Pokémon TCG: Sword and Shield—Brilliant Stars

Winrar Starforce Deluxe

Frankly, I'm not a huge fan of the list, but wow.

I never expected you to write such a well thought out and full explanation to a "fun competitive deck". Great job, great ideas, and a great example for the gym to go on.

Sooo... Dunsparce and Shuppet get no love?
 
I like the rogue concept of the deck, and this was a great article!

I just have two questions:
First, why only 1 Crobat G? It would seem that to maximize damage you would like to have two or even three. If you needed the space for extra T/S/S I understand.

Second, why no Rainbow Energy? It would save you the trouble of having to attach a Water and a Psychic to Starmie to fully utilize it, and the 1 damage counter isn't that much of a drawback. Or did you find that you could search for the necessary energy consistently with Cyrus's Conspiracy?

Again, great article!

It's mainly a metagame choice. The Poke-Turns are primarily for DGX, which allowed me to deal with Vileplume locking up my Pluspowers, but all other scenarios it was primarily for Crobat G. As such, I really usually only relied on one Crobat G.

Ultimately I ended up finding out through the playtesting that adding more Crobat G meant I ended up drawing into more Crobat G, which in theory is fine, but the issue was that it would quickly get Hurled, or sniped, or it took up space that could have been otherwise completely useful trainers/supporters/stadiums. Which, is not to say that I don't approve of the multiple Crobat G thing, it's just that I've never really needed to use more than one: once Luxray GL Level. X or Garchomp or what-have-you was gone, it was gone for good, and the need for Crobats take a backseat to hitting for as much damage as possible. Multiple are perfectly fine if that's the individual player's fancy.

As for the Rainbow Energy question: yep, pretty much. I eschewed Rainbow Energy for a few reasons. Firstly, it ensured that I didn't get locked by Red Armor. Secondly, it's not searchable. Thirdly, that one damage counter has spelled the difference between life or death for Starmie, since it's so low on HP in the beginning. I focused on minimizing as many possible risks as I could in an already risky deck, which was why I did not utilise Rainbow Energy.

Cyrus, essentially, was the major search card that saved my life.

Frankly, I'm not a huge fan of the list, but wow.

I never expected you to write such a well thought out and full explanation to a "fun competitive deck". Great job, great ideas, and a great example for the gym to go on.

Sooo... Dunsparce and Shuppet get no love?

Dunsparce and Shuppet were not used primarily for four major reasons. Firstly, no retreat cost: All cards, save for Dialga G, have no retreat cost, which is extremely vital in being able to play flexibly to your opponent's play style. Energy attachments can make or break a game in this situation, so you cannot risk running low energy and then end up discarding it. Likewise, because of the low basic count, running Unown Q is just asking to be donked.

Secondly, the larger HP: Starmie, despite weakness, is still stronger than Shuppet or Dunsparce, so the chances of being OHKO, while still formidable, is much lower when you're not facing a Luxray. This is vital against decks such as Vilegar and Gyarados, as now if you Hurl one Magikarp (or chain KO a Gyarados), a belted Starmie can last you the entire game. Shuppet and Dunsparce, due to their 50HPs, are still in Gyarados' shoot range.

Thirdly, Core Flash: Shooting Core Flash is helpful against Spiritomb's Keystone Seal and Vileplume's Pollen. A 50 onto either of them could be crucial to getting out of an early lock (Darkness Grace takes Spiritomb to 50, putting him straight into KO range with Core Flash). Dunsparce is colorless, so his default Fade Out does nothing (and it cannot be augmented since you're under Keystone Seal) against Spiritomb. Likewise, Shuppet is generally not as good because of his lack of ability to snipe.

Fourthly, the redundancy and multi-task of the BTS line. I'm running a Stage 2 anyways, so there's technically no harm in running a Stage 1, since the engine to quick evolve Gengar Prime can be used for Starmie. What this means is that the advantage of a basic Pokemon is marginal, at best.
 
Have you considered a Dunsparce HGSS tech since it offers a different type to attack with (and its a single card to search out instead of 2)

Dunsparce with +40 damage equates to 1 shotting Garchomp C level X.

I understand what you just said about why not these basics, but just running 1 dunsparce could significantly improve your Luxchomp Matchup.


Edit: Also; why SF Haunters if you say you rarely attack with it anyway, perhaps you should take a look at the Triumphant one with 80 HP and Free Retreat.

