Pokémon TCG: Sword and Shield—Brilliant Stars

Scizor/Metagross/Pidgeot

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Martin

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Coming straight from the newest set, Scizor ex quickly became known as one of the best ex Pokemon in the game. Some could even argue, that it might be, if not the best Stage One Pokemon currently legal in the Modified format.

Article Title: SMP
Author: Martin "KOTW"
Date: October 4th, 2005
Format: Modified, HL-UFO
Latest Set: EX: Unseen Forces
Contact: [email protected]

Scizor/Metagross/Pidgeot

Pokemon 20
4x Beldum (HL,54/101)
3x Metang DX (DX,40/107)
3x Metagross (DX,11/107)
2x Scyther (UF)
2x Scizor ex (UF)
2x Pidgey (RG)
1x Pidgeotto (RG)
2x Pidgeot (RG)
1x Deoxy ex (DX, 98/107)

Trainers - 26
4x Steven's Advice
4x Rare Candy
3x Island Cave
4x Celio's Network
2x Copycat
2x Rocket's Admin
2x Strength Charm
2x Great Ball
1x TV Reporter
1x Pokemon Retriever
1x Magnetic Storm

Energy 14
9x Psychic
4x Metal
1x Warp


Key Players:
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Scizor ex
120 HP
PokeBody, Danger Perception. As long as Scizor ex's remaining HP is 60 or less, Scizor ex does 40 more damage to the Defending Pokemon (before applying Weakness and Resistance).

MC 40, Steel Wing. During your opponen't next turn, any damage done to Scizor ex by attacks is reduced by 20 (after applying Weakness and Resistance).

CCC 50, Cross-Cut. If the defending Pokemon is an Evolved Pokemon, this attack does 50 damage plus 30 more damage.

Weakness Fire
Resistance Grass
Retreat 1

Description: Coming straight from the newest set, Scizor ex quickly became known as one of the best ex Pokemon in the game. Some could even argue, that it might be, if not the best Stage One Pokemon currently legal in the Modified format. A well rounded combination of a workable Poke-Body (Danger Perception), and two potentially powerful attacks, make this pokemon the perfect swirl of offense and defense rolled into one. Not only are you getting a high level of HP (120), but you are also decreasing your Opponent's damage for each Metal Energy you stack to it. In most cases, you want to be able to get as many Metal Energy onto it as possible to increase Scizor's chances of in game survival.

The attack department of this card is also extremely useful. For only two Energy, Scizor ex's first attack, Steel Wing, will do 40 damage and be able to reduce 20 damage during your Opponent's next turn. Combine this with the Metal Energy effect, you have a Pokemon that will not go into the discard pile easily. The second attack, Cross-Cut, can potentially do 120 damage (50+30+40). However, Danger Perception must be activated. If you are putting Scizor into the right in game position, then the 60 or less remaining HP on it should not be too much of an issue, because it should have a substantial amount of Metal Energy on it to survive a potential attack.

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Metagross
100HP
Poke-Power, Super Connectivity: Once during your turn (before your attack), you may search your discard pile for a P or M Energy Card and attach it to your Active Pokemon. Then, put 1 damage counter on that Pokemon. This power can't be used if Metagross is affected by a Special Condition.

PC: Link Blast. If Metagross and the Defending Pokemon have a different amount of Energy attached to them, this attack's base damage is 40 instead of 70.

Weakness: P
Resistance: n/a
Retreat: 2

Description: One of the supporting Stage 2 Pokemon in SMP. These work great in numbers. Getting Scizor powered in a timely manner is a very high possibility when you are using Super Connectivity. A heavy 4/3/3 line is definitly what you should be running in order to get multiples out. Great draw, combined with a basic that fishes out more cards for you make this a well rounded, dependable Pokemon. The attack is also amazing, a potential 70 for only a single energy attachment (if you plan on using Super Connectivity) makes this a fast hitter. Adding a damage counter in normal cases would be a disadvantage, but not in SMP. This draw back actually works in your favor. This allows you to manipulate Scizor's Poke-Body during your own turn which may lead to an unexpected +40 damage. The Synergy these two cards have is amazing.

Pidgeot
100HP
Poke-Power, Quick Search: Once during your turn (before your attack), you may choose any 1 card from your deck and put it into your hand. Shuffle your deck afterward. You can't use more than 1 Quick Search PokePower per turn. This power can't be used if Pidgeot is affected by a Special Condition.

