Teching for the ‘field — Teched-out Top Choices for Sheffield Regionals

Hey there PokeBeach readers! I’m back with another article for you all, and this time I will be talking about my potential plays for the upcoming Sheffield Regional Championships happening in England June 16th-17th. The current Standard format metagame is somewhat of a triangle in that there are three decks — [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”115″ c=”name”][/card], [card name=”Zoroark-GX” set=”Sun and Moon Black Star Promos” no=”SM84″ c=”name”][/card] / [card name=”Lycanroc-GX” set=”Guardians Rising” no=”156″ c=”name”][/card], [card name=”Ultra Necrozma-GX” set=”Forbidden Light” no=”127″ c=”name”][/card] / [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] — that stand out above the rest, and those three decks all beat one and lose to another top deck. Metagames like this usually leave many people struggling to decide on what deck they want to play, including myself. As someone who is considering all three of the top decks currently for this weekend’s Regional, I will be going over my list for each deck, as well as talking about why I am considering each deck and what it brings to the table.  

[cardimg name=”Zoroark-GX” set=”Shining Legends” no=”53″ align=”right” c=”none”][/cardimg]

Zoroark-GX / Lycanroc-GX

ZoroRoc is currently my number one choice by a significant margin. While I tended to stray away from Zoroark decks in the past, I tried it once Malamar variants started popping up regularly in the top cuts of foreign Special Events. I have finally come around on this deck. Currently, ZoroRoc has a strong matchup chart. It slaughters Psychic Malamar variants, is favored versus the Ultra Necrozma / Malamar variants, and outside of [card name=”Greninja” set=”BREAKpoint” no=”40″ c=”name”][/card] it does not really have an auto-loss against the rest of the meta. Its BuzzRoc matchup is only about 50-50, but this is only if the ZoroRoc player plays perfectly and has a list teched for this matchup, which is something that I think will prohibit some players from picking this deck up.

The main thing I love about ZoroRoc is the insane number of options you have every turn; the ability to see so many extra cards per turn, thanks to Trade, lets you regularly make plays that other decks usually cannot. Also, as fellow writer Connor LaVelle recently detailed, the deck can be teched out in many different ways, which allows me to put my own spin on an established archetype and make it my own. Since Connor went over the deck in so much detail recently, I will not be doing an in-depth section on my list, but instead I will highlight some of my techs and explain their purposes:

[decklist name=”ZoroRoc” amt=”60″ caption=”” cname=”Mew-EX” set=”Dragons Exalted” no=”46″][pokemon amt=”18″]4x [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”deck2″ amt=”4″][/card]4x [card name=”Zorua” set=”Shining Legends” no=”52″ c=”deck2″ amt=”4″][/card]2x [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”deck2″ amt=”2″][/card]3x [card name=”Rockruff” set=”Forbidden Light” no=”75″ c=”deck2″ amt=”3″][/card]3x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”3″][/card]1x [card name=”Mewtwo” set=”Evolutions” no=”51″ c=”deck2″ amt=”1″][/card]1x [card name=”Mew-EX” set=”Dragons Exalted” no=”46″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”34″]3x [card name=”Brigette” set=”BREAKthrough” no=”134″ c=”deck2″ amt=”3″][/card]3x [card name=”N” set=”Noble Victories” no=”101″ c=”deck2″ amt=”3″][/card]3x [card name=”Guzma” set=”Burning Shadows” no=”143″ c=”deck2″ amt=”3″][/card]2x [card name=”Cynthia” set=”Ultra Prism” no=”148″ c=”deck2″ amt=”2″][/card]1x [card name=”Mallow” set=”Guardians Rising” no=”145″ c=”deck2″ amt=”1″][/card]1x [card name=”Professor Kukui” set=”Sun and Moon” no=”148″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″ amt=”4″][/card]3x [card name=”Choice Band” set=”Burning Shadows” no=”162″ c=”deck2″ amt=”3″][/card]2x [card name=”Field Blower” set=”Guardians Rising” no=”163″ c=”deck2″ amt=”2″][/card]2x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”2″][/card]2x [card name=”Evosoda” set=”Generations” no=”62″ c=”deck2″ amt=”2″][/card]1x [card name=”Multi Switch” set=”Burning Shadows” no=”164″ c=”deck2″ amt=”1″][/card]1x [card name=”Rescue Stretcher” set=”Burning Shadows” no=”165″ c=”deck2″ amt=”1″][/card]1x [card name=”Energy Loto” set=”Guardians Rising” no=”122″ c=”deck2″ divide=”yes” amt=”1″][/card]1x [card name=”Reverse Valley” set=”BREAKpoint” no=”110″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”8″]4x [card name=”Double Colorless Energy” set=”Guardians Rising” no=”166″ c=”deck2″ amt=”4″][/card]4x [card name=”Strong Energy” set=”Fates Collide” no=”115″ c=”deck2″ amt=”4″][/card][/energy][/decklist] 

