It’s Hazy — Is Weezing Actually Good?
[cardimg name=”Weezing” set=”Unbroken Bonds” no=”74″ align=”right” c=”none”][/cardimg]
It’s true, my testing group and I (minus Daniel Altavilla) played [card name=”Weezing” set=”Unbroken Bonds” no=”74″ c=”name”][/card] for the Origins Special Championship about a week ago. None of us had anything to “lose” per se in the event, so we wanted to play something fun and unique. Based on some of the other Origins side events from days prior, there was a rise in popularity of decks like [card name=”Blacephalon” set=”Unbroken Bonds” no=”32″ c=”name”][/card], [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card], [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card], and [card name=”Zapdos” set=”Team Up” no=”40″ c=”name”][/card] variants. This taken into account, Weezing seemed like a great play with little [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] around and less people playing [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card] (some lists of which may not even be playing [card name=”Miltank” set=”Crimson Invasion” no=”78″ c=”name”][/card]). So the Weezing deck ticked both of the boxes we wanted to fill and I went in with it. Altavilla was dead set on Zapdos from the start, so there was no convincing him — it worked out for him too, he won the whole thing, so props to him for that.
I’ve played a lot of different decks for Standard format major events this year:
- [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] / [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card]
- Malamar / [card name=”Necrozma-GX” set=”Sun and Moon Black Star Promos” no=”SM58″ c=”name”][/card]
- Zoroark-GX Control
- [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card]
- [card name=”Swampert” set=”Celestial Storm” no=”35″ c=”name”][/card] Control
- Zapdos
- Zoroark-GX / [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card]
- Zoroark-GX Control
- Pikachu and Zekrom-GX
- [card name=”Shedinja” set=”Lost Thunder” no=”95″ c=”name”][/card] Control
- Reshiram and Charizard-GX / [card name=”Kiawe” set=”Burning Shadows” no=”116″ c=”name”][/card]
These, chronologically followed by Weezing, clash quite a bit against the type of deck Weezing represents. Most, if not all of these decks, have different paths to victory. Weezing is a unique case, a deck devoid of much creative thought, a deck that aims to set up and attack with the same attack for almost the entirety of the game. With some tech attackers, the deck can occasionally switch it up and try something different like a surprise [card name=”Frost Rotom” set=”Ultra Prism” no=”41″ c=”name”][/card] or [card name=”Larvitar” set=”Lost Thunder” no=”115″ c=”name”][/card], but aside from that you will be using Splattering Sludge the whole game.
I did not like Weezing as a deck. It was very linear, far more linear feeling than any deck I’d used all season. I felt it didn’t give me much of an opportunity to win some games against clever opponents that could outplay the deck’s strategy to spread until a game-winning play was possible with [card name=”Tapu Lele” set=”Ultra Prism” no=”94″ c=”name”][/card] or just multiple Knock Outs at once. The deck was powerful in the games I successfully executed the strategy and my opponent lacked a counter, for that I will laud it. Its Zapdos matchup is impeccable and should be one of the strongest draws to the deck. My greatest dislike of the deck is its matchup with Reshiram and Charizard-GX, a format-defining deck. [card name=”Miltank” set=”Crimson Invasion” no=”78″ c=”name”][/card] can Moomoo Malt on repeat until most of your damage is completely removed and [card name=”Eevee and Snorlax-GX” set=”Team Up” no=”120″ c=”name”][/card] becomes nearly unbeatable. While Larvitar can play some trickery to counteract it, it’s hard to pull off and some of the damage combinations you’ll need which I’ll talk about later in the matchups section. The point I want to make here is that against players that are prepared for or well-practiced against Weezing will be extremely difficult to defeat, nearly impossible in fact.
Weezing feels like a metagame call type of deck, not one that you play because it’s “the best deck” – it’s just not. It is a threat at events and a deck that you should figure into your own deck choice. It makes me wary to play Zapdos myself, and makes me consider playing a [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”name”][/card] in many decks and contributes to my desire to have a Miltank in Reshiram and Charizard-GX builds. Weezing is a simple deck to play, you really just need to study some of the damage combinations for Larvitar math and for Frost Rotom, both of which happen to be most important in the Reshiram and Charizard-GX matchup. I like it as a play for the North American International Championship for anyone that’s uncertain of what to use and has no time at all to test. It will take easy wins by default in many matchups and keep you mentally rested as much of your play is self-explanatory; just attack!
