A Calculated Sacrifice — Two Standard Rogue Decks that Give Up Prizes
[cardimg name=”Dubwool V” set=”Rebel Clash” no=”153″ align=”right” c=”none”][/cardimg]
Hello everyone! This is Grant Manley with another article for you. Today I’m actually back to looking at specific decklists, rather from the pieces about general and practical skills I’ve been writing about recently. We’re nearing the new set’s release, and Darkness Ablaze sure has some talking points, but there’s still a little bit of time before it rolls around. Today I will be covering two rogue decks that I’ve been playing around with recently. These decks have been completely overlooked, and they’re more or less on the same level as the meta decks, but unfortunately, they aren’t overly broken. Coincidentally, both of them involve sacrificing Prize cards in order to establish a dominant board state (and abuse [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card]), so I thought that would make a nice theme for this article.
First I’ll talk about [card name=”Electrode-GX” set=”Celestial Storm” no=”155″ c=”name”][/card] / [card name=”Dubwool V” set=”Rebel Clash” no=”188″ c=”name”][/card]. This deck isn’t completely unheard of, but it is underplayed at the moment. This deck is crazy aggressive and it can do some truly ridiculous things. It’s rather linear, having but one game plan. As such, its matchups do not vary greatly, and it’s victory or defeat usually depends on how well it executes its strategy. It’s fast, powerful, and a ton of fun. The other deck is actually one that’s been completely forgotten: [card name=”Garchomp and Giratina-GX” set=”Unified Minds” no=”146″ c=”name”][/card] / [card name=”Mismagius” set=”Unbroken Bonds” no=”78″ c=”name”][/card] / [card name=”Roxie” set=”Cosmic Eclipse” no=”205″ c=”name”][/card], also known as RoxieChomp. This deck was one of the top meta decks near the end of Cosmic Eclipse format, so calling it a rogue now might be a bit of a stretch. It’s the complete opposite of the Electrode-GX deck. Using [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] and Linear Attack to set up the mid- and late-game, RoxieChomp is slow and methodical. It’s also much more complicated and skillful than the hyper-aggressive Electrode deck. Furthermore, its matchups are interesting and nuanced, and each one requires a different strategy. While RoxieChomp does have a significant weakness to [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card], a threat that wasn’t around during its prime, it still has the tools to go toe-to-toe with any of today’s top decks. Alright, let’s get into it.
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Electrode-GX / Dubwool List
[decklist name=”boom brrr” amt=”60″ caption=”” cname=”Dedenne-GX” set=”Unbroken Bonds” no=”57″][pokemon amt=”20″]3x [card name=”Dubwool V” set=”Rebel Clash” no=”188″ c=”deck2″ amt=”3″][/card]3x [card name=”Electrode-GX” set=”Celestial Storm” no=”155″ c=”deck2″ amt=”3″][/card]3x [card name=”Voltorb” set=”Rebel Clash” no=”56″ c=”deck2″ amt=”3″][/card]3x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”3″][/card]2x [card name=”Magneton” set=”Cosmic Eclipse” no=”69″ c=”deck2″ amt=”2″][/card]2x [card name=”Magnemite” set=”Ultra Prism” no=”81″ c=”deck2″ amt=”2″][/card]1x [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”deck2″ amt=”1″][/card]1x [card name=”Stonjourner V” set=”Sword and Shield” no=”193″ c=”deck2″ amt=”1″][/card]2x [card name=”Shuckle” set=”Lost Thunder” no=”16″ c=”deck2″ amt=”2″][/card][/pokemon][trainers amt=”30″]4x [card name=”Professor’s Research” set=”Sword and Shield” no=”178″ c=”deck2″ amt=”4″][/card]2x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ amt=”2″][/card]2x [card name=”Skyla” set=”Rebel Clash” no=”166″ c=”deck2″ amt=”2″][/card]2x [card name=”Lt. Surge’s Strategy” set=”Hidden Fates” no=”60″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”deck2″ amt=”4″][/card]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]3x [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”deck2″ amt=”3″][/card]3x [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”deck2″ amt=”3″][/card]2x [card name=”Evolution Incense” set=”Sword and Shield” no=”163″ c=”deck2″ amt=”2″][/card]1x [card name=”Electromagnetic Radar” set=”Unbroken Bonds” no=”169″ c=”deck2″ divide=”yes” amt=”1″][/card]3x [card name=”Martial Arts Dojo” set=”Unbroken Bonds” no=”179″ c=”deck2″ divide=”yes” amt=”3″][/card][/trainers][energy amt=”10″]4x [card name=”Capture Energy” set=”Rebel Clash” no=”171″ c=”deck2″ amt=”4″][/card]6x [card name=”Fighting Energy” set=”XY” no=”137″ c=”deck2″ amt=”6″][/card][/energy][/decklist]