One Mewtwo from Evolutions

I want to highlight the importance of [card name=”Mewtwo” set=”Evolutions” no=”51″ c=”name”][/card] in this section, as I have seen some lists online that have taken Mewtwo out. In the BuzzRoc matchup, their most threatening attacker is a [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] with three Energy on it. While this list does have many ways to Knock Out baby Buzzwole by design, Mewtwo is still the best response you have — as it is a one-Prize attacker that only needs one Energy. I highly advise against cutting this card; every card that helps versus BuzzRoc is an absolute must right now.

One Professor Kukui

Over the past two weekends, I have played in three League Cups with ZoroRoc. In my first event, I did not play [card name=”Professor Kukui” set=”Sun and Moon” no=”148″ c=”name”][/card] and while I ended up winning that League Cup, I kept wishing I had played Kukui the whole day as it would have been useful in many matchups.

The biggest uses I have found for Kukui so far have been with [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card]’s Dangerous Rogue, allowing you to Knock Out big Pokemon-GX even if your opponent does not have a large Bench, as well as allowing [card name=”Zoroark-GX” set=”Sun and Moon Black Star Promos” no=”SM84″ c=”name”][/card] to one-shot a baby Buzzwole without needing to hit [card name=”Reverse Valley” set=”BREAKpoint” no=”110″ c=”name”][/card].

After playing the deck with and without Kukui, I would highly suggest including one copy in your list, as the ability to take unsuspecting Knock Outs and eliminate huge threats in the process is huge.

One Energy Loto

I have been going back and forth between [card name=”Energy Loto” set=”Guardians Rising” no=”122″ c=”name”][/card] and one [card name=”Fighting Energy” set=”EX Ruby and Sapphire” no=”105″ c=”name”][/card] as they both serve similar purposes in my deck, but currently I have settled on Loto as being the superior option. The rationale behind this card slot is that versus BuzzRoc, it is important to get an Energy down on [card name=”Rockruff” set=”Forbidden Light” no=”75″ c=”name”][/card] turn one. Energy Loto and a ninth Energy both achieve this, but offer different benefits. The benefit of running Loto is that it helps you dig for other Energy later on if you do not use it turn one, helping increase the consistency of your attacks mid game. The benefit of running one basic Fighting Energy is that it allows [card name=”Mew-EX” set=”Dragons Exalted” no=”120″ c=”name”][/card] to copy Claw Slash, giving you another attack to copy and one-shot [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”115″ c=”name”][/card]. Currently, I am favoring the consistency provided by Energy Loto over the Fighting Energy and have been testing it online, but have been playing the Fighting Energy in my League Cups as I do not own an Energy Loto, as sad as that is.

[cardimg name=”Reverse Valley” set=”BREAKpoint” no=”110″ align=”right” c=”none”][/cardimg]

One Reverse Valley

If you have not gotten the theme of my techs so far, nearly all of my tech slots have been devoted towards helping the BuzzRoc matchup, and [card name=”Reverse Valley” set=”BREAKpoint” no=”110″ c=”name”][/card] is no exception. With a full Bench, Reverse Valley lets you hit for 130 damage with Riotous Beating, letting you Knock Out baby Buzzwole. This is huge, and swings the matchup entirely, as you are no longer forced to two-shot baby Buzzwoles with Zoroark and can instead trade two for two on Prizes. It is much harder for them to replace two baby Buzzwole on the field than it is for you to set up another Zoroark, so trading evenly with them is usually in your advantage.