In order for this deck to execute its simple strategy a list needs to be built solely around consistency. As long as you’re attacking and setting up more Weezing you are good to go. One of the more subtle aspects of the deck is that you do want to have three Weezing or at least two and a Koffing (or the Ditto Prism Star) in play at all times so that you can always get the Detention Gas damage buff after one of your Pokemon is Knocked Out and you must send another up. To do this you must be consistent, there is little margin for error with every damage counter making a difference. Here’s the list we used for the Special Championship, a great list as-is for upcoming tournaments:
List and Explanations
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[decklist name=”.” amt=”60″ caption=”” cname=”Weezing” set=”Unbroken Bonds” no=”74″][pokemon amt=”15″]4x [card name=”Weezing” set=”Unbroken Bonds” no=”74″ c=”deck2″ amt=”4″][/card]4x [card name=”Koffing” set=”Unbroken Bonds” no=”73″ c=”deck2″ amt=”4″][/card]1x [card name=”Tapu Lele” set=”Sun and Moon Black Star Promos” no=”SM152 ” c=”deck2″ amt=”1″][/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=”Sun and Moon” no=”113″ c=”deck2″ amt=”1″][/card]1x [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”deck2″ amt=”1″][/card]1x [card name=”Larvitar” set=”Lost Thunder” no=”115″ c=”deck2″ amt=”1″][/card]1x [card name=”Frost Rotom” set=”Ultra Prism” no=”41″ 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=”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]1x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Spell Tag” set=”Lost Thunder” no=”190″ c=”deck2″ amt=”4″][/card]4x [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”deck2″ amt=”4″][/card]4x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”4″][/card]3x [card name=”Pokégear 3.0″ set=”Unbroken Bonds” no=”182″ 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]1x [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”deck2″ amt=”1″][/card]1x [card name=”Energy Loto” set=”Guardians Rising” no=”122″ c=”deck2″ amt=”1″][/card]1x [card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”deck2″ amt=”1″][/card]1x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”1″][/card]1x [card name=”Adventure Bag” set=”Lost Thunder” no=”167″ c=”deck2″ divide=”yes” amt=”1″][/card]3x [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”deck2″ amt=”3″][/card][/trainers][energy amt=”9″]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]1x [card name=”Triple Acceleration Energy” set=”Unbroken Bonds” no=”190″ c=”deck2″ amt=”1″][/card][/energy][/decklist]
Four Koffing, Four Weezing, and One Ditto Prism Star [cardimg name=”Tapu Lele” set=”Ultra Prism” no=”94″ align=”right” c=”none”][/cardimg]
Consistency is the focus of this list and should be the mindset of any builder when it comes to this deck. Having up to three Weezing in play at a time is a must, so here the [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”name”][/card] becomes the “fifth” [card name=”Koffing” set=”Unbroken Bonds” no=”73″ c=”name”][/card] and helps you in that task. The maximum number of Weezing increases your odds of drawing into them without having to use a search card to find them, making you more consistent overall.
One Tapu Lele
Dealing enough damage to take Knock Outs is sometimes impossible. Therefore, playing a way to move damage counters around here with Magical Swap is necessary so you have more ways to win. The damage can and will build up more and more until a ripe opportunity to move it around and deal with specific threats becomes a possibility.
One Tapu Koko
Flying Flip is generally worse than Splattering Sludge, but [card name=”Tapu Koko” set=”Sun and Moon Black Star Promos” no=”SM30″ c=”name”][/card] is a nice way to open the game and start spreading damage such that Splattering Sludge can hit Benched Pokemon, and its free retreat gives you a nice way to pivot into your tech attackers like Larvitar and Frost Rotom. Even though this guy has free retreat, remember to never send it Active in situations where you still want the damage bonus from Detention Gas!
One Oranguru
This deck is very draw-based and can sputter out if you miss a beat or are hit by [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card]’s Let Loose. Instruct helps you recover from either situation so that you can find your way to another draw Supporter and keep performing your strategy, one that rarely changes or wants to be changed so in this deck you really can’t afford missing a turn of attacking. All the more ways to draw cards are welcome and [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card] fits that bill nicely. One of its only downsides is the Retreat Cost; your opponent will sometimes [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] it up trying to stick it there. Your own Guzma or just an Energy card can retreat it out of harm’s way though.