This probably looks weird if you haven’t seen this deck before. Yes, that is FOUR Reset Stamp. I’ve got some explaining to do on this one. Turn one we want to get at least one [card name=”Voltorb” set=”Rebel Clash” no=”56″ c=”name”][/card] and [card name=”Magnemite” set=”Ultra Prism” no=”81″ c=”name”][/card] into play to set up for our next turn. Turn 2 is when all the action happens. [card name=”Magneton” set=”Cosmic Eclipse” no=”69″ c=”name”][/card] allows us to activate [card name=”Lt. Surge’s Strategy” set=”Unbroken Bonds” no=”178″ c=”name”][/card] immediately, along with [card name=”Skyla” set=”Rebel Clash” no=”166″ c=”name”][/card] to find any specific card and [card name=”Professor’s Research” set=”Sword and Shield” no=”178″ c=”name”][/card] too for some real draw power. Usually after using [card name=”Shuckle” set=”Lost Thunder” no=”16″ c=”name”][/card], Electrode-GX powers up Dubwool V which can OHKO just about anything. Reset Stamp can send the opponent down to three or even fewer cards in hand, which is more devastating than usual because, at that point, they haven’t gotten a chance to set up attackers or thin their deck.
This deck is able to sacrifice so many Prize cards because it utterly cripples the opponent’s board position early on. Dubwool V does absurd amounts of damage starting turn 2, and it applies a ton of pressure. Combined with Reset Stamp, it’s unlikely that the opponent will be able to muster up much of a response. If you get two Electrode-GX up by turn 2, you can even Reset Stamp the opponent to one right off the bat, though this usually only happens if the cards fall in the right order and it’s convenient to do so.
What Goes Into the Deck
Three Dubwool V
You need at least two Dubwool V because the plan is to use two as attackers and force the opponent to fight through both of them. The third can be used as a fresh attacker in case the other ones get damaged. Dubwool V is a ridiculously powerful card, though it hasn’t seen much play in general because it requires extremely specific circumstances. Its colorless typing allows it to easily take advantage of [card name=”Martial Arts Dojo” set=”Unbroken Bonds” no=”179″ c=”name”][/card] and [card name=”Capture Energy” set=”Rebel Clash” no=”171″ c=”name”][/card]. It easily one-shots anything that isn’t a VMAX, which applies tons of pressure and allows it to sweep through entire boards, especially combined with [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card]. It has lots of HP and an incredible defensive Ability. There isn’t much that’s capable of taking it out in one hit, not even [card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card].
Three Electrode-GX
[cardimg name=”Electrode-GX” set=”Celestial Storm” no=”48″ align=”right” c=”none”][/cardimg]
You could play a 2-2 line of [card name=”Electrode-GX” set=”Celestial Storm” no=”48″ c=”name”][/card], though the extra consistency is important because it’s imperative to draw them early. You need Voltorb on turn 1, and it’s good to have Electrode-GX early in turn 2. Also, some games require the use of two Electrode-GX, and running a heavy line leaves the realistic option of an early [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] to one. Electrode-GX is the perfect partner for [card name=”Dubwool V” set=”Rebel Clash” no=”153″ c=”name”][/card] by accelerating Energy and increasing Dubwool V’s damage output. It also activates powerful cards such as Lt. Surge’s Strategy and [card name=”Martial Arts Dojo” set=”Unbroken Bonds” no=”179″ c=”name”][/card].
