Darkness Falls Upon Expanded — Two Preliminary Frontrunners for Upcoming Regionals
[cardimg name=”Greninja and Zoroark-GX” set=”Unbroken Bonds” no=”107″ align=”right” c=”none”][/cardimg]
Hi everyone! Like my last article, I will be covering two decks that coincidentally use the same type. This time, I’ll be focusing on the Expanded format with two Expanded format Regionals coming up. Pokemon announced bans for a whopping nine cards for Expanded, but these bans won’t go into effect for another month. I’ve begun testing for Expanded and I’ve found two decks I like a lot. I’ve been testing and working on the lists in my spare time. Today I’ll write about what I believe to be the best fair deck in Expanded – Turbo Dark. By fair, I mean a deck that lets your opponent play the game and doesn’t rely on degenerate strategies. Additionally, I will cover the best unfair deck in Expanded – [card name=”Sableye” set=”Dark Explorers” no=”62″ c=”name”][/card] / [card name=”Garbodor” set=”Dragons Exalted” no=”54″ c=”name”][/card]. Both of these decks look extremely powerful right now, despite two completely different strategies.
Before getting into the decks, I want to briefly address the widespread fear of the turn 1 hand lock (aka Exodia) strategy being theorized about for Expanded. A recent Japan tournament featured an unfair deck that locked the opponent out of their hand from the get go. Five of these decks made Top 8, resulting in many cards getting insta-banned in Japan. With two US Regionals slated to take place before some of these cards are banned stateside, many are worried about a repeat of what happened in Japan. However, I am not so concerned myself. An integral part of the Japanese deck’s strategy was using Island Challenge Amulet to KO [card name=”Jirachi-EX” set=”Plasma Blast” no=”60″ c=”name”][/card], giving the opponent two Prize cards and following up with using [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] on turn 1. Island Challenge Amulet will never see the light of day in Expanded, as it will be banned before its release, so the exact same deck will never exist and should not be feared.
Versions of the turn 1 hand lock as they are right now are rather inconsistent and offer fragile locks at best. It’s actually extremely difficult to lock an opponent out of their hand turn 1 without Island Challenge Amulet. The entire strategy doesn’t work if the player goes second and the opponent gets a chance to set up their board. I do not expect Exodia strategies to work in the current Expanded format. What could be an issue is a late-game hand lock, similar to what [card name=”Pidgeotto” set=”Team Up” no=”123″ c=”name”][/card] Control does in Standard. Sableye / Garbodor is one of the few decks that can use this strategy, though it isn’t foolproof.
Without further ado, let’s look at the lists!
Turbo Dark
[decklist name=”turbo dark” amt=”60″ caption=”” cname=”Greninja and Zoroark-GX” set=”Unbroken Bonds” no=”200″][pokemon amt=”12″]2x [card name=”Greninja and Zoroark-GX” set=”Unbroken Bonds” no=”200″ c=”deck2″ amt=”2″][/card]2x [card name=”Darkrai-GX” set=”Burning Shadows” no=”139″ c=”deck2″ amt=”2″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]2x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”2″][/card]2x [card name=”Mew” set=”Fates Collide” no=”29″ c=”deck2″ amt=”2″][/card]1x [card name=”Darkrai-EX” set=”Dark Explorers” no=”63″ c=”deck2″ amt=”1″][/card]1x [card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”35″]2x [card name=”Professor Juniper” set=”Dark Explorers” no=”98″ c=”deck2″ amt=”2″][/card]2x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”2″][/card]1x [card name=”Colress” set=”Plasma Storm” no=”135″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Dark Patch” set=”Dark Explorers” no=”93″ c=”deck2″ amt=”4″][/card]4x [card name=”Max Elixir” set=”BREAKpoint” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Roaring Skies” no=”93″ c=”deck2″ amt=”4″][/card]3x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”3″][/card]2x [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”deck2″ amt=”2″][/card]2x [card name=”Energy Switch” set=”EX Ruby and Sapphire” no=”82″ c=”deck2″ amt=”2″][/card]2x [card name=”Stealthy Hood” set=”Unbroken Bonds” no=”186″ c=”deck2″ amt=”2″][/card]1x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”1″][/card]1x [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”deck2″ amt=”1″][/card]1x [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Sky Field” set=”Roaring Skies” no=”89″ c=”deck2″ divide=”yes” amt=”2″][/card][/trainers][energy amt=”13″]13x [card name=”Darkness Energy” set=”XY” no=”138″ c=”deck2″ amt=”13″][/card][/energy][/decklist]
