That’s a Wrap — Closing Thoughts on Standard Before Team Up
This Standard format was weird. Latin American International Championship kicked off with Sun & Moon through Lost Thunder, and that is where [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] / Control won the event. The format immediately moved to counter it. Let’s look at some history:
Phase One: Zoroark-GX / Control
Approaching Brazil Internationals, a few new decks had risen from Lost Thunder. New contender, [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card], was a threat. Zoroark-GX decks came in with the addition of [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”name”][/card]. New one Energy attacker, [card name=”Granbull” set=”Lost Thunder” no=”138″ c=”name”][/card], was whispered about but uncertain of success. There were a few other outliers like [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] with [card name=”Spell Tag” set=”Lost Thunder” no=”190″ c=”name”][/card]. My testing group and I developed a Zoroark-GX / Control deck that would take the field by surprise, and the first tournament of the new format with an uncertain metagame looked like the perfect time to test its mettle. We had a Blacephalon-GX list with [card name=”Energy Switch” set=”Celestial Storm” no=”129″ c=”name”][/card] in it, but didn’t think anyone would pick up on that addition so soon. With that in mind, the Blacephalon-GX matchup was favorable and in we went with another control deck. Daniel Altavilla won the event and I got Top 8, so the results turned out great. The problem is that the format shifted greatly going into the next week to counter the deck. I think this deck is solid and while I am weary to play it, here’s an updated list:
[decklist name=”.” amt=”60″ caption=”” cname=”Ditto Prism Star” set=”Lost Thunder” no=”154″][pokemon amt=”17″]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=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”2″][/card]1x [card name=”Tapu Koko” set=”Sun and Moon Black Star Promos” no=”SM31″ c=”deck2″ amt=”1″][/card]1x [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”deck2″ amt=”1″][/card]1x [card name=”Magcargo” set=”Celestial Storm” no=”24″ c=”deck2″ amt=”1″][/card]1x [card name=”Slugma” set=”Celestial Storm” no=”23″ c=”deck2″ amt=”1″][/card]1x [card name=”Alolan Muk” set=”Sun and Moon” no=”58″ c=”deck2″ amt=”1″][/card]1x [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”deck2″ amt=”1″][/card]1x [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”39″]4x [card name=”Professor Elm’s Lecture” set=”Lost Thunder” no=”188″ c=”deck2″ amt=”4″][/card]3x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”3″][/card]2x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”2″][/card]1x [card name=”Team Skull Grunt” set=”Sun and Moon” no=”133″ c=”deck2″ amt=”1″][/card]1x [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”deck2″ amt=”1″][/card]1x [card name=”Plumeria” set=”Burning Shadows” no=”120″ c=”deck2″ amt=”1″][/card]1x [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”deck2″ amt=”1″][/card]1x [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”deck2″ amt=”4″][/card]4x [card name=”Timer Ball” set=”Sun and Moon” no=”134″ c=”deck2″ amt=”4″][/card]4x [card name=”Crushing Hammer” set=”Sun and Moon” no=”115″ c=”deck2″ amt=”4″][/card]2x [card name=”Weakness Policy” set=”Burning Shadows” no=”126″ c=”deck2″ amt=”2″][/card]2x [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”deck2″ amt=”2″][/card]2x [card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”deck2″ amt=”2″][/card]2x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”2″][/card]1x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ amt=”1″][/card]1x [card name=”Pal Pad” set=”Ultra Prism” no=”132″ c=”deck2″ amt=”1″][/card]1x [card name=”Max Potion” set=”Guardians Rising” no=”128″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”deck2″ amt=”2″][/card][/trainers][energy amt=”4″]4x [card name=”Double Colorless Energy” set=”Shining Legends” no=”69″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
This is a hybrid of both control and an attacking [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] deck. While you keep the elements of control to dominate games and confuse your opponent, you have attacking options for the matchups you need them most against. The problem matchups are primarily Blacephalon-GX and [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”57″ c=”name”][/card]. As such, [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] and an attacking package with inclusions like [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”name”][/card], [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”name”][/card], and [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card] have been added to give yourself a shot by attacking Blacephalon-GX for Knock Outs and taking six Prizes. I have added [card name=”Weakness Policy” set=”Burning Shadows” no=”126″ c=”name”][/card] which helps against the recent uprising of [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] / Shrine of Punishment. While this Standard format may be coming to an end, I don’t think it was fully figured out. The format has shifted so much and many outlier decks can win games from the power of a turn one [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card] and Let Loose. This deck is the most controlling deck in the format; it has great shots against most decks and is far off from the original control deck. I hope this helps if you’re looking to play something similar. When in doubt, play control like we did in Brazil!
