Night Marching into the New Decade — Expanded Night March in 2020

[cardimg name=”Marshadow-GX” set=”Burning Shadows” no=”137″ align=”right” c=”none”][/cardimg]

Night March has amazing type advantage in this format. Particularly, [card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”name”][/card] can hit Turbo Dark decks for Weakness and [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card] can smack a [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] for Weakness itself. Against most everything else, even big HP Tag Team Pokemon-GX, [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] with a squad of [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card] can carry the load. This deck is still as consistent as ever and the threat of counters such as [card name=”Oricorio” set=”Guardians Rising” no=”56″ c=”name”][/card] and [card name=”Karen” set=”XY Black Star Promos” no=”XY177″ c=”name”][/card] are at an all time low. It goes without saying that these techs could burst in popularity on the toss of a coin, but it remains to be seen if most players will gravitate in that direction. Night March has racked up a few solid League Cup results in the Expanded format thus far so it might be on the radar for some people out there. In any case, it is a great deck in a vacuum, one that’s particularly well-positioned in this format. Non-GX advantage can on its own win a multitude of matchups and as for the rest your uncanny knack for one-hit Knock Outs can get you there. Here’s my list:

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Decklist

[decklist name=”.” amt=”60″ caption=”” cname=”Joltik” set=”Phantom Forces” no=”26″][pokemon amt=”17″]4x [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”deck2″ amt=”4″][/card]4x [card name=”Lampent” set=”Phantom Forces” no=”42″ c=”deck2″ amt=”4″][/card]4x [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”deck2″ amt=”4″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]1x [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”deck2″ amt=”1″][/card]1x [card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”deck2″ amt=”1″][/card]1x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”39″]3x [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”deck2″ amt=”3″][/card]1x [card name=”Teammates” set=”Primal Clash” no=”141″ c=”deck2″ amt=”1″][/card]1x [card name=”Pokémon Ranger” set=”Steam Siege” no=”104″ c=”deck2″ amt=”1″][/card]1x [card name=”N” set=”Fates Collide” no=”105″ 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=”Shining Legends” no=”68″ c=”deck2″ amt=”4″][/card]4x [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”deck2″ amt=”4″][/card]4x [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”deck2″ amt=”4″][/card]4x [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”deck2″ amt=”4″][/card]2x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”2″][/card]2x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”2″][/card]1x [card name=”Special Charge” set=”Steam Siege” no=”105″ c=”deck2″ amt=”1″][/card]1x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ amt=”1″][/card]1x [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”deck2″ amt=”1″][/card]1x [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”deck2″ amt=”1″][/card]1x [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”deck2″ divide=”yes” amt=”1″][/card]1x [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”deck2″ amt=”1″][/card]1x [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”deck2″ amt=”1″][/card]1x [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”4″]4x [card name=”Double Colorless Energy” set=”Shining Legends” no=”69″ c=”deck2″ amt=”4″][/card][/energy][/decklist]

Explanations

Two Shaymin-EX, One Oranguru, and One Dedenne-GX

This deck wants to limit putting liability support Pokemon down as much as possible, that’s why the list plays a [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card] to discard them off. This mix is a nice blend between extending your turn with the hand you already have ([card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card]), defending yourself against [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card] ([card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card]), and finally starting from scratch with a [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”name”][/card]-style effect ([card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card]). One Pokemon that shouldn’t be in here for sure is [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card], as it’s a clunky, low-level Pokemon that won’t help you be as turbo as you want to be with the likes of Dedenne-GX and Shaymin-EX, both of which are far better options. If you’re struggling to find Supporters, think about how you can use [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] and [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card] for them, perhaps you’re missing something there and could be sequencing better.

One Marshadow-GX

Playing two wouldn’t be a bad idea, but [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card] is the main cog to getting to use more than one a game if you do want to. [card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”name”][/card] is useful against Turbo Dark, although if you run into a random [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] you could use it there, too. Sometimes you want something with a few more HP than one of your Night March Pokemon as well, the 150 HP of Marshadow-GX isn’t a ton but it will last a little longer. Additionally, with Marshadow-GX, you can still use Night March with twelve Night March Pokemon in the discard pile, and with a [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card] to hit 270 damage, enough to one-shot most Tag Team Pokemon-GX, something you normally can’t do without [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card] and [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] as your attacker. This card has a lot of utility and belongs in the deck, as I said, two wouldn’t even be bad!