[cardimg name=”Mew” set=”Fates Collide” no=”29″ align=”right” c=”none”][/cardimg]
This list is a work in progress, but it’s been through plenty revisions. This deck has little in the way of tricks and disruption, focusing on pure speed and consistency. In theory, we only need consistency because this deck will win the Prize trade, leveraging the two-Prize Pokemon and [card name=”Mew” set=”Fates Collide” no=”29″ c=”name”][/card]. After playing this deck, I was astounded by how much actual skill and decision-making goes into it. I had considered this deck to be a brain-dead deck that anyone could pick up and play. While the deck looks simple on the surface, sequencing and managing Energy on the correct attackers is not so intuitive as it might seem. It’s so easy to blaze through the deck because you can, only to leave yourself defenseless.
As for the omission of [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card] in the deck; I mentioned turn 1 hand lock is not consistent, so I won’t respect it. Mew’s Encounter attack can help against hand lock to an extent.
Two Greninja and Zoroark-GX
While [card name=”Greninja and Zoroark-GX” set=”Unbroken Bonds” no=”200″ c=”name”][/card] is more or less the main attacker that the deck is built around, we don’t need more than two. If one copy is in your Prize, it’s likely it comes out at some point with how quickly this deck likes to take Prizes. Additionally, Mew is copying Dark Pulse often, so Greninja and Zoroark-GX isn’t in harm’s way. Of course, playing only one copy is not a good idea. Dark Pulse is insanely strong and we want to use it multiple times every game.
Two Darkrai-GX
I tested with three copies of [card name=”Darkrai-GX” set=”Burning Shadows” no=”88″ c=”name”][/card] and surprisingly found that three is completely unneeded. While one in the Prize can be painful in some situations, the card isn’t as insane as I initially thought and it can put itself back on the Bench if KO’d. I think two copies is sufficient. Restoration adds 30 damage to Dark Pulse if there’s an available Bench spot and it can charge itself up. Dark Cleave isn’t too shabby for tearing through one Prize Pokemon and Dead End GX easily nukes a Tag Team Pokemon-GX once per game.
Two Shaymin-EX and two Dedenne-GX
I’m not entirely sure that the second [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] is required but consistency and draw power are never bad things. Usually, choosing between Dedenne-GX or [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] off an [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card] requires a bit of thought. I determine which one to grab when considering my cards in hand and what Supporter I plan on using that turn. This deck should absolutely play at least two Shaymin-EX and one Dedenne-GX minimum, but having the option to use two Dedenne-GX in a game is good because of the low Supporter counts in the deck. Plus, Dedechange makes combo plays involving [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] a lot easier to get to.
[premium]
Two Mew
Ladies and gentlemen, Mew is busted. Being a Psychic-type, it obliterates [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card], which is expected to be an omnipresent menace in Expanded. Not only that, but Mew gets to use the overpowered Dark Pulse while only sacrificing one Prize instead of three. Mew has free Retreat Cost too, making it excellent as an opener and a pivot. Don’t forget about copying Dead End GX or Night Spear with Mew either! Finally, Encounter isn’t the worst attack in the world. I actually began testing with three copies of Mew, but like with Darkrai-GX, I found that three was a bit excessive.
