Malamar was Good All Along! — How Malamar is Poised for Success in Standard

Hi again, everyone! This is Grant Manley here with an article all about [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card]! Even before this archetype flopped at Worlds, it was already being disrespected by parts of the community. Its colossal failure to perform at Worlds, even after unreal amounts of hype, did nothing but hurt Malamar’s already fragile reputation. What happened? Malamar was expected to be one third of the post-rotation trifecta along with [card name=”Pikachu and Zekrom-GX” set=”Sun and Moon Black Star Promos” no=”SM168″ c=”name”][/card] and [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card], yet those two decks made Top 8 at Worlds while Malamar was nowhere near there.

The Story of the Squid

[cardimg name=”Espeon and Deoxys-GX” set=”Unified Minds” no=”72″ align=”right” c=”none”][/cardimg]

I strongly considered Malamar for Worlds. In fact, it was in my top two for many weeks leading up to the tournament. In the end, I went with the [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] version of Reshiram and Charizard-GX because it was lower-maintenance and also slaughtered Malamar decks. While I always thought of Malamar as a strong play, it required a lot to set up and took a 50-50, at best, in the mirror. What’s interesting is that underrepresentation was not Malamar’s problem at Worlds. There were plenty of players who ended up bringing it. The logical conclusion is that Malamar flopped because the deck wasn’t good, but I don’t believe this is the case.

The major reason Malamar failed at Worlds was because the lists weren’t there; the deck wasn’t optimized. That is no longer the case. Malamar is on the rise, my friends. People are slowly, but surely, realizing this deck still has what it takes. As far as I know, the first post-Worlds Malamar sighting was with Igor Costa winning a stacked Florida League Challenge a few weeks ago. His list played no supplemental Energy types. He didn’t mess with cute Pokemon-GX like [card name=”Ultra Necrozma-GX” set=”Forbidden Light” no=”95″ c=”name”][/card] or [card name=”Garchomp and Giratina-GX” set=”Unified Minds” no=”146″ c=”name”][/card], instead opting for [card name=”Recycle Energy” set=”Unified Minds” no=”212″ c=”name”][/card], [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card], and raw consistency.

After seeing that deck in action at the streamed League Challenge, I built my own list for a League Cup, and lost in Top 8 in a mirror match due to prizing [card name=”Espeon and Deoxys-GX” set=”Unified Minds” no=”72″ c=”name”][/card] in two of the three games. Not only that, but I didn’t get it out of the Prizes quickly enough in either game. I was a little salty about this loss because it was strictly due to a less than one percent chance. Following that, I got first, first again, and second at consecutive League Cups, changing one card from my original list for each event. After I plastered the deck all over social media, Stéphane Ivanoff decided to pick it up for Sheffield Regionals (the same weekend as my two most recent Cups) and got Top 32, proving that the deck can succeed in a more competitive environment. With that, let’s take a look at my current Malamar list.

[premium]

The List

[decklist name=”MALAMAR” amt=”60″ caption=”” cname=”Malamar” set=”Forbidden Light” no=”51″][pokemon amt=”20″]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]4x [card name=”Jirachi” set=”Sun and Moon Black Star Promos” no=”SM161″ c=”deck2″ amt=”4″][/card]2x [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”deck2″ amt=”2″][/card]1x [card name=”Mimikyu” set=”Sun and Moon Black Star Promos” no=”SM99″ c=”deck2″ amt=”1″][/card]1x [card name=”Espeon and Deoxys-GX” set=”Unified Minds” no=”72″ c=”deck2″ amt=”1″][/card]1x [card name=”Latios-GX” set=”Unified Minds” no=”78″ c=”deck2″ amt=”1″][/card]1x [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”deck2″ amt=”1″][/card]1x [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”deck2″ amt=”1″][/card]1x [card name=”Espurr” set=”Unbroken Bonds” no=”79″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”32″]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=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”4″][/card]4x [card name=”Pokémon Communication” set=”Team Up” no=”152″ 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]2x [card name=”Switch” set=”Celestial Storm” no=”147″ c=”deck2″ amt=”2″][/card]2x [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”deck2″ amt=”2″][/card]1x [card name=”Adventure Bag” set=”Lost Thunder” no=”167″ c=”deck2″ divide=”yes” amt=”1″][/card]3x [card name=”Viridian Forest” set=”Team Up” no=”156″ c=”deck2″ divide=”yes” amt=”3″][/card][/trainers][energy amt=”8″]7x [card name=”Psychic Energy” set=”XY” no=”136″ c=”deck2″ amt=”7″][/card]1x [card name=”Recycle Energy” set=”Unified Minds” no=”212″ c=”deck2″ amt=”1″][/card][/energy][/decklist] 

