Battle of the Compressor Decks: Updating Favorites for State Championships
What’s up ‘Beach goers? Last time we spoke I was soul searching, looking for a deck that would net me a couple of strong finishes in the final two weekends of City Championships. Up until then, I was only working with a pair of second place finishes. Even though Night March had been my tried and true deck of choice for the World Championships, I put the deck aside for the first month of Cities in an attempt to expand my ability as a player. But with only four Cities left to go, JW Kriewall, Kirsten Sprague, and I buckled down to create the best Night March list we could in order to conquer our final Cities of the season.

I’m happy to report that I was able to win two of my final four Cities with Night March / [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card], upping my City Championship total to 180 Championship Points! I consider Night March to be the most aggressive and consistent deck in the Standard format. Previously, I thought Standard Night March was just an inferior knockoff of the Expanded version, but I have come to realize the power and versatility of Milotic in the deck, as well as the numerous tricks Night March can pull off with the help of Milotic that the [card name=”Mew-EX” set=”Dragons Exalted” no=”120″ c=”name”][/card] version cannot. When playing Night March / Milotic, I felt like I was piloting a near optimal version of the deck across both formats, which is crazy coming from a Standard list.
PokeBeach writer Steve Guthrie just published an article on his experiences with Night March / [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] during City Championships, but our opinions on the archetype vary drastically, so don’t worry! You’ll be getting a completely unique outlook on Night March here! In this article I will review the Night March / Milotic deck I piloted to two City wins before looking at Night March and Vespiquen in the context of BREAKpoint for State Championships. Thanks for checking it out!
Night March / Milotic
[cardimg name=”Milotic” set=”Primal Clash” no=”44″ align=”right” c=”custom”]Commitment to Sparkle Motion[/cardimg]
About two months ago my friend Diego from Chile told me that I would dominate City Championships if I played Night March with [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card]. Unfortunately, I didn’t believe him. I was a bit frustrated with Night March at the time and assumed that Milotic didn’t offer a reliable solution to the deck’s inherent sustainability issues. I couldn’t have been more wrong. After witnessing the rampant success of Night March at City Championships across the country, I had to concede that the deck was still formidable in the Standard format.
At first, I leaned towards Night March / [card name=”Bronzong” set=”XY Black Star Promos” no=”XY21″ c=”name”][/card]. The [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] engine has good synergy with Bronzong who accelerates Energy out of the discard to your Benched Pokemon. Bronzong also gives the deck an out to defeating [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] decks by allowing Marchers to occasionally attack with Metal Energy instead of [card name=”Double Colorless Energy” set=”HeartGold and SoulSilver” no=”103″ c=”name”][/card]. My primary concern piloting Night March / Bronzong was competing with [card name=”Yveltal” set=”XY” no=”78″ c=”name”][/card] / [card name=”Zoroark” set=”BREAKthrough” no=”91″ c=”name”][/card] / [card name=”Gallade” set=”BREAKthrough” no=”84″ c=”name”][/card]. Without a way to force the Prize trade in your favor, you are totally at the whim of your opponent, hoping they bench more [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] than you or miss an attack somewhere along the way. Truth of the matter is, Yveltal / Zoroark / Gallade effortlessly mows through Night Marchers. Night March needs a way to take out Pokemon-EX to make the most out of our precious Double Colorless Energy.
I had seen the idea of playing [card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”name”][/card] in Night March tossed around some of my group chats on Facebook. The card seemed gimmicky at first, but the more I practiced with it, the more I realized its potency. Target Whistle is a shoe-in for decks that take advantage of the opponent’s Benched Shaymin-EX. The problem with non-Supporter tech cards in a deck like Night March is that they will often get discarded while setting up. It dawned on me that Milotic changes all of this. Milotic compliments the Battle Compressor engine because it allows you to bring back resources you may have burned through during the opening turns of the game! Some games you only need four DCE, but you might need three [card name=”Startling Megaphone” set=”Flashfire” no=”97″ c=”name”][/card]. Some games you may need to Target Whistle three times! Some games you need six DCE! Milotic makes Night March an extremely versatile deck that is capable of dragging Pokemon-EX out of the discard and knocking them out effortlessly. Let’s take a look at my two-time City-winning list!
[decklist name=”Night March / Milotic” amt=”60″ caption=”” cname=”Joltik” set=”Phantom Forces” no=”26″][pokemon amt=”19″]4x [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”deck2″ amt=”4″][/card]4x [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”deck2″ amt=”4″][/card]4x [card name=”Lampent” set=”Phantom Forces” no=”42″ c=”deck2″ amt=”4″][/card]3x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”3″][/card]2x [card name=”Milotic” set=”Primal Clash” no=”44″ c=”deck2″ amt=”2″][/card]2x [card name=”Feebas” set=”Flashfire” no=”22″ c=”deck2″ amt=”2″][/card][/pokemon][trainers amt=”37″]4x [card name=”Professor Sycamore” set=”Phantom Forces” no=”101″ c=”deck2″ amt=”4″][/card]1x [card name=”Judge” set=”BREAKthrough” no=”143″ c=”deck2″ amt=”1″][/card]1x [card name=”AZ” set=”Phantom Forces” no=”91″ c=”deck2″ amt=”1″][/card]1x [card name=”Teammates” set=”Primal Clash” no=”160″ c=”deck2″ amt=”1″][/card]1x [card name=”Lysandre” set=”Flashfire” no=”90″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”deck2″ amt=”4″][/card]4x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”deck2″ amt=”4″][/card]2x [card name=”Float Stone” set=”Plasma Freeze” no=”99″ c=”deck2″ amt=”2″][/card]2x [card name=”Pokémon Catcher” set=”Emerging Powers” no=”95″ c=”deck2″ amt=”2″][/card]2x [card name=”Buddy-Buddy Rescue” set=”BREAKthrough” no=”135″ c=”deck2″ amt=”2″][/card]1x [card name=”Muscle Band” set=”XY” no=”121″ c=”deck2″ amt=”1″][/card]1x [card name=”Town Map” set=”BREAKthrough” no=”150″ c=”deck2″ amt=”1″][/card]1x [card name=”Startling Megaphone” set=”Flashfire” no=”97″ c=”deck2″ amt=”1″][/card]1x [card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”deck2″ divide=”yes” amt=”1″][/card]3x [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”deck2″ amt=”3″][/card][/trainers][energy amt=”4″]4x [card name=”Double Colorless Energy” set=”Next Destinies” no=”92″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
At the beginning of City Championships, my thoughts about Night March were very rigid. I remember looking at a Night March list laid out on the table with PokeBeach writer JW Kriewall. In an attempt to mix up our list, he suggested knocking our [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”name”][/card] count down to three copies. Without even considering it, I scoffed at the idea. “Night March needs four Dimension Valley!” I exclaimed. In retrospect, I should have at least entertained the idea. I was adamant about keeping four copies of the Stadium because my past experiences with the deck proved that to be the ideal count. In practice though, three has been good for Standard. I’ve learned a lot about Pokemon in the last three months, and the evolution of this Night March list is an indication of my growth and increased flexibility as a player!