CC Clutch. The Defending Pokemon can't retreat until the end of your opponent's next turn.

Weekness: L
Resistance: F
Retreat: 0

Description: Yet another Stage Two Pokemon. Getting Pidgeot into play as soon as possible is crucial to setting up your other Pokemon lines. Getting a card of your choice a turn will let you prepare for whatever The Opponent has waiting for you. A problem you may have is running into Battle Fronteir heavy decks such as Rayquaza/Zapdos/Electrode (ZRE), or some Ludicolo varients, however this list mentioned above plays 4 Stadium cards to aid this. Clutch is also useful as well. 40 Damage with a useful effect which can be powered in one turn due to Super Connectivity can also keep The Opponent guessing.


More into the deck..

As important as Scizor, Metagross, and Pidgeot are, there are more Pokemon that keep the flow of SMP going. Deoxy ex is a huge addition to this deck that was not always included. Playing only one is a play you can get away with, because Pidgeot will get it out for you when you need to use it. The Psyburst attack will do 50 damage plus 20 more damage for each energy attached to your opponent's active Pokemon. Logically, if you just had a Pokemon knocked out, it was by a hitter with loads of energy on it. In this case, Deoxy combo'ed with Super Connectivity will allow you to come right back and knock that Pokemon out without your opponent even knowing you were going to do a 3 energy attack in only one turn of attaching.

Your most favorable opening Pokemon in this deck will be Beldum. For only one energy, Beldum will allow you to search your deck for any one Pokemon and put it onto your bench. A problem many big evolution decks had with the current Modified rotation was the loss of Dunsparce (ss) to fill up their bench for bigger Pokemon. However, you can componsate for this with heavy numbers of basics + Great Ball + Call for friends. Having less than 3 basics on your bench after your second turn is not only unlikely, but unheard of.

After you have accomplished filling up your bench space, you need to get those evolutions out! In this case, we take a look at the trainer selection. Specific draw, combined with extra draw will get you what you need to start the combo off early. Steven's Advice, Celio's Network, Copycat, Rocket's Admin, TV Reporter, all will help you a different way in each given gaming situation. That is why each of them is included to give you in play flexability. If your opponent has a large hand, use Copycat, or Rocket's Admin to slow them down. If you are staring down a large bench accross the field, use Steven's Advice. Heavy numbers, and Pidgeot, allow the selection of these trainers to be easily accomplished. You also have to know when to burn irrelevent cards at the right times to aid you later game.

Watch out for Desert Ruins. Although letting it hang to activate Scizor ex is a risky play which may be beneficial at times, you have to make sure to not let it KO your Scizor ex. Playing 4 Stadium cards is something you must do. The two decks directly below SMP (Nidoqueen, ZRE) both max out on Stadium cards that threaten you. Battle Fronteir also poses a major threat for turning off Quick Search and Danger Perception, so be ready for these threats. The Stadium of choice for SMP should be Island Cave. Nidoqueen's only way of attempting to beat you is to Toxic + Desert Ruins to chip away at Scizor ex, this stops it.

Simple, yet efficient. The energy selection in this deck is nothing surprizing. You max out on Metal Energy to hopefully get it all on Scizor to make it a tank. Psychic must be played because of Metagross, and Deoxy. Finally, you run one Warp Energy to get out of bad spots. It's a nice addition because it's two cards in one.



Favorable Matches, and Favorable Openings

Judging by the current Metagame, SMP has the most favorable match ups. From gameplay, I have come down to the conclusion you are favored to beat: Nidoqueen, ZRE, Meganium,Typhlosion, Jumpluff, Slowking, and just about every other evolution deck you may come across. However, Ludicolo is the only deck that gives SMP problems. Being rushed by Plusle, and the new UF Magcargo tilts the game incredibly into Ludicolo's favor.

Having such a majority of FM's, SMP is the most solid deck choice in the current environment. I rank it #1 in FM's, and #3 in FO's (favorable openings). Being behind Ludicolo, and Nidoqueen. Here's the top 5..

FM Top 5
1. SMP
2. ZRE
3. Nidoqueen
4. Ludicolo
5. Espeon

FO Top 5
1. Ludicolo
2. Nidoqueen
3. SMP
4. ZRE
5. Espeon

So with this information at your finger tips, you should be able to understand the basic concepts which make SMP such an amazing deck that is not only competitive, yet fun to play. The newest set may call for some changes, but I will be back with a post set release update if this occurs. Until then, have fun, and keep playing.

- Martin
 
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