Pokémon TCG: Sword and Shield—Brilliant Stars

Round 3 Entries Closed/late entries accepted, read 2nd page!!!

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It's up. Since my list scored second (good job Eric, you deserved first!) and people were curious, here it is:
Round Three Cabd's Entry said:
Ready for another crazy as heck entry? This is inspired by pooka’s TCGO stream, where he was playing Electrode Prime/Legends/Twins/Noctowl like mad.

Name: Mew_and_Electrode

TOTAL CARDS: 60

POKEMON: 19
Stage 2: 3
1 : Ampharos, GS-14
1 : Nidoqueen, TM-28
1 : Aggron, TM-1
Stage 1: 6
1 : Steelix (Prime), UL-87
1 : Muk, UD-31
2 : Electrode (Prime), TM-93
2 : Slowking, GS-12
Basic: 10
1 : Dialga, CL-3
1 : Jirachi, CL-11
2 : Slowpoke, UD-66
4 : Mew (Prime), TM-97
2 : Voltorb, TM-83

TRAINERS: 24
Trainers: 9
3 : Pokemon Communication, BW-99
2 : Revive, BW-102
2 : Junk Arm, TM-87
2 : Research Record, CL-84
Supporters: 15
4 : Professor Oak's New Theory, CL-83
2 : Flower Shop Lady, UD-74
4 : Twins, TM-89
3 : Pokemon Collector, GS-97
2 : Black Belt, TM-85

ENERGY: 17
Special Energy: 4
4 : Rainbow Energy, GS-104
Basic Energy: 13
5 : Psychic Energy, BW-109
8 : Metal Energy, BW-112
Looks a bit…. exotic, no?
Here’s the deck’s general game plan. Mew is really good at having a trick up its sleeve for everything, but the idea of “muk, crobat, jumpluff in lost zone, pair with Yanmega and vileplume” has been done to death.
I noticed that in this (fictional) metagame, we have half the metagame aiming to disrupt my hand. I also noticed that, lo and behold, mew is a deck that really doesn’t need too much of a hand, as once you get set up, it’s all about swarming the mews you have.
So, my thought was: “how do I make it impossible to hit my hand?” And the answer was “by not HAVING a hand”

Enter Dialga CoL. For MMMM it does 70 and shuffles your OWN hand into your deck. Most players immediately abandoned it (as they were right to do in the real metagame) but here, it serves as a useful tech. When paired against hand disruption decks, I aim to hurl the Dialga, then electrode metals/rainbows onto a mew, and go to town.

Slowking serves to help set up energymite to not hit major needed cards. I’m not too worried about decking out with this deck, thanks to the joys of “Time Rewind.”

Against other decks, you can use the muk, and then while using that mew to stall, build up a mew that can use one of the “heavy hitter” attacks, such as Aggron’s or Stoutland’s. The “cannot use this attack again” clause is rendered fairly useless when you can free retreat your active mew for another, assuming it survives.

If we decide we want our hand size back, while stalling with muk, we hurl nidoqueen. If we need help charging the bench, we hurl Ampharos.

Either way, using electrode and a 60hp main hitter makes for a deck that LOVES twins to death.

Here’s the matchup advice section for each deck:

Against Sharpedo/Mew/Vileplume:
Use electrode to active your own twins and deny them yours. Hurl dialga, and then use their own hurls if needed, they give you the muk and other toolbox elements you might need. You only need to do 30 damage at a given time. Use the pichu they might use to give yourself a full field of mews. If they go agro Sharpedo, use “Time Rewind” to make their attack useless. You can also use “guard claw” to make it so that their mew cannot use “strip bare” for a KO.

Against Magnezone/Slugma/Etc:
Use muk to drag up Shaymin as soon as it hits the board. Pachi works as well. This is the hardest match up of the four. Hitting an un-energized magnezone helps. Muk also shuts down magnezone and slugma. Your opponent does run switch, so you’ve got to hope for a nice and clean hit. Use jirachi (non-hurled) in the late game ocne you’ve put a bit of damage everywhere by dragging like mad to clean up a few prizes in one fell swoop.

Against Victreebell/Weavile:
This is a favorable match. You can use Dialga if your opponent goes aggressive with Weavile. If they attack with Victreebell, your deck runs enough energy to afford the extra retreat cost, and the damage done will not be enough to OHKO your mews. Their jirachi shouldn’t worry you, as the only evolutions you run will be either blowing themselves up, or sitting on the bench, chilling. Catcher is a bit worrying, but we have quite a bit of energy to go around.

Against Wailord/Porygon Z/Reuniclus:
Take a look at that list again. No switch! We can simply hit it for a 2hko using Steelix, which also denies them the usage of Tropical Beach, after using muk to drag up Reuniclus. They don’t even run DCE, so it would take them two turns to retreat manually. With it being psychic weak, we can ohko it with darn near any attack from mew’s book. Once reuniclus goes down, we simply pick on weak/un-energized wails, and also drop their Porygon engine, since it ALSO has a heavy retreat cost of two. A late-game jirachi hurts them greatly, as well. As for Zekrom, we’ll need to either grab it early, or hit it with two attacks, and lose a mew in the process.
 
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