Two Magneton
It’s important to get one Magneton off on turn 2, so a 2-2 line is the minimum here. Sometimes you won’t use it against Combo Zacian V though, as they can take their remaining three Prizes from knocking out one Dubwool V or [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card]. The second Magneton can sometimes be used to create numbers for Dubwool V to OHKO something like a Tag Team Pokemon-GX, though a second Electrode-GX can do that as well. Magneton’s Ability is simply better than [card name=”Mismagius” set=”Unbroken Bonds” no=”78″ c=”name”][/card] for this deck.
Two Shuckle
Shuckle is handy for immediately thinning out all the Fighting Energy. Two is nice for consistency and for insurance against one being prized. This deck could get away with playing one copy though. If possible, avoid using it against [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card], as it’s a huge liability that makes it easier for them to win.
One Stonjorner V
[card name=”Stonjourner V” set=”Sword and Shield” no=”193″ c=”name”][/card] is a powerful option against [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] as well as other Fighting-weak Tag Team Pokemon-GX. It takes some of the stress off Dubwool V in that matchup by requiring fewer things to go right in order to take big OHKO’s. If you’re starting down a [card name=”Boltund V” set=”Rebel Clash” no=”67″ c=”name”][/card], have Dubwool V handle that so we can save Stonjorner V to take out the Tag Team Pokemon-GX.
Two Boss’s Orders
This deck already applies a staggering amount of early pressure, and Boss’s Orders only compounds upon that. It goes well with Magneton and [card name=”Lt. Surge’s Strategy” set=”Unbroken Bonds” no=”178″ c=”name”][/card]. An early Dubwool V wrecking through an opponent’s board is difficult enough to deal with, and it’s even stronger combined with Boss’s Orders.
Two Skyla
[card name=”Skyla” set=”Rebel Clash” no=”166″ c=”name”][/card] is another tech Supporter that works extremely well alongside [card name=”Magneton” set=”Cosmic Eclipse” no=”69″ c=”name”][/card] and Lt. Surge’s Strategy. My friend Blaine actually came up with this idea. Skyla finds any missing combo piece such as Reset Stamp, Martial Arts Dojo, [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”name”][/card], or a Pokemon search card. I originally had [card name=”Mars” set=”Ultra Prism” no=”128″ c=”name”][/card] here instead. Mars is a decent option, and it’s hard to pass up that synergy with Reset Stamp, but Skyla makes the deck work better overall.
Four Reset Stamp
Yes. After the initial blowup combo, we need [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] to cripple our opponent. We don’t want them to have any response to Dubwool V ready to go, especially after putting those Prize cards into their hand. We also need Reset Stamp every time they draw out of the previous Reset Stamp. Additionally, Reset Stamp is most crucial when (or if) the opponent gets down to one Prize, so we definitely want it available then.
Search Cards
Aside from the four [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”name”][/card], I’m not completely sure what the lineup should be as far as search cards. [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”name”][/card] is almost always live because of the large number of Pokemon in the deck, and with many of the Pokemon being situational, putting on back into the deck is a nice benefit. It’s almost as good as Quick Ball on turn 1, and it can also find Evolution Pokemon on turn 2. [card name=”Evolution Incense” set=”Sword and Shield” no=”163″ c=”name”][/card] is incredible starting on turn 2. [card name=”Electromagnetic Radar” set=”Unbroken Bonds” no=”169″ c=”name”][/card] still feels like a bit of a gimmick, but it can pull both [card name=”Electrode-GX” set=”Celestial Storm” no=”48″ c=”name”][/card] and Dedenne-GX from the deck at once, so that’s cool.
Three Martial Arts Dojo
[card name=”Martial Arts Dojo” set=”Unbroken Bonds” no=”179″ c=”name”][/card] is simply plus 40 damage, which is broken. Against Combo [card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card], Martial Arts Dojo allows us to sacrifice only two Prizes and still OHKO a Zacian V with [card name=”Dubwool V” set=”Rebel Clash” no=”153″ c=”name”][/card]. Without Martial Arts Dojo, we’d have to sacrifice three Prizes, meaning they can win with only one KO with [card name=”Jirachi Prism Star” set=”Celestial Storm” no=”97″ c=”name”][/card]. Martial Arts Dojo creates favorable math in all kinds of matchups and situations; the scenario against Zacian V is the most important one.
