Fighting with Lightning — Combining Different Types to Bolster Zapdos
[cardimg name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ align=”right” c=”custom”]This deck is no joke![/cardimg]
Sitting in our Greensboro hotel room following the Regionals, fellow writer Isaiah Williams and I began to brew up a [card name=”Zapdos” set=”Team Up” no=”40″ c=”name”][/card] / [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card] deck. The concept began all the way back at Oceania Internationals in the hands of Karl Peters. He finished fourteenth and we haven’t seen all too much of the deck since. Recently, Williams took the deck to a League Cup and won it undefeated. I attempted to do the same the next day in one of my own, but I lost to a [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] deck in Top 8.
You might be wondering why this deck could possibly good if I happened to lose to what should be a favorable matchup. I think I just had some poor luck and I’m excited to keep testing this concept out in the coming days before Denver Regionals and beyond.
In addition, a [card name=”Lucario-GX” set=”Sun and Moon Black Star Promos” no=”SM100″ c=”name”][/card] variant of this sort of a Zapdos deck has popped up as well. Could that just be better than Lycanroc-GX? For a single Energy, Aura Strike can deal 120 damage, enough to one-shot an [card name=”Alolan Muk” set=”Sun and Moon” no=”58″ c=”name”][/card], one of Zapdos deck’s most fearsome enemies.
To fully understand how this deck began and where it started, let’s take a look at the original list:
[decklist name=”.” amt=”60″ caption=”” cname=”Buzzwole” set=”Forbidden Light” no=”77″][pokemon amt=”15″]4x [card name=”Jirachi” set=”Team Up” no=”99″ c=”deck2″ amt=”4″][/card]3x [card name=”Zapdos” set=”Team Up” no=”40″ c=”deck2″ amt=”3″][/card]2x [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”deck2″ amt=”2″][/card]2x [card name=”Rockruff” set=”Forbidden Light” no=”75″ c=”deck2″ amt=”2″][/card]1x [card name=”Tapu Koko-GX” set=”Guardians Rising” no=”47″ c=”deck2″ amt=”1″][/card]1x [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”deck2″ amt=”1″][/card]1x [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”deck2″ amt=”1″][/card]1x [card name=”Wobbuffet” set=”Lost Thunder” no=”93″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”35″]4x [card name=”Volkner” set=”Ultra Prism” no=”135″ c=”deck2″ amt=”4″][/card]4x [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”deck2″ amt=”4″][/card]4x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”4″][/card]1x [card name=”Erika’s Hospitality” set=”Team Up” no=”140″ c=”deck2″ divide=”yes” amt=”1″][/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]3x [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”deck2″ amt=”3″][/card]3x [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”deck2″ amt=”3″][/card]2x [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”deck2″ amt=”2″][/card]2x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”2″][/card]1x [card name=”Switch” set=”Celestial Storm” no=”147″ c=”deck2″ amt=”1″][/card]1x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ amt=”1″][/card]1x [card name=”Beast Ring” set=”Forbidden Light” no=”102″ c=”deck2″ divide=”yes” amt=”1″][/card]1x [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”10″]7x [card name=”Lightning Energy” set=”Evolutions” no=”94″ c=”deck2″ amt=”7″][/card]3x [card name=”Fighting Energy” set=”Evolutions” no=”96″ c=”deck2″ amt=”3″][/card][/energy][/decklist]
This list is a solid platform to stem off. It seems a little unrefined to me and to be missing a few important cards — [card name=”Viridian Forest” set=”Team Up” no=”156″ c=”name”][/card], for one. I dislike [card name=”Volkner” set=”Ultra Prism” no=”135″ c=”name”][/card] in all Zapdos decks and the lower count of switching cards in this list is a bit troublesome. Let’s talk about some potential cuts:
- -1 Lycanroc-GX
- -1 [card name=”Wobbuffet” set=”Lost Thunder” no=”93″ c=”name”][/card]
- -4 Volkner
- -1 [card name=”Erika’s Hospitality” set=”Team Up” no=”140″ c=”name”][/card]
- -1 [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”name”][/card]
- -1 [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”name”][/card]
- -1 [card name=”Beast Ring” set=”Forbidden Light” no=”102″ c=”name”][/card]
- -1 Lightning Energy
Using these cuts as a guide, as well as my own testing and use of the deck, I have been using this list:
[decklist name=”.” amt=”60″ caption=”” cname=”Oranguru” set=”Sun and Moon” no=”113″][pokemon amt=”14″]4x [card name=”Jirachi” set=”Team Up” no=”99″ c=”deck2″ amt=”4″][/card]3x [card name=”Zapdos” set=”Team Up” no=”40″ c=”deck2″ amt=”3″][/card]1x [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”deck2″ amt=”1″][/card]1x [card name=”Rockruff” set=”Guardians Rising” no=”73″ c=”deck2″ amt=”1″][/card]1x [card name=”Rockruff” set=”Forbidden Light” no=”75″ c=”deck2″ amt=”1″][/card]1x [card name=”Tapu Koko-GX” set=”Guardians Rising” no=”47″ c=”deck2″ amt=”1″][/card]1x [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”deck2″ amt=”1″][/card]1x [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”deck2″ amt=”1″][/card]1x [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”37″]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″ amt=”4″][/card]4x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ divide=”yes” 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]3x [card name=”Switch” set=”Celestial Storm” no=”147″ c=”deck2″ amt=”3″][/card]3x [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”deck2″ amt=”3″][/card]2x [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”deck2″ amt=”2″][/card]2x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ amt=”2″][/card]2x [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”deck2″ amt=”2″][/card]2x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ divide=”yes” amt=”2″][/card]2x [card name=”Viridian Forest” set=”Team Up” no=”156″ c=”deck2″ amt=”2″][/card]1x [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”9″]6x [card name=”Lightning Energy” set=”Evolutions” no=”94″ c=”deck2″ amt=”6″][/card]3x [card name=”Fighting Energy” set=”Evolutions” no=”96″ c=”deck2″ amt=”3″][/card][/energy][/decklist]
Some things have been ramped up, others have been dropped down or cut altogether. I’m confident in this list and would be playing this deck as of now if Denver were this instant. Let me explain the list!
Explanations
Four Jirachi [cardimg name=”Jirachi” set=”Team Up” no=”99″ align=”right” c=”none”][/cardimg]
Still the best starter in the deck, I still wholeheartedly believe that four is the way to go. Having the four count boosts your early game and is amazingly good in any Zapdos deck to thin things out and ensure you get the cards you need.
While in many matchups you don’t want to put two down at a time, be it out of fear of Sky-Scorching Light GX or just easy Knock Outs, there’s still a lot to like about the early consistency of having four. You’ll surely appreciate it in other matchups where getting a fast start is necessary to win. While Alolan Muk can body your deck, an early [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] can start can tie into a [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] play to eliminate an [card name=”Alolan Grimer” set=”Burning Shadows” no=”83″ c=”name”][/card] or [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”name”][/card] before it can evolve to avoid the problem altogether. The only times you dislike four Jirachi are in matchups where it’s turned off or in a position to be punished, in which case you can simply choose not to bench them.
Three Zapdos
The heart and soul of this deck. While I don’t think four is necessary — I can elaborate a little more on that in a bit — you still want a higher count. In many matchups you’re going to want a more diverse Bench with the likes of [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card], [card name=”Rockruff” set=”Forbidden Light” no=”75″ c=”name”][/card], etc. Having many Zapdos on the Bench isn’t necessarily a must, and with two [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card] in the deck you can afford to cut some corners on a full count. Playing one less also decreases your chances of starting with it and improves your odds of opening Jirachi.
One Tapu Koko-GX
Tapu Thunder GX is still an amazing attack and Sky-High Claws is a solid attack for a unique change of pace attack. With [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card] and [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card] the sky’s the limit for this guy. I would still highly recommend playing [card name=”Tapu Koko-GX” set=”Guardians Rising” no=”47″ c=”name”][/card] even though this list does introduce another GX attack. Aero Trail has its own unique use to switch your Pokemon around and get better value out of the Energy you have in play. There are so many positives to this card that having the option is more than worth it.