Phase Two: Gardevoir-GX
Going into Virginia Regionals, we were uncertain of what to play and planned on using something with [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] until the final hour before sleep. I whipped out Robin Schulz’s crazy [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card] deck on PTCGO and crushed [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card] and Buzzwole-GX decks left and right against Jimmy Pendarvis. We were all convinced with limited testing, sleeved it up, and went to bed. Ironically, I did the worst of anyone, drawing badly and dropping from the event in my worst Regionals finish to date. Pendarvis won the entire event though, running absurdly hot. This is a deck that, if it draws well, you will win every game. However, the games you don’t will be ugly. It was a good pick for the weekend because it had a good matchup against the upcoming Decidueye-GX / [card name=”Alolan Ninetales-GX” set=”Lost Thunder” no=”132″ c=”name”][/card] / Zoroark-GX decks that did well in Brazil. It also had good matchups against control, Blacephalon-GX, and Buzzwole-GX. The other option that weekend would have been Decidueye-GX / Alolan Ninetales-GX / Zoroark-GX, but with a lackluster Gardevoir-GX matchup and hype rising for that archetype, we ruled it out.
[decklist name=”.” amt=”60″ caption=”” cname=”Ditto Prism Star” set=”Lost Thunder” no=”154″][pokemon amt=”22″]3x [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”deck2″ amt=”3″][/card]1x [card name=”Kirlia” set=”Lost Thunder” no=”140″ c=”deck2″ amt=”1″][/card]3x [card name=”Ralts” set=”Burning Shadows” no=”91″ c=”deck2″ amt=”3″][/card]2x [card name=”Swampert” set=”Celestial Storm” no=”35″ c=”deck2″ amt=”2″][/card]1x [card name=”Marshtomp” set=”Celestial Storm” no=”34″ c=”deck2″ amt=”1″][/card]2x [card name=”Mudkip” set=”Celestial Storm” no=”32″ c=”deck2″ amt=”2″][/card]2x [card name=”Alolan Ninetales-GX” set=”Lost Thunder” no=”132″ c=”deck2″ amt=”2″][/card]2x [card name=”Alolan Vulpix” set=”Guardians Rising” no=”21″ c=”deck2″ amt=”2″][/card]1x Solgaleo-GX (PR)1x [card name=”Cosmog” set=”Sun and Moon” no=”64″ c=”deck2″ amt=”1″][/card]3x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”3″][/card]1x [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”26″]4x [card name=”Professor Elm’s Lecture” set=”Lost Thunder” no=”188″ c=”deck2″ amt=”4″][/card]3x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”3″][/card]2x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”2″][/card]1x [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”deck2″ amt=”4″][/card]4x [card name=”Rare Candy” set=”Celestial Storm” no=”142″ c=”deck2″ amt=”4″][/card]2x [card name=”Timer Ball” set=”Sun and Moon” no=”134″ c=”deck2″ amt=”2″][/card]2x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”2″][/card]1x [card name=”Max Potion” set=”Guardians Rising” no=”128″ c=”deck2″ amt=”1″][/card]1x [card name=”Energy Loto” set=”Guardians Rising” no=”122″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Brooklet Hill” set=”Guardians Rising” no=”120″ c=”deck2″ amt=”2″][/card][/trainers][energy amt=”12″]7x [card name=”Fairy Energy” set=”Evolutions” no=”99″ c=”deck2″ amt=”7″][/card]4x [card name=”Double Colorless Energy” set=”Shining Legends” no=”69″ c=”deck2″ amt=”4″][/card]1x [card name=”Super Boost Energy Prism Star” set=”Ultra Prism” no=”136″ c=”deck2″ amt=”1″][/card][/energy][/decklist]
This deck hasn’t changed much because the original list was that good. It’s “boom or bust” with a high skill ceiling, but a low floor. You can either run hot or draw dead and get destroyed left and right like I did. You have options for every matchup but it’s a deck that’s completely based around Stage 2 Pokemon, so it’s hit or miss. The addition I like the most is the second [card name=”Timer Ball” set=”Sun and Moon” no=”134″ c=”name”][/card] in an attempt to make the deck more consistent. Unfortunately, that’s a flip-based card and can be hit or miss itself. This is a deck that’s going to benefit a lot from Team Up with the release of [card name=”Pokémon Communication” set=”Black and White” no=”99″ c=”name”][/card]. This deck was a counter play to come back from Brazil after control was, once again, at the top of its game. Going forward, play this deck at your own risk; it’s top tier if you draw well. You have been warned.
