Old Meta is New Meta — The New Format and Revamping Old Favorites
Hello everyone! Grant Manley here. A lot of people are moaning and groaning about the rotation that is nearly upon us, as we lose tons of consistency options such as [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card], [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”name”][/card], and [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card]. What’s most interesting is that no one is sure how to build decks in the post-rotation format, so everyone is doing something different. While there is about a month left of the current Standard format, most competitive players are looking at the post rotation format because there are no major events left of the current format. Personally, I just started testing, but I do have some information to share.
New Options in the Format
[cardimg name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ align=”right” c=”none”][/cardimg]
Overall, the consistency of decks isn’t that much worse now. [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] is an absurdly powerful card and it goes a long way in improving consistency. It isn’t as easily picked off on the Bench with no [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] in the format. Non-GX decks that leverage the Prize trade can now make use of Dedenne-GX without getting punished. [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”name”][/card] is a great card overall and can search out any Pokemon, but if a deck runs low counts of Pokemon then it may be out of luck. Every single deck I’ve built so far runs four [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”name”][/card]. Acro Bike is insane in this format. Most of my decks also run four [card name=”Pokégear 3.0″ set=”Unbroken Bonds” no=”182″ c=”name”][/card]. While Pokegear is a good card and is necessary for consistency, hands do get congested with multiple Supporters and Pokegears from time to time. [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] is more or less as good as it was last format. Cherish Ball, [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card], and [card name=”Electromagnetic Radar” set=”Unbroken Bonds” no=”169″ c=”name”][/card] are all major players too, but they are deck-specific.
[card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card] is a card that is receiving unreal amounts of hype. I am not a fan of the Custom Catcher. Its effect is undeniably powerful, so some decks should run it, but it’s extremely hard to pull off and will only happen once a game, or twice if you’re lucky. It sucks if it happens to be in your hand early-game, but this will happen a lot because decks that run it will run four. Decks with [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] can obviously pull it off, and decks that don’t OHKO things will probably be forced to run it. Guzma was great because you could use it basically whenever you wanted to, and it usually could be used three to four times in a game. In decks that take OHKO’s, I think speed and consistency is more important than trying to finesse Custom Catcher into lists. I feel similarly about Reset Stamp, as most of these points apply to that card as well.
As far as decks go, the main survivors of the rotation are [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card], [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card] [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] (PikaRom), and Green’s [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card] (ReshiZard). There are lots of fringe decks and new decks that I plan on looking into. Today I’ll go over my current lists for Malamar, Blowns, and PikaRom. I have done most of my testing with these three decks. I have refined the lists but I cannot say if they are fully optimized yet.
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Malamar
[decklist name=”malamar” amt=”60″ caption=”M Garchomp-EX is Garchomp and Giratina-GX” cname=”Marshadow and Machamp-GX” set=”Unbroken Bonds” no=”82″][pokemon amt=”18″]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=”Giratina” set=”Lost Thunder” no=”97″ c=”deck2″ amt=”2″][/card]2x [card name=”Jirachi” set=”Team Up” no=”99″ c=”deck2″ amt=”2″][/card]2x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”2″][/card]2x Garchomp and Giratina-GX (Unified Minds)1x [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”deck2″ amt=”1″][/card]1x [card name=”Marshadow and Machamp-GX” set=”Unbroken Bonds” no=”82″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”33″]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”4″][/card]4x [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”deck2″ divide=”yes” amt=”4″][/card]4x [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”deck2″ amt=”4″][/card]4x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”4″][/card]4x [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”deck2″ amt=”4″][/card]4x [card name=”Spell Tag” set=”Lost Thunder” no=”190″ c=”deck2″ amt=”4″][/card]4x [card name=”Switch” set=”Stormfront” no=”93″ c=”deck2″ amt=”4″][/card]2x [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”deck2″ divide=”yes” amt=”2″][/card]3x [card name=”Viridian Forest” set=”Team Up” no=”156″ c=”deck2″ divide=”yes” amt=”3″][/card][/trainers][energy amt=”9″]3x [card name=”Fighting Energy” set=”HeartGold and SoulSilver” no=”120″ c=”deck2″ amt=”3″][/card]6x [card name=”Psychic Energy” set=”Black and White” no=”109″ c=”deck2″ amt=”6″][/card][/energy][/decklist][cardimg name=”Malamar” set=”Forbidden Light” no=”51″ align=”right” c=”none”][/cardimg]
Malamar is one of the most hyped decks for post rotation. It was already a decent deck and it keeps its entire consistency engine, namely [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card]. Ultra Ball is more or less replaced by Pokemon Communication, which works fine. While I believe that Malamar is crippled by the loss of Guzma more than most other decks, it makes up for this with neat snipe and OHKO options should the need arise.