One Larvitar
Second Strike is a must for dealing with Eevee and Snorlax-GX and Zoroark-GX. It’s also spectacular against Pikachu and Zekrom-GX and [card name=”Zeraora-GX” set=”Lost Thunder” no=”86″ c=”name”][/card]. It’s win-harder in the Lightning type matchups, you usually already win, but against the first two decks you really need it otherwise you lack a concise and feasible way to take Prizes. It’s a great finisher in other situations, dealing some of the most damage at once that this deck can muster. That sounds pretty lame, but 80 at once is one of your top smacks you can generate in here. It’s a spread deck of course, you’re usually not looking to just one-shot things; a slow and steady approach wins the race for Weezing.
One Frost Rotom
Frost Crush is a tech for Reshiram and Charizard-GX. With 270 HP it’s so tough to Knock Out, and with Miltank to assist in avoiding Knock Outs, you need a way to pull some trickery and one-shot it. Worst case, your opponent will only have three Energy in play, so Frost Crush will swing for 140 against a Water-weak Pokemon. With a [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card], that becomes 200, a little more formidable. With free Retreat Cost options like Tapu Koko, you can surprise your opponent all at once and catch them off guard where you are able to take a one-hit Knock Out. [card name=”Spell Tag” set=”Lost Thunder” no=”190″ c=”name”][/card], Choice Band, and Shrine of Punishment all assist in this process.
One Guzma
A single Guzma might seem out of place with so many lists playing more than just a single copy. Its purpose in here is more to serve as a switching card as well as a way to close out a game. Depending on how things go, you might find yourself just a single direct Knock Out away from winning that’s only achievable with a more powerful attack like from Larvitar or Frost Rotom. In these situations you’ll need a Guzma to win the game and I’ve been happy to have the option.
One Escape Board [cardimg name=”Escape Board” set=”Ultra Prism” no=”122″ align=”right” c=”none”][/cardimg]
Another seemingly odd card, Tapu Koko can only do so much if your opponent intentionally targets it for a Knock Out and eliminates it, removing your pivot. [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”name”][/card] is a controllable pivot that only you get to decide to play down, so you can save it for the ideal moment and then use it to switch into one of your swing attackers. Aside from that, it can be randomly useful to reduce the Retreat Cost on Oranguru to only one Energy so that you can retreat with a [card name=”Counter Energy” set=”Crimson Invasion” no=”100″ c=”name”][/card] whenever you’re not behind on Prizes or something like that. It’s better than a second Tapu Koko just because it gives you the power to choose when to use it, instead of tipping your hand to your opponent that you have a way to switch into a surprise attacker.
One Adventure Bag
This list plays three different Tool cards, two of which are only played in single counts. You should want a way to search them out all at once and for the times you don’t want one of the tech Tools you can just grab two Spell Tag and prepare your Weezing to be Knocked Out. I like [card name=”Adventure Bag” set=”Lost Thunder” no=”167″ c=”name”][/card] in decks like this that lack cut and dry ways to thin the deck as well, because it does remove fluff from your deck that you don’t want to be drawing all the time.
Four Double Colorless Energy, Four Counter Energy, One Triple Acceleration Energy
Playing the maximum number of “two Colorless Energy-providing” Energy cards is optimal. You want to be able to use Splattering Sludge as soon as possible so having four [card name=”Double Colorless Energy” set=”Shining Legends” no=”69″ c=”name”][/card] helps you with that, as does the [card name=”Triple Acceleration Energy” set=”Unbroken Bonds” no=”190″ c=”name”][/card]. You’re usually down on Prize cards in this deck so Counter Energy covers the rest of the game once you fall behind. Counter Energy also makes colored attackers like Tapu Lele and Frost Rotom an option, so it’s great for multiple reasons.