Matchups
This deck’s matchups aren’t that complicated. Set up, pop off, [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] and go! Use Magneton carefully when against Zacian V, basically only if you definitely need to. Don’t use [card name=”Shuckle” set=”Lost Thunder” no=”16″ c=”name”][/card] against [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card]; you’d definitely regret it. Stonjorner V easily disposes of Fighting-weak Tag Team Pokemon-GX. This deck can beat everything, it depends on how well both decks draw. If this deck sets up and starts applying pressure on turn 2, nothing can handle it, especially combined with perfectly-timed Reset Stamps.
RoxieChomp List
[decklist name=”roxiechomp” amt=”60″ caption=”” cname=”Blacephalon” set=”Cosmic Eclipse” no=”104″][pokemon amt=”15″]4x [card name=”Misdreavus” set=”Unbroken Bonds” no=”77″ c=”deck2″ amt=”4″][/card]3x [card name=”Mismagius” set=”Unbroken Bonds” no=”78″ c=”deck2″ amt=”3″][/card]3x [card name=”Garchomp and Giratina-GX” set=”Unified Minds” no=”146″ c=”deck2″ amt=”3″][/card]4x [card name=”Weezing” set=”Cosmic Eclipse” no=”77″ c=”deck2″ amt=”4″][/card]1x [card name=”Blacephalon” set=”Cosmic Eclipse” no=”104″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”38″]4x [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”deck2″ amt=”4″][/card]4x [card name=”Roxie” set=”Cosmic Eclipse” no=”205″ c=”deck2″ amt=”4″][/card]2x [card name=”Cynthia and Caitlin” set=”Cosmic Eclipse” no=”189″ c=”deck2″ amt=”2″][/card]2x [card name=”Lt. Surge’s Strategy” set=”Unbroken Bonds” no=”178″ c=”deck2″ amt=”2″][/card]1x [card name=”Faba” set=”Lost Thunder” no=”173″ c=”deck2″ amt=”1″][/card]1x [card name=”Guzma and Hala” set=”Cosmic Eclipse” no=”193″ c=”deck2″ amt=”1″][/card]1x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ amt=”1″][/card]1x [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”4″][/card]3x [card name=”Tag Call” set=”Cosmic Eclipse” no=”206″ c=”deck2″ amt=”3″][/card]2x [card name=”Karate Belt” set=”Unified Minds” no=”201″ c=”deck2″ amt=”2″][/card]2x [card name=”Energy Spinner” set=”Unbroken Bonds” no=”170″ c=”deck2″ amt=”2″][/card]2x [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”deck2″ amt=”2″][/card]2x [card name=”Switch” set=”Celestial Storm” no=”147″ c=”deck2″ amt=”2″][/card]1x [card name=”Dusk Stone” set=”Unbroken Bonds” no=”167″ c=”deck2″ amt=”1″][/card]1x [card name=”Great Potion” set=”Unified Minds” no=”198″ c=”deck2″ amt=”1″][/card]1x [card name=”Lure Ball” set=”Celestial Storm” no=”138″ c=”deck2″ amt=”1″][/card]1x [card name=”Wait and See Hammer” set=”Lost Thunder” no=”192″ c=”deck2″ amt=”1″][/card]1x [card name=”Counter Gain” set=”Lost Thunder” no=”170″ c=”deck2″ amt=”1″][/card]1x [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”deck2″ divide=”yes” amt=”1″][/card]1x [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”7″]1x [card name=”Fighting Energy” set=”XY” no=”137″ c=”deck2″ amt=”1″][/card]2x [card name=”Rainbow Energy” set=”BREAKthrough” no=”152″ c=”deck2″ amt=”2″][/card]4x [card name=”Psychic Energy” set=”XY” no=”136″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
[cardimg name=”Mismagius” set=”Unbroken Bonds” no=”78″ align=”right” c=”none”][/cardimg]
If you played at all during the back half of the Ultra Prism-Cosmic Eclipse format, you’ve probably encountered this deck before. With Sword and Shield‘s release, the introduction of [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] and the first-turn Supporter rule signaled the exodus of the previously dominant [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] decks. Surprisingly, my current list for this deck is hardly any different from my list two formats ago. Nowadays though, this deck wants to go second. Since nearly every other deck in the game opts to go first, you can count on going second nearly every time. While going second slows the process of manually evolving into [card name=”Mismagius” set=”Unbroken Bonds” no=”78″ c=”name”][/card], being able to play a Supporter and use Linear Attack from the get-go are both important.