There are a few different ways to play Malamar. There is a non-GX focus with [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] and no alternate types. There is the fan favorite version with [card name=”Ultra Necrozma-GX” set=”Forbidden Light” no=”127″ c=”name”][/card]. Finally, there is the new version with Garchomp & Giratina-GX that in my opinion is the best. The main argument for playing Ultra Necrozma is it’s unique Sky Scorching Light GX attack, which gives it an advantage against other Malamar decks. However, I don’t see this attack being too relevant outside of mirrors, and Garchomp & Giratina-GX is better in nearly every other way.
This deck works the same way it always has. Get two to three Malamar in play as fast as possible and stream attacks with [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”name”][/card]. Jirachi is an insanely strong pivot though it’s not super easy to get into play. Garchomp & Giratina-GX is the deck’s new powerhouse. It’s more Energy-efficient than Ultra Necrozma, though it relies on [card name=”Spell Tag” set=”Lost Thunder” no=”190″ c=”name”][/card] or Distortion Door to spread damage before it starts attacking. Its first attack can OHKO any opposing [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”name”][/card] on Turn 1.
This deck previously ran Ditto Prism Star as a fifth [card name=”Inkay” set=”Forbidden Light” no=”50″ c=”name”][/card] to help alleviate the pressure that decks like [card name=”Zapdos” set=”Team Up” no=”40″ c=”name”][/card] and [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] applied on Inkay. Ditto is no longer necessary, as Inkay no longer gets targeted with no Guzma in the format. This is the same reason why the deck is able to operate without [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card] in the format; there is no longer a need for it.
The inclusion of [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”name”][/card] may prove to be unnecessary, but I’m keeping it in for now. Mew has been useful in Malamar decks for both its Ability and its attack. You don’t want to automatically lose to PikaRom’s Tag Bolt GX should [card name=”Marshadow and Machamp-GX” set=”Unbroken Bonds” no=”82″ c=”name”][/card] be unavailable. Speaking of Marshadow & Machamp-GX, it’s a fantastic tech against PikaRom. While Garchomp & Giratina-GX can theoretically OHKO both [card name=”Pikachu and Zekrom-GX” set=”Sun and Moon Black Star Promos” no=”SM168″ c=”name”][/card] and Raichu & Alolan Raichu-GX after some spread damage, this matchup is still an uphill battle. PikaRom’s speed and pressure is difficult to deal with. Marshadow & Machamp-GX is an efficient answer to PikaRom and can easily follow up it’s Revenge attack with Acme of Heroism GX, essentially sealing games all on its own.
Another option for this deck is Espeon & Deoxys-GX. While its GX attack is demanding of Energy, it will automatically win the mirror match should you pull it off. After a few pings of Spell Tag and Distortion Door, placing 20 damage counters anywhere can wipe out most board states in the late-game, even against other matchups. I don’t want this deck to be too heavy on Tag Teams however, as you often don’t want them in play due to want of bench space.
This deck does not run Cherish Ball. While this makes it a bit more difficult to find Marshadow & Machamp-GX and Dedenne-GX, the card has been rather useless in my testing so I cut it from the deck. I started with two copies but they were underwhelming and unnecessary.