After a loads of pre-Worlds testing and a bit of post-Worlds trial and error, I believe that this is the optimal [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] list. This list has a lot of emphasis on consistency. Between playing this deck at four League Cups, my friend Chip playing it at two Cups, my friend Watkins playing it at one Cup, and Stéphane playing it at the Regional, which is a total of seven Cups and one Regional in the past two weeks, this deck has only three total losses against non-mirror matchups. All of these tournaments were ran with this list within two cards, and these are the only tournaments that I know of with this list being played. All of the deck’s losses to the mirror were 58, 59, or 60 card mirrors, aside from the aforementioned incident of me prizing Espeon and Deoxys-GX twice in Top 8 of one Cup. Any way you slice it, this deck has an exceptional track record in the short time it’s been played.

A random funny piece of data is that I’ve played seven matches of Malamar mirrors in single elimination, best-of-three matches (Top 8, Top 4, and Finals) across four Cups against six different opponents.

List Choices

As far as straight Psychic Malamar is concerned, most of the stuff in this list is typical. I like the maximum consistency with four copies of [card name=”Jirachi” set=”Sun and Moon Black Star Promos” no=”SM161″ c=”name”][/card], [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”name”][/card], [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”name”][/card], [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”name”][/card], and the search cards. There are a few cards that I should go over though.

One Mimikyu

[cardimg name=”Mimikyu” set=”Sun and Moon Black Star Promos” no=”SM99″ align=”right” c=”none”][/cardimg]

The lone copy of [card name=”Mimikyu” set=”Sun and Moon Black Star Promos” no=”SM99″ c=”name”][/card] is incredible. Albeit, only useful in some matchups. Aside from its general utility as a two-Energy attacker, which doesn’t come up all that much, Mimikyu’s Copycat can be extremely powerful as it throws your opponent’s last attack back at them. By existing, Mimikyu essentially denies [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”194″ c=”name”][/card] from using Flare Strike. If they do, Mimikyu smacks them for 230. If they attacked into a [card name=”Spell Tag” set=”Lost Thunder” no=”190″ c=”name”][/card], that Reshiram and Charizard-GX gets Knocked Out. Mimikyu’s other notable uses are copying the likes of [card name=”Raichu and Alolan Raichu-GX” set=”Unified Minds” no=”54″ c=”name”][/card]’s Tandem Shock as well as [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”222″ c=”name”][/card]’s vast arsenal of attacks. Against Mewtwo and Mew-GX or other decks with [card name=”Naganadel-GX” set=”Unified Minds” no=”230″ c=”name”][/card], you can potentially take advantage of Naganadel-GX’s Venom Shot, which opponents might use to get around your Spell Tag. Don’t forget that Mimikyu can’t copy GX attacks! It would be broken if it could. While I have used Mimikyu in the mirror match, it is usually a liability due to its low HP. It gives up a Prize card too easily, so you usually don’t want to play it down.

One Espeon & Deoxys-GX

Using one Espeon and Deoxys-GX is now standard for Malamar decks, and I want to emphasize that this card is usually what you end up using to close out games. Sometimes it can act like a second [card name=”Espurr” set=”Unbroken Bonds” no=”79″ c=”name”][/card] if you need to finish off a damaged Pokemon-GX (usually against [card name=”Pikachu and Zekrom-GX” set=”Sun and Moon Black Star Promos” no=”SM168″ c=”name”][/card].) It’s also amazing in the mirror and sometimes against [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card]. I’ve used [card name=”Espeon and Deoxys-GX” set=”Unified Minds” no=”72″ c=”name”][/card] to close games in almost every matchup, and I always get nervous when it’s prized because you have to find it in the first three to four Prizes or you won’t be able to finish off an opponent. I use the full effect with six Energy more often than the base effect for three Energy, but sometimes the base effect is better. It depends on the situation.