3x Dimension Valley
I can be stubborn. Anyone who builds decks and tests with me will confirm this. Sometimes it’s for the best; sometimes it keeps me from realizing some truth about the game. Cutting to three [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”name”][/card] in Night March was a great idea that took me a month too long to realize. In Standard, you don’t need Valley to make the most out of [card name=”Mew-EX” set=”Dragons Exalted” no=”120″ c=”name”][/card]. You only need it to occasionally attack with [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card] when the matchup or in-game situation calls for it. Many decks in Standard are not maxing out their Stadium counts, while some are not playing Stadiums at all! Many decks, like [card name=”M Manectric-EX” set=”Phantom Forces” no=”24″ c=”name”][/card] and [card name=”Primal Kyogre-EX” set=”Primal Clash” no=”55″ c=”name”][/card], that do play high Stadium counts don’t require you to attack with Pumpkaboo. One of my initial thoughts was that you would want four Valley to ensure the first turn attack with Pumpkaboo should you start with it. A counter argument for that is we play two copies of [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] and an [card name=”AZ” set=”Phantom Forces” no=”117″ c=”name”][/card]! In the rare circumstance that you go second, start a Pumpkaboo, and can’t find a Dimension Valley, odds are you will at least be able to find a way to switch into [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] to pull off an attack.
I’m flexible enough to cut to three Valley, but I wouldn’t go any lower than that. I have seen some lists drop to two or even zero Dimension Valley! Now that’s something I can’t get behind at the moment, even if you do play [card name=”Bronzong” set=”XY Black Star Promos” no=”XY21″ c=”name”][/card]. Three is just consistent enough to see it early and often without whiffing it when you absolutely need it.
2x Buddy-Buddy Rescue
[cardimg name=”Buddy-Buddy Rescue” set=”BREAKthrough” no=”135″ align=”left” c=”custom”]Rescue on the bro side, ya feel me?[/cardimg]
My old Night March lists used to play one copy of [card name=”Revive” set=”Black and White” no=”102″ c=”name”][/card] to recover Night Marchers late game. With the addition of [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card] to the deck, [card name=”Buddy-Buddy Rescue” set=”BREAKthrough” no=”135″ c=”name”][/card] has proven itself to be the superior card. Although Buddy-Buddy gives your opponent the benefit fishing their own Pokemon out of the discard, its synergy with [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card], [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card], and Milotic makes it too strong not to play. With Battle Compressor, Buddy-Buddy is not only a card that recovers resources, it also promotes consistency. I have started a few games with unplayable hands, except for a Battle Compressor and a Buddy-Buddy Rescue. It allows you to Compressor away a Shaymin-EX, recover it to your hand, then play it to the Bench to Set Up! Sometimes if I have a Battle Compressor, Buddy-Buddy, and [card name=”Professor Sycamore” set=”Phantom Forces” no=”101″ c=”name”][/card] in hand on the first turn, I will Battle Compressor away two [card name=”Lampent” set=”Phantom Forces” no=”42″ c=”name”][/card] and a [card name=”Feebas” set=”Flashfire” no=”22″ c=”name”][/card], recover the Feebas with Buddy-Buddy, then play the Sycamore.
Buddy also recovers your Milotic so they can be used to fish resources out of the discard when needed. Discarding a Milotic during the first turn of the game would be distressing if there weren’t a reliable way to pull that Milotic back out! During the finals of my last City Championship, I had Battle Compressor and Buddy-Buddy Rescue in my hand with a Feebas on the Bench. I wanted to target my opponent’s Benched Shaymin-EX in order to go down to two Prize cards, but my [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] was in the discard and I had no way to get a [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card] to retrieve it, nor did I have an [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card] to get my Milotic. I used Compressor to discard a Milotic, grabbed it with Buddy-Buddy, evolved Feebas, used Sparkling Ripples to retrieve the Lysandre, played it, and Knocked Out the Shaymin-EX.
Buddy-Buddy is not without drawbacks though. I have run into issues where I need to Buddy-Buddy for a Milotic to [card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”name”][/card] an opponent’s Pokemon-EX, but if I play Buddy-Buddy, they will have an opportunity to take their Pokemon-EX back to their hand. Buddy-Buddy can also be a bad card to play against [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”name”][/card] decks. If your opponent has a Crobat in the discard and a [card name=”Golbat” set=”Phantom Forces” no=”32″ c=”name”][/card] on the Bench when you play Buddy-Buddy, you are setting them up for an easy Surprise Bite the following turn!