You might be wondering if four [card name=”Spell Tag” set=”Lost Thunder” no=”190″ c=”name”][/card] is all that important. I actually started with zero, went to two, then to three, and finally to four. Spell Tag is an absurdly powerful Tool right now. In the absence of [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card] and Guzma, the card usually works as intended. It sets up OHKOs as well as spread plays. While you occasionally have an excess of Spell Tags in hand due to running four, you absolutely need Spell Tag on specific turns, so you maximize the counts to find them as often as possible.
Finally, six Psychic Energy is not too low and you’re going to have to trust me on that (and test it out yourself, of course). Overall, I like this list, but it is the least refined of the three I’m discussing in this article.
Blacephalon-GX
[decklist name=”blowns” amt=”60″ caption=”Note: Poke Ball is Cherish Ball” cname=”Poipole” set=”Forbidden Light” no=”55″][pokemon amt=”14″]4x [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”deck2″ amt=”4″][/card]3x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”3″][/card]3x [card name=”Naganadel” set=”Lost Thunder” no=”108″ c=”deck2″ amt=”3″][/card]4x [card name=”Poipole” set=”Forbidden Light” no=”55″ c=”deck2″ amt=”4″][/card][/pokemon][trainers amt=”30″]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”4″][/card]4x [card name=”Welder” set=”Unbroken Bonds” no=”189″ c=”deck2″ divide=”yes” amt=”4″][/card]4x [card name=”Pokégear 3.0″ set=”Unbroken Bonds” no=”182″ c=”deck2″ amt=”4″][/card]4x [card name=”Beast Ring” set=”Forbidden Light” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Acro Bike” set=”Primal Clash” no=”122″ c=”deck2″ amt=”4″][/card]4x Cherish Ball (Unified Minds)3x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ divide=”yes” amt=”3″][/card]1x [card name=”Heat Factory Prism Star” set=”Lost Thunder” no=”178″ c=”deck2″ amt=”1″][/card]2x [card name=”Ultra Space” set=”Forbidden Light” no=”115″ c=”deck2″ divide=”yes” amt=”2″][/card][/trainers][energy amt=”16″]1x [card name=”Beast Energy Prism Star” set=”Forbidden Light” no=”117″ c=”deck2″ amt=”1″][/card]15x [card name=”Fire Energy” set=”Call of Legends” no=”89″ c=”deck2″ amt=”15″][/card][/energy][/decklist][cardimg name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ align=”right” c=”none”][/cardimg]
This engine is truly ridiculous. Blacephalon-GX already has unlimited damage output, so this list focuses on pure speed and consistency. While you’ll occasionally run into hands with too much Energy, this list is extremely consistent overall. In fact, [card name=”Welder” set=”Unbroken Bonds” no=”189″ c=”name”][/card] turns any hand with too many Energy into a strong hand. I tried versions with [card name=”Persian-GX” set=”Unbroken Bonds” no=”149″ c=”name”][/card], Giant Hearth, and Pokemon Communication, and those cards were all practically useless. I thought Giant Hearth would be needed with four Welder, but with 15 Fire Energy, this deck rarely has any issues with finding them anyway.
Cherish Ball, Mysterious Treasure, and [card name=”Ultra Space” set=”Forbidden Light” no=”115″ c=”name”][/card] create the perfect blend of Pokemon search to find everything. Two Ultra Space is all you need because of how fast the deck thins. I cannot adequately say how smooth and insane this deck runs, you absolutely have to try it yourself. Multiple [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] is the crux of the entire deck and they make it run so well.
The new Naganadel-GX seems good because it turns Ultra Beast Pokemon into draw three, but it’s actually bad because you want all of your Ultra Beasts in play as soon as you draw them. Additionally, the draw power offered by Naganadel-GX is unneeded because this deck draws and thins so well anyway. On that note, I’m not entirely convinced that [card name=”Heat Factory Prism Star” set=”Lost Thunder” no=”178″ c=”name”][/card] is needed either. However, I’m not crazy enough to cut it yet, and it can be used as a counter Stadium.