One Pokemon Ranger

It’s that time again, with [card name=”Arceus and Dialga and Palkia-GX” set=”Cosmic Eclipse” no=”156″ c=”name”][/card] as a tech option in a few decks, [card name=”Pokémon Ranger” set=”Steam Siege” no=”104″ c=”name”][/card] should also be in Night March to make sure that the Prize advantage your opponent gains doesn’t finish you. However, perhaps even more importantly, breaking through Item lock against something like [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] is extremely important and you will need Pokemon Ranger in that matchup. If you must play Tapu Lele-GX, the greatest argument to using it comes in the form of its synergy with Pokemon Ranger under Item lock; you can find it very easily, whereas you’ll have to normally draw into it naturally, something I think is fine. In a matchup where you abuse Pokemon Ranger, you can use Sky Return and go into another Shaymin-EX until you draw it.

Four Electropower and Two Choice Band

[cardimg name=”Electropower” set=”Lost Thunder” no=”172″ align=”right” c=”none”][/cardimg]

If you remember Jimmy Pendarvis’s Regionals-winning list from Toronto last season (which I also played), we had only two Electropower at the time. Afterwards, it was unanimously touted as a fifty-eight card deck because none of us really got much value out of Electropower. Now, Tag Team Pokemon-GX are much more popular and having a little extra boost from Electropower is necessary. Formerly, one of the least attractive pieces of Night March decks, I’d argue it’s now one of the most important. The game is a lot different than it was the last time I played this deck and changing over to a Joltik-powered list is really a nice touch. Having two Choice Band is just more Tag Team Pokemon-GX juice to be able to power up two attackers. In the past I’ve played a single copy, but then you’re going to be struggling a bit to hit some numbers and you’ll have a much more flexible time with two; you can then afford to discard one early if you have to and so on.

Two Float Stone

This deck wants to be as fast and consistent as possible and with two [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] you can easily move your Pokemon. Two gives you a way to move things around if one gets discarded with [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card] or to move a Pokemon-EX/GX out of your Active to force a [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] play instead. Guzma is sometimes not in your opponent’s best interest because if they’re doing that, then they’re not taking a Knock Out on your Active attacker. The biggest thing is avoiding giving up two Prize Pokemon to your opponent if you can avoid it. Float Stone makes this easy and you can reliably force them to have that Guzma. You want every advantage you can get and forcing a Guzma is a nice touch, cementing the Prize advantage that you normally have.

One Great Catcher

Tech Item cards are always great in Night March and [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”name”][/card] is no different. You can now afford to use [card name=”Teammates” set=”Primal Clash” no=”141″ c=”name”][/card] for Great Catcher and another piece, or Professor Sycamore to hit multiple pieces and still complete a big Knock Out on a Pokemon-EX/GX. This card noticeably improves the deck; it makes it stronger and it hits harder. While I don’t have a statistically relevant wins above replacement number, I assure you that this card is worth a couple wins.

One Dowsing Machine

Getting back many of your cards is important and makes this deck better. [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card] might stop you from bricking sometimes, but [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”name”][/card] is a “comeback” card that will lead you to wins in games where you need to do a little more than usual to win. Night March typically plays a lot of one-ofs so having a way to recover those, Great Catcher for instance, is a important. Overall, you can afford to play Dowsing Machine instead of Computer Search as well because the deck is naturally so consistent already without Computer Search as another out to avoid an opening brick.

One Power Plant, One Parallel City, and One Dimension Valley

Each of these Stadiums has an important purpose. In the case of [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card], you can use it to get around things like [card name=”Alolan Persian-GX” set=”Cosmic Eclipse” no=”129″ c=”name”][/card], [card name=”Jirachi-GX” set=”Unified Minds” no=”79″ c=”name”][/card] when using a [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card] against a Psychic-weak Pokemon, or [card name=”Xurkitree-GX” set=”Sun and Moon Black Star Promos” no=”SM68″ c=”name”][/card] (just to name a few). It’s a nice utility card to have on tap for bad situations. Additionally, Power Plant plus a late [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card] can get you a pass from an opponent if they don’t have a response! [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card] is mostly to discard liabilities from your Bench but you could also limit an opponent into a weird situation given the right opportunity. [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”name”][/card] “unlocks” Pumpkaboo as an efficient attacker and that’s worth it. Mewtwo and Mew-GX will play Dimension Valley for you usually, but having one of your own gives you another option in case they don’t. In other matchups like something Fighting where you want to use Pumpkaboo, they won’t have the Stadium for you so you’ll need your own. Opening up other attackers in general is worth it, I would play it just for that, but there’s more to this multifaceted card.

