Pokémon TCG: Sword and Shield—Brilliant Stars

Sablock help

dark NidoKing

New Member
whats a basic skeleton of a sablock deck? like the pokes t/s/s and NRGS and techs for this crazy format we got going on here?
iam not asking for peeps to make me one just the basic skeleton list and a few good techs
 
Ok

The basic stuff

4-5 of a Pokemon that let's you use 2 Supporters per turn (traditionally Sableye, but also Smeargle)
2-2 Garchomp C
2 Uxie
1 Azelf
1 Unown Q
1-2 Crobat G

2-4 Pokemon Collector
2 Cyrus's Initiative
2 Judge
4 Cyrus's Conspiracy
3-4 Energy Gain
2-3 SP Radar
4 PokeTurn
2-4 Power Spray
1 Aaron
1-2 Bebe's Search

4-6 Dark Energy (Basic and Special)
4 DCE
Tech Energy (Fire for Blaziken, Psychic for Toxicroak)

Stuff that is very common


1 Chatot G (nerf their top deck)
1-1/2-2 Honchkrow SV (Mewtwo/Champ counter, more attack power)
1-1/2-1/2-2 Blaziken FB (DGX/Steelix/Vileplume counter, more attack power)
1 Bronzong G (lots of debate about that one)
1 Uxie LV X (minor draw power, nice attack)
1 Giratina (Let Loose Power = hand disruption)
1 Honchkrow G (snipe/grab Power Spray)
Ambipom G/Dragonite FB/ Toxicroak G Promo (for the SP mirror match)
Unown DARK (search Energy for T1 Donk with Sableye - not common but I have seen it used)
 
Yeah, this is the skeleton, but I "desagree" xD in some parts :
*You must have 4 power spray, see the deck's name xD
*I don't play azelf, but is my person choice
*Don't use Gyratina or Bronzong G .. the're just stuff your bench (is my theory on azelf too xD). Uxie lv X helps too become your uxie usesul after "set up".
Some advices:
About the stuff that baby mario put above, you should use chatot g, at least 1-1 hounchkrow sv, uxie X, ambipom g (I prefer him to draggy FB), promokroak and hounch G.
Yeah, space is a big problem in sablock hahaha =P
Good luck
 
I played sabelock for awhile and I agree with most things that Thiago said except honchkrow G I played him for awhile but never really found him of use but maybe thats just a difference in play style. I also found that if you dont run blaziken that Dragonite may be of more help than Ambipom so you have one more big hitter in the SP match up which is a major player in this format.
 
Here's my list and deck analaysis on Sablelock, just copied and pasted from the Sablelock Deck Spotlight. I've updated that list to what my current one is.

Ok... Sablelock. It first got popular in States in Florida last year, and soon grew popular. However, it was still extremely mysterious as to what it did. It won Nats in 2010 and was heavily played at Worlds that year.

Simple deck list (mine, if anyone cares):

NOTE ON LIST: It's recommended to play with Uxie X. I don't have one at the moment, but if you do, remove either a Chatot G or a Crobat G for it.

POKEMANZ (20):

3 Sableye SF
1 Smeargle UD
2-2 Garchomp C X
1-1 Honchkrow SV (Murkrow SV)
2 Uxie
1 Honchkrow G
1 Azelf
1 Unown Q
1 Promocroak
1 Chatot G
1 Draggy FB
2 Crobat G

T/S/S (29):

4 Cyrus's Conspiracy
2 Cyrus's Iniative
2 Judge
3 Collector
2 Bebe's
1 Aaron's
3 Energy Gain
4 Power Spray
4 Poke Turn
3 SP Radar
1 Luxury Ball

ENERGIES (11):

4 DCE
3 Special Dark Energy
3 Dark Energy
1 Psychic Energy

Alright...

Sableye SF : The starter. The body isn't amazing, but it really helps you get setup quicker. Overconfident is an amazing donking attack - assuming you have a Special Dark on, any Pokemon 50 HP and under is gone. Impersonate is a great attack, allowing you to discard a Supporter from your deck, but effectively using it as you do so.

Smeargle UD: This is your second preferred starter. The power is amazing, letting you both look at your opponent's hand and use a supporter from there.

Garchomp C: Chomp is an amazing card, and forms the basis for the damage of this deck. Claw Swipe can donk an opposing Unown Q/Hoppip with just an Energy and Gain, or DCE. Earthquake can OHKO an opposing Garchomp C X if you Flash Bit first, and it can do good damage to other Pokemon, as well as donking higher HP opponents.