One Espurr

This lone [card name=”Espurr” set=”Unbroken Bonds” no=”79″ c=”name”][/card] takes the place of [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card], turning what could be a four-card commitment into just a one-card slot. While Espurr usually gets one use before it gets Knocked Out, that one attack usually finishes off a damaged Pokemon-GX. Espurr is essential in swinging the Prize trade against Tag Team decks, and it effectively finishes them off after [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”name”][/card] uses Shadow Impact once. Espurr can be useful in every matchup. Opposing [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”name”][/card] (which would otherwise block Espurr) can be taken out with Spell Tag, Distortion Door, or even your own Psypower.

One Latios-GX

The one [card name=”Latios-GX” set=”Unified Minds” no=”223″ c=”name”][/card] is my own touch to the deck, and it doesn’t seem to be catching on yet. In my opinion, Latios-GX is absolutely essential and it has won me five games across four Cups that I otherwise would not have won. Latios-GX is included to counter Mewtwo and Mew-GX and [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] / Reshiram and Charizard-GX. It is not good against Ability Reshiram and Charizard-GX or Pikachu and Zekrom-GX, which is what some people might assume it’s for. Against Mewtwo and Mew-GX, I usually want to go in with Clear Vision GX as soon as possible. Their response is usually an immediate KO with [card name=”Magcargo-GX” set=”Lost Thunder” no=”198″ c=”name”][/card]’s attack, which triggers Spell Tag but also puts them up by two Prizes. With Latios-GX cancelling their GX attack, they are left with no options and are forced to try and trade with Giratina. Thanks to Espurr acting as the cleanup crew, the Malamar deck ends up winning this exchange every time, provided we draw well.

Latios-GX’s Tag Purge attack acts as a win condition against Green’s Exploration / Reshiram and Charizard-GX, but you have to wait to use it until after they use Double Blaze GX. Since Green’s Exploration / Reshiram and Charizard-GX sometimes struggles for options with Mimikyu deterring Flare Strike, they usually use the GX attack early on. If they run [card name=”Choice Helmet” set=”Lost Thunder” no=”169″ c=”name”][/card], that’s a little bit of a problem because it lets [card name=”Volcanion” set=”Unbroken Bonds” no=”25″ c=”name”][/card] get a lot of mileage against Latios-GX. Against a Volcanion with Choice Helmet, you need to try and get some ping damage on it so that Latios-GX can take it out in one shot with Tag Purge. I never go for Clear Vision against this deck unless they are in a situation where they can’t attack me next turn, as I don’t want to risk Latios-GX getting hurt or Knocked Out.

For League Cups, my area happens to have a ton of [card name=”Quagsire” set=”Dragon Majesty” no=”26″ c=”name”][/card] / [card name=”Naganadel” set=”Lost Thunder” no=”108″ c=”name”][/card] decks. Their best bet against Malamar is to set up a Towering Splash GX play from [card name=”Magikarp and Wailord-GX” set=”Sun and Moon Black Star Promos” no=”SM166″ c=”name”][/card], but Latios-GX makes this impossible with Clear Vision GX and puts the nail in the coffin for Naganadel / Quagsire. Latios-GX can also be useful against [card name=”Gardevoir and Sylveon-GX” set=”Unbroken Bonds” no=”130″ c=”name”][/card] and [card name=”Slowpoke and Psyduck-GX” set=”Unified Minds” no=”35″ c=”name”][/card].

If Espeon and Deoxys-GX is stuck in the Prizes in the mirror match, I have resorted to using Clear Vision GX and it’s worked out once. Usually that’s a bad idea, but if you are ahead or have an opening for some reason, it may be your best option. Your opponent will want to KO it with Shadow Impact, so it’s a guarantee that Spell Tag will trigger.

Adventure Bag

This card is another consistency card in the deck and can be thought of as an extra copy of Spell Tag and [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”name”][/card]. Since you don’t need more than four and two copies of those cards, respectively; using [card name=”Adventure Bag” set=”Lost Thunder” no=”167″ c=”name”][/card] as another out to finding them is just as good as an extra copy. Both of these Tools are helpful from the get go, and you want to chain Spell Tag throughout the game, so Adventure Bag is always useful.