Options

Pheromosa and Buzzwole-GX and Beast Energy Prism Star

[card name=”Pheromosa and Buzzwole-GX” set=”Unbroken Bonds” no=”1″ c=”name”][/card] is a cute way to try and gain Prize advantage in mirror matches or against other non-EX/GX decks. Using Beast Game GX can one-shot many of these types of Pokemon on occasion and with it you can get ahead. You can do this early, then use Parallel City to get them to discard their Tag Team Pokemon-GX away or you can do it to close the game and not run the risk of it getting Knocked Out and the plan backfiring. In either case, it’s a neat option that’s worth considering and some top players have used it Night March before successfully. [card name=”Beast Energy Prism Star” set=”Forbidden Light” no=”117″ c=”name”][/card] goes hand and hand with it given that you want to do as much damage as possible so that you bolster your chances of actually using the GX attack for a one-hit Knock Out and the extra Prize that comes with it. Keep in mind, if you have the Bench-limiting end on your opponent, you will have the damage-nerfing end towards you, so your Beast Game GX will deal 20 less damage.

Escape Rope

I wouldn’t play [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”name”][/card] with two Float Stone, but you could do one of each. However, I do like that Float Stone is reusable as long as it doesn’t get discarded and for that reason, I think it’s better. However, Escape Rope can occasionally bump something up that your opponent had on the Bench and doesn’t want Active, giving you the opportunity to attack it. An Item-based switching card gives you a sliver of a chance against a deck like Shock Lock, too, where you can’t play Guzma to get out of Paralysis.

Stealthy Hood

[card name=”Stealthy Hood” set=”Unbroken Bonds” no=”186″ c=”name”][/card] has a few applications for this deck: [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card] can get to use Instruct under [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card]’s Garbotoxin, or [card name=”Alolan Muk” set=”Sun and Moon” no=”58″ c=”name”][/card] Power of Alchemy, and you can get your Basic Pokemon to attack a Disgusting Pollen [card name=”Vileplume” set=”Burning Shadows” no=”6″ c=”name”][/card]. The latter is almost impossible, though, since in that same matchup [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card]’s Irritating Pollen will stop you from playing Item cards. I don’t like this inclusion in the deck and it’s not something I’m considering, but I want to make you aware of the other cards that some people have played.

Target Whistle

A way to gain Prize advantage in a tight trade, [card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”name”][/card] and [card name=”Captivating Poké Puff” set=”Steam Siege” no=”99″ c=”name”][/card] are pretty similar but have different uses. Target Whistle is usually the more reliable of the two and you can guarantee it works when your opponent has an open Bench slot and a Pokemon you want down in their discard pile. Even if they have a full Bench, you can use Parallel City to make them discard down to three, then use [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card], then use Target Whistle on their Basic Pokemon you want in play. This is a really difficult card to pull off and I’d be lying if I said I’ve never used it successfully, because I certainly have, but it’s still difficult. It’s like a once or twice a tournament type thing, I think Great Catcher is a better inclusion than this card to get you that clutch Prize advantage you’re looking for sometimes.

Town Map

Wanna see your Prizes, handpick which ones you take when you score a Knock Out? [card name=”Town Map” set=”BREAKthrough” no=”150″ c=”name”][/card] has the best application in Night March, but I still think it’s an unnecessary crutch that you don’t need. It can help you defend against N and maybe avoid bad plays, but it’s hard to find; if you could have it turn one every game then sure, but that’s not possible. Especially since I think [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”name”][/card] is better in this deck, Computer Search isn’t another way to find it immediately. Sure you can use [card name=”Teammates” set=”Primal Clash” no=”141″ c=”name”][/card] for it, but then you’re negging a card that you might want in addition. I can see the merit, but I’ve never been a big Town Map fan.