[premium]
Phase Three: Zoroark-GX / Gyarados
Now, it’s Philip Schulz’s turn for a brew, and Zoroark-GX / [card name=”Gyarados” set=”Burning Shadows” no=”33″ c=”name”][/card] came to be. This is one of the most intriguing decks this season for a variety of reasons. It was hyped up immediately stateside, but never made the transition to being well liked by the community. I played it for a few local events with lackluster results. While it has a powerful strategy I think it’s flawed with the way you can prize a [card name=”Magikarp” set=”Crimson Invasion” no=”17″ c=”name”][/card], among other factors. The deck was a creative innovation which is awesome to see, and I have a feeling that Schulz may have faced a lot of Blacephalon-GX.
[decklist name=”.” amt=”60″ caption=”” cname=”Ditto Prism Star” set=”Lost Thunder” no=”154″][pokemon amt=”20″]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=”Gyarados” set=”Burning Shadows” no=”33″ c=”deck2″ amt=”2″][/card]3x [card name=”Magikarp” set=”Crimson Invasion” no=”17″ c=”deck2″ amt=”3″][/card]1x [card name=”Magikarp” set=”Dragon Majesty” no=”19″ c=”deck2″ amt=”1″][/card]2x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”2″][/card]1x [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”deck2″ amt=”1″][/card]1x [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”deck2″ amt=”1″][/card]1x [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”deck2″ amt=”1″][/card]1x [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”36″]4x [card name=”Professor Elm’s Lecture” set=”Lost Thunder” no=”188″ c=”deck2″ amt=”4″][/card]3x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”3″][/card]3x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”3″][/card]1x [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”deck2″ amt=”1″][/card]1x [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”deck2″ amt=”1″][/card]1x [card name=”Judge” set=”Forbidden Light” no=”108″ c=”deck2″ amt=”1″][/card]1x [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”deck2″ amt=”4″][/card]4x [card name=”Timer Ball” set=”Sun and Moon” no=”134″ c=”deck2″ amt=”4″][/card]4x [card name=”Great Ball” set=”Shining Legends” no=”60″ c=”deck2″ amt=”4″][/card]2x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ amt=”2″][/card]2x [card name=”Pal Pad” set=”Ultra Prism” no=”132″ c=”deck2″ amt=”2″][/card]2x [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”deck2″ amt=”2″][/card]2x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”2″][/card]1x [card name=”Max Potion” set=”Guardians Rising” no=”128″ c=”deck2″ divide=”yes” amt=”1″][/card]1x [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”4″]4x [card name=”Double Colorless Energy” set=”Shining Legends” no=”69″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
This might look a little wonky, but every card has its place. I like [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”name”][/card] in here to add some extra damage, especially against [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”57″ c=”name”][/card] decks. By using Distortion Door you can get a Buzzwole-GX down to 180 HP which is doable with Venting Anger or a Riotous Beating with a [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card], [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”name”][/card], and [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] in play. That card might seem odd as it damages your own [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card], but you can stagger them to avoid problems. Remember, it’s going to be hurting your opponent as much as it hurts you. I like four [card name=”Great Ball” set=”Sun and Moon” no=”119″ c=”name”][/card], four Timer Ball, and four Ultra Ball to bolster your consistency. A reduced emphasis on control allows you to be powerful with all the techs I’ve included. I think a second [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card] is important for this deck to function well. This deck did well as another surprise deck, and Schulz’s list added elements of control that gave it a chance against the other Zoroark-GX decks of the world. There were lots of [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card] decks at the event, so Gyarados was a great call. It’s a fun deck, but I’m uncertain if this deck is Tier 1 or not
Phase Four: Interim