Mismagius opens up many options for this deck. It activates [card name=”Karate Belt” set=”Unified Minds” no=”201″ c=”name”][/card], which facilitates a devastating turn 2 Calamitous Slash. It also activates [card name=”Lt. Surge’s Strategy” set=”Unbroken Bonds” no=”178″ c=”name”][/card] and makes Reset Stamp even more powerful. Mismagius can also sit on the Bench, so it can help us recover after the inevitable Marnie hits. In many matchups, we’ll be using two Mismagius throughout the game. This still forces the opponent to fight through two [card name=”Garchomp and Giratina-GX” set=”Unified Minds” no=”146″ c=”name”][/card], and it enables Reset Stamp to one. Against decks with [card name=”Jirachi Prism Star” set=”Celestial Storm” no=”97″ c=”name”][/card] or [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card], you must think twice about using two Mismagius. Usually, we hold off on Mismagius, so as to still force the opponent to fight through two Garchomp and Giratina-GX.
Linear Attack and / or [card name=”Roxie” set=”Cosmic Eclipse” no=”205″ c=”name”][/card] supplement Calamitous Slash, which is going to be taking our big KO’s. GG End GX offers situational board disruption, so always keep that option in the back of your mind. Against single-prize attacking decks such as [card name=”Spiritomb” set=”Unbroken Bonds” no=”112″ c=”name”][/card] and [card name=”Blacephalon” set=”Unbroken Bonds” no=”32″ c=”name”][/card], hold off on using Mismagius, as [card name=”Blacephalon” set=”Cosmic Eclipse” no=”104″ c=”name”][/card] is the key to winning those matchups. Force the opponent to take out a Garchomp and Giratina-GX, then completely wipe their board with Fireworks Bomb after softening it up with Roxie and Linear Attack.
One cool trick is using three Mismagius against Control and then wrecking them with Fireworks Bomb. This also temporarily denies them the use of their Lt. Surge’s Strategy.
I also wouldn’t be opposed to trying out a [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card] version of this deck, but I haven’t gotten around to it. The engine would need to be completely reworked in favor of traditional draw Supporters, as [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] would no longer function, and Roxie might lose some effectiveness. This would reduce the precision of the deck and possibly involve more luck into games, but it could also potentially reduce susceptibility to Marnie.
Breaking the Deck Down
One Faba
[card name=”Faba” set=”Lost Thunder” no=”173″ c=”name”][/card] can make relevant math by removing cards like [card name=”Horror P Energy” set=”Rebel Clash” no=”172″ c=”name”][/card] (for defense) and [card name=”Big Charm” set=”Sword and Shield” no=”158″ c=”name”][/card] (for offense) against three-Prize attackers. The disruption effect against [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card] is an added bonus, and it’s particularly strong against the versions without [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card]. Faba can also remove [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”name”][/card] from [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card], which is handy when combined with Reset Stamp to one. Finally, Faba can counter [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] against decks like [card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card] and Spiritomb.
Tag Call Package
[card name=”Tag Call” set=”Cosmic Eclipse” no=”206″ c=”name”][/card] is incredible in this deck. It can turn into a draw card via [card name=”Cynthia and Caitlin” set=”Cosmic Eclipse” no=”189″ c=”name”][/card] (which can also recover a Supporter), it searches out our attackers, and it can also make Calamitous Slash by searching [card name=”Guzma and Hala” set=”Cosmic Eclipse” no=”193″ c=”name”][/card], which finds [card name=”Rainbow Energy” set=”Celestial Storm” no=”151″ c=”name”][/card] and Karate Belt. Tag Call is one of the most versatile consistency cards in the game and it offers a ton of value to this deck. It also finds the [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”name”][/card] in case you need to switch and / or heal.