Recycle Energy

Having [card name=”Recycle Energy” set=”Unified Minds” no=”212″ c=”name”][/card] makes for all sorts of cute plays, and the card is practical too! In theory, there are times where Psychic Energy could be better, but that’s never come up for me. Having a guaranteed Energy attachment all game is incredibly valuable if you are playing a matchup where [card name=”Viridian Forest” set=”Team Up” no=”156″ c=”name”][/card] doesn’t stick, especially if you only have two [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] in play. Recycle Energy also lets you play a bit less conservatively with your Energy, though you still want to save one or two Psychic Energy to set up a late-game Espeon and Deoxys-GX play. Recycle Energy can also turn things into retreating pivots, and it even goes back to your hand if used with [card name=”Mimikyu” set=”Sun and Moon Black Star Promos” no=”SM99″ c=”name”][/card] copying Venom Shot (yes, I actually did this once and it was funny).

Some “Unnecessary” Cards

I’ve already said that I think this list is correct and optimal, but there are definitely some cards you could try to get away with cutting.

Fourth Jirachi

[cardimg name=”Jirachi” set=”Team Up” no=”99″ align=”right” c=”none”][/cardimg]

Starting with [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] is great. Drawing into Jirachi when you don’t already have one is awesome. However, if you’ve played even two or three games with this deck, I know you’ve already encountered a mid-game or late-game hand with two useless Jirachi in it. While Jirachi is sometimes useful as [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”name”][/card] fodder, the argument for cutting one exists because it is dead weight later in the game. I’m going to keep playing four because I like consistency and I like starting with it, but you could definitely play the deck with three.

Ditto Prism Star

Like Jirachi, [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”name”][/card] is extra consistency and it is absolutely amazing when you draw into it. It’s a “fifth [card name=”Inkay” set=”Forbidden Light” no=”50″ c=”name”][/card]” although it can’t be found with [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card] (which doesn’t matter, because you would just get Inkay). The argument for cutting Ditto Prism Star exists because you don’t usually need five Inkay. It is also a liability in the mirror (or against anything that can use Cross Division GX).

Mimikyu

I’m not entirely sure if Mimikyu belongs in this category, and I definitely love the card. While not having it does limit the deck’s options, I can’t say that the card is necessary. Without it, the Green’s Exploration / [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card] matchup would get a lot worse, and the Ability Reshiram and Charizard-GX and [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] matchups might suffer as well. Mimikyu feels like a cute tech at times, but I am keeping it in the list for now because copying Flare Strike is too good.

Adventure Bag

Currently, Adventure Bag is the 60th card in the deck. Across four Cups, this slot was a different card every time. I think Adventure Bag is the best card for this spot overall, but you can definitely cut it for a meta-specific tech or anything else you want. I think I’ll try a second [card name=”Espurr” set=”Unbroken Bonds” no=”79″ c=”name”][/card] in this slot next, but it’s most likely going to stay as Adventure Bag for the long term. It’s helpful, but not absolutely necessary.

Other Card Options

Power Plant

Utilizing [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card] can be effective as it turns off [card name=”Jirachi-GX” set=”Unified Minds” no=”79″ c=”name”][/card]’s Ability, allowing for Psychic Pokemon to swing into Mewtwo and Mew-GX for Weakness. While Power Plant almost always gets bumped immediately due to Mewtwo and Mew-GX decks having lots of Stadiums, it already accomplished its goal by that point. Power Plant can also mess with [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card], Blacephalon-GX, or even Ability Reshiram and Charizard-GX if they fail to find a counter Stadium, but I don’t think it’s impactful in those matchups. I don’t play Power Plant because I see it as a situational tech that only marginally improves the Mewtwo and Mew-GX matchup and doesn’t do much outside of that. I tried it for one Cup and it did nothing for me, granted I didn’t face any Mewtwo and Mew-GX on that particular day. Additionally, I am undefeated against Mewtwo and Mew-GX without running Power Plant thanks to [card name=”Latios-GX” set=”Unified Minds” no=”78″ c=”name”][/card].