That being said, Buddy-Buddy is powerful and flexible enough to overcome these drawbacks. [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card] simply cannot replace the instant gratification that Buddy-Buddy provides and Revive does not allow us to recover our valuable Milotic.
1x Muscle Band or 1x Enhanced Hammer
Dropping to one [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card] was another concession I had to make, but ultimately the card proved not very important for Night March in Standard. Even when I played one Muscle Band at Grove City, I rarely used it. At Akron, I cut Muscle Band entirely for an [card name=”Enhanced Hammer” set=”Phantom Forces” no=”94″ c=”name”][/card] and never used that either, so call this a free space if you want. This card can be anything, but make sure to choose something that will improve your matchup versus a deck you don’t particularly want to play against.
I chose Enhanced Hammer for Akron in case I had to play against a [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] deck. If my opponent was able to Chaos Wheel, I could play [card name=”Teammates” set=”Primal Clash” no=”160″ c=”name”][/card] for [card name=”Enhanced Hammer” set=”Dark Explorers” no=”94″ c=”name”][/card] / [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card] to pull off a double Enhanced Hammer play and continue Night Marching on the following turn. I never got to use Enhanced Hammer effectively during my City run, but I was glad to have it there just in case.
Muscle Band is a better option if you are expecting any [card name=”M Manectric-EX” set=”Phantom Forces” no=”24″ c=”name”][/card], [card name=”M Houndoom-EX” set=”BREAKthrough” no=”154″ c=”name”][/card], [card name=”Primal Kyogre-EX” set=”Primal Clash” no=”55″ c=”name”][/card], or [card name=”Primal Groudon-EX” set=”Primal Clash” no=”86″ c=”name”][/card] decks, as it helps you hit that 220-240 HP mark they sit comfortably at. Without a copy of Muscle Band, Night March has no chance of OHKO’ing a Primal Pokemon-EX. That being said, hitting those perfect numbers isn’t really needed. Groudon and Kyogre are so slow that you can mow through their field quicker than they can take Prizes. Against Manectric and Houndoom, you can play the [card name=”Pokémon Catcher” set=”Emerging Powers” no=”95″ c=”name”][/card] / [card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”name”][/card] [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] game and win without ever KO’ing one of their Megas. Two of the primary Pokemon-EX threats in Standard are [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card] and [card name=”Yveltal-EX” set=”XY” no=”79″ c=”name”][/card], both of who you hit for Weakness. [card name=”Buddy-Buddy Rescue” set=”BREAKthrough” no=”135″ c=”name”][/card] and Milotic allow you to be a little more heavy handed with your Battle Compressors anyways, enabling you to hit 180 damage early, then recover Night Marchers as you need them with Buddy or Sparkling Ripples for the end game.
Another card worth trying out in this spot is [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card]. Hex is helpful against the obnoxious Abilities of [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card], [card name=”Aegislash-EX” set=”Phantom Forces” no=”65″ c=”name”][/card], and [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”name”][/card]. I don’t play Hex in my list because you can win versus Vileplume and Crobat without it and Aegislash sees fringe play at best. Crobat decks are difficult to operate in Standard; they almost always need to bench Shaymin to get going consistently. Night March can take out three Pokemon-EX in three turns and win before Bats get a chance to do their worst! Versus Vileplume it’s best to hope you go first or that they don’t set up turn one. [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] / [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card] does not have enough stability to last long in a Standard match. It hinges too much on going first to be a strong play, so I won’t craft my deck around beating it. If they go first, you’re probably going to get a [card name=”Red Card” set=”XY” no=”124″ c=”name”][/card] and Item lock thrown at you before you get to do anything, at which point the only way your Hex will help is if you’re lucky enough to draw into it. If you go first, you can simply set up, prepare your board for Item lock, then mow through Vespiquen quicker than your opponent can produce them.
4x Professor Sycamore / No Acro Bike
[cardimg name=”Acro Bike” set=”Primal Clash” no=”122″ align=”right” c=”custom”]We’re Marching, not Biking[/cardimg]
I believe that many decks are playing too few draw support cards in Standard. I’ve seen some lists go as low as two [card name=”Professor Sycamore” set=”XY” no=”122″ c=”name”][/card] without even playing Acro Bike! [card name=”VS Seeker” set=”Supreme Victors” no=”140″ c=”name”][/card] is such a valuable resource for closing out games that we need more actual copies of draw Supporters in order to preserve them. Think of it this way: if we need to use [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] / VS Seeker on the first two turns of the game without playing a Supporter naturally from the hand, then we only have two VS Seekers left in deck to close the game out. If we are using Battle Compressor to ditch the few Supporters that we play, we will not have enough options left in the deck to adequately finish the game.
[card name=”Acro Bike” set=”Primal Clash” no=”122″ c=”name”][/card]’s inclusion in Night March is something I am growing increasingly stubborn about. My testing results have shown Acro Bike to be a bad card in Night March. It goes hand in hand with the previously mentioned issue of burning through our VS Seekers and other resources too quickly. Most players find room for Acro Bike by cutting Supporter counts, but my question is, for what? For speed? Night March is already the fastest and most consistent deck in Standard without Acro Bike. Sure, you might occasionally whiff the turn one [card name=”Double Colorless Energy” set=”Phantom Forces” no=”111″ c=”name”][/card], but digging two cards deeper into your deck does not significantly increase your odds of hitting that turn one DCE. And guess what else? Hitting the turn one Double Colorless only matters on the first turn of the game if you are going second, so half of the time it won’t even matter!