The “Going Second” Package
Since this deck chooses to go second and also runs Green’s Exploration, it can take advantage of cards like [card name=”Energy Spinner” set=”Unbroken Bonds” no=”170″ c=”name”][/card] and [card name=”Wait and See Hammer” set=”Lost Thunder” no=”192″ c=”name”][/card]. Energy Spinner often only grabs two Energy so as not to conflict with Mismagius. The Energy attachment for the current and following turn is usually enough, but we can certainly grab all three if that is looking like the correct option for the situation. Wait and See Hammer is particularly savage against Zacian V and Dragapult VMAX, though it can definitely be used against anything else as well.
Three Switch
[card name=”Switch” set=”Celestial Storm” no=”147″ c=”name”][/card] is needed for those unfortunate instances when we are forced to start with Blacephalon. Also, I often find myself using Switch to pivot between two Garchomp and Giratina-GX later in the game, whether it be because one has damage or more Energy. Switch is also a necessary escape means against [card name=”Raichu and Alolan Raichu-GX” set=”Unified Minds” no=”54″ c=”name”][/card]’s Tandem Shock. I played this deck with only one Switch for the longest time, but I always end up needing another one. Mallow and Lana is more powerful because of the heal option, but it’s also more difficult to use because it’s a Supporter.
One Great Potion
[card name=”Great Potion” set=”Unified Minds” no=”198″ c=”name”][/card] is a tech for Dragapult VMAX. It makes favorable defensive math, making it nearly impossible for Max Phantom (or Jet Assault) to 2HKO even with the help of Galarian Zigzagoon and Horror P Energy.
One Lure Ball
[card name=”Lure Ball” set=”Celestial Storm” no=”138″ c=”name”][/card] feeds [card name=”Roxie” set=”Cosmic Eclipse” no=”205″ c=”name”][/card] for draw power and also provides extra spread damage by allowing more uses of [card name=”Weezing” set=”Cosmic Eclipse” no=”77″ c=”name”][/card]. The only Pokemon this deck needs to be recovering is Weezing (and sometimes [card name=”Mismagius” set=”Unbroken Bonds” no=”78″ c=”name”][/card]), so Lure Ball is better than [card name=”Ordinary Rod” set=”Sword and Shield” no=”171″ c=”name”][/card].
One Power Plant
[card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card] is an important part of the late game disruption combo, as decks such as [card name=”Blacephalon” set=”Unbroken Bonds” no=”32″ c=”name”][/card] and [card name=”Spiritomb” set=”Unbroken Bonds” no=”112″ c=”name”][/card] are running [card name=”Oricorio-GX” set=”Cosmic Eclipse” no=”95″ c=”name”][/card] to recover from [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card]. Of course, Power Plant also shuts off [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card], thus preventing that (and by extension, [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”name”][/card]) from bailing an opponent out of Reset Stamp. Power Plant is another counter to [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card], and it can also counter powerful Prism Star Stadiums, something that Faba cannot do.
Matchups
Dragapult VMAX – Favorable
[cardimg name=”Giratina” set=”Unified Minds” no=”86″ align=”right” c=”none”][/cardimg]
The Dragapult VMAX matchup is favorable, as this list is packing a lot of techs for it. Wait and See Hammer is amazing in this matchup if you happen to open with it or a [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card]. Faba and GG End GX are both huge disruptive plays, especially against the non-Malamar version. Great Potion and Mallow and Lana exploit Dragapult VMAX’s relatively low damage output. To take out a Dragapult VMAX, all it takes is either two Linear Attacks or one Linear Attack and four [card name=”Roxie” set=”Cosmic Eclipse” no=”205″ c=”name”][/card] spreads combined with Calamitous Slash. There isn’t necessarily a rush to get the four spreads in, so it can happen during a game more often than you might think, and you can set it up in advance. Calamitous Slash easily rips through Dragapult V in case they try to leverage a prize trade with that.