One Darkrai-EX
Night Spear is a bit less useful than I was expecting, but that’s fine because [card name=”Darkrai-EX” set=”Dark Explorers” no=”63″ c=”name”][/card] is only here for its Dark Cloak Ability. Giving free Retreat Cost to everyone is useful and [card name=”Stealthy Hood” set=”Unbroken Bonds” no=”186″ c=”name”][/card] allows this to work under Ability lock, which is actually insane. This combo goes a long way in helping against disruptive decks.
One Marshadow-GX
[card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”name”][/card] wasn’t originally in the list, but quickly made its way in once I realized how many Pokemon in Expanded are weak to Fighting. Mirror matches, [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card], and [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] all drop to Marshadow-GX. Marshadow-GX acts as an extra copy of Greninja and Zoroark-GX as well. While Dark Pulse is the ideal attack to copy because it only requires two Energy, you would realistically use Dark Cleave often because you don’t want Greninja and Zoroark-GX in the discard pile.
Two Professor Juniper, two Guzma, one Colress and three VS Seeker
This deck aims to end the game quickly by taking Prizes every turn, and it thins itself very well so there’s no need for heavy Supporter counts. [card name=”Professor Juniper” set=”Black and White” no=”101″ c=”name”][/card] is excellent for this deck, but the shuffle-draw option that [card name=”Colress” set=”Plasma Storm” no=”118″ c=”name”][/card] provides is required as well. Guzma should be self-explanatory at this point; the card is insane.
Four Dark Patch and four Max Elixir
I chose to max out [card name=”Dark Patch” set=”Dark Explorers” no=”93″ c=”name”][/card] and [card name=”Max Elixir” set=”BREAKpoint” no=”102″ c=”name”][/card] for consistency. Not only do we want to flood the board of Energy to boost Dark Pulse’s damage but we need to instantly build up our preferred attacker for each situation.
Four Battle Compressor
I initially thought that four was too excessive, but an opening hand with [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] is ridiculously strong. Thinning out the deck increases consistency by lowering the chances we dead draw in the middle of the game. Compressor has great synergy with Darkrai-GX, Dark Patch, and [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card], though its anti-synergy with Max Elixir creates a weird dynamic.
Two Hypnotoxic Laser
Before testing, I was absolutely convinced that one [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card] with [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card] was enough, but it actually isn’t. One Hypnotoxic Laser was not allowing me to consistently find Darkrai-GX’s Dead End GX play when I wanted to. I theorized that Dead End GX wasn’t necessary because most Tag Team Pokemon-GX are weak to either Psychic or Fighting and can be taken out by those respective attackers. However, those attackers aren’t available all the time, especially as early as turn 1. Darkrai-GX is easy to power up thanks to its Restoration Ability and Dark Patch, so increasing the Hypnotoxic Laser count makes Dead End GX on demand rather consistent. This play destroys Tag Team Pokemon-GX, especially Mewtwo and Mew-GX and an option to attack through [card name=”Jolteon-EX” set=”Generations” no=”28″ c=”name”][/card]’s Flash Ray. Dead End GX (and consequently, Hypnotoxic Laser) is way better than I expected.
Two Energy Switch
This card is incredibly useful in this deck. [card name=”Energy Switch” set=”Celestial Storm” no=”129″ c=”name”][/card] powers up attackers like Mew and Marshadow-GX since Dark Patch doesn’t help them. Energy Switch adds more value to Darkrai-GX by redistributing the free Energy from Restoration. It acts like a [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] in tandem with Darkrai-EX’s Dark Cloak. It can make an Energy card useful after it was already used for the free Retreat Cost. Energy Switch is versatile and powerful. I am considering a third copy.