Faba

Using [card name=”Faba” set=”Lost Thunder” no=”173″ c=”name”][/card] is great in the mirror match because it removes a [card name=”Spell Tag” set=”Lost Thunder” no=”190″ c=”name”][/card], allowing you a free Shadow Impact KO. Faba is also useful against [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] / Reshiram and Charizard-GX if they play [card name=”Choice Helmet” set=”Lost Thunder” no=”169″ c=”name”][/card], as it negates the advantage that Choice Helmet would normally offer against Latios-GX. Faba can also be used against [card name=”Fairy Charm P” set=”Lost Thunder” no=”175″ c=”name”][/card], which [card name=”Gardevoir and Sylveon-GX” set=”Unbroken Bonds” no=”130″ c=”name”][/card] could otherwise use to defend against Latios-GX. Finally, it can act as a counter Stadium, though it is Supporter. Faba is another card I tried at a Cup, and it did nothing for me even though I faced some of the matchups it was intended for. I never ended up finding it at an opportune time. Faba is very situational. It sounds great in theory, but I’m not sure if it’s actually worth playing.

Fourth Viridian Forest

The fourth Viridian Forest is the final card that I tried in the 60th card slot (over [card name=”Adventure Bag” set=”Lost Thunder” no=”167″ c=”name”][/card]). It’s hard to quantify its usefulness, as it’s an extra consistency card and another counter Stadium. I think I prefer Adventure Bag. I only played the fourth Viridian into a field of lots of expected [card name=”Lysandre Labs” set=”Forbidden Light” no=”111″ c=”name”][/card].

Jynx

Both Chip and Stéphane have used [card name=”Jynx” set=”Team Up” no=”68″ c=”name”][/card] to some success. I’ve never played or even tested the card because I don’t think it’s good. A second [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”name”][/card] would almost always be better because of its Ability and less expensive attack. Jynx can theoretically be good to snipe off [card name=”Vulpix” set=”Team Up” no=”15″ c=”name”][/card] in the Ability Reshiram and Charizard-GX matchup, and it can spread damage while getting around Spell Tag in the mirror.

Second Espurr

Espurr is an extremely strong card and there are situations where you lose if it’s prized. I am going to try this out, but whether it makes the cut long-term is up in the air.

Matchups

This deck does well at handling random stuff, and a lot of matchups are quite simple. Here’s some strategies against three of the most popular decks currently.

Ability Reshiram and Charizard-GX without Super Scoop Up – Favorable

Ability Reshiram and Charizard-GX with Super Scoop Up – Unfavorable

If they don’t get [card name=”Ninetales” set=”Team Up” no=”16″ c=”name”][/card] out before they attack into Spell Tag, they will probably lose because then they’re locked out of Ninetales. If they attack into Spell Tag, you place some of the damage on Vulpix and finish it off with Espurr or Mew with another Spell Tag attached. If they play another Vulpix down, do the same thing. If they don’t, you pull ahead and chain Spell Tag on [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”name”][/card] as long as possible. Place residual damage on [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] and [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] to clean up with [card name=”Espeon and Deoxys-GX” set=”Unified Minds” no=”72″ c=”name”][/card]. The opposing Ninetales makes or breaks this matchup. If they do get it out, chain Giratina and hope they flip tails on [card name=”Super Scoop Up” set=”Celestial Storm” no=”146″ c=”name”][/card]. Usually the combination of Ninetales and one or two Super Scoop Up heads is the end for [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card]. If they whiff either of those two things, Malamar always wins with decent draws.

If they do end up establishing Ninetales, you usually won’t be in a position to take it out, so try and get Spell Tags on your Malamars. Keep in mind that defending Malamar in this way only works if you have Spell Tags attached to all of your Malamar in play (which is usually two). They can still KO the Malamar, sure, but this way they take four damage counters for it and you can keep happily swinging with Giratina. If for some reason you are poised to easily take out Ninetales, you’re probably going to want to do that.