Garchomp C X: This card is probably my favorite card. Free retreat, an amazing power, an awesome attack. Let's start with the power, Healing Breath. Healing Breath is used only when you level up into Chomp C X, but when you do you can remove all damage counters from all your SPs in play. That Honchkrow G that is 10 damage away from being knocked out? All healed. The attack is also amazing. Dragon Rush does 80 damage to anywhere on your opponents field for two energy + Gain/DCE + Gain. It's amazing - it can KO a pixie on the other side, or it can KO Stage 1's about to evolve, or... well, the possibilities are many.

Murkrow SV: Nothing special here, but his first attack can be used to disrupt your opponent's tools. 70 HP is also great for a basic.

Honchkrow SV: Another attacker here, and one I would say is a staple. His power is amazing. It can be used to mess up Gyrados, or power up his attack, or bring up Pixies from discard to Dragon Rush. His attack is also pretty good - assuming you have a full bench, it will do 80 damage - not taking into account what your opponent's bench is like. Plus, he can benefit from Special Darks.

Uxie: The main source of draw for this deck. Imagine, this is the final card in your hand, and you bench it.. you draw 7 cards. The attack is decent, do either donk an opposing Unown Q or to just get Uxie out of the way.

Honchkrow G: This guy is an amazing starter, though Sableye is preferred. He can easily donk if you played a Crobat G, can benefit from Special Darks, and it's first attack is extremely helpful to get set-up.

Azelf: The attack is decent, and one of the reasons I play 2 psychic. Also, the power is amazing to get Pokemon from your prizes that you need.

Unown Q: This card is one of the ones I grab if I have a Sableye start and I got a Collector: his power removes the retreat from any Pokemon in here, excepting Promocroak, if you attach it as a tool. Otherwise, 30 HP stinks.

Promocroak: Promocroak is the ultimate revenge killer. His attack lets you do 60 + Poison for Energy Gain plus Psychic energy (he's the other reason I play 2 psychic). His power is basically an SSU for him.

Chatot G: This card basically furthers the lock. It's power let's you look at the top 4 cards of your opponents deck and put them back on in any order - extremely helpful to prevent your opponent from getting good cards. It's attack can be useful in some situations.

Dragonite FB: Draggy is your SP counter - it can KO most of the basic form SP's, and can KO an opposing Garchomp C X.

Crobat G: This guy is basically a damage counter anywhere on your opponent's field. It's extremely helpful for donking, and he can help do extra damage with Garchomp C.

Cyrus's Conspiracy: This card fuels the deck - it let's you search out a TGI, an energy, and another Supporter. When you use this card, you want to chain it together with another one, by searching out another Cyrus's Conspiracy, and keep doing so until you run out of them.

Cyrus's Iniative: The basis of the lock. You can remove good cards from your opponent's hand early-on or late-game, and hopefully disrupt them.

Judge: This card furthers the lock. If you do it early game, you can severely mess up your opponent's set-up - being reduced to a 4 card hand is terrible.

Collector: Collectors are essential in here, as most of your Pokemon are basic. Play one of these early game and it's golden.

Bebe's Search: This card searches out any Pokemon in your deck. I like playing this and searching for an Uxie if you need draw, as the card on top of your deck reduces your hand size.

Aaron's Collection: The recovery. You can bring back any 2 SP's, energies, or 1 of each. Extremely important late-game if you lost Pokemon, or Dragon Rushed with two basic energy.

Energy Gain: This makes pretty much all SP's go from good to amazing. It reduces an SP's attack cost by one colorless, allowing you to donk much easier.

Power Spray: The final card in the lock. Imagine your opponent's last hope was to play the Uxie in their hand - Spray it. Power Sprays are extremely important here, especially early-game, and best used as a surprise (i.e. not searching it out with Cyrus's)

Poke Turn: This card is amazing. You bring back any SP in play to your hand. Perfect to reuse Crobat/Chatot, heal an SP, get back energies - anything.

SP Radar: Radar is pretty important to get out SP's early, and can help reduce your hand size to fuel Uxie.

Luxury Ball: The final searching card in here. Basically, you can search out any Pokemon (excluding Chomp C X). Should be a staple in every deck.