Two Stealthy Hood
[cardimg name=”Stealthy Hood” set=”Unbroken Bonds” no=”186″ align=”right” c=”none”][/cardimg]
This card has some great uses in Expanded, and I expect [card name=”Stealthy Hood” set=”Unbroken Bonds” no=”186″ c=”name”][/card] to become a staple in the format. First and foremost, it allows Mew, Marshadow, and Darkrai-EX to keep their Abilities under Ability lock (such as [card name=”Garbodor” set=”Dragons Exalted” no=”54″ c=”name”][/card] or [card name=”Alolan Muk” set=”Sun and Moon” no=”58″ c=”name”][/card]). This alone is enough reason to play the card. Stealthy Hood works as a counter to [card name=”Vileplume” set=”Burning Shadows” no=”6″ c=”name”][/card] as well, which may be present due to [card name=”Rowlet and Alolan Exeggutor-GX” set=”Unified Minds” no=”1″ c=”name”][/card]’s Super Growth. Stealthy Hood works against less popular Abilities too such as [card name=”Lycanroc-GX” set=”Guardians Rising” no=”138″ c=”name”][/card]’s Bloodthirsty Eyes and [card name=”Greninja BREAK” set=”BREAKpoint” no=”41″ c=”name”][/card]’s Giant Water Shuriken.
One Float Stone
Oddly enough, I found myself wanting a copy of [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] when playing without it. You could argue for [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”name”][/card] in this slot, as it can find Darkrai-EX, Mew, or another attacker. However, Float Stone is nice because it acts similarly to a third Energy Switch at times. Darkrai-EX isn’t available all the time for free Retreat Cost and sometimes its Ability is turned off. Mew may not be available as a pivot and sometimes it’s the Pokemon you want to pivot into. Moreover, Float Stone makes it harder for stall/control decks to completely lock you.
One Escape Rope
Float Stone has many of the uses that [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”name”][/card] does, but Escape Rope can work as a counter to Jolteon-EX. If you push a Jolteon-EX or Mewtwo and Mew-GX that used Flash Ray to the Bench and then use Guzma to bring it back to the Active Pokemon spot, the invincibility effect goes away rendering it defenseless. Escape Rope can also push an opposing [card name=”Wobbuffet” set=”Phantom Forces” no=”36″ c=”name”][/card] to the Bench, allowing you to use Abilities.
One Computer Search
This is the best Ace Spec. I’ve been playing [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card] where possible in every deck for years. [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”name”][/card] is a trap and is unneeded. You want to explode in the early game. Computer Search finds anything, especially a Hypnotoxic Laser or Max Elixir you need to complete a combo. Computer Search is the best card ever printed.
Two Sky Field
There are nasty Stadiums running amok in Expanded (most notably, [card name=”Silent Lab” set=”Primal Clash” no=”140″ c=”name”][/card]). [card name=”Sky Field” set=”Roaring Skies” no=”89″ c=”name”][/card] is our counter Stadium of choice because it increases our Bench size, which allows this deck to use support Pokemon like Shaymin-EX, Dedenne-GX, and Darkrai-EX without getting punished and having space for attackers.
Turbo Dark Matchups
The Expanded format is rather undefined right now, so discussing matchups is a little tricky. I think Turbo Dark can win a straight-up Prize trade against most fair decks. In particular, it doesn’t look like [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”124″ c=”custom”]Archie’s[/card] [card name=”Blastoise” set=”Boundaries Crossed” no=”31″ c=”name”][/card] can ever win a Prize trade against this deck thanks to [card name=”Mew” set=”Fates Collide” no=”29″ c=”name”][/card] being able to OHKO [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card]. Additionally, this list is very well-suited to beat the mirror with the two [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card], [card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”name”][/card], and heavy emphasis on consistency.
Against [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] / [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card], [card name=”Greninja and Zoroark-GX” set=”Unbroken Bonds” no=”107″ c=”name”][/card] can OHKO everything without fear of a return OHKO, but be careful not to play too many Items for [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card]’s Trashalanche. They can hit you with Garbotoxin and [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card], but if your board is well enough established it’s not a problem. [card name=”Stealthy Hood” set=”Unbroken Bonds” no=”186″ c=”name”][/card] can be useful in this matchup as well. Marshadow-GX can potentially take an early KO on Zoroark-GX if there aren’t enough Energy in play for Dark Pulse.