Matchups

Aromatisse / Gardevoir and Sylveon-GX: Slightly Favorable

[cardimg name=”Gardevoir and Sylveon-GX” set=”Unbroken Bonds” no=”205″ align=”right” c=”none”][/cardimg]

[card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card] will be your friend against [card name=”Gardevoir and Sylveon-GX” set=”Unbroken Bonds” no=”130″ c=”name”][/card] / [card name=”Aromatisse” set=”XY” no=”93″ c=”name”][/card] and really in any Tag Team Pokemon-GX-focused matchup. My last time playing this matchup I hit for 300 on my first turn for a one-hit Knock Out! I don’t want to say this is easy, but it’s not hard; somewhere in the middle I’d say. You’ll need something like using two [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] for six Night March Pokemon, plus three more off [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”name”][/card] or [card name=”Ultra Ball” set=”Roaring Skies” no=”93″ c=”name”][/card], then attach [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card], plus three Electropower. This is going to look daunting on paper, but with Dowsing Machine to reuse an Electropower and all your support Pokemon, you can do it. Field Blower can get around [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”name”][/card], too, making it even easier. If you can do this on your first turn you will just be able to do it again on the next turn and win the game. If not, you might have to work to find an out another [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card]! [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card] can complicate things if your opponent gets past the first or second turn, but it’s completely possible to run away with the win right away.

Archie’s Blastoise: Slightly Favorable

This depends a little on your opponent’s list, but for the most part you can do this. You’ll need to play around [card name=”Espeon and Deoxys-GX” set=”Unified Minds” no=”72″ c=”name”][/card] Cross Division GX, just in case. This is best done by playing Oranguru as soon as possible and something with about 110 or more HP, so likely one of your Pokemon-GX. Either Cross Division GX is going to happen immediately or you’ll have a read if your opponent is building up to it. On this turn you can target that Pokemon or put yourself into a spot where you can win on the following turn. [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card] with [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”name”][/card] can one-shot a [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] or Espeon and Deoxys-GX itself. I would avoid ever putting two Night March Pokemon in play. This sentiment is similar to that of the [card name=”Moltres and Zapdos and Articuno-GX” set=”Hidden Fates” no=”44″ c=”name”][/card] matchup where you need to play around Sky Legends GX from beating you all at once. Watch out for [card name=”Giratina” set=”Unified Minds” no=”86″ c=”name”][/card] to complicate the math with Dimension Valley.

Mewtwo and Mew-GX Toolbox: Slightly Favorable

Jirachi-GX is your biggest issue here if your opponent plays it. I have briefly considered [card name=”Counter Gain” set=”Lost Thunder” no=”170″ c=”name”][/card] for if they include this, that way you could still use Pumpkaboo in one turn with [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card] in play to shut [card name=”Jirachi-GX” set=”Unified Minds” no=”79″ c=”name”][/card] off. The issue here is also the Item lock from either [card name=”Noivern-GX” set=”Burning Shadows” no=”99″ c=”name”][/card] or [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card]. This is completely doable though, as you have Pokemon Ranger and you can soften a Mewtwo and Mew-GX up with Sky Return from [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card]. Eventually you’ll collect the cards you need to complete a Knock Out and then you’ll be golden. You can also win this matchup by two-shotting Mewtwo and Mew-GX. The thing there is that you will need [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] to keep your field with just one Night March Pokemon at a time. If you go more than one then they could use something like [card name=”Venusaur and Snivy-GX” set=”Cosmic Eclipse” no=”1″ c=”name”][/card] to wipe your field of attackers which you definitely don’t want. This is one of the matchups that you need to test so you can be more comfortable playing under Item lock and it does take some quick thinking sometimes to draw the pressure off and gain more time to Pokemon Ranger into a huge turn. Remember when you finally use Pokemon Ranger that you should use [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card] to get it back immediately so you don’t get Item locked once more and lose out on that Supporter for the rest of the game. Some games you’ll need to get two [card name=”Double Colorless” set=”Sun and Moon” no=”136″ c=”name”][/card] on a Pumpkaboo to do the Power Plant play, that’s another option. If Jirachi-GX isn’t included, then this matchup is simply a wash.

Rowlet and Alolan Exeggutor / Vileplume: Unfavorable

There’s almost nothing you can do in this matchup, I would just hope your opponent bricks, which is super unlikely. I wish I could say more, but there’s really nothing else to say. You can try to Knock Out the Item lock [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card], but then they can get another out and then still get the Basic-locking one thereafter. Your best shot is to go as hard for the one-hit Knock Out on [card name=”Rowlet and Alolan Exeggutor-GX” set=”Unified Minds” no=”1″ c=”name”][/card] as possible. If you get that, then maybe you can win the game before the Vileplume duo hit the field and completely ruin your chances. You’re best avoiding this matchup overall, though.