One Lycanroc-GX, Two Different Rockruff
Adding some unique flavor to the deck, the Lycanroc-GX line is special. Bloodthirsty Eyes is always a strong Ability and ties in well with the speediness of Zapdos, handpicking what Pokemon you want to Knock Out. The obvious benefit of the card’s addition is the Dangerous Rogue GX option to blow back opposing Zoroark-GX and even eliminate Alolan Muk. It gives the deck a nice one-shot potential card and while reliant on your opponent a bit, it’s hard to play around. Zoroark-GX decks must fill their Bench to one-shot Zapdos without damage modifiers so having Lycanroc-GX to punish a full Bench is great. Even using Claw Slash is realistic since you can power Lycanroc-GX up with Dance of the Ancients.
[card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card] supplements this card because on the turn you play the Stadium you can attach to a Rockruff or the Lycanroc-GX itself if it’s out and get it ready to go while still being able to use Thunderous Assault.
There’s so many benefits to this card that I can’t even think to list, but I’m positive in saying it’s worth having it in the deck.
I like the split of [card name=”Rockruff” set=”Guardians Rising” no=”73″ c=”name”][/card] so you can Corner an unsuspecting opponent — I decked someone out recently at a League Cup with it!
[premium]
One Oranguru
Instruct is so underrated in Zapdos decks and I’m not really sure why. You can consistently play your hand down to get value out of Instruct and I’ve loved it in every game I’ve played with Zapdos. Those extra cards can be critical and give you more explosive turns. With now multiple [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card] you can more consistently draw cards with [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card] and it’s awesome.
Another tip is that in mirror matches I think you should always go first — in going first you can end your turn with something meaty Active. Oranguru or Tapu Koko Prism Star both serve this purpose and you can just leave one of them there and dare your opponent to take a Knock Out: they likely won’t. Then, on the next turn you can get ahead on Prizes with your own attack for a Knock Out.
Zero Volkner
[cardimg name=”Volkner” set=”Ultra Prism” no=”156″ align=”right” c=”none”][/cardimg]
I think [card name=”Volkner” set=”Ultra Prism” no=”135″ c=”name”][/card] is awful in Zapdos decks and it concerns me that people are still playing it. You can consistently draw an Energy off a draw Supporter, and with multiple copies of the Item cards you could be looking for you should never have to stoop to the position of wanting to use Volkner. Being greedy can win games; Volkner is far too much of a safe card for me.
Volkner doesn’t accomplish long-term goals for this deck. Zapdos is supposed to be a fast deck that has the luxury of planning for the next turn since you have so much depth with Jirachi. Wasting your Supporter for the turn on a lackluster effect is disappointing — it should be frowned upon. Take this card out of your deck!
If you are stubborn and refuse to cut it, I would recommend using four or you’ll just be better off playing an additional copy of the Item that you’d want. I’ve never had a problem finding Energy in Zapdos decks since you basically have a Pokemon-searchable Energy in [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card].
Two Ultra Ball
Starting with four, I’ve gradually cut back to two. I would not run less than two in Zapdos decks anymore, the value is there with the additional way of getting Lightning Energy into your discard pile for Dance of the Ancients and so that you can get a [card name=”Tapu Koko-GX” set=”Guardians Rising” no=”47″ c=”name”][/card] and play it from your hand. Adding Lycanroc-GX to the deck makes it that much more valuable. Playing your hand down for Instruct is another useful bonus to playing Ultra Ball.
The reasons are there, the question for me is now to stick with two or go up to three; two has been fine.
Two Rescue Stretcher
With three Zapdos, you can play another Rescue Stretcher to ensure that you have enough attackers in mirror matches, and it’s always nice to have another way to get your Lycanroc-GX back. With low HP on Zapdos it’s great to have two Rescue Stretcher to cycle through them more efficiently. Ultra Ball discards can be tough sometimes so having more recovery options is ideal. Instead of running two Lycanroc-GX, you can do two Rescue Stretcher with the three Zapdos to accomplish both feats at once while saving space by one card.
Two Viridian Forest
The key to this deck’s success. I’m surprised that Peters didn’t run it himself, it’s extremely important to get those Fighting Energy to fuel your attacks again and again. Without it your Lycanroc-GX is much more clunky and it can be hard to find the Energy you need at the right times. Sledgehammer loses a lot of value itself as well because it’s so hard to find all the pieces to launch the attack when you want to without other ways of finding Fighting Energy.