Double Colorless Energy: DCE's are so important in here - to either donk or get Dragon Rushes going late-game.

Special Dark Energy: It increases dark pokemon's attack by 10 damage, and can fuel Dragon Rushes. Pretty awesome.

Dark Energy: It provides energy for Sableye, Honchkrow G, and Honchkrow SV, as well as Garchomp C.

Psychic Energy: Provides for Promocroak and Azelf, and can be searched out with Cyrus's to help out Chomp.

STRATEGY: Basically, mess up your opponent and stop them from setting up. Judge's, Power Spray's. Iniative, Chatot G all help with that. Garchomp C X help's to take easy prizes.

STARTS:
Here, I go over the things I do when I start with a certain Pokemon.

Sableye: I either donk with Overconfident, or, if I can't donk, use Impersonate for a Cyrus's Iniative to disrupt your opponent, or search for a Collector or Cyrus's Conspiracy if you can't find Initiatives (i.e. they are prized) or you have an extremely bad start. Attach Unown Q to him to get him out of there when you are ready to start attacking.

Smeargle: Just Portrait, and then Q him and retreat when you are done.
\
Garchomp C: I like to level him up and start getting energies on him, and if you can, retreat him t1/t2, bring up a Sableye to start getting set-up. From then on do the stuff I said to do with Sableye.

Murkrow: Basically just get him out of there. His first attack can mess-up your opponent if they attached an Energy Gain/Expert Belt early.

Uxie: Either attach a Q to him and retreat for someone else (preferably Sableye), or Psychic Restore to do damage and get him out of there.

Honchkrow G: I usually do Honcho's Command if you can't donk, generally for a Poke Turn (to get him out of there and save energy, tho you can also attach Q to him) and an SP Radar to start getting SP's out.

Azelf: Lock Up can be useful to mess up your opponent if they had a bad starter, but generally Q him to get him out of there.

Unown Q: GET. HIM. OUT. OF. ACTIVE. That's pretty much all.

Promocroak: Not much to do here, use his power. If you flip heads, Yay! If you flip tails, I hope you have a Poke Turn ready.

Chatot G: Either Poke Turn it to reuse it's power the same turn, or use it's attack to get a Trainer and reuse it.

Dragonite FB: Occasionally you can donk if your opponent has an SP Pokemon, but otherwise Turn him to get him out.

Crobat G: I usually PokeTurn him to reuse his power, but you can just retreat him for, like, a Sableye.

This deck is hard to play, like to decide what to take out of hand w/ Iniative, but it's pretty fun. Once you get used to it it's a very good deck.

STARTING STRATEGIES:

So yeah, here are some strategies you can use if you start with Sableye.

1): Good start: I generally impersonate into an Iniative twice, and then either retreat Sableye into a Chomp/BDK/whatever attacker.
2): Ok start: This one is fun, and locks pretty darn good. You can even use this if you have a good start, though it screws up your hand. Impersonate into a Conspiracy for a Judge, an energy, and a Radar. Wait until next turn, then Radar into a Chomp, attach energy on him, and then Judge, effectively messing up your opponent. BUT WAIT! THERE'S MORE! Now, Impersonate an Iniative to really mess up your opponent, and dropping their hand down to 2-3 cards. Then attack with that Chomp.
3): Bad start: I'd just Impersonate into a Collector or a Conspiracy to start getting setup, and then you can start locking with Iniative or whatever.

I also have a Sablelock list that includes 1-1 Blaziken FB X and 2 Fire Energies. Blaziken gives the deck two much needed abilities: increased late game power with Jet Shoot, and field control with Luring Flame.

Here it is:

POKEMON (21):
3 Sableye SF
1 Smeargle UD
2-2 Garchomp C X
1-1 Blaziken FB X
1-1 Honchkrow SV
1 Azelf
2 Uxie
1 Promocroak
1 Unown Q
1 Dragonite FB
2 Crobat G
1 Chatot G

T/S/S (27):
4 Cyrus's Conspiracy
2 Cyrus's Iniative
2 Judge
3 Collector
1 Bebe's
1 Aaron's
4 PokeTurn
3 SP Radar
3 Energy Gain
4 Power Spray

ENERGIES (12):
4 DCE
3 Special Dark Energy
2 Dark Energy
1 Psychic Energy
2 Fire Energy

Pretty much the same as my other list, but yeah.

Hope I helped!
 
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