While Reverse Valley is mostly included specifically for this math, it does help set up some other Knock Outs; with only three Benched Pokemon, Riotous Beating can Knock Out 90 HP Pokemon such as [card name=”Octillery” set=”BREAKthrough” no=”33″ c=”name”][/card] and [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card]; and with two Benched Pokemon, Zoroark can Knock Out 70 HP Basics like [card name=”Rockruff” set=”Forbidden Light” no=”75″ c=”name”][/card], [card name=”Wimpod” set=”Burning Shadows” no=”16″ c=”name”][/card] and [card name=”Trubbish” set=”BREAKpoint” no=”56″ c=”name”][/card].

Four Strong Energy

While this isn’t exactly a tech in the strictest sense, I did want to talk about my Energy line and why I have chosen to run four [card name=”Strong Energy” set=”Fates Collide” no=”115″ c=”name”][/card] without a mix of basic Energy. As I have mentioned before, any edge that I can create with this list against BuzzRoc, I do. I am running four Strong Energy, as it lets me hit 130 damage with a Claw Slash. Plus, the more damage modifiers, the better.

I am choosing to forgo playing any basic Energy, as I do not believe the mirror matchup will be popular; moreover, ZoroRoc can really only be piloted currently if the pilot knows how to play the BuzzRoc matchup, something I do not expect most players can do. As such, I have decided to make myself vulnerable against [card name=”Enhanced Hammer” set=”Guardians Rising” no=”162″ c=”name”][/card] and decks that could run it such as Greninja and ZoroRoc.

Buzzwole / Lycanroc-GX

My second option currently for Sheffield is the current best deck in the format, BuzzRoc. After its incredibly successful showing at Madison Regionals last weekend with 12 people piloting it to day two, as well as the unveiling of the new “three baby Buzzwole meta”, Buzzwole currently has a lot going for it. Baby Buzzwole is such an incredible attacker that you can play many games without ever needing to bench [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”115″ c=”name”][/card], allowing you to force your opponent to play the six-Knock-Out game. This is huge, as that means you are guaranteed to get a turn of boosted Sledgehammer, as well as at least two turns of access to using [card name=”Beast Ring” set=”Forbidden Light” no=”141″ c=”name”][/card].

[decklist name=”BuzzRoc” amt=”60″ caption=”” cname=”Regirock-EX” set=”Fates Collide” no=”43″][pokemon amt=”14″]3x [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”deck2″ amt=”3″][/card]2x [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”115″ c=”deck2″ amt=”2″][/card]2x [card name=”Octillery” set=”BREAKthrough” no=”33″ c=”deck2″ amt=”2″][/card]2x [card name=”Remoraid” set=”BREAKthrough” no=”32″ c=”deck2″ amt=”2″][/card]1x [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”deck2″ amt=”1″][/card]1x [card name=”Rockruff” set=”Forbidden Light” no=”75″ c=”deck2″ amt=”1″][/card]1x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”1″][/card]1x [card name=”Diancie Prism Star” set=”Forbidden Light” no=”74″ c=”deck2″ amt=”1″][/card]1x [card name=”Regirock-EX” set=”Fates Collide” no=”43″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”32″]4x [card name=”Professor Sycamore” set=”Steam Siege” no=”114″ c=”deck2″ amt=”4″][/card]4x [card name=”Guzma” set=”Burning Shadows” no=”143″ c=”deck2″ amt=”4″][/card]2x [card name=”N” set=”Noble Victories” no=”101″ c=”deck2″ amt=”2″][/card]2x [card name=”Cynthia” set=”Ultra Prism” no=”148″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″ amt=”4″][/card]3x [card name=”Max Elixir” set=”BREAKpoint” no=”102″ c=”deck2″ amt=”3″][/card]3x [card name=”Beast Ring” set=”Forbidden Light” no=”141″ c=”deck2″ amt=”3″][/card]3x [card name=”Choice Band” set=”Burning Shadows” no=”162″ c=”deck2″ amt=”3″][/card]3x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”3″][/card]1x [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”deck2″ divide=”yes” amt=”1″][/card]3x [card name=”Brooklet Hill” set=”Guardians Rising” no=”120″ c=”deck2″ divide=”yes” amt=”3″][/card][/trainers][energy amt=”14″]9x [card name=”Fighting Energy” set=”EX Emerald” no=”106″ c=”deck2″ amt=”9″][/card]4x [card name=”Strong Energy” set=”Fates Collide” no=”115″ c=”deck2″ amt=”4″][/card]1x [card name=”Beast Energy Prism Star” set=”Forbidden Light” no=”117″ c=”deck2″ amt=”1″][/card][/energy][/decklist] 

This is a pretty standard list at the moment, but since we have not posted an article yet detailing what the new Buzzwole lists look like, I will take a bit of time to explain some of the more odd choices in my list compared to the norm.