The only reason this matchup isn’t an auto-win is that Dragapult VMAX packs a ton of hand disruption. With most lists running three or four [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] and one or two Reset Stamp, the constant barrage of hand resets is problematic enough to keep this matchup somewhat competitive overall. While Mismagius can help cover that to some extent, this deck still needs a little bit of luck to survive the onslaught of disruption. You also want to keep [card name=”Giratina” set=”Unified Minds” no=”86″ c=”name”][/card] in mind and try to avoid leaving a Pokemon with Rainbow Energy in the Active position.
Pikachu and Zekrom-GX – Slightly Favorable
[card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card]’s speed and early aggression can be problematic, and they also now have [card name=”Boltund V” set=”Rebel Clash” no=”67″ c=”name”][/card] to help with the Prize trade. If they ever play down two Tag Team Pokemon-GX, which will happen frequently, the best approach is to target those two and ignore the two-prizers. Taking out a two-prize attacker doesn’t do much for you and makes you vulnerable to Reset Stamp to one. Their Tag Team Pokemon-GX can be OHKO’d by Calamitous Slash after one or two Roxie spreads. The ease with which [card name=”Garchomp and Giratina-GX” set=”Unified Minds” no=”146″ c=”name”][/card] can obliterate their Tag Team Pokemon-GX is the reason why this is a decent matchup. The Pikachu and Zekrom-GX player usually goes for Tandem Shock at some point in an attempt to slow down the Calamitous Slash onslaught, however, playing down [card name=”Raichu and Alolan Raichu-GX” set=”Unified Minds” no=”54″ c=”name”][/card] in the first place plays into our win condition and allows us to avoid Reset Stamp to one.
Combo Zacian – Very Favorable
[card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card] is one of this deck’s best matchups. Calamitous Slash wrecks Zacian V while they will struggle to take out even one Garchomp and Giratina-GX. Only use one Mismagius against them so they still have to fight through two Garchomp and Giratina-GX. They will likely have to use two Brave Blades to take out one Garchomp and Giratina-GX, as their most common supplemental attacker ([card name=”Hoopa” set=”Unified Minds” no=”140″ c=”name”][/card]) is woefully ineffective in this matchup. However, if they run [card name=”Dusk Mane Necrozma” set=”Sun and Moon Black Star Promos” no=”SM107″ c=”name”][/card], this matchup becomes somewhat competitive because they also run multiple Marnie. Either of those cards alone wouldn’t be too much of an issue. It’s not even that they work well together, it’s that having both is strong against this deck.
Blacephalon – Unfavorable
This matchup is not that bad, but it’s tricky and requires a few things to go right. Lead with Garchomp and Giratina-GX without using Mismagius. Once it goes down, use Rese Stamp to reduce their hand to three and start using Fireworks Bomb. If they whiff the immediate return KO, Fireworks Bomb piles up and essentially wins the game. Even if they do get a return KO, it’s not the end of the world. Depending on their likelihood of utilizing Burst GX, evaluate whether you should go for Mismagius and use Reset Stamp to bring them down to one card, or simply use Reset Stamp the bring them down to two cards in hand and go from there. This matchup is tricky because you often have to go without using Mismagius which messes up this deck, but it’s manageable because Blacephalon runs NO hand disruption.
Spiritomb – Auto-Win?
This is the only matchup that I haven’t actually played out yet, but I assume that [card name=”Blacephalon” set=”Cosmic Eclipse” no=”104″ c=”name”][/card] will basically annihilate them.
Conclusion
That’s all for now guys! Odds are, next time you hear from me it will be with some Darkness Ablaze content, and I’m looking forward to it. I hope you enjoy the decks I discussed today. If you love aggro decks that pop off hard and do tons of damage, definitely give [card name=”Electrode-GX” set=”Celestial Storm” no=”48″ c=”name”][/card] a try! Those types of decks are tons of fun. If you’re the type who likes complex and methodical decision making, give RoxieChomp a chance. It is definitely weak to hand disruption but it still has the tools to compete at a high level in this format. If you ask me, both of these decks are fun and competitive, and I wanted to discuss them because they’ve been so overlooked. Thanks for reading!
–Grant
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