There hasn’t been a large Standard format event since Schulz’s win. In the fray we’ve had oodles of League Challenges, League Cups, and a few smaller Special Championship tournaments to draw results from. The metagame has shifted with each result and it’s super hard to pinpoint. Many rogue decks have popped up like [card name=”Tyranitar-GX” set=”Lost Thunder” no=”121″ c=”name”][/card] and the likes of [card name=”Honchkrow” set=”Guardians Rising” no=”79″ c=”name”][/card]. One thing remains the same: [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] / [card name=”Alolan Ninetales-GX” set=”Lost Thunder” no=”132″ c=”name”][/card] / Zoroark-GX is the best deck. Blacephalon-GX is a close second and the matchup between the two is super close. There’s a plethora of non-GX decks that pop up all the time as well, creating more confusion. Here’s a tier list:
First
- Blacephalon-GX
- Decidueye-GX / Alolan Ninetales-GX / Zoroark-GX
Second
- Buzzwole-GX / Toolbox
- [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card] / Toolbox
- [card name=”Granbull” set=”Lost Thunder” no=”138″ c=”name”][/card]
- Lost March
- Non-Attacking / Control ([card name=”Hoopa” set=”Shining Legends” no=”55″ c=”name”][/card]; [card name=”Regigigas” set=”Crimson Invasion” no=”84″ c=”name”][/card]; [card name=”Shuckle-GX” set=”Lost Thunder” no=”17″ c=”name”][/card]; [card name=”Steelix” set=”Celestial Storm” no=”89″ c=”name”][/card]; [card name=”Wailord” set=”Celestial Storm” no=”40″ c=”name”][/card])
- Zoroark-GX / Control
- Zoroark-GX / [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card]
Third
- [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] / [card name=”Chimecho” set=”Crimson Invasion” no=”43″ c=”name”][/card] / [card name=”Necrozma-GX” set=”Sun and Moon Black Star Promos” no=”SM58″ c=”name”][/card]
- [card name=”Passimian” set=”Sun and Moon” no=”73″ c=”name”][/card] / [card name=”Tapu Koko” set=”Sun and Moon Black Star Promos” no=”SM30″ c=”name”][/card]
- Tapu Koko / [card name=”Tapu Lele” set=”Sun and Moon Black Star Promos” no=”SM152 ” c=”name”][/card]
- Zoroark-GX / [card name=”Gyarados” set=”Burning Shadows” no=”33″ c=”name”][/card]
- Zoroark-GX / [card name=”Magcargo” set=”Celestial Storm” no=”24″ c=”name”][/card]
Fourth
- Malamar / Tapu Koko
- Malamar / [card name=”Ultra Necrozma-GX” set=”Forbidden Light” no=”95″ c=”name”][/card]
- [card name=”Meganium” set=”Lost Thunder” no=”8″ c=”name”][/card] / Toolbox
- [card name=”Naganadel” set=”Lost Thunder” no=”108″ c=”name”][/card] / [card name=”Quagsire” set=”Dragon Majesty” no=”26″ c=”name”][/card]
- [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card] / Toolbox
- [card name=”Sceptile-GX” set=”Lost Thunder” no=”22″ c=”name”][/card] / Toolbox
- [card name=”Solgaleo-GX” set=”Sun and Moon Black Star Promos” no=”SM16″ c=”name”][/card] / Toolbox
Fifth
- [card name=”Alolan Exeggutor” set=”Forbidden Light” no=”2″ c=”name”][/card]
- [card name=”Sylveon-GX” set=”Guardians Rising” no=”92″ c=”name”][/card] / Control
- [card name=”Tyranitar-GX” set=”Lost Thunder” no=”121″ c=”name”][/card]
- [card name=”White Kyurem” set=”Lost Thunder” no=”63″ c=”name”][/card]
With a large second tier, it’s easy to get lost in the shuffle of Standard. Depending on the metagame, you could take one of them to “first tier status” depending on the weekend. A small first tier of consistently strong decks makes for that sort of thing; it depends on what others are playing. Over the past few weeks, the guard has changed hands over and over with random decks winning here and there. This Standard has been luck-based with few strong first turn draw Supporter cards and the inclusion of [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card] in many decks. Each hand is a Let Loose away from being destroyed.
It seems that most Standard formats begin the same: [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”57″ c=”name”][/card] and [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] decks are the go-to for many players, the format adjusts to control variants, then things rise to beat those, and then spread comes back. At the conclusion of the first Standard format of the season, I liked a Tapu Koko spread deck. The deck has actually taken a bit of a different form since.
Spread is an unpredictable deck, with control decks out of the way it can beat about everything. It’s hard to beat when you want to limit your Bench to not take so much damage and the new inclusion to the deck makes it harder when you do manage to attack. It beats the two best decks in the format which not a lot of decks can say.