Thoughts on the List
Overall I really like this list. It’s consistent for the most part; one of the only things I’m thinking about implementing is a thin [card name=”Zebstrika” set=”Lost Thunder” no=”82″ c=”name”][/card] line for more protection against Alolan Muk. It’s got more power against [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] with Lycanroc-GX so handling Alolan Muk is more doable, but you do still need to get a little lucky. If Alolan Muk doesn’t come down you’re favorable, but if it does I would say the matchup is somewhere around even overall.
I like the consistency counts in the deck and everything has been clicking nicely. I’ve thought about dropping Thunder Mountain Prism Star, but the fact that it “gets you ahead” an Energy attachment makes it worth playing. It’s great on swing turns to get an Energy invested onto your Lycanroc-GX while still being able to use Thunderous Assault.
Try the deck out for yourself, it’s really strong and another fun way to play Zapdos in Standard.
Matchups
Malamar / Ultra Necrozma-GX: Slightly Favorable
[cardimg name=”Ultra Necrozma-GX” set=”Forbidden Light” no=”95″ align=”right” c=”none”][/cardimg]
The biggest thing to remember in this matchup and something that I always see people do wrong: do not put more than one [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] down. If you put more than one down then you will almost certainly lose to a late Sky-Scorching Light GX for multiple Prize cards. You need to avoid doing that at all costs or you will be mad at yourself.
Focus on targeting down the [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] pieces early for Knock Outs. A Malamar will take an [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card] to Knock Out so use those wisely. Taking out a [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”name”][/card] is a bad idea because you will need two Electropower to complete the Knock Out, unless, of course, your opponent makes the mistake of hitting the Giratina with Shadow Impact in which case you’ll only need one Electropower to get the Knock Out.
[card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card] is nice to have another way to gust up a Malamar. Using Lycanroc-GX to attack can also be nice if you’re out of range for an [card name=”Ultra Necrozma-GX” set=”Forbidden Light” no=”95″ c=”name”][/card] to get a Knock Out on it in return.
The key here is to avoid dropping multiple Jirachi so as not to give your opponent free Prizes. Be careful, use your resources wisely, and take out [card name=”Inkay” set=”Forbidden Light” no=”50″ c=”name”][/card] before taking out Malamar — you don’t want to run out of Electropower and be unable to complete Knock Outs later in the game.
Pikachu and Zekrom-GX Toolbox: Favorable
The most popular version of [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] these days is more of a toolbox build with options like [card name=”Zapdos” set=”Team Up” no=”40″ c=”name”][/card] for change of pace plays, which makes this matchup closer but you are still favored. Lycanroc-GX can eliminate a threatening Pikachu and Zekrom-GX before it can go to town and [card name=”Tapu Koko-GX” set=”Guardians Rising” no=”47″ c=”name”][/card] is still great to swoop in and use Tapu Thunder GX to eliminate a threat in one pop.
Avoid putting your Pokemon-GX down until they serve an immediate purpose, hopefully to take two Prizes of their own. You can’t afford to fall behind in the Prize trade and as long as there are some two- or three-Prize Pokemon in play you’ll be fine and have the comeback potential you need. You have some time since you are non-GX-based, but Tag Bolt GX can pick up some of the deficit if your opponent gets it at the right time.
Zoroark-GX / Lycanroc-GX Variants: Slightly Favorable
Eliminate [card name=”Alolan Grimer” set=”Sun and Moon” no=”57″ c=”name”][/card] before it can evolve at all costs! Lycanroc-GX, [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card], [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”name”][/card], anything — get rid of those things! Alolan Muk is the bane of a Zapdos deck’s existence so prevent it from coming out altogether. Sledgehammer can one-shot it if it does come out, but hopefully it doesn’t come to that point. I like to get a Rockruff down as soon as possible and focus on taking those Alolan Grimer or [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”name”][/card] down. Zoroark-GX is obviously weak to [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] and Lycanroc-GX so throw those into the gameplan when you can.
If the game progresses to a point where Power of Alchemy is online you will need to get a little lucky and rip the exact cards you need off Supporters to get your Fighting Pokemon to attack efficiently. A Lycanroc-GX can be difficult for your opponent to take out, so go for that immediately if Alolan Muk gets around. Buzzwole only gets one chance, usually, to be useful with Sledgehammer so make it count. Avoiding Power of Alchemy altogether usually equals wins, so hope for that.
