Pokémon TCG: Sword and Shield—Brilliant Stars

Turn 2 Kricketune'd

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lunasol had the disruption factor and shut off popular searching pokemon. this does damage and gets ohko'd by everything.

Not necessarily, when I ran Lunasol I ran it purely for the immediate threat and damage it could do (trying to live through 60 damage from the get-go is hard); the disruption just happened to be a happy secondary effect, Battle Frontier/Cursed Stone did far more disruption than the actual Bodies of the teched-in Lunatone and Solrock LM did.. And it held its own against some of the harder match-ups like Metanite and FlyGod.

4- Great Balls
4+ Master Balls

I playtested this exact list on the front page and there are WAY to many ways to get basics. We need to search more evolution cards to get the swarm going after the first kriketune is KOed. I mean you have 4 great balls,3 mentors, 4 kriketots to get you basics right there. Even 4 master balls seems like a risky play you can also get a basic or evolution card in the process. I think a little adjustment might make the deck perfect. Infernape does give this deck trouble since it cant take those darn 90 damage for 2 fires, even with the buffer piece kricketune is still dead.

You have a good thought Skarmbliss. However, in your play testing, how often did you manage to find a Kricketot or Kricketune with the Master Ball? I mean, there are only 8 possible Pokemon to search out in a 47 card deck (after prizes are layed and your hand drawn). I wonder how Celio's Network could fit in here perhaps instead of the more risky Master Ball?

And another random idea, the MT Secret Rare Trainer was just revealed: http://pokegym.net/forums/showthread.php?t=57883
How does this sound for the deck? It could be more effective than Night Maintenance given that you can get basics to your hand from the discard as opposed to shuffling them into your deck.
 
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well i say the deck can't beat infernape, which losses nothing this rotation...so...if you make it past turn 1 you stilll have to make it to turn 2

infernape losses PLENTY in this rotation dude... Lass, Transciever, Farmer, etc. the holon engine made infernape as fast as it is today, and losing it will cripple infernape.

lunasol had the disruption factor and shut off popular searching pokemon

CC FTW!

i LOOOOVE Time distortion, i think you should run 3 Distortion, 2 Maintenance.
 
not sure er2 is the best play really here guys. It is strong and provides disruption but in reality it is too flippy to be useful
 
Ok, a couple more updates:

1. I dropped the ER2; For some reason, drawing ER2 is impractical here (I can rarely draw it when it'd be useful), and its help is more situational, especially in match-ups like with Infernape who just DREs you anyways. 3 Celio's Network was added instead to give a definate way to search out a Basic or Evo.
2. Dropped Scott down to 1, and took out the 1 Buffer Piece. Added 3 Steven's Advice to give the deck more draw power (something it's been lacking in).
 
im not sold on buffer piece yet. it seems like anything that will OHKO you will do it for 100 damage a lot.

ROr
 
I am curious.
Where are your Team Galactic's Bets?
They should be GREAT in this deck.
Forcing the opponent to get rid of their possible HUGE hand from mullagains is great.

EDIT:
-4 Night Maintenance
+4 STDs (Space Time Distortion)
They work wonders in this deck.
 
why Time-Space Distortion. Night Maintenance doesn't have you flip for 3, it automatically allows you to get 3.

Cause those GO TO YOUR DECK.

And STD lets you flip 3 coins.

It's riskier.
BUT whenever one of your Tunes gets KO'd play it.
Flip 1 heads (which you usually do) get the basic back and swing for 80 again.
Flip 2 heads get the whole line back and swing for 80 again.
 
i tried out space time distortion in replace of nights maintainence and that card is truly marvelous!!!! You wouldnt have to rely on using holon mentor to get you basics from the deck after you returned 3 kricketots in the deck and you can just immediatly place them down if you get lucky.
 
I am curious.
Where are your Team Galactic's Bets?
They should be GREAT in this deck.
Forcing the opponent to get rid of their possible HUGE hand from mullagains is great.

EDIT:
-4 Night Maintenance
+4 STDs (Space Time Distortion)
They work wonders in this deck.

I agree that TG's Bet (or Wager, which imo sucks as a name) would be great, it's just trying to see where it would fit in...any ideas?

Also, STD is kind of...well, rare. I don't think most people will have 4 of those, so I'll be sticking with Night Maintenance for that reason, though I'll list STD as the superior option should anyone have 4 for some reason. :lol:

I'd have in 4 holon mentor, so you can get all your basics out before you use speed ball.

The only problem is once you've played the initial Mentor, the rest are usually dead draws. Besides, between Great Ball, the 2 Mentor already in the deck, Quick Ball, and Kricketot's CFF, you should easily have a bench full T2 anyways.
 
Crystal Beach might help against infenarpe with DRE but then again you are running DRE so it might not be such a good idea.
 
4 tune
4 tot
3 Latios d EX

why? Bulks up the number of basics so you don't keep mulliganning, giving your opponent the perfect hand to beat you turn 4/5 lol.

4 pluspower a must, balls a must- no mentor. IMO, 4 crystal beach the play to stop a quick scramble recovery.
 
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