Against anything that can stream powerful one-Prize attackers, such as [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] or Night March, Turbo Dark will struggle and likely lose. You’ve got to leverage Mew and try and use [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] to snipe any stray two-Prize support Pokemon on the Bench. [card name=”Hitmonchan” set=”Team Up” no=”74″ c=”name”][/card] seems like a bad matchup, but you can win if you’re able to stream Guzma and take out the all of the Hitmonchan. I think [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] / [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] isn’t that bad of a matchup because of that deck’s low power. Like with Hitmonchan, take out the Fighting attackers and limit Trashalanche Garbodor’s damage output.
Mewtwo and Mew-GX with [card name=”Jolteon-EX” set=”Generations” no=”28″ c=”name”][/card] isn’t much of a problem. Your options against Flash Ray are as follows:
- KO a Mewtwo and Mew-GX early, before they can use Flash Ray. Usually Mew can take care of this.
- [card name=”Darkrai-GX” set=”Burning Shadows” no=”88″ c=”name”][/card]’s Dead End GX
- [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”name”][/card] and Guzma
- Guzma spam if there are enough Pokemon on the Bench
- Hypnotoxic Laser Sleep if you’re desperate
Only a few of these options work against them if they are using [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card]. However, each time they use [card name=”Rowlet and Alolan Exeggutor-GX” set=”Unified Minds” no=”1″ c=”name”][/card]’s Super Growth to get Vileplume in play, they aren’t invincible with Flash Ray. The strategy is to keep Guzma in hand before you get Item locked, and use Guzma to KO Vileplume after they start using Flash Ray.
Turbo Dark more or less works against control decks. They need a lot to completely lock this deck out of the game. [card name=”Darkrai-EX” set=”Legendary Treasures” no=”88″ c=”name”][/card] provides free Retreat Cost on everything, and Stealthy Hood makes it work under Pokemon-based Ability lock. Mew has free Retreat Cost which makes it the ideal attacker. It can retreat if its Energy are removed. Don’t forget Encounter – it can potentially bail you out of a dead hand.
Should it dare to exist, [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card] will get completely obliterated by Greninja and Zoroark-GX. Similarly, [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] does so little damage to Greninja and Zoroark-GX’s massive HP that the Item lock won’t matter. Darkrai-EX’s Dark Cloak can rescue your attackers from poison, so long as opposing Hypnotoxic Lasers don’t nail the Sleep coin flips.
Sableye / Garbodor
[decklist name=”sbaleye” amt=”60″ caption=”” cname=”Sableye” set=”Dark Explorers” no=”62″][pokemon amt=”14″]4x [card name=”Sableye” set=”Dark Explorers” no=”62″ c=”deck2″ amt=”4″][/card]2x [card name=”Garbodor” set=”Dragons Exalted” no=”54″ c=”deck2″ amt=”2″][/card]2x [card name=”Trubbish” set=”Noble Victories” no=”48″ c=”deck2″ amt=”2″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]1x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”1″][/card]1x [card name=”Girafarig” set=”Lost Thunder” no=”94″ c=”deck2″ amt=”1″][/card]1x [card name=”Wobbuffet” set=”Phantom Forces” no=”36″ c=”deck2″ amt=”1″][/card]1x [card name=”Articuno-GX” set=”Celestial Storm” no=”31″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”40″]4x [card name=”Professor Juniper” set=”Dark Explorers” no=”98″ c=”deck2″ amt=”4″][/card]2x [card name=”Gladion” set=”Crimson Invasion” no=”95″ c=”deck2″ amt=”2″][/card]1x [card name=”Ace Trainer” set=”Ancient Origins” no=”69″ c=”deck2″ amt=”1″][/card]1x [card name=”N” set=”Dark Explorers” no=”96″ c=”deck2″ amt=”1″][/card]1x [card name=”Lt. Surge’s Strategy” set=”Unbroken Bonds” no=”178″ c=”deck2″ amt=”1″][/card]1x [card name=”Mars” set=”Ultra Prism” no=”128″ c=”deck2″ amt=”1″][/card]1x [card name=”Hiker” set=”Celestial Storm” no=”133″ c=”deck2″ amt=”1″][/card]1x [card name=”Pokémon Ranger” set=”Steam Siege” no=”104″ c=”deck2″ amt=”1″][/card]1x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Flashfire” no=”99″ c=”deck2″ amt=”4″][/card]3x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”3″][/card]3x [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”deck2″ amt=”3″][/card]2x [card name=”Crushing Hammer” set=”Sun and Moon” no=”115″ c=”deck2″ amt=”2″][/card]1x [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”deck2″ amt=”1″][/card]1x [card name=”Chip-Chip Ice Axe” set=”Unbroken Bonds” no=”165″ c=”deck2″ amt=”1″][/card]1x [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”deck2″ amt=”1″][/card]1x [card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”deck2″ amt=”1″][/card]1x [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”deck2″ amt=”1″][/card]1x [card name=”Trick Shovel” set=”Flashfire” no=”98″ c=”deck2″ amt=”1″][/card]1x [card name=”Super Rod” set=”Dragon Vault” no=”20″ c=”deck2″ amt=”1″][/card]1x [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”deck2″ amt=”1″][/card]1x [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”deck2″ divide=”yes” amt=”2″][/card][/trainers][energy amt=”6″]3x [card name=”Darkness Energy” set=”XY” no=”138″ c=”deck2″ amt=”3″][/card]3x [card name=”Prism Energy” set=”Next Destinies” no=”93″ c=”deck2″ amt=”3″][/card][/energy][/decklist]
In my opinion, this is the most powerful control deck of all time. [card name=”Sableye” set=”Dark Explorers” no=”62″ c=”name”][/card] recycles nasty Items while [card name=”Garbodor” set=”Dragons Exalted” no=”54″ c=”name”][/card] locks opponent’s Abilities. As soon as your opponent takes one Prize, you can start to mess with their hand with [card name=”Ace Trainer” set=”Ancient Origins” no=”69″ c=”name”][/card]. Once your opponent gets down to one or two Prizes, you can pull off the same combo that [card name=”Pidgeotto” set=”Team Up” no=”123″ c=”name”][/card] Control uses to lock them out of the game. That said, this deck has way more options than Pidgeotto Control so it doesn’t have to rely on one strategy. This deck won’t usually take Prize cards, so you have to try and quickly deck out your opponent.
Four Sableye
[cardimg name=”Sableye” set=”Dark Explorers” no=”62″ align=”right” c=”none”][/cardimg]
This is the deck’s broken main attacker. We want to use Junk Hunt every turn. This deck takes a bit of practice because of how many decisions are involved, especially with Junk Hunt. We do not use [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”name”][/card] because that requires a Pokemon that draws cards, such as [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] to be on the Bench. This deck wants to use Garbodor’s Garbotoxin instead.
Two Garbodor
Garbodor is needed to block troublesome Abilities like [card name=”Blastoise” set=”Boundaries Crossed” no=”31″ c=”name”][/card]’s Deluge, [card name=”Darkrai-EX” set=”Dark Explorers” no=”63″ c=”name”][/card]’s Dark Cloak, and any draw Abilities such as Oranguru’s Instruct and Zoroark-GX’s Trade. It is needed in most, but not all matchups. For example, it’s not needed against something like [card name=”Hitmonchan” set=”Team Up” no=”74″ c=”name”][/card] or [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] / [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card] if they don’t play Instruct Oranguru. You may want to shut off [card name=”Diancie Prism Star” set=”Forbidden Light” no=”74″ c=”name”][/card] though.
Two Shaymin-EX, one Dedenne-GX and four Professor Juniper
You want to draw through the deck quickly using [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card], [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] and [card name=”Professor Juniper” set=”Black and White” no=”101″ c=”name”][/card]. Burning through cards is to Sableye’s advantage because it operates from the discard pile. The more cards we see, the more cards we discard, the more options we have. We want access to the entire deck as soon as possible.