[premium]

2-2 Octillery

I have seen many lists online starting to cut their Octillery line to a 1-1 line, and I really do not understand why. Octillery is crucial in this deck, as you cannot afford to whiff your Beast Rings and [card name=”Max Elixir” set=”BREAKpoint” no=”102″ c=”name”][/card]s when you need them. When testing versus Buzzwole variants that play only a 1-1 Octillery, one of the first things I try to do is to target it down and knock it out. Buzzwole is susceptible to [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card] if Octillery is not in play. I would never go below a 2-2 line in Standard, and highly suggest you do not either.

[cardimg name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ align=”right” c=”none”][/cardimg]

1-1 Lycanroc-GX

Unfortunately, [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card] has taken a backseat in BuzzRoc in this current meta to baby Buzzwole, and this list reflects that. The 1-1 line I am currently playing is the minimum you can run, but Lycanroc is still effective in this deck.

While you don’t often evolve the Rockruff into Lycanroc early, having your Rockruff down on the Bench exerts a lot of pressure on your opponent, as you now have a [card name=”Guzma” set=”Burning Shadows” no=”143″ c=”name”][/card] effect on your Bench for the rest of the game that they cannot deal with as they need to deal with your barrage of baby Buzzwole. You only want to evolve Rockruff into Lycanroc if you absolutely need the Guzma effect that turn, or if you are going to Dangerous Rogue a huge threat.

While you could cut the [card name=”Regirock-EX” set=”Fates Collide” no=”43″ c=”name”][/card] for a second Rockruff if you want a thicker line, I value the additional damage provided by Regirock more than the consistency provided by playing an extra Basic. Speaking of…

One Regirock-EX

Having Regirock down means that all of your Strong Energy are effectively now a [card name=”Beast Energy Prism Star” set=”Forbidden Light” no=”117″ c=”name”][/card]. This is useful for the Zoroark matchup, as you can now Sledgehammer while your opponent does not have four Prizes left and still take a Knock Out if you have a Strong Energy, [card name=”Diancie Prism Star” set=”Forbidden Light” no=”74″ c=”name”][/card], [card name=”Choice Band” set=”Burning Shadows” no=”162″ c=”name”][/card] and Regirock in play. There are other instances where the extra 10 damage helps, but that is the one that has come up the most for me in testing and is the main reason I have included it in my list.

One Super Rod

I think [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card] is an absolute must right now in BuzzRoc, as it lets you play the one-Prize attacker game for almost the whole game — as long as you do not start with a GX. Super Rod also helps recycle your basic Energy, which is surprisingly important, as you usually run through your basic Energy quickly thanks to Beast Ring and [card name=”Max Elixir” set=”BREAKpoint” no=”102″ c=”name”][/card]. Finally, Super Rod is a crutch that helps you recycle pieces of your 1-1 Lycanroc line in case you are forced to discard a piece at some point. Thanks to Super Rod, I felt confident enough to be able to go down to a 1-1 Lycanroc line, as I can recover the pieces.


Overall, I would highly suggest this deck if you are headed into a blind metagame. However, the reason it is not my top choice currently for Sheffield Regionals is due to the massive target I expect to be on its back this weekend. With two weeks in between Madison Regionals and Sheffield Regionals, I believe many players have had ample time to test versus this deck and find flaws and ways to beat it. I am not so sure it is the best play for upcoming tournaments, and I am only seriously considering it due to its raw power as a deck.

Malamar

The final deck I am seriously considering for Sheffield Regionals is [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card]. While I feel that the [card name=”Ultra Necrozma-GX” set=”Forbidden Light” no=”127″ c=”name”][/card] variant of the deck is far too clunky to succeed in a 14-round event, I believe the Psychic variant of the deck is much more consistent, as well as boasting a much stronger matchup against BuzzRoc thanks to some cool techs that were discovered in the past week. I also believe that Zoroark decks are fading in popularity, making this an even safer call than it was headed into Madison Regionals.