Turbo Dark: Favorable

[card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”name”][/card] carries you but you need to get into a safe spot where you can use it. Most people are playing [card name=”Guzzlord” set=”Cosmic Eclipse” no=”136″ c=”from”][/card] for Red Banquet now, but not all. Red Banquet takes a huge Energy commitment so it can be hard to pull off as well. Furthermore, on that turn even if your opponent gets the extra Prize as long as you can keep pace by taking a [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] or a [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”name”][/card] Knock Out you should still remain ahead on Prizes. There’s some room for error in this matchup as long as [card name=”Greninja and Zoroark-GX” set=”Unbroken Bonds” no=”107″ c=”name”][/card] hits the field, but I’m not convinced that’s even a good idea. If I was your opponent, I think I would lead with Greninja and Zoroark-GX to draw out the Marshadow-GX and then use a [card name=”Darkrai-EX” set=”Black and White Black Star Promos” no=”BW46″ c=”name”][/card] for Night Spear, maybe getting a Joltik Bench Knock Out. I wouldn’t use Marshadow-GX unless you’re taking out a Tag Team Pokemon-GX, otherwise you’re just keeping even on the Prize trade. [card name=”Mew” set=”Fates Collide” no=”29″ c=”from”][/card] can further complicate things, but as long as you’re ready for a Guzma or Great Catcher, it doesn’t matter. You can also afford to take one non-EX/GX Pokemon Knock Out along with a Tag Team Pokemon-GX and a regular Pokemon-EX/GX. Overall your knack for lower Prize-bearing Pokemon will give you the advantage.

Ultra Necrozma: Slightly Unfavorable

This is a rough matchup because of [card name=”Alolan Muk” set=”Sun and Moon” no=”58″ c=”name”][/card], [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card], and/or [card name=”Silent Lab” set=”Primal Clash” no=”140″ c=”name”][/card]. Your opponent also just needs their [card name=”Double Dragon Energy” set=”Roaring Skies” no=”97″ c=”name”][/card] to one-shot you, whereas you have to still discard some Night March Pokemon to ramp your damage up. Your main hope here is to take out [card name=”Octillery” set=”BREAKthrough” no=”33″ c=”name”][/card] if your opponent plays it, play N, and eventually if they miss a Knock Out after you take Knock Outs and remove their Energy. Their deck is worse against the rest of the field for the most part, but they’re best-equipped for non-GX Prize trades due to the simplicity of their attackers requirements. [card name=”Teammates” set=”Primal Clash” no=”141″ c=”name”][/card] is big in any Prize trade matchup, so be sure to use Battle Compressor and discard Teammates early to set up later VS Seeker turns (unless you just have it in hand or a good chance to hit naturally or off a [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”name”][/card]).

Zoroark-GX / Garbodor: Slightly Favorable

[card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] matchups are improved by use of Marshadow-GX. In addition, [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] is super powerful now and can very easily one-shot 210 HP Pokemon with [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card]. In general this is more of a Prize trade that you’re favored but your opponent’s potential comeback mechanic is with Garbotoxin and [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card] to try and take the advantage. Most lists aren’t playing [card name=”Oricorio” set=”Guardians Rising” no=”56″ c=”name”][/card] but this is a deck that I’d expect it in more than the others on this list thus far. In any case, you just have that natural advantage and while your opponent can return Knock Out Joltik with Sky Return you should still have the game on lock if you get a couple Knock Outs on multiple Prize Pokemon early. Thin your deck well so that you won’t be compromised by N completely.

Conclusion

Playing this deck is a lot more intricate than most think. You have to play around N, Item lock, Oricorio, [card name=”Karen” set=”XY Black Star Promos” no=”XY177″ c=”name”][/card]–the list goes on! I wouldn’t recommend playing it blindly; in the past, the deck got a bad rep for being simple, this was because [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card] would defend you against mistakes and sloppy play, now that’s not a legal addition. I like this deck a fair bit for Texas Regionals right now and I highly recommend you check it out if you’re looking for a fan-favorite throwback deck that’s well-positioned for a decent run. It’s had consistently spotty results with a couple day two births so far this season, but nothing more than a Top Sixteen finish. Is that set to change? We’ll see! Thanks for reading, ask me anything you’ve got in the Subscribers’ Hideout, and take care!

Peace,

–Caleb

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