Night March / [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card] is all about managing resources. To play an ideal game, you have to save certain resources for the perfect time. Resources are tight as it is, that’s why we have Milotic to get things back. You don’t need to recklessly charge through your deck on the first turn of the game. You have to know when to wait and when to pounce. I’d be so mad if I ever had to Acro Bike away a Double Colorless, a [card name=”Pokémon Catcher” set=”Plasma Blast” no=”83″ c=”name”][/card], my [card name=”Town Map” set=”BREAKthrough” no=”150″ c=”name”][/card], [card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”name”][/card], a VS Seeker, or my last [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”name”][/card]! Acro Bike unnecessarily introduces recklessness and randomness to your draw engine. Imagine, instead of making educated decisions about what to [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card] away from your hand, you are forced to pick between two blind things, right then, no taking it back. Ever play an Acro Bike, look at the two cards, then wish you could just take the Acro Bike back immediately and play it later? How about we save ourselves the trouble and don’t play Acro Bike at all.
1x Judge
By now [card name=”Judge” set=”BREAKthrough” no=”143″ c=”name”][/card] is a staple in nearly every Standard deck, so why mention it? Judge is more than a late game disruption card in Night March. It’s also one of the deck’s primary offensive tactics. If you have the opportunity to go first with Night March, it’s sometimes the correct play to go for a turn one Judge with [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] / [card name=”VS Seeker” set=”Supreme Victors” no=”140″ c=”name”][/card]. Think about it. By limiting your opponent’s resources off the bat, you increase the odds that your opponent will need to play a [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] to pull themselves out of their diminished hand. If your primary objective is to get your opponent to play Shaymin-EX to the Bench so you can knock it out repeatedly with [card name=”Pokémon Catcher” set=”Kalos Starter Set” no=”36″ c=”name”][/card], [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] and [card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”name”][/card], then playing Judge on the first turn going first helps you accomplish this.
It should be noted, however, that there are times when an early Judge is not ideal. You can suffer the consequences of a turn one Judge just like your opponent can! I like to play Judge early only if I am able to thin a fair number of resources from my deck before doing so. I also like to have a backup attacker lined up on the Bench should my Active get KO’d. Whether or not to go for the turn one Judge is something I base off of feel. It’s like a gut instinct, and sometimes it’s a game-time decision! For instance, if I only get to play one Battle Compressor before doing so, do I still go for the turn one Judge? It depends. Versus naturally inconsistent decks like [card name=”Manectric-EX” set=”Phantom Forces” no=”23″ c=”name”][/card] / [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”name”][/card] or [card name=”Raichu” set=”XY” no=”43″ c=”name”][/card] / [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”name”][/card], I like to take those chances. They are sketchy matchups as it is, so it’s best to limit the opponent as much as possible so you can stay ahead during the crucial early turns of the game.
I have won so many matchups thanks to a turn one Judge that it makes me consider Judge in Expanded as well. The more I play it, the more Judge grows on me. I’m definitely glad to have this card around.
1x Target Whistle / 2x Pokemon Catcher
[cardimg name=”Target Whistle” set=”Phantom Forces” no=”106″ align=”right” c=”custom”]Bring ’em out, bring ’em out[/cardimg]
[card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”name”][/card] and [card name=”Pokémon Catcher” set=”Dark Explorers” no=”111″ c=”name”][/card] allow Night March to steal games it has no business winning. Pokemon Catcher gives the deck opportunities to easily grab [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] KOs on the first turn of the game, while Target Whistle makes sure your opponent’s Pokemon-EX continue to hit the Bench. Even when your opponent becomes privy to the fact that you run Target Whistle, it is almost impossible for Standard decks to operate without using Shaymin-EX to set up. Even if your opponent can avoid Set Up, odds are they will have to discard a Pokemon-EX with [card name=”Professor Sycamore” set=”XY” no=”122″ c=”name”][/card] somewhere along the way.
I have won games by using [card name=”Teammates” set=”Primal Clash” no=”160″ c=”name”][/card] to grab Pokemon Catcher and DCE in Hail Mary plays. I have also won games by forcing my opponent to Bench Pokemon-EX that they would never Bench intentionally. These three cards have changed the landscape of Night March entirely for me.
One niche use for Pokemon Catcher is resetting the protection of [card name=”Jirachi” set=”XY Black Star Promos” no=”XY67″ c=”name”][/card]’s Special Energy removing Stardust attack. Usually we would have to wait a turn to Night March after being Stardusted, but with Pokemon Catcher, we have the option to Pokemon Catcher another target, then play [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] to bring the Jirachi back out to the Active position for a KO on the Wish Maker.
The most significant part about Pokemon Catcher is that it allows you to target the opponent’s Bench at all points of the game, even when you can’t afford to use Lysandre as your Supporter for the turn. Target Whistle allows you the option to continually target Pokemon-EX with your Pokemon Catchers and Lysandres, making the inclusion of Pokemon Catcher worthwhile. I’ve seen lists run as many as four copies of Pokemon Catcher! I can’t really get behind that though. Two Catcher in combination with one Lysandre provides ample aggression while affording space for consistency cards and valuable one-ofs like [card name=”Town Map” set=”BREAKthrough” no=”150″ c=”name”][/card] and [card name=”Startling Megaphone” set=”Flashfire” no=”97″ c=”name”][/card].