[decklist name=”Malamar” amt=”60″ caption=”undefined” cname=”Tapu Lele-GX” set=”Guardians Rising” no=”137″][pokemon amt=”19″]4x [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”deck2″ amt=”4″][/card]4x [card name=”Inkay” set=”Forbidden Light” no=”50″ c=”deck2″ amt=”4″][/card]2x [card name=”Dawn Wings Necrozma-GX” set=”Ultra Prism” no=”143″ c=”deck2″ amt=”2″][/card]2x [card name=”Necrozma-GX” set=”Burning Shadows” no=”153″ c=”deck2″ amt=”2″][/card]2x [card name=”Mewtwo” set=”Sun and Moon Black Star Promos” no=”SM77″ c=”deck2″ amt=”2″][/card]1x [card name=”Clefairy” set=”Evolutions” no=”63″ c=”deck2″ amt=”1″][/card]1x [card name=”Mewtwo-GX” set=”Shining Legends” no=”76″ c=”deck2″ amt=”1″][/card]1x [card name=”Giratina” set=”XY Black Star Promos” no=”XY184″ c=”deck2″ amt=”1″][/card]2x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”137″ c=”deck2″ amt=”2″][/card][/pokemon][trainers amt=”31″]4x [card name=”Professor Sycamore” set=”Steam Siege” no=”114″ c=”deck2″ amt=”4″][/card]3x [card name=”Guzma” set=”Burning Shadows” no=”143″ c=”deck2″ amt=”3″][/card]3x [card name=”Cynthia” set=”Ultra Prism” no=”148″ c=”deck2″ amt=”3″][/card]2x [card name=”N” set=”Noble Victories” no=”101″ c=”deck2″ amt=”2″][/card]1x [card name=”Brigette” set=”BREAKthrough” no=”161″ c=”deck2″ amt=”1″][/card]4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”145″ c=”deck2″ amt=”4″][/card]3x [card name=”Choice Band” set=”Burning Shadows” no=”162″ c=”deck2″ amt=”3″][/card]3x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”3″][/card]3x [card name=”Field Blower” set=”Guardians Rising” no=”163″ c=”deck2″ amt=”3″][/card]1x [card name=”Rescue Stretcher” set=”Burning Shadows” no=”165″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”10″]10x [card name=”Psychic Energy” set=”EX Ruby and Sapphire” no=”107″ c=”deck2″ amt=”10″][/card][/energy][/decklist] 

4-4 Malamar

I have seen some lists running a 4-3 or even 3-3 line of Malamar, and I cannot fathom why. Malamar is the heart and soul of the deck, and without multiple on your Bench you cannot set up any of your attackers quickly enough. If you run less than a 4-4 line, you will struggle not only to get your Malamar into play, but will struggle to keep setting them up after your opponent targets them down and knocks them out. Anything less than a full 4-4 line is incorrect and should never be played.

Two Mewtwo Promo

[cardimg name=”Mewtwo” set=”Sun and Moon Black Star Promos” no=”SM77″ align=”right” c=”none”][/cardimg]

[card name=”Mewtwo” set=”Sun and Moon Black Star Promos” no=”SM77″ c=”name”][/card] Promo was a card that many top players discovered in the past week, and has since become a staple in Malamar decks to help deal with Buzzwole. Mewtwo one-shots all of their Psychic-weak attackers and does not discard Energy or have an effect that prohibits it from attacking two turns in a row, making it one of your best attackers in the Buzzwole matchup. On top of that, its Ability limits the Bench damage that Buzzwole GX does with Jet Punch, protecting your [card name=”Inkay” set=”Forbidden Light” no=”50″ c=”name”][/card] from being sniped, as well as limiting the Bench damage they can do to your attackers to set them up for a baby Buzzwole Knock Out. While some people have advocated for [card name=”Hoopa” set=”Steam Siege” no=”51″ c=”name”][/card] as a stronger tech against Buzzwole, I value Mewtwo’s Ability and added it to my list.

One Clefairy

[card name=”Clefairy” set=”Evolutions” no=”63″ c=”name”][/card] serves two purposes in this deck. First, it is strong against Buzzwole decks, as you can one-shot a Buzzwole-GX as long as you have a [card name=”Choice Band” set=”Burning Shadows” no=”162″ c=”name”][/card] attached. The second reason I have chosen to include Clefairy is its utility against other Malamar decks. As a one-Prize attacker, it can one-shot many things in the mirror while trading favorably, and I have found it to be a great inclusion in my list.