Phase Five: Spread
There’s a few more tournaments left in this format. Notably, the Mexican and Puerto Rican Special Championship events which many United States players will be attending. Right now, I am considering playing a spread-based deck focused around Tapu Koko. The addition of [card name=”Poison Barb” set=”Sun and Moon” no=”124″ c=”name”][/card] opens up a lot of options for bigger damage potential, as does [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card]. This deck hasn’t been explored too heavily until the past few weeks, so it’s worth discussing now. Here’s the list:
[decklist name=”.” amt=”60″ caption=”” cname=”Tapu Koko” set=”Sun and Moon Black Star Promos” no=”SM31″][pokemon amt=”12″]4x [card name=”Tapu Koko” set=”Sun and Moon Black Star Promos” no=”SM31″ c=”deck2″ amt=”4″][/card]2x [card name=”Seviper” set=”Burning Shadows” no=”50″ c=”deck2″ amt=”2″][/card]2x [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”deck2″ amt=”2″][/card]2x [card name=”Latios” set=”Shining Legends” no=”41″ c=”deck2″ amt=”2″][/card]1x [card name=”Tapu Lele” set=”Sun and Moon Black Star Promos” no=”SM152 ” c=”deck2″ amt=”1″][/card]1x [card name=”Tapu Lele” set=”Ultra Prism” no=”94″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”38″]4x [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”deck2″ amt=”4″][/card]4x [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”deck2″ amt=”4″][/card]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ divide=”yes” amt=”4″][/card]4x [card name=”Poison Barb” set=”Sun and Moon” no=”124″ c=”deck2″ amt=”4″][/card]4x [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”deck2″ amt=”4″][/card]4x [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”deck2″ amt=”4″][/card]4x [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”deck2″ amt=”4″][/card]2x [card name=”Energy Loto” set=”Guardians Rising” no=”122″ c=”deck2″ amt=”2″][/card]2x [card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”deck2″ amt=”2″][/card]1x [card name=”Switch” set=”Celestial Storm” no=”147″ c=”deck2″ amt=”1″][/card]1x [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”deck2″ amt=”4″][/card][/trainers][energy amt=”10″]4x [card name=”Double Colorless Energy” set=”Shining Legends” no=”69″ c=”deck2″ amt=”4″][/card]4x [card name=”Counter Energy” set=”Crimson Invasion” no=”100″ c=”deck2″ amt=”4″][/card]2x [card name=”Rainbow Energy” set=”Celestial Storm” no=”151″ c=”deck2″ amt=”2″][/card][/energy][/decklist]
Card Choices
Two Seviper and Four Poison Barb
Extra Poison damage for when your opponent attacks into a Poison Barb is exactly what this deck wants. Flying Flip with Electropower is broken enough, but with extra Poison damage with [card name=”Seviper” set=”Burning Shadows” no=”50″ c=”name”][/card], Poison Barb, and [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] ticks you can be dealing at least 90 damage with a single Flying Flip each turn. This includes the in-between turns phase.
Four Professor Kukui and Four Electropower
[cardimg name=”Electropower” set=”Lost Thunder” no=”172″ align=”right” c=”none”][/cardimg]
The more damage the better. Spread to your heart’s delight and do a lot up front with [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”name”][/card] while you’re at it. Flying Flip for for 110 damage outright? It’s possible! Not too many decks can handle a powerful attack, but then spread damage to the Bench as well. Magical Swap can wipe a board once enough damage is in play to score six Prize cards.
Four Lillie, Four Cynthia, and Four Acro Bike
These are the best consistency cards you can play in Standard right now. Since this deck plays many cards from the hand immediately you can manage to [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”name”][/card] for more later in the game if you need to. Cards like [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”name”][/card] and [card name=”Order Pad” set=”Ultra Prism” no=”131″ c=”name”][/card] are both options for that slot of four. I prefer Acro Bike with many Pokemon in the deck because you can burn through Pokemon you won’t need. Without Ultra Ball to thin them out of your deck, you lack a way to do so otherwise.
Two Energy Loto, One Switch, and One Escape Rope
This deck needs to start attacking immediately, so playing as many as four [card name=”Energy Loto” set=”Guardians Rising” no=”122″ c=”name”][/card] is an option if you want to. With the maxed out number of four [card name=”Double Colorless” set=”Sun and Moon” no=”136″ c=”name”][/card] you can hopefully get a Flying Flip off on your first turn. Cards like [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”name”][/card] and [card name=”Switch” set=”Sun and Moon” no=”132″ c=”name”][/card] are included to increase your odds of a first turn attack as well.