The Verdict
This deck is one of the best I have ever piloted. All of these cards work beautifully together thanks to [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card]. It is the foundation that holds the whole deck together in the Standard format. It can be used to summon multiple Pokemon-EX with [card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”name”][/card], or re-flip failed game-winning [card name=”Pokémon Catcher” set=”Emerging Powers” no=”95″ c=”name”][/card] attempts, and an endless amount of other options to assist you throughout a game. Milotic makes all these seemingly gimmicky cards not so gimmicky anymore. It allows you to decide exactly when and how you want to play your tech cards. Milotic’s role in this deck reminds me of the [card name=”Roserade” set=”Dragons Exalted” no=”15″ c=”name”][/card] that used to see play in [card name=”Virizion-EX” set=”Plasma Blast” no=”9″ c=”name”][/card] / [card name=”Genesect-EX” set=”Plasma Blast” no=”11″ c=”name”][/card] decks. Roserade allowed Virizion / Genesect to be as aggressive as possible, grabbing [card name=”G Booster” set=”Plasma Blast” no=”92″ c=”name”][/card] or [card name=”Plasma Energy” set=”Plasma Storm” no=”127″ c=”name”][/card] on the fly to take key Knock Outs. In similar fashion, Milotic allows access to what you want, when you want it.
I didn’t have a lot of respect for the draw options in Standard at its onset, but this deck cracks the code. I’ve heard it said that Standard is healthy and diverse, not because all of the decks are balanced in strength, but because all of them are equally bad. This deck completely defies that statement. Night March / Milotic boasts more options than most Expanded decks and goes largely unchecked in Standard. When you combine Milotic’s insane board control with the fastest, hardest-hitting, and most consistent archetype in the game, you simply have the best deck in the the Standard format.
Unfortunately for Night March, that is all about to change. BREAKpoint introduces a host of new challenges for the archetype, but Night March may still have the gusto to face them head on. Let’s break into BREAKpoint and see for ourselves!
[premium]
Marching Ahead to States / Provincials
With BREAKpoint in stores now, it’s difficult not to get excited for the States format. There are quite a few strong cards in the upcoming set. You may have read a few set reviews by now, but my aim is to take a look at how a few key cards from BREAKpoint define the fates of both Night March and [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] for State Championships.
Previously in Standard, Vespiquen has been run alongside Night March, [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card], Eeveelutions, and everything in between. Vespiquen has a lot to gain with BREAKpoint while Night March will need to prove itself in a format brimming with new challenges. Let’s take a look at how both decks fare with the addition of BREAKpoint in the months to come!
Bursting Balloon
Wow. So we get a new version of [card name=”Rock Guard” set=”Plasma Freeze” no=”108″ c=”name”][/card] coming up in Standard? Yikes! Bursting Balloon is a unique fleeting Tool that only lasts through the end of your opponent’s next turn. This is bad news for Night March. Imagine a [card name=”Seismitoad-EX” set=”Furious Fists” no=”106″ c=”name”][/card] wearing Bursting Balloon! Now imagine that Toad player recovering their Bursting Balloons with [card name=”Eco Arm” set=”Ancient Origins” no=”71″ c=”name”][/card]. Now imagine Toad / Bats with Bursting Balloon! It’s not unrealistic that a Toad deck could stream Bursting Balloons throughout most of the game, especially with the help of [card name=”Skyla” set=”Boundaries Crossed” no=”149″ c=”name”][/card] and [card name=”Teammates” set=”Primal Clash” no=”160″ c=”name”][/card]. If this were feasible, Bursting Balloon could deal more damage during the game than [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card] or [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”name”][/card].
Seems like treacherous territory ahead, readers. There’s not much Night March can do to defend against a Seismitoad with Bursting Balloon. All we can hope is that the combination won’t be all that successful. Even [card name=”Jirachi” set=”XY Black Star Promos” no=”XY67″ c=”name”][/card] gets OHKO’d by the dreaded Balloon!
[card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card], sitting comfortably at 90 HP, cares much less about Bursting Balloon. Taking 60 damage is no fun for anyone though, especially if Bats are involved. Fortunately for the Queen Bee, there is an answer ahead. States could be the perfect time for Tool Concealment [card name=”Banette” set=”Roaring Skies” no=”31″ c=”name”][/card] to see play. JW Kriewall wrote about Vespiquen with Banette here, and even managed to win a Cities with his unique Vespiquen list. With a couple of powerful Tool cards on the horizon, Vespiquen with Banette could be a heads-up play for States.
Fighting Fury Belt
Fighting Fury Belt is a Tool card that boosts Basic Pokemon’s max HP by 40 and increases their damage output by 10. Because of the “Basics only” clause on Fury Belt, [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] won’t be able to take advantage of the new Tool. However, it is definitely something both Night March and Vespiquen decks need to prepare for. Fury Belt makes it more difficult for both decks to achieve OHKOs, catapulting normal Pokemon-EX into the 200+ HP stratosphere reserved only for Mega Pokemon-EX and [card name=”Wailord-EX” set=”Primal Clash” no=”147″ c=”name”][/card].
[card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] comes to mind as a natural fit for Fury Belt. Swinging for 110 with Chaos Wheel is perfect for 2HKO’ing most Mega Pokemon-EX, or OHKO’ing [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card]. 40 additional HP also keeps Giratina out of easy OHKO range from [card name=”Yveltal-EX” set=”XY” no=”79″ c=”name”][/card].
Fortunately, there are some simple methods for dealing with Tool cards. Vespiquen can use [card name=”Banette” set=”Roaring Skies” no=”31″ c=”name”][/card] while Night March can employ the combination of [card name=”Startling Megaphone” set=”Flashfire” no=”97″ c=”name”][/card] and Sparkling Ripples to clear Tools from the opponent’s board. It’s my prediction that Fury Belt will drastically increase the amount of Megaphones we see in competitive play.