[card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”name”][/card] is preferred over [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”name”][/card] so that you can shuffle in important cards such as [card name=”Beast Ring” set=”Forbidden Light” no=”102″ c=”name”][/card] and [card name=”Naganadel” set=”Lost Thunder” no=”108″ c=”name”][/card] when they aren’t needed. Since Dedenne-GX is the main draw card and it forces you to discard everything, having a safety option in Cynthia is incredibly valuable. And of course, it’s a strong draw Supporter in its own right. [card name=”Welder” set=”Unbroken Bonds” no=”189″ c=”name”][/card] is absolutely phenomenal in this deck as well. I’m baffled that previous iterations of Blacephalon-GX didn’t automatically include four of these. It draws cards and accelerates Energy, what more could you want?
You may notice a general lack of techs in my lists. There aren’t many techs for the same reason that I’m not going over each deck’s matchups. We are entering a relatively blind meta, there are no Tier 1 or Tier 2 decks. I’m more concerned with my decks working, and I’m not going to worry about matchups until there are established decks and lists.
Of the lists I’m sharing today, the Blacephalon list is the most refined (and probably the most simple and straightforward as well). Enjoy!
Pikachu & Zekrom-GX
[decklist name=”pika” amt=”60″ caption=”Note: Raichu-GX is Raichu and Alolan Raichu-GX, Switch Raft is Tag Switch” cname=”Tapu Koko Prism Star” set=”Team Up” no=”51″][pokemon amt=”11″]2x [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”deck2″ amt=”2″][/card]2x [card name=”Zeraora-GX” set=”Lost Thunder” no=”201″ c=”deck2″ amt=”2″][/card]3x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”3″][/card]2x [card name=”Zapdos” set=”Team Up” no=”40″ c=”deck2″ amt=”2″][/card]1x Raichu and Alolan Raichu-GX (Unified Minds)1x [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”37″]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”4″][/card]4x [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”deck2″ divide=”yes” amt=”4″][/card]4x [card name=”Pokégear 3.0″ set=”Unbroken Bonds” no=”182″ c=”deck2″ amt=”4″][/card]4x [card name=”Acro Bike” set=”Primal Clash” no=”122″ c=”deck2″ amt=”4″][/card]4x [card name=”Electromagnetic Radar” set=”Unbroken Bonds” no=”169″ c=”deck2″ amt=”4″][/card]4x [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”deck2″ amt=”4″][/card]4x [card name=”Energy Switch” set=”EX Ruby and Sapphire” no=”82″ c=”deck2″ amt=”4″][/card]3x [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”deck2″ amt=”3″][/card]3x [card name=”Super Scoop Up” set=”Shining Legends” no=”66″ c=”deck2″ amt=”3″][/card]1x [card name=”Electrocharger” set=”Team Up” no=”139″ c=”deck2″ amt=”1″][/card]1x Tag Switch (Unified Minds)1x [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”12″]12x [card name=”Lightning Energy” set=”EX Ruby and Sapphire” no=”109″ c=”deck2″ amt=”12″][/card][/energy][/decklist][cardimg name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ align=”right” c=”none”][/cardimg]
PikaRom has impressed me so far. It feels very similar as it did pre-rotation, plus I am partial towards the deck after I got 10th at NAIC with it. The engine is different without Ultra Ball, Nest Ball, or [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card], but the deck more or less runs the same. Electromagnetic Radar is extremely strong in the early game. It has good synergy with Pokemon Communication, which isn’t that great in the deck but it’s the best available option to find [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card] and less importantly, Zapdos.
The Pokemon lineup remains similar to pre-rotation builds. I would like to have a third Pikachu & Zekrom-GX, but the cut for that would likely have to be Raichu & Alolan Raichu-GX. I am not willing to cut this card yet, but that could change. Both of its attacks are useful on occasion and it has more HP than Pikachu & Zekrom-GX. Its first attack can buy time in some situations, while its GX attack can consistently OHKO Tag Teams.