Edit #2: How does this deck fare against Lostgar? I would guess not very well as it basically prevents you from using the Star Boomerang Option... depends on how much Snipe fodder they lay down I would guess (so I would actually say its a win since at a tournament not many people would know your deck and as such wouldn't hold back from playing their tech basics)
 
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Who were you expecting to play this deck when you were choosing to include words like "eschew" and "prescient"? I'm not complaining, since you're article was clearly well-written, however, this is Pokegym, bro.
 
The name happen to be a megaman reference?

Mega man Star force? Yep.

Have you considered a Dunsparce HGSS tech since it offers a different type to attack with (and its a single card to search out instead of 2)

Dunsparce with +40 damage equates to 1 shotting Garchomp C level X.

I understand what you just said about why not these basics, but just running 1 dunsparce could significantly improve your Luxchomp Matchup.


Edit: Also; why SF Haunters if you say you rarely attack with it anyway, perhaps you should take a look at the Triumphant one with 80 HP and Free Retreat.

Edit #2: How does this deck fare against Lostgar? I would guess not very well as it basically prevents you from using the Star Boomerang Option... depends on how much Snipe fodder they lay down I would guess (so I would actually say its a win since at a tournament not many people would know your deck and as such wouldn't hold back from playing their tech basics)

Hmm, I hadn't thought of Dunsparce like that, frankly. That sounds interesting.

In regards to TM Haunters, I originally used that one. Thing is, I never treated with that Haunter, and the SF one I had used its attack twice before. So, on the off-chance circumstance that I had no other attack, I relied on that. It was quite helpful, actually, in locking down active powers such as Regigigas.

On the subject of Lostgar, actually, it depends. If they're playing a Gengar Prime straight or Gengar Prime / Palkia G build, I actually have the advantage. A belted Starmie can hit virtually anywhere on their field for 50 or for 70 to their active if the Prime is promoted. The tactic becomes pretty simple, actually.

Star Boomerang twice (or once if you augment it with Crobat G drops), then Cursed Drop. Low Energy requirements across my board allows that to happen. Gengar Prime, alone, cannot keep the damage up, even against a belted Starmie, so it depends on what they partner with him, which means that the matchups becomes dependant on their partner.

Who were you expecting to play this deck when you were choosing to include words like "eschew" and "prescient"? I'm not complaining, since you're article was clearly well-written, however, this is Pokegym, bro.

Bro, I don't expect anybody to play it. I'm just legitimizing to myself that I can be a contributor to a community about a children's card game, and not just a wily troll.
 
On the subject of Lostgar, actually, it depends. If they're playing a Gengar Prime straight or Gengar Prime / Palkia G build, I actually have the advantage. A belted Starmie can hit virtually anywhere on their field for 50 or for 70 to their active if the Prime is promoted. The tactic becomes pretty simple, actually.

Star Boomerang twice (or once if you augment it with Crobat G drops), then Cursed Drop. Low Energy requirements across my board allows that to happen. Gengar Prime, alone, cannot keep the damage up, even against a belted Starmie, so it depends on what they partner with him, which means that the matchups becomes dependant on their partner.



Bro, I don't expect anybody to play it. I'm just legitimizing to myself that I can be a contributor to a community about a children's card game, and not just a wily troll.

Using Star Boomerang is just asking to have your Staryu+Starmie be Hurled into Darkness.

but the deck seems solid overall.
 
yah this is a lot better and faster with shuppet pl w banette pl and dunsparce hgss. this counters your sp matchups and all others but the mirror match
 
Core Flash only hits pokemon with pokepowers and pokebodies. NIce article though :)

I know. It was a mistake on my part in terms of the omission. I did, however, supply the massive picture of Starmie that hopefully people read.
 
Core Flash only hits pokemon with pokepowers and pokebodies. NIce article though :)

Aren't too many Pokes currently played that have neither a Power nor a Body. The statement is basically true.
 
Starmie's Core Flash allows a solid 50 damage to any Pokemon on the opponent's field for 50 damage, done.
Not quite. The target needs to have a Poke-Power or Poke-Body.

EDIT: Oops, didn't notice the second page of posts. It's already been said.
 
I made a deck with the SF Gengar and that Stramie, and I think it can do good. I played Gengar for a very long time, and always had trouble hitting bodies so good idea.
 
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