Options
In playing the deck there were a few things I wanted to tweak around, but not many. A third [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card] would have been a nice touch to give you a little more freedom in when you chose to use it, and maybe a copy or two of [card name=”Judge” set=”Forbidden Light” no=”108″ c=”name”][/card] would have been nice to have more ways to disrupt your opponent’s hand while still drawing yourself some cards. The Bench space in this deck is somewhat tight, as you want the three outs to Weezing, usually Oranguru, and then Tapu Koko. Marshadow is a surefire way to disrupt your opponent’s hand but without another Marshadow or the Bench space to even use one, you can struggle against combos that amass in your opponent’s hand and allow them to heal damage and disrupt your strategy. If you are refreshing their hand on repeat, you can keep spreading damage for longer without feeling the maximum pressure you otherwise would. Judge is one of the cards I’d most like to add to this deck. Aside from all that, there’s little else you could do. It would be nice to have one big one-shot attacker like [card name=”Silvally-GX” set=”Crimson Invasion” no=”90″ c=”name”][/card] or maybe even a [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card]… Perhaps there’s something non-GX that would work better to do the job?
Playing the Deck
Playing the deck is simple, you’re going to try to get three Koffing (or two and the Ditto Prism Star) on your first turn and then get at least two Weezing out (so that you have one to promote after a Knock Out.) You will dig for your Spell Tag and wrack up damage while spreading around with your Ability, attack, and Spell Tag itself. You’ll be looking this whole time for more Weezing pieces as they’ll inevitably be Knocked Out and you should always be mindful of a win condition. Will you just naturally take Knock Outs with Splattering Sludge? Will you have to use Larvitar to clean things up, or will you Magical Swap to finish an opponent off with Tapu Lele? There are a lot of paths to victory, so choosing one and aiming to fulfill it early is a nice way to guide your play. In matches where you don’t need certain attackers be sure to thin them out with [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card] and [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card] so you don’t draw into them again. Much of this deck is draw-based, so paving a clean path to getting the cards you need is essential and you should do all the deck thinning you can to increase your chances of drawing well.
Matchups and Their Damage Combinations
Pikachu and Zekrom-GX: Favorable [cardimg name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ align=”right” c=”none”][/cardimg]
Your opponent’s best shot in this matchup is to limit their Pokemon-GX in play and grind with [card name=”Zapdos” set=”Team Up” no=”40″ c=”name”][/card] early, then transition into a [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] to Tag Bolt GX with for the Bench snipe. Unfortunately, for them, you can start spreading damage to their entire field since they will almost certainly not be playing any Evolution Pokemon and the damage will add up quickly. [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] is very strong in this matchup to serve as a multiplier and most Pikachu and Zekrom-GX lists only have one Stadium – [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card] – to counter it at that. [card name=”Larvitar” set=”Lost Thunder” no=”115″ c=”name”][/card] with a [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card] will always one-shot a Pikachu and Zekrom-GX, so long as it has 40 damage on it. However, the 40 isn’t enough on its own without a Choice Band. Luckily, it’s 220 even without the Choice Band, so a [card name=”Spell Tag” set=”Lost Thunder” no=”190″ c=”name”][/card] drop or two and/or a Shrine of Punishment tick will get there. In short, this matchup is very easy and the only tough thing is Zapdos. The thing about the Zapdos strategy is it requires your opponent to play down [card name=”Zeraora-GX” set=”Lost Thunder” no=”86″ c=”name”][/card] in order to switch the Zapdos around, and in doing that you gain another juicy Pokemon-GX for two Prizes. If you can survive your opponent’s early game pressure, you can find a way through. This matchup is usually won outright via [card name=”Weezing” set=”Unbroken Bonds” no=”74″ c=”name”][/card], a Larvitar or two, and if you really have to you can use [card name=”Tapu Lele” set=”Ultra Prism” no=”94″ c=”name”][/card]’s Magical Swap to finish things up.
