced players). Those games are not fun and no challenge for me at all.
We used best of 3 during BR and I did run Dusknoir against an unexperienced player, after using the power in the first game, I stopped her in the second game when she attemped to fill her bench (reminding her on what Dusknoir could do).
Giving her the option to rethink/take back.
I prefer to have an opponent who is fully aware of what might happen, but that's just me.

And you cannot compare a deck running around Dusknoir with those who only have a 1-0-1 DP line in it.
I looked at it from a different angle I suppose. I want my opponent being in doubt if I run it or not when using a heavy Dusknoir filled deck.
 
Rainbowgym-
Very interestimg
Deck-8/10...very consistant, but lacks consistant draw
Creativity-3/5....Nothing really jumped out at me except the 4/4/4 line with 2 candy, and maybe the ninja.
Card Use-4/5...everything compliments each other fairly nice!
total-15/20

Flygon999-
Interesting as well!
Deck-8/10...a little better than rainbow's. I like the 2-1 uxie!
Creativity-4/5...unown!...smooth play, Palkia X...good play.
Card Use-4/5, everything fits well together...not many flaws...maybe the trainer line could be tweaked some mroe..
total-16/20

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

^after looking at it again, I really am pushing for Ranbow to have a 9, and FLygon a 7.4/5, round up to an 8 on list. I really looked more into it, and thats what I beleive...
so total is...
16/20 for both...
I am leaning a bit more towards Rainbow now, but not by much!
 
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Finalized verdict for Headsrcool VS DreamChaser AJ:

Lists:

-Both are very good, and very equal. Headsrcool's only problem would be a bit of clunkiness, and DreamChaser's only problem would be a bit of clunkiness also, as well as a couple weird choices (ex: the single copy of Professor Oak's visit, lol).

9/10 for both.

Creativity:

-Heads's list is a cookie-cutter attacker+Claydol - despite the additions of Unowns P and M. DreamChaser, however, has a pretty interesting option with the Alakazam line. 2/5 for heads, and 3/5 for Chaser.

Card Use:

-Both do decently well. Heads abuses the first attack more, while DreamChaser abuses the Poke-Power more. 3/5 for both.

FINAL WINNER: DreamChaser AJ
 
Critique

I think that Flygon has the upper hand in creativity, but I feel like you're just getting stuck with benched liabilities using your Unown !.

Rainbowgym: I'm confused by your choice of 3 switch and no warp point. I'm also confused as to your choice of only 3 Roseanne's. Good use of Rowan and Cynthia, but I think 5 slots between the two of them seems excessive.

My vote goes to Rainbowgym.
 
11 Basics + 4 Call should be enough already, but also if needed 4 Bebe and finally 3 Roseanna to get a basic did make me feel I didn't needed a 4th Roseanna.
Actually I have more options to get my basics out than my opponent who is not using Call nrg.

Switch over Warp, because I don't use the DP Dusknoir, the SF Dusknoir can put damage on each Pokemon I want.
And to pull of the Shedinja/Cresselia trick you need switch more than warp.

The only thing I regret is the 3th Moonlight, I should have stayed with my other list who had 2 Moonlight and 1 TM devolver.
 
@ Rainbowgym: GE Cresselia over MD Cresselia makes me sad.

Why, only Nincada as basic who can do damage seemed not enough to me.
And my deck is not meant to use Cresselia's first attack, but in case needed I prefer to get damage(counters) in play over anything else.

Just personal preference, that's what I like about this game, you can twist your deck in a way fitting your play style best.
I never liked Claydol, so getting this Dusknoir for the challenge gave me another time to make a deck without it. Why waist a Bebe on a Claydol if you can have a Dusknoir (or 2 or 3).
 
Thank you for the results and great job Headrcool. Your deck looks very strong.

The Oak wasn't really that random. I had one card spot left. it was either going to be another warp point or draw. I decided draw. The deck has powers to draw and shuffle draw, so I figured it could use at least 1 straight draw. think about it. I uxie up to 7 and then oak's for another 3 minus 1, 9 cards. This makes the choice simpler for Alakazam discards and I didn't want to use felicity's because of the heavy discards already. Early game would prefer oak's over mars/bucks, and Buck's wouldn't help the first attack any and there's too much draw powers out there to stop mars' effect. So, when in doubt, add draw cards.

Bear in mind, I'm not complaining at all; just rationalizing my selection to the community.
 
