Pokémon TCG: Sword and Shield—Brilliant Stars

Purely a gimmick(Jirachi/Machamp benching

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The Knee

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Pokemon-20

4x Jirachi RR

2x Dialga PT
2x Dialga Lv.X

2x Pal,kia G
2x Palkia G lv.X

2x Machamp GL

3x Uxie

3x Mespirit


Trainers-31

4x Pokemon collector
2x Bebe's search
4x Cyrus conspiracy
3x Seeker
2x VS seeker
2x TGI-energy gain
2x SP-Radar
3x Warp point
3x Junk arm
2x Twins
4x TGI-Poketurn


Energy-

5x Fighting energy
2x Water energy
2x Double colorless energy
use o
Use Jirachi earlygame to set up and prep the combo. Tank with palkis's while trying to flip heads with dialga. Always do everything but play your supporter prior to using the power. If you flip two heads, congrats. Lost cyclone to get their bench to 3. Use seeker and detour, their bench is now one. They draw and end. One more seeker and retreat for machamp to take the basic away and win the game.

It's not too good, but it's great for a few funny looks at a league. Plus, no other deck even attenots this,
 
One more seeker and retreat for machamp to take the basic away and win the game.

"If your opponent doesn't have any benched Pokemon, this attack does nothing."

Try it with Drifblim instead.
 
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Yeah, the deck should work better with following:

2-2 Palkia G Lv.X
2-2 Dialga Lv.X (Dialga PT with body/Dialga PT with power, whichever is your preference)
2-2 Drifblim (Shiny drifloon)
4 Jirachi RR
1 Spiritomb AR (Best thing to leave as active when flipping for Dialga's power)
2 Uxie
2 Mesprit
1 Unown Q
(1 Chatot G)


with energy line of...

4 DCE
3 Warp
2 energy of choice (maybe Psy + Water?)

I'd also put in Cyrus's Initiative. You need to stay alive for a couple of turn anyway when flipping for Dialga's power, and double Initiative with Jirachi can be absolutely brutal. Cyrus' Conspiracy is also good - 2x Cyrus gets you the supporters you actually need - Twins and Seeker.

The strategy would be the same, except that it only takes 2 turns to charge a Drifblim. This means that you can drop Drifloon after a successful time skip, put one energy, and then in the next turn, evolve, another energy and take away. This means you're not risking to be sniped/Bright looked before you can act.

Awesome stuff, this deck is.
 
Try Upper. Eliminates the need for warp and is more beneficial to the deck. It's like having 8 DCE.

I see Warp energy as purely a method to "retreat twice" when getting Lv.Xs in play - you don't want to leave Dialga Lv.X as active, anyway. Such as "Retreat Jirachi, level up Palkia, Warp energy and Detour" scenarios can be pretty common with heavy Lv.X count of the deck. Also works better against Tomb lockers, though you can Dialga Lv.X yourself out from it too - it means you'll have to be able to get Dialga before Tomb.

Only attacks this deck needs to win should be Detour and Take away, anyway. Jirachi can also get the DCE when it goes down (Gengars are evil, though, but there's Twins for that too).

I'm sure this is greatly a matter of playstyle though - my style would be trying to get the combo out for the very last prize, and for that, Warp energies are usually easier for getting Lv.Xs out. Maybe should play even four.
 
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