One Mewtwo-GX

Like I said at the beginning of this section, I believe Malamar is in a prime position in the current metagame. As such, I feel as if it is necessary to tech for the mirror matchup, and [card name=”Mewtwo-GX” set=”Shining Legends” no=”76″ c=”name”][/card] is one of the best mirror matchup techs out there. Its GX attack can not only one-shot any attacker Malamar can set up, but it also gets through the effect of [card name=”Dawn Wings Necrozma-GX” set=”Ultra Prism” no=”143″ c=”name”][/card]’s GX attack, which is useful if your opponent is trying to buy themselves a turn. Mewtwo is also solid against Greninja decks, as you can heal yourself every turn with your second attack while building up your Mewtwo to be large enough to knock them out. While this card is certainly cuttable, I believe Mewtwo-GX is a great inclusion in a metagame full of other Malamar decks.

One Giratina Promo

I hate including this card in my lists as I hate teching for [card name=”Greninja BREAK” set=”BREAKpoint” no=”41″ c=”name”][/card], but after it had a successful weekend at Madison and placed in the Top 4, I feel that I must tech for it. While I did not tech [card name=”Giratina” set=”XY Black Star Promos” no=”XY184″ c=”name”][/card] into any of my other lists, I feel like Giratina fits much more naturally into Malamar decks since it is actually able to attack. Since it is not the worst attacker and the deck would otherwise lose to Greninja without it, I felt that it was only right to include Giratina in my list. It can also be useful versus Buzzwole decks where it can one-shot their Psychic-weak Pokemon. However, if you know that your metagame has no Greninja, feel free to cut this card for whatever you want; there are many different ways you can tech this deck.

One Brigette

This deck is not the most effective user of [card name=”Brigette” set=”BREAKthrough” no=”161″ c=”name”][/card] as I only run two [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”137″ c=”name”][/card], but I still like including one copy of Brigette so that if I get a draw Supporter in my hand turn one I can Lele for Brigette and get my board set up. Outside of that turn though, Brigette is mostly Mysterious Treasure and Ultra Ball fodder, so if you find yourself in testing not utilizing your copy of Brigette on turn one often, feel free to cut it.

[cardimg name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ align=”right” c=”none”][/cardimg]

Four Ultra Ball, Four Mysterious Treasure

This is another section where I want to highlight the importance of specific cards of which I have seen other lists playing fewer copies. I do not know how players are setting up their Malamar lists consistently with less than four of both [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card] and [card name=”Mysterious Treasure” set=”Forbidden Light” no=”145″ c=”name”][/card]. I still brick occasionally even with a full playset of both, so I can only imagine the consistency issues lists without four of both of these. Not only do these cards help you get your Pokemon set up, but both Ultra Ball and Mysterious Treasure act as ways to get Psychic Energy in the discard pile, another thing the deck needs to function. Please do not play a list with less than four Ultra Ball and four Mysterious Treasure; you will seriously regret it.


Overall, this deck is fantastic when it functions. Like Zoroark, it can be teched to play nearly anything you want. While it does not have as much tech flexibility as Zoroark decks, there are tons of tech attackers you can choose whether or not to play, giving you wide variety in your matchup spread — depending on your list. However, the one drawback I have found with the deck is that it is by far the most inconsistent deck of the three tier-one decks. Even with eight Pokemon search cards and nine draw Supporters, I still have found myself drawing poorly in a noticeable number of games. As such, this deck is currently my third option for Sheffield, as I am currently looking to play a more consistent deck in order to guarantee some Championship Points from this event.

Conclusion

Thank you so much for reading my latest article. I hope you enjoyed my look at the current three best decks in the metagame, as I have spent many hours testing this format in preparation for Sheffield. I would also like to thank Mike Fouchet and Edwin Lopez for testing and theory-crafting with me for the past few weeks and helping me prepare for Sheffield Regionals. Many of the cards and counts I play in my lists were suggested by them; without their help, my lists would be much less refined.

If you see me at Sheffield Regionals, please feel free to come up and say hello! As always, if you enjoyed my content, please follow me on Twitter @OrgansmanTCG, and feel free to leave me a comment in the Subscriber’s Secret Hideout.

Until next time,

Eric

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