Despite helping other decks out, our weak little Marchers get a nice boost when sporting Fury Belt themselves! All of a sudden, a 70 HP [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] cannot be Oblivion Winged for an easy KO, or Sky Returned, or Quaking Punched! [card name=”Manectric-EX” set=”Phantom Forces” no=”23″ c=”name”][/card]’s Overrun is much less of a problem and [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”name”][/card] will have the worst time taking our Marchers down. Is that you I see over there with 100 HP [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card]? Dang, that Belt looks good on you! If the opponent ever misses a OHKO on a Night Marcher, it could very well be game over for them. Fury Belt makes this a realistic possibility.
Puzzle of Time
Puzzle of Time is a unique card to come out of BREAKpoint that has a dual effect depending on how many copies you play at a time. This is a wild mechanic and I’m interested to see which decks will make the most use of it.
Night March and [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] come to mind first. The single Puzzle effect has nice synergy with [card name=”Unown” set=”Ancient Origins” no=”30″ c=”name”][/card], allowing the player to be selective about the card they grab with Farewell Letter. Similarly to [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card], Puzzle of Time, when played in pairs, will allow players to recover [card name=”Double Colorless Energy” set=”HeartGold and SoulSilver” no=”103″ c=”name”][/card], [card name=”Pokémon Catcher” set=”Emerging Powers” no=”95″ c=”name”][/card], [card name=”Startling Megaphone” set=”Flashfire” no=”97″ c=”name”][/card], or anything else the deck may need to finish off games. It should be noted that although Milotic and Puzzle of Time have similar effects, their in-game operation will be quite different. As I’ve said previously, Milotic is all about timing. With multiple copies of [card name=”Buddy-Buddy Rescue” set=”BREAKthrough” no=”135″ c=”name”][/card] and [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card], it is easy to summon the right card at just the right time with Sparkling Ripples. Ironically, Puzzle of Time will be a bit more difficult to pull off at the ideal time. I worry about Puzzle pieces getting discarded early with [card name=”Professor Sycamore” set=”XY” no=”122″ c=”name”][/card] before they can be used effectively, but [card name=”Teammates” set=”Primal Clash” no=”160″ c=”name”][/card] will go a long way towards helping with this. I imagine that Teammates for one or two pieces of a Puzzle will be a common occurrence.
There is another interesting trick we can pull off with Puzzle of Time. Say you discard a Puzzle early but have three remaining in deck. If you Teammates for two Puzzles and play them, you can retrieve the Puzzle you discarded early along with another card, say Double Colorless Energy. Then, you can Teammates again the following turn, grab your last Puzzle in the deck to pair with the one you retrieved last turn, and get two cards back from the discard. All of this works perfectly with the help of Teammates and jives well with the fragile nature of the attackers in a Night March or Vespiquen deck. It wouldn’t be uncommon to retrieve an average of 2-3 cards from the discard per game. This is a similar average to Milotic with [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card], but doesn’t require there to be a 30 HP [card name=”Feebas” set=”Flashfire” no=”22″ c=”name”][/card] on the Bench.
On the downside, Puzzle of Time doesn’t work under Item lock, while Ripples can be a lifesaver in those matchups. Both options have their pros and cons, and I anticipate that these cards will be competing with each other for the limelight in [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] decks once the set is released.
Delinquent
And finally, we have Delinquent. Let’s just say this delinquent is going to do a lot more than earning after-school detentions. Ever sat on a game-winning hand with three cards in it? How about a four card hand that contains two cards you need to pull off the win? Delinquent makes it so players will have the option to “trap” each other at various stages of the game.
I don’t think Delinquent will define the metagame entirely or force every deck to play a 2-2 [card name=”Octillery” set=”BREAKthrough” no=”33″ c=”name”][/card] line, but I do think it will be effective in some decks. I mention Delinquent because Night March and [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] both have a tendency to sit on low hands. Being forced to discard a [card name=”Double Colorless Energy” set=”Next Destinies” no=”92″ c=”name”][/card] or [card name=”VS Seeker” set=”Supreme Victors” no=”140″ c=”name”][/card] can easily lose a game for either of these decks. Vespiquen and Night March both have the option to employ Delinquent as well, but I think both decks are better off spending their deck space on aggressive cards that help them take Prizes. Delinquent is a card that can absolutely be played around, but it is something to look out for in the months ahead.
The Future of Night March
[cardimg name=”Seismitoad-EX” set=”Furious Fists” no=”106″ align=”right” c=”custom”]Just keep the Balloons away from this guy[/cardimg]
Night March will always have a place in Standard. The deck is too strong and too versatile to be hated out forever. There may be a time when Night March has too much of a target on its back to warrant play though. I would tread carefully before rolling out Night March for State Championships. [card name=”Seismitoad-EX” set=”Furious Fists” no=”106″ c=”name”][/card] has been gaining traction in Standard recently and Bursting Balloon may put the Quaking Puncher back on the map for good. Night March still has the ability to deal with any other threat though, so it could still be an excellent play for States if the climate is right. If I were to take Night March to States, I would play my City-winning list but use [card name=”Enhanced Hammer” set=”Phantom Forces” no=”94″ c=”name”][/card] instead of [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card]. It’s best to give yourself an out versus [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] who I expect to get a boost from BREAKpoint as well.
Our States format changes quite a bit over the course of a month, so keep your most reliable lists at the ready. Night March is a proven archetype and players are bound to show up with experimental new decks. Sometimes it’s best to just bring your strongest deck to a tournament and hope to hit good matchups.