Two Counter Catcher
This deck doesn’t take Prize cards quickly and that means you will be behind in Prizes frequently. A notable card like [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] doesn’t fit in the deck well since you can only afford to play two. You also have a lack of a way to find it other than drawing into it naturally. With your natural Prize card deficit in place, you can play [card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”name”][/card] as your way to switch your opponent’s Pokemon around. Usually, this is a disruption tactic in trying to keep a Pokemon up and stranded while you spread over and over. Instead of one of these slots, you could play one [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”name”][/card] to get rid of [card name=”Beast Energy Prism Star” set=”Forbidden Light” no=”117″ c=”name”][/card], a card that helps in cheaply OHKOing a [card name=”Tapu Koko” set=”Sun and Moon Black Star Promos” no=”SM30″ c=”name”][/card]. Either way, Counter Catcher can buy you extra valuable turns of spreading damage where you can get ahead.
Four Shrine of Punishment
All the damage modifiers you can get should be in this deck. The superior Tool of choice is [card name=”Poison Barb” set=”Sun and Moon” no=”124″ c=”name”][/card] over [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card]. This is because it can have a lasting effect by damaging the same Pokemon multiple times. Most decks are playing counter Stadiums these days; having a full set of Shrine of Punishment allows you to play the first Stadium and have a chance of winning the Stadium war. With less, you could be locked out of a Stadium for the rest of the game and not be able to reap the benefits of the reciprocating damage from Shrine of Punishment.
Two Rainbow Energy
[cardimg name=”Rainbow Energy” set=”Celestial Storm” no=”183″ align=”right” c=”none”][/cardimg]
Without a way to power up Magical Swap manually, without Counter Catcher, you can be stuck doing a lot of nothing for a while. This deck needs [card name=”Rainbow Energy” set=”Celestial Storm” no=”151″ c=”name”][/card] as a way to win games when you might happen to be ahead on Prize cards.
Playing the Deck and Matchups
The main strategy becomes knowing when the best time to use Magical Swap is. You want to use it to win the game on most occasions but you can also use it to Knock Out all of your opponent’s support Pokemon or main attackers at once and prevent them from being able to do much damage for the rest of the game. If you see an opening like that, you can take it and then Flying Flip with little risk to any blow back. Digging quickly to get an attack as soon as possible should be your first priority because every Flying Flip you get off counts. Equipping Poison Barb on your attackers is a must, but you can also put them on Pokemon that you think your opponent might Guzma up like [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card]. I would limit your playing of Poison Barb to two at a time out of fear for [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card]. You don’t want to lose multiples all at once, study how many Field Blower a certain deck typically plays. A deck like [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card] usually plays zero. Against a deck playing zero Field Blower on average you can go ham with them and spread ’em around. Against something like [card name=”Decidueye-GX” set=”Sun and Moon” no=”12″ c=”name”][/card] / [card name=”Alolan Ninetales-GX” set=”Lost Thunder” no=”132″ c=”name”][/card] / [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] your opponent will likely be playing a single copy. As such, try to limit your Poison Barb drops until that Field Blower has been used and then you can go in.
You will have lots of time to predict what your opponent will do since you’re not going to be taking big Knock Outs often with your lower damage output. The point of all of the damage modifiers in this deck is to get more damage in play while your opponent struggles and then to use that damage to Knock Out whatever you want with Magical Swap. When your opponent fills their Bench you are in for a treat because you will be doing more damage overall with Flying Flip and you will have ages to win the game if you don’t take a Knock Out. By not taking a Knock Out deliberately you can force your opponent to play with the field of Pokemon they made for themselves, a board lock, if you will.
The hardest matchups are control decks. Everything else is beatable, but the things like the Non-Attacking / Control variants and Zoroark-GX / Control are nearly unbeatable. These decks can heal over and over, and in the case of Zoroark-GX / Control, it can heal and take Knock Outs while not being punished for it with that healing package in tow. Everything else is a similar strategy, using Flying Flip over and over until you reach the point of no return with Magical Swap. It’s a deck that you can pick up and think on the fly to develop a winning strategy. While the strategy is easy, this is a deck that I would recommend not playing blind. Think through the matchups you expect to face and think about the combinations of Flying Flip uses you may have to use to get to the point where you have enough damage in play for Magical Swap to end things.
Conclusion
Standard has been abysmal this season. I love Pokemon and I’ll be playing it no matter what the format is. Let Loose [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card] has scarred many players, but I’m sure it’s won those same players some games as well. The next set will be a breath of fresh air with many new Supporters like Erika’s Hospitality. In the meantime, only a few more events of this format before we move on. Next time, I’ll be back with some Team Up goodness with some of the decks I’ve begun to try out!
Peace,
Caleb
[/premium]