Zapdos Mirrors: Even
You might knock a fraction of a percent off your chance of winning by adding non-Zapdos stuff like Lycanroc-GX into this deck, but many Zapdos decks are doing the same so I think the difference is minimal.
Let’s walk through how to play a Zapdos mirror, a matchup I’ve played a lot.
First, choose to go first: don’t listen to anyone that says otherwise. Going first gives you the first chance to get an [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card] or [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card] Active and your opponent will be hard-pressed to take it out, needing two Electropower or a [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”name”][/card] and Electropower play with Thunderous Assault for a Knock Out. Playing [card name=”Lillie” set=”Sun and Moon” no=”122″ c=”name”][/card] on the first turn going first feels infinitely better than digging for a certain card or even a Guzma to get a Knock Out as you play second. If you miss the first attack playing second you will lose outright most times, while playing first and preparing for a better second turn gives you long-term stability that you can build upon.
In the middle of the game I like to limit the number of Jirachi I put down so not to have easy prey on the Bench — this especially applies on your first turn since you don’t want to feed your opponent something easy to take out if they can’t deal with the Active Oranguru or Tapu Koko Prism Star.
Speaking of which, Tapu Koko Prism Star is the better fodder of the two as you can use Dance of the Ancients and remove the damaged Pokemon from play completely. In doing so, you can play around a double Knock Out from [card name=”Jolteon-GX ” set=”Sun and Moon Black Star Promos” no=”SM173″ c=”name”][/card] and Electrobullet later in the game, a real possibility.
After getting ahead on Prizes you just need to keep it up until you take the rest. Be careful with what you do, conserve resources if you can, and don’t play into situations where your opponent can take multiple Prizes like the Jolteon-GX play.
If you go second, hope to get the first Knock Out and be able to keep it up from there. Losing the flip to start and going second isn’t a death wish, it’s just a less reliable route to winning. Some players won’t know what you’re using and you’ll just go second naturally, so it’s nothing you can control. If someone does happen to know you’re using Zapdos and chooses to go second, well, you’re in luck!
These matchups are fast-paced and sort of anxiety-building so try your hand at them a few times until you think you have a decent grasp at the control to win them.
Quick Interlude: Zapdos / Lucario-GX
[cardimg name=”Lucario-GX” set=”Sun and Moon Black Star Promos” no=”SM100″ align=”right” c=”none”][/cardimg]
Take out the one-one split of Rockruff and the Lycanroc-GX and add in two [card name=”Riolu” set=”Ultra Prism” no=”66″ c=”name”][/card] and one [card name=”Lucario-GX” set=”Sun and Moon Black Star Promos” no=”SM100″ c=”name”][/card] — that’s it! Pretty simple, but it’s another way to play Zapdos with Fighting Pokemon.
I like Lycanroc-GX more right now but I admit that I have not played as much with Lucario-GX so far. Aura Strike is a more reasonable way to one-shot Alolan Muk if it does come into play and it’s an easier way to one-shot a Zoroark-GX. While playing Lucario-GX I would look to add a second copy of Lucario-GX itself as Aura Strike is a “limited use” attack and you want to make sure you can do it twice in a game without having to rely on Rescue Stretcher. Regardless, try this concept out as well and see how you like it!
I remember when Lucario-GX came out everyone was up in arms about if it was better than Lycanroc-GX with [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”57″ c=”name”][/card], of which battle Lycanroc-GX ultimately came out on top. It looked close at first, but after a few Top 8 performances out of Buzzwole-GX / Lycanroc-GX with barely any out of Lucario-GX, the answer was clear. Will the same situation develop with these Zapdos decks? Time will tell; I’m currently unsure myself…
Conclusion
These Zapdos decks with Fighting Pokemon are super scary for opponents because they cover so many bases while still remaining a super consistent Basic-based deck with consistency support in Jirachi. I like Lycanroc-GX so much as a card and I’ve been playing it since the beginning — Bloodthirsty Eyes is just so dang good. If you’re a Zapdos fan, try this breed of the deck out and see what you think! This remains one of my top picks for Colorado Regionals.
Take care, thanks for reading, and remember to hit me up with anything you’re wondering about in the Subscribers’ Hideout!
Peace,
Caleb
[/premium]