Pokémon TCG: Sword and Shield—Brilliant Stars

Rockband again, haven't played in months

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votalesin

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Given how boring last season was, I gave up playing back in March. I was tired of playing the same 2 decks over and over. Now, after rotation and 6 months time, I decide to come back. Thankfully I came back to a much better game. That being the case, after being gone, I had to completely rebuild my decks. I'm starting with something easy just to get back in.

ROCKBAND! <- Not sure who originally created it, but it wasn't me

4-4-4 Beedrill GE
3-3 Claydol GE
1 Azelf LA


4 Roseanne's Research
4 Bebe's search
2 Cynthia's Feeling
1 Dawn Stadium

4 Rare Candy
2 Dusk Ball
4 Quick Ball
2 Warp Point
2 Night maintenance
2 Plus Power
2 Super scoop up

2 Multi Energy
11 Grass energy

Basic strategy as always, Set up bees fast and start attacking for 1 energy. Bebe's get evolutions, Roseanne gets basics and energy. Multi energy for the unlikely times Claydol is stuck active. Most decklists run far less grass energy, I have seen several that run 4 multi as well. Most of them also ran 1-2 Pachirisu or a Ditto, I am not doing that, hence the 2 multi. Again, I have too much grass, not sure what to replace it with.

Rare candy gets the bees out fast, Dusk Ball/Quick Ball are for non-supporter deck thinning. Warp point for distortion and Super Scoop up to save my injured guys. NM is needed in a deck like this, but really if I need more than 2, then the deck has bigger problems. Plus power is optional, some versions of rockband use it, others do not. Kingdra has 130 HP, Beedrill maxes at 120 damage, so its just for that little push. Dawn's stadium I could take of leave, might just use a switch since I have free retreat.

Comments, criticism and and fixes are welcome and appreciated.
 
Personally I think the new Belosome, which has a similar attack gives you more options and is a better choice.

But if you want to play Beedrill have you considered skipping the Basic and stage ones and just playing 4
Beedrills with s Garchomp X line. That way you can restore them and give them +20 HP with Snowpoint Temple. With Bebe's, Claydoll and Lunatone, you will have little problem getting the Beedrills into the discard pile so you can restore them to the bench. Garchomp is not a bad attacker in itself either. Rmember Bucks Training might also be usefull in this deck as it is a draw combined with a plus power.

Any way good luck with this deck, and if you lack any cards from the sets you missed let me know as I probably have them to spare. Welcome back, I am very glad you have decided to play again.
 
i would take oout the bedrill and put in a
4-4-4 line of feraligater and turn the deck from grass two water and distroy with it.
 
You can get by with a 4-3-4 Beedrill line. I've played with both 3 and 4 Kakuna, and find that the extra Kakuna usually gets in the way. They are useful early game to stall with Stiffen while you setup a 2 Beedrills on the bench. Definitely try to use 2 Kakuna for your first 3 Beedrills. But late game you will need to quickly get Beedrill back. Usually I've already got one in hand and I frequently get the other with my Quckball or Cosmic power. Argh!

You can also drop the Dusk Balls and Dawn Stadium. You don't attach enough energy for Dawn Stadium to really help. Although it would be good to have a way to counter Lake Boundary when you're playing against a fire deck. (Note, I did very well against a Magmoratar deck that was playing with LB last weekend. I might have won if I had remembered about the 100 bench hit and played my supporters better.) Anyway, I find that 3-4 Poke Balls are more useful than Duskballs and Dawn Stadium.
 
Pokemon: 18
4 Weedle
3 Kakuna
4 Beedrill
2 Baltoy
2 Cladyol
1 Azelf
1 Duskull
1 Dusknoir

Trainers: 31
4 Bebe's
4 Buck's
4 Rose
2 Cynthia's
3 Quick Ball
3 Pokeball
3 Plus power
3 NM
4 Candy
2 Warp Point

Energy: 10
4 Multi
6 Grass


Your welcome!

Beedrill Creator was Colin Moll/Jake S.

RockBand is from someone from the gym putting Band Attack and the Rock(really fighting type) Claydol together, making RockBand!
 
Thanks for everyone's help. Couple of points:

1. Garchomp, I love the Lv X of this guy, but I loaned out all my Garchomp stuff and haven't seen it since. I would need to get a full line, including Gible. Might be worth it, but I would rather keep my small amount of pokemon funds going into newer cards.

2. Feraligatr. Funny post, but I ran hurricane a long time ago and hated it. Thanks for the thought!

3. I continue to see Duskull and Dusknoir, where exactly do they fit? And furthermore, what set are they from?

4. Night Maintenance. I already said why I don't feel the need to run more than 2. If playtesting proves that I need them, then I will consider it.

5. Pokeballs. I am anti-flip for the most part, and dual ball is gone so no chance of double-flipping.

To add: 8

Duskull
Dusknoir
Buck's Training
2 more multi

To remove: 8

Dusk ball
Dawn's stadium
Grass energy
1 quick ball

I'll keep toying with it. I am also taking a look at Dragonite/Raikou as well as Kabutops. From what I hear, Kabutops doesn't pair up with anything besides Zapdos.

Thanks again for all the help!
 
Being that I am the one that dubbed the deck RockBand :)biggrin:), and have played it almost exclusively since it won St. Louis Regionals, I think I could offer some sound advice.

4-4-4 Beedrill is something I heavily endorse. Having to use Rare Candy on early game Bees is never good, because you'll want to save them for late game when you can pull off Night Maintenance tricks.

Speaking of Night Main, you'll probably want 3, maybe even 4 of these. Beedrill isn't that hard to KO, especially with all the MagLeaf floating around. You'll want to get Weedles back on the bench ASAP, as well as conserving your Beedrill count, because prizing something is almost inevitable.

Easy KOs also means you'll want at least 3 Cynthia's. Since we have no huge straight draw like Steven's any more, this is the closest substitute, and I think it would work wonders here.

Dusknoir...I'm really torn on the subject. AFAIK, it was originally chosen because ppl didn't expect it as a tech, and that it helped make the Fire Truk (Mag/Catty/Phlosion) matchup more even. Nowadays when ppl think RockBand, Dusknoir is one of the first things that comes to mind, and the meta is relatively prepared to handle it. I really like it in here just for the fact that if ppl aren't prepared for it it's really really good, but most people are ready for it now.

3-3 Claydol seems like a bit much, and that's exactly what I would take out to make room for a 1-0-1 tech.

I haven't tested SSU, but it seems good against spread/snipe decks.
 
Cynthia's is a good idea. I've avoided it in favor of Claydol. But sometimes Claydol doesn't cut it. Beedrill's strength is that it can recover quickly from a KO, and this is where Cynthia's will really shine. After a KO, Night Maint Weedle, Beedrill, and another. Then Claydol for 2-4 cards, then Cynthia's for another 8. Late game this will get you through half of your deck! That's great odds for getting the Candy and Beedrill that you need!

I run 3 SSU and it works great. It helps get Azelf off the bench in case you are up against Dusknoir. If you have a Rare Candy in hand it is a piece of beauty. It also works well if you have a prized Beedrill and you can setup an undamaged Kakuna. Too bad we don't have a card with better odds of success.

If you're going to play Dusknoir, definitely run 4-4-4 Beedrill. I suppose I'm impatient and I rush to get the first 2 Bees setup so I can do 60+ DMG by Turn 3. If you can wait, you'll usually have 3 Kakunas ready by turn 4.

Good luck and happy swarming!

Jeff
 
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