Zapdos is insane as ever. It does 80 damage for one Energy, taking a KO on small guys early game or softening up (or 2HKO) larger threats. When Tapu Koko Prism Star is prized, Zapdos can help salvage the game because it’s an Energy-efficient attacker. Triple Dedenne-GX is nuts. It’s basically Dedenne-GX on demand. If you have multiple in your hand at once, you can put one back for later with Pokemon Communication. More Dedenne-GX somewhat makes up for the lack of Let Loose, though it’s unfortunate you can’t use more than one per turn.
Like with Blacephalon-GX, we take advantage of a strong draw engine utilizing Dedenne and Acro Bike alongside four Pokegear and eight draw Supporters. Lillie is optimal because it allows for explosive first turns, which is what this deck does best. Turn 1 Full Blitz is still a very real possibility in this post-rotation world. This deck thins its hand down well, which allows Lillie to keep its value past the first turn.
Fortunately, [card name=”Super Scoop Up” set=”Celestial Storm” no=”146″ c=”name”][/card] doesn’t rotate. Super Scoop Up can clear a Bench space, completely heal a damaged Tag Team, reuse a Dedenne-GX, or act as a plain old Switch. While luck based, the effect is incredibly strong. I am considering adding a fourth copy back into the deck, but I don’t know what to cut!
You might be wondering what’s up with the one-off [card name=”Electrocharger” set=”Team Up” no=”139″ c=”name”][/card] and Tag Switch. Electrocharger has actually been very useful because it usually puts back at least one Electropower. Oftentimes your explosive Turn 1 or Turn 2 will require throwing away Electropower, which makes Electrocharger useful at any point in the game. With no more access to [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card], PikaRom relies heavily on Electropower to take out any opposing Pokemon-GX. This is why Electropower is a worthwhile inclusion.
Tag Switch is usually inferior to Energy Switch, especially on Turn 1 or 2 when Energy Switch is needed to facilitate Full Blitz. Tag Switch occasionally allows for truly ridiculous plays, but it is most often used to pivot from a damaged Tag Team into a fresh one. This play can then be followed up with Super Scoop Up to heal said Tag Team. Of course, Tag Switch often finds itself being used as a fifth Energy Switch, as [card name=”Multi Switch” set=”Guardians Rising” no=”129″ c=”name”][/card] has rotated out.
Conclusion
If I had to pick a deck for Worlds right now, it would probably be PikaRom — my favorite among the three decks. Blacephalon-GX and Malamar are extremely strong too, of course. I honestly think that the Blacephalon-GX deck is so simple and powerful that a bad player has a good shot of winning a tournament with the list. I do plan on trying out many more decks. I am very curious to see if a meta will take shape before Worlds happens. There aren’t any post-rotation tournaments before then, so it will all come down to online content and discussions.
Overall, I am very happy with Dedenne-GX as a central part of draw engines. Both Blacephalon-GX and PikaRom, with similar draw engines, power through the deck very quickly and are consistently able to find whatever they’re looking for. The only downside is the forced discard. This hurts Blacephalon-GX a little if it’s forced to discard Beast Rings, but PikaRom can get hurt more if it has to throw away cards like Electropower, Energy Switch or too many Lightning Energy.
I mentioned this earlier, but running four Pokegear along with eight draw Supporters fills the hand with excess Supporters from time to time, but it’s absolutely worth it because you want to be playing a draw Supporter every single turn. Even one dry turn can cause a disastrous halt in momentum. As for Acro Bike, it’s absolutely broken in this format that is supposed to be less consistent. My current opinion is that every deck needs to run four Acro Bike.
From discussions I’ve had with people, Malamar seems to be the most hyped deck at the moment. This means that Malamar is the most likely deck that I’d tech against, but only if a deck struggles against it in testing. I am cautiously optimistic about this format right now, though it is looking like it favors fast and aggressive decks that use Basic Pokemon as attackers. This isn’t necessarily a bad thing, but I would like to see some interesting Stage 2’s get a chance to shine. I will definitely be working on different engines and lists to see if this can happen. I plan on writing about everything successful I come across in testing, so stay tuned!
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