Reshiram and Charizard-GX: Slightly Unfavorable
[card name=”Frost Rotom” set=”Ultra Prism” no=”41″ c=”name”][/card] and Larvitar have a large role to play in this matchup. Frankly, if your opponent plays this right you probably won’t win. The ideal scenario for your opponent is to use Megaton Friends GX with an extra Energy to draw until they have ten cards in hand, and from there they will be able to chain Moomoo Malt and deny you any advantage you’re able to accrue. You must save your [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card] to Let Loose for right after the Megaton Friends GX. Your opponent will probably be able to draw out of it and get to use Moomoo Malt all the same, but that’s your shot at winning. Spell Tag can drop 40 damage on an [card name=”Eevee and Snorlax-GX” set=”Team Up” no=”120″ c=”name”][/card] and then if you’re lucky enough to have the Larvitar, a Choice Band, and an Energy to attach you can Second Strike for 220 plus the original 40 and if you have a [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] working you can “one-shot” the big TAG TEAM Pokemon-GX. This is a lot to fall into, but it is possible. The same situation applies to Frost Rotom off a Spell Tag but the remainder can be a little different, depending on how many Energy your opponent has in play. A clever opponent will limit their Bench to just the Eevee and Snorlax-GX and the [card name=”Miltank” set=”Crimson Invasion” no=”78″ c=”name”][/card], so you won’t be building up extra damage anywhere else. Taking down Miltank itself is an option two, you’ll need to have Detention Gas going for a turn or two, and then you can Spell Tag plus Splattering Sludge if you can [card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”name”][/card] or [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] the Miltank and finish it. There are ways to play around this matchup, but you have to draw very well and hit one-of cards that can be hard to find. The matchup with the [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] version of the deck is about the same, as your opponent can just put down two [card name=”Volcanion” set=”Unbroken Bonds” no=”25″ c=”name”][/card] in play or one and an Eevee and Snorlax-GX and make it very hard for you to deal significant damage.
Zapdos / Ultra Beast: Favorable
This matchup is your best available, as Zapdos can’t even one-shot a Weezing without two [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card]. [card name=”Pheromosa and Buzzwole-GX” set=”Unbroken Bonds” no=”1″ c=”name”][/card] is one of the potential ways your opponent can gain an advantage, but its three-Prize card cost if you take it out is devastating and earns you a huge Prize advantage. Remember that [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] has Resistance to Psychic, so Splattering Sludge will only do 20, but your Detention Gas and Spell Tag will make up for the reduction. It’s very hard to lose this matchup, even with a bad start. I would avoid putting [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card] down in case Pheromosa and Buzzwole-GX makes an appearance, as it can be hard to get out of your Active after a Guzma.
Zoroark-GX: Even
Larvitar is your MVP here. [card name=”Tapu Koko” set=”Sun and Moon Black Star Promos” no=”SM30″ c=”name”][/card] can be a strong opener in this matchup, setting up your opponent’s Pokemon with damage so that Splattering Sludge can deal damage to the Bench. Playing first is a nice advantage so Detention Gas can set up the Benched Pokemon damage itself, but know that Flying Flip is a failsafe in case that doesn’t go as planned. After just 40 damage the Larvitar will be ready to go and with your heavy Shrine of Punishment count you can finish the Knock Outs and set other Pokemon up for Larvitar Knock Outs in the future. Some [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] lists play [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”name”][/card], which you will eventually Knock Out with Detention Gas alone, or you can save your Counter Catcher or Guzma to take a Knock Out and get back to spreading damage. Using your Spell Tag wisely to set up Zoroark-GX for Larvitar Knock Outs is important, so be wary of [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card]. If you time your Spell Tag uses right, [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”name”][/card] won’t be a game-losing problem that denies you the Knock Outs you’re looking for. This is the matchup of all of these, along with Reshiram and Charizard-GX that I would test the most.
Conclusion
I don’t think I’ll play Weezing for NAIC but it’s something I’m looking to be prepared for. Since it did well at Origins I think it will be on more people’s radar again so even if you’re not looking to play it yourself you can use this piece as a primer to beating it, just take the reverse of my advice in certain matchups and work backwards on how you could counter those plays. I think this is a great deck to finish out an invite to Worlds if you’re just looking to get a few points and it does have some great boom or bust potential if you avoid opponents that are playing close matchups that can be leveraged by skill. While Weezing can lose to lots of decks depending on your opponent’s game plan, it doesn’t have many outright losing matchups, making it a safe play in many situations. Overall it’s a mid-tier deck with arrows headed each way as far as success and failure; it can go either way. At any rate, I hope you liked this piece and if you’ve got any questions be sure to hit me up in the Subscribers’ Hideout. Thank you so much for reading, good luck in the final days of the 2018/2019 season, and take care!
Peace,
Caleb
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