For example, last year I attended two State Championships. At Indiana States I chose to play [card name=”Virizion-EX” set=”Plasma Blast” no=”9″ c=”name”][/card] / [card name=”Mewtwo-EX” set=”Next Destinies” no=”98″ c=”name”][/card] because Seismitoad was everywhere during the opening week. The recent success of [card name=”Landorus-EX” set=”Boundaries Crossed” no=”89″ c=”name”][/card] / [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”name”][/card] and [card name=”Flareon” set=”Plasma Freeze” no=”12″ c=”name”][/card] decks at the Winter Regional Championships made Seismitoad an excellent play. I was able to earn a Top-8 finish with Virizion / Mewtwo before losing to [card name=”Donphan” set=”Plasma Storm” no=”72″ c=”name”][/card] in Top 8. As I sat there losing my Top-8 match, I looked over and saw someone else in top cut playing Landorus / Crobat. I was floored! Someone top cut with Landorus / Crobat even though Seismitoad was everywhere just the week prior? I was so careful with my metagame choice, but got out-placed by someone who played a stronger deck and simply hit good matchups. The following weekend, I threw my fear of Seismitoad to the wind and rolled out Landorus / Crobat for one last hurrah. I was able to finish in second place at Ohio States with Landorus / Crobat, losing to Seismitoad / Bats in the finals. But hey, I can’t complain! Sometimes fear of one deck can keep you from playing a great deck at a tournament. No deck has perfect matchups, and it’s important to remember this. Even if Seismitoad / Balloons becomes a thing, Night March could still be an amazing play for States. It’s good versus everything else.
Vespiquen / Puzzle
Puzzle of Time gives [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] the sustainability it needs to make a comeback in the Standard format. Vespiquen is an undoubtedly strong card, but its potential hasn’t been fully realized in Standard yet. In Expanded, we have [card name=”Flareon” set=”Plasma Freeze” no=”12″ c=”name”][/card] / [card name=”Blacksmith” set=”Flashfire” no=”88″ c=”name”][/card] to supplement [card name=”Double Colorless Energy” set=”Next Destinies” no=”92″ c=”name”][/card]. With Puzzle, we now have the ability to play 6-7 DCE a game. With the possibility of [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] making a mean comeback for State Championships, Vespiquen starts to look like a stellar option.
My favorite part about Vespiquen is that she can adapt to deal with any threat we might anticipate. [card name=”Banette” set=”Roaring Skies” no=”31″ c=”name”][/card] has the ability to shut down both Bursting Balloon and Fighting Fury Belt. We even have the option to employ Garbotoxin with Garbodor’s recent reincarnation. We could play Eeveelutions to hit for multiple Weaknesses, [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card] to recover stuff, [card name=”Mr. Mime” set=”BREAKthrough” no=”97″ c=”name”][/card] to block Bench damage, [card name=”Jirachi” set=”XY Black Star Promos” no=”XY67″ c=”name”][/card] to remove Special Energy, Night Marchers to grant us more attacking options, the list goes on and on! The hardest part about building Vespiquen is picking which Pokemon to pair with it. Below is my Vespiquen build for States so far. I’m excited about the direction of this list and I look forward to testing it more!
Pokemon (27) |
Trainers (29) | Energy (4) |
4x [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”deck2″][/card] | 4x [card name=”Professor Sycamore” set=”Phantom Forces” no=”101″ c=”deck2″][/card] | 4x [card name=”Double Colorless Energy” set=”Phantom Forces” no=”111″ c=”deck2″][/card] |
4x [card name=”Combee” set=”Ancient Origins” no=”9″ c=”deck2″][/card] | 1x [card name=”Teammates” set=”Primal Clash” no=”141″ c=”deck2″][/card] | |
4x [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”deck2″][/card] | 1x [card name=”Judge” set=”BREAKthrough” no=”143″ c=”deck2″][/card] | |
4x [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”deck2″][/card] | 1x [card name=”Lysandre” set=”Flashfire” no=”90″ c=”deck2″][/card] | |
4x [card name=”Lampent” set=”Phantom Forces” no=”42″ c=”deck2″][/card] | 4x [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”deck2″][/card] | |
4x [card name=”Unown” set=”Ancient Origins” no=”30″ c=”deck2″][/card] | 4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″][/card] | |
3x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″][/card] | 4x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″][/card] | |
4x Puzzle of Time (BPT #107) | ||
2x [card name=”Pokémon Catcher” set=”Emerging Powers” no=”95″ c=”deck2″][/card] | ||
2x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″][/card] | ||
1x [card name=”Startling Megaphone” set=”Flashfire” no=”97″ c=”deck2″][/card] | ||
1x [card name=”Town Map” set=”BREAKthrough” no=”150″ c=”deck2″][/card] |
Surprise! There’s Night Marchers in here too. Until now, I have stubbornly opposed playing Night March and [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] in the same list. With Puzzle of Time, however, I think a marriage between the two archetypes is a powerful combination. Just look at this list, four of every Pokemon included except [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card]! Beautiful.
[card name=”Bronzong” set=”BREAKthrough” no=”96″ c=”name”][/card] seemed like an insufficient way to produce enough Energy for Vespiquen and [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] to share. I didn’t like the idea of playing two Stage 1 Pokemon in the same deck either — it has always been too clunky for my tastes. Puzzle of Time changes everything. The more I practice with the card, the more I see its potential. The card is flexible, easy to pull off, and doesn’t require any vulnerabilities on board to do so. I love Puzzle of Time, and I’m sure you will too once you play it like this.
Why Night March?
[cardimg name=”Joltik” set=”Phantom Forces” no=”26″ align=”left” c=”custom”]The Bugs and the Beez[/cardimg]
I considered many partners for [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] when attempting to craft my list, but Night Marchers proved to be the most effective. Where Vespiquen takes a few turns to obtain an optimal damage output, [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] reaches its peak as early as turn one. Vespiquen needs a turn to evolve in order to be played, and Joltik effortlessly slides onto the Bench and into the Active spot with the help of Vespiquen’s free retreat. Joltik is capable of taking down [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] on the first turn of the game with [card name=”Pokémon Catcher” set=”Emerging Powers” no=”95″ c=”name”][/card], while Vespiquen maxes out at an astounding 270 damage by the end of the game. Night March has a problem with [card name=”Seismitoad-EX” set=”Furious Fists” no=”106″ c=”name”][/card] which Vespiquen hits for Weakness. The two archetypes have always complimented one another, but now they have the glue needed to make the deck stick.