Rainbowgym, MD Cressilia is way better, because Foresight is awesome. Helps setup a LOT! I don't quite get the Shedinja tech, neither do I understand why you don't use any Claydols or Uxies. Both help a lot, without 'em, it's just too slow. I'm also surprised that you have 3 Switches, I would think that Warp Points would be better for a Bench Hitting deck to KO them damaged Pokemon. 2 Rare Candy and 4 Dusclops? The other way around is much faster IMO. The Rowan/Cynthia idea was smart though, I like that.
 
Flygon, if you ever run into a deck who uses Shedinja/Cresselia you will understand, it's so nasty to play against. However with Gengar in the new format Shedinja will be not so good anymore.
And slow? Well it's not a T2 hard hitter, but most decks are not hitting hard in turn2 and I really think that is not what we are supposed to do.

And I really don't understand why Warp Point is better in a deck which can hit the Bench already. If you use Dusknoir DP yes, but I don't use that one.

2 candy/4 dusclops is not slower, drawing into your rare candy is much harder imo.
But that only works if you use the reaper cloth Duskull with enough Dusclops.
In theory if you have 4-4-4 and you start with 1 of each you will have a Dusknoir out T2, 4 bebe can fetch you the missing one of that 1-1-1 needed. Along with 2 Candy I think the options to get that Dusknoir out T2 is higher than using 3-1-3 or 4-2-3/1 trying to draw into your candy if you don't use reaper cloth Duskull.
And who needs a Claydol/Uxie if the options to get that Dusknoir (who gives you draw) out fast (again theory)

I simply don't follow the average way of deck building, I like decks with options/tricks whatever, even if it slows down a bit.
 
List:

Rainbowgym 8/10
Flygon999 7/10

Creativity:

Rainbowgym 3/5
Flygon999 3/5

Card Use:

Rainbowygm 3/5
Flygon999 3/5

WINNER: Rainbowgym

Will update with comments later, if necessary.
 
Yes Please I like to see the way you are "thinking".
I still get the feeling that throwing in 4 roseanna/4 Bebe/4 Candy and 2-2 Claydol or 2 Uxie gives each list always a higher score no matter what.
This is not an "attack" on anybody, but it just feels that way, WHY?
Do I mix live experience with some cards to much with the real goal of the contest which is theory only?

Lucky for me, my opponent also didn't follow that "standard" way of list making, so our match up was more equal..

Thnx for the good match up Flygon.
 
Lia, you forgot the 2 Cynthias that are required.

I think that lost me my match, but congrats and good luck in the next round!

Vince
 
Lia, you forgot the 2 Cynthias that are required.

I think that lost me my match, but congrats and good luck in the next round!

Vince


LOL, perhaps that's the reason I got 1 point more.
However I serious don't like the card and will never use it in any of my real decks, just like I will not use Wager.
 
my opinion on headsrcool vs. dreamchaser-

i just want to add my opinion on this particular match. i saw both lists, and i could tell that Curran's list is just stronger, mainly in consistancy. dreamchaser is missing claydol, and relies on mainly uxie for draw. Now, uxie is a great card, but i just can't see it being the main drawing power in a dual stage 2 deck. He should have at least use a 1-1 claydol, which is very acceptable because of azelf. Also, Im not too sure about the alakazam in there. Its an okay card, but just doesnt really combo well with dusknoir. With that being said, alakazam is not the extra space, and more importantly, another stage 2. Curran utilizes the same idea as dreamchaser, only in the form of mesprit. its not as effective, but is extremely easy to get out. curran also uses claydol draw, which is constant draw power every turn, unlike uxie. he also uses unown P, along with dusknoirs power, makes dusknoir start hitting big early. So, i prefer headsrcool's list over dreamchaser AJ's. JMO-Alex
 
Yes Please I like to see the way you are "thinking".
I still get the feeling that throwing in 4 roseanna/4 Bebe/4 Candy and 2-2 Claydol or 2 Uxie gives each list always a higher score no matter what.
This is not an "attack" on anybody, but it just feels that way, WHY?
Do I mix live experience with some cards to much with the real goal of the contest which is theory only?

Lucky for me, my opponent also didn't follow that "standard" way of list making, so our match up was more equal..

Thnx for the good match up Flygon.

Not necessarily, but the counts are very important to me if they are relevant.

Keep in mind that what I'm never looking for is X card, so much as X level of consistency, speed, and reliability. You can do this without Claydol, although so far the "best" lists have coincidentally featured it.

This post ought to have answered garchomp's concern as well, and with that...

*click*
 
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