Pikachu and Zekrom-GX – Favorable, but they can tech for the matchup

[cardimg name=”Espurr” set=”Unbroken Bonds” no=”79″ align=”right” c=”none”][/cardimg]

Standard Pikachu and Zekrom-GX lists are easy for Malamar to take care of. Don’t play Mew down until after they use Full Blitz. If they play two [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card] against your Mew with a Full Blitz KO into a turn 3 Tag Bolt GX, that’s not good. Throw Giratina at them until you can close out the game with snipe attackers. An early Giratina with a Spell Tag is usually met with a swift Full Blitz KO. Put 10 damage from the Spell Tag onto the attacking Pikachu and Zekrom-GX and put the remaining 30 damage on a Dedenne-GX or a [card name=”Zeraora-GX” set=”Lost Thunder” no=”86″ c=”name”][/card] (depends on the situation). You can also put 20 damage on the Zeraora-GX and 10 damage somewhere else as long as you immediately ping the Zeraora-GX with Distortion Door. If they have [card name=”Hoopa” set=”Unified Minds” no=”140″ c=”name”][/card] in play, put 20 damage on that instead and the remaining 10 damage on Dedenne-GX. Then, respond with a Shadow Impact into Pikachu and Zekrom-GX as early as possible. If they make the mistake of transitioning into [card name=”Raichu and Alolan Raichu-GX” set=”Unified Minds” no=”54″ c=”name”][/card]’s Tandem Shock, you can punish them with [card name=”Mimikyu” set=”Sun and Moon Black Star Promos” no=”SM99″ c=”name”][/card]’s Copycat if they don’t have [card name=”Dawn Wings Necrozma-GX” set=”Sun and Moon Black Star Promos” no=”SM101″ c=”name”][/card] in play.

Residual damage on Dedenne-GX sets it up for a KO from either [card name=”Espurr” set=”Unbroken Bonds” no=”79″ c=”name”][/card] or Espeon and Deoxys-GX, which ends up being useful if they use a single-Prize attacker such as Hoopa or [card name=”Zapdos” set=”Sun and Moon Black Star Promos” no=”SM159″ c=”name”][/card]. Delivering 30 damage on Zeraora-GX sets it up for a KO from Mimikyu if they attack with Plasma Fists. The 10 damage I told you to put on the [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] leaves it with 140 damage after Shadow Impact, leaving it vulnerable to a closing Cross Division GX. Whether you end up taking your six Prizes off two Tag Teams or one Tag Team, a Pokemon-GX, and a single Prize attacker is entirely up to what your opponent decides to do. Both snipe attackers are valuable. Cross Division GX is almost always used for its base effect in this matchup. Don’t play down Espeon and Deoxys-GX early if there’s a chance of it being KO’d with Lightning Ride GX from Raichu and Alolan Raichu-GX. I’ve played this matchup a lot.

Pikachu and Zekrom-GX occasionally runs cards that are good against Malamar such as Hoopa, [card name=”Lysandre Labs” set=”Forbidden Light” no=”111″ c=”name”][/card], and Mew. Of these, Lysandre Labs is the least threatening as it really doesn’t do much on its own. Mew is annoying if they drop it at the right time, but it can still be taken out. Hoopa combined with Lysandre Labs is definitely the most annoying combo to deal with, but it’s only a problem if they find the two cards on the same turn and also find a second Lysandre Labs after you bump the first one. If they’re lucky enough to get all that, they definitely can win and that’s just the way it goes sometimes.

Mewtwo and Mew-GX – Favorable

They only win if they go first, get the three Energy turn, we whiff Clear Vision GX, and they get another three Energy turn into a turn 2 full-effect Cross Division GX. If all of that goes right for them, they can have the win. They only win in an optimal, low-odds scenario. Aside from that, use Clear Vision GX with a [card name=”Spell Tag” set=”Lost Thunder” no=”190″ c=”name”][/card] early to limit their options. Mew is useful to protect against Venom Shot, though sometimes copying that attack with Mimikyu can be handy as well. I still prioritize Mew. Aside from that, the usual strategy of spamming Giratina and cleaning up with Espurr works well. The new [card name=”Charizard-GX” set=”Hidden Fates” no=”9″ c=”name”][/card] definitely makes it easier for them to deal with Giratina, but the matchup is completely fine.

Conclusion

I hope you enjoyed this article! I enjoyed writing it, and I enjoy playing Malamar. The deck is really good right now and it’s all I’ve been playing at Cups recently. Malamar has been consistent so far, and it has a good shot at beating everything. Try out the deck, and thanks for reading!

–Grant

[/premium]