One Girafarig
Beat the mirror match with [card name=”Girafarig” set=”Lost Thunder” no=”94″ c=”name”][/card]. It can also be good against [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] and [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”124″ c=”custom”]Archie’s[/card] [card name=”Blastoise” set=”Boundaries Crossed” no=”31″ c=”name”][/card].
One Wobbuffet
Using [card name=”Wobbuffet” set=”Phantom Forces” no=”36″ c=”name”][/card] you can potentially snuff out an early [card name=”Espeon and Deoxys-GX” set=”Unified Minds” no=”72″ c=”name”][/card] Cross Division GX out of Archie’s Blastoise, and it lets us beat [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card] by allowing us to set up Garbotoxin Garbodor.
One Articuno-GX
If you’re familiar with Pidgeotto Control (you should be because I’ve written two articles about it) you know that [card name=”Articuno-GX” set=”Celestial Storm” no=”31″ c=”name”][/card] is a crucial part in creating the late-game perfect lock. Cold Crush GX usually combined with [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] / [card name=”N” set=”Noble Victories” no=”92″ c=”name”][/card], [card name=”Mars” set=”Ultra Prism” no=”128″ c=”name”][/card], and [card name=”Hiker” set=”Celestial Storm” no=”133″ c=”name”][/card] / [card name=”Chip-Chip Ice Axe” set=”Unbroken Bonds” no=”165″ c=”name”][/card]. While this strategy is good, using Articuno-GX earlier in the game is an option depending on the situation. Either way, Cold Crush GX is an insanely strong answer to an opposing threat with too much Energy.
Two Gladion
Most important cards in this deck are one-ofs, so one [card name=”Gladion” set=”Crimson Invasion” no=”95″ c=”name”][/card] isn’t sufficient because this deck usually can’t take Prize cards.
One Ace Trainer
This card is downright vile. You generally want to use [card name=”Ace Trainer” set=”Ancient Origins” no=”69″ c=”name”][/card] when your opponent is in the range of five to three Prizes remaining, though it’s identical to N if they’re at three. Ace Trainer can potentially start a lock very early on if your opponent draws bad off it and it works as a great draw Supporter for Sableye at the same time.
One N and one Reset Stamp
Supporter cards are more powerful, they have synergy with [card name=”Lt. Surge’s Strategy” set=”Unbroken Bonds” no=”178″ c=”name”][/card], and can be recycled with [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card]. Items on the other hand, get retrieved with Sableye’s Junk Hunt and are unlimited in uses per turn. Due to these dynamics, it’s good to have the option for both Item and Supporter versions of the deck’s most powerful effects. The relationship between N and Reset Stamp is an example of this. They’re functionally the same, but which one is better and easier to use depends on the situation. Regardless, use these cards when your opponent is at one or two Prizes remaining and leave them with a dead hand. If you use Reset Stamp, Lt. Surge’s Strategy, Mars, and VS Seeker, you can put them to zero hand cards when they’re at two Prizes remaining. If they have one Prize remaining, all you need is Reset Stamp (or N) and Mars.
One Counter Catcher and one Guzma
Noticing a trend here? [card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”name”][/card] is generally better than [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card], but Guzma lets us switch back out of Articuno-GX if we need to, and offers the flexibility of being a Supporter option for dragging an opponent’s Pokemon to the Active spot. These cards are extremely important for locking an opponent out of the game.
One Hiker, One Chip-Chip Ice Axe and one Trick Shovel
When your opponent’s hand is dead, use Hiker, Chip-Chip Ice Axe and [card name=”Trick Shovel” set=”Flashfire” no=”98″ c=”name”][/card] infinitely to prevent them from doing anything for the rest of the game. I am unsure if Chip-Chip Ice Axe is needed in this deck.
One Pokemon Ranger
[cardimg name=”Pokémon Ranger” set=”Steam Siege” no=”113″ align=”right” c=”none”][/cardimg]
We need [card name=”Pokémon Ranger” set=”Steam Siege” no=”104″ c=”name”][/card] to beat [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card]. If you think Seismitoad-EX magically disappeared from the metagame because there haven’t been any major Expanded tournaments in a while, think again.