With Vespiquen and Joltik working together, Pumpkaboo almost becomes an afterthought. I don’t think it’s worth wasting space on [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”name”][/card] here, though one copy of the card could be used to help with [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card]. Instead, I have afforded room for Pokemon Catcher and [card name=”Startling Megaphone” set=”Flashfire” no=”97″ c=”name”][/card], cards that will win games on their own in combination with Puzzle of Time.
You’ll notice that I still refer to this as a Vespiquen list even though there are 12 Night Marchers on the roster, and that’s because this deck goes against many of the things I stubbornly hold true about a good Night March list. Just earlier in this article I said that I couldn’t imagine dropping below three Dimension Valley in a Night March deck, and here I play zero! No copies of [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”name”][/card] either? Doesn’t feel like Night March to me! If anything, this is a Vespiquen / Joltik / Puzzle deck. Maybe I need to let go of my reservations and just embrace the creative process all together!
Puzzle of All-Time
Puzzle of Time is busted in this deck, 10/10. Puzzle of Time will totally change the possibilities for Pokemon like [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] and Night Marchers going forward. I’ve already introduced the card above, but I’d like to mention a few other things about it before we close.
Puzzle of Time’s synergy with [card name=”Teammates” set=”Primal Clash” no=”141″ c=”name”][/card] is obvious, but it’s even better when combined with [card name=”Town Map” set=”BREAKthrough” no=”150″ c=”name”][/card]. It allows you to find your Puzzle pieces in the Prizes and set yourself up for game-winning plays when you take them. In fact, Puzzle is one of the few cards I actually hope I prize. I would not even consider playing Puzzle of Time without Town Map. By prizing your Puzzles, you keep them safe from being thrown away with [card name=”Professor Sycamore” set=”Phantom Forces” no=”101″ c=”name”][/card] early on and allow them to be played at just the right time with Map’s revelation. Need a Hail Mary play? Teammates for two Puzzle to retrieve [card name=”Double Colorless Energy” set=”HeartGold and SoulSilver” no=”103″ c=”name”][/card] and [card name=”Pokémon Catcher” set=”Emerging Powers” no=”95″ c=”name”][/card] to clench out games. Ripped two Puzzle off your Prizes? Play them for DCE / [card name=”VS Seeker” set=”Supreme Victors” no=”140″ c=”name”][/card] on the following turn to close out your game. In the games I have tested, I have effortlessly retrieved 2-4 cards a game with Puzzle of Time. One of Puzzle’s only weaknesses is Item lock, and Vespiquen already boasts a great Seismitoad matchup!
Additional Options
There are a few cards I want to add to this list but don’t have the room for. This list is susceptible to [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] and [card name=”Aegislash-EX” set=”Phantom Forces” no=”65″ c=”name”][/card] because of its reliance on [card name=”Double Colorless Energy” set=”Next Destinies” no=”92″ c=”name”][/card]. We could run a [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] to hit through Aeiglisash’s Mighty Shield or [card name=”Enhanced Hammer” set=”Dark Explorers” no=”94″ c=”name”][/card] to combat Chaos Wheel, but space is very tight, so you’ll have to be particular with your tech spots.
I would also like to play [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card] in here. Bumping [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] from your Bench is a brilliant defensive play, especially when the card can be retrieved at the ideal time with Puzzle of Time. I decided against Parallel City in my Night March list only because it competed with Dimensional Valley. Since we no longer have the pressure to attack with [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card], Parallel City makes for an awesome choice in this deck.
I’d be remiss if I didn’t mention [card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”name”][/card] in here as well. Target Whistle would be great, but I don’t know if it is worth cutting consistency for. There aren’t any cards that I feel comfortable letting go of. Although I don’t recommend it, you could cut the two [card name=”Pokémon Catcher” set=”Emerging Powers” no=”95″ c=”name”][/card] for an additional [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] and one other card to create a more conservative deck. Pokemon Catcher simply wins too many games to cut. Period.
Closing Thoughts
[cardimg name=”Vespiquen” set=”Ancient Origins” no=”10″ align=”right” c=”none”][/cardimg]
I hope you all enjoyed my musings on Night March and [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card], two of the most powerful [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] decks in the Standard format! If you haven’t noticed, I’ve been focusing nearly all of my energy into Standard lately. I only played in one Expanded City Championship this year and I am only attending one Winter Regional Championship in February. I am also sitting on 275 Championship Points with zero League Challenges finishes, taking my 80 points from the World Championships into consideration. That means that I will probably be able to square away my Worlds invite without relying on a top Regional placement. My goal this year is to cut deep at Nationals or Worlds, both of which will be Standard format. This naturally makes me very enthusiastic for State Championships as they will be our final major Standard competitions in the United States before Nationals. Crazy, right? Truth be told, I am a little bored with Expanded as well. I am happy to focus on a format where new cards are being explored and a large variety of decks are plausible.
Thanks for tuning into my article! I’ll be joining you all again after Regional Championships are over, so hopefully I have something exciting to report from there! I’ll be attending the Collinsvile, IL Regional Championship this year, so if you happen to see me around, please stop and say hi. Good luck to you all! If you have any questions for me between now and then, feel free to hit me up in the Subscriber’s Secret Hideout!
Train on!
-Andrew Mahone
[/premium]