Four VS Seeker
Sableye decks of the past have skimped on VS Seeker counts, but we want four to make Lt. Surge’s Strategy plays and for overall consistency.
Three Float Stone
One of this deck’s biggest weaknesses is [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] getting KO’d on crucial turns. Multiple [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] allows us to more easily reestablish Garbodor, and we don’t have to waste a Junk Hunt spot getting one back. Of course, if we start with a bad opening Pokemon, we want to get a turn 1 Junk Hunt and have a spare Float Stone for Garbodor. With two Float Stones, prizing one can be bad. An extra Float Stone is useful too for moving Articuno-GX back to the Bench after using Cold Crush GX.
Two Crushing Hammer
This card isn’t actually all that important, so we don’t need four copies. Two [card name=”Crushing Hammer” set=”Sun and Moon” no=”115″ c=”name”][/card] is sufficient to provide the deck with the option to slowly discard opponent’s Energy cards, especially if a useless Pokemon is stuck Active.
One Enhanced Hammer
One [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”name”][/card] lets Sableye easily defeat decks like [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card], Night March, and [card name=”Hitmonchan” set=”Team Up” no=”74″ c=”name”][/card] that rely on Special Energy. Junk Hunt allows infinite uses of it, so one copy is all we need.
One Battle Compressor
More would be nice, but one is all I can find space for. [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] is a consistency card that allows us to immediately access whatever we want via Sableye’s Junk Hunt and / or VS Seeker. I usually use it to discard specific one-of Supporter cards like N, Mars, and Hiker. You can use it to find specific Item cards like Enhanced Hammer and [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card] as well.
One Field Blower
Field Blower is needed to beat [card name=”Stealthy Hood” set=”Unbroken Bonds” no=”186″ c=”name”][/card] and useful for removing [card name=”Silent Lab” set=”Primal Clash” no=”140″ c=”name”][/card] turn 1, opposing Float Stones, or our own [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card].
One Computer Search
Best card in the game, everything else is a trap. [card name=”Life Dew” set=”Plasma Freeze” no=”107″ c=”name”][/card] isn’t good because this deck gets better for each Prize card the opponent takes. [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”name”][/card] is useless because Sableye’s late game is already great, it needs help with the early game. [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card] helps us set up and finds specific one-ofs or combo pieces for Garbotoxin Garbodor. Computer Search is the best. We have no need for infinite Stadiums because we have Field Blower.
Two Parallel City
A counter Stadium is good so as not to automatically lose to [card name=”Wondrous Labyrinth Prism Star” set=”Team Up” no=”158″ c=”name”][/card], and Parallel City is the best choice. I usually use Parallel City to remove liabilities such as [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] and [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] after using them early on. Parallel City can reduce [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card]’s damage too, giving us more time to find the Pokemon Ranger and to stall with Sableye’s Confuse Ray.
Sableye / Garbodor Matchups
Like [card name=”Pidgeotto” set=”Team Up” no=”123″ c=”name”][/card] Control, [card name=”Sableye” set=”Dark Explorers” no=”62″ c=”name”][/card] / [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] doesn’t have too much concern for what it’s playing against. It either locks the opponent at some point and wins, or fails to and loses. [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card] is basically an auto-loss, but that deck is terribly positioned in Expanded right now and I don’t expect it to show up. In theory, you can add a tech [card name=”Greninja and Zoroark-GX” set=”Unbroken Bonds” no=”107″ c=”name”][/card] to run through Trevenant with only two Dark Energy attached.
Conclusion
Anyway, thanks for reading! As always, it was a pleasure to write for you all. I hope this article was helpful in possibly providing some direction for the relatively unexplored current Expanded format. I do not mind playing in a tournament or two with some degenerate cards here and there, and I don’t think it will be as bad as people are fearing. Try these decks! They’re my top two favorites right now. And of course, comments are open for any questions.
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