Charizard is Broken Again

It’s been a couple of months since I’ve written about [card name=”Charizard ex” set=”Obsidian Flames” no=”125″ c=”name”][/card], so I guess it’s that time again. For real though, in my preliminary testing for Worlds, no deck has impressed me more than Charizard. Once Shrouded Fable drops, I predict that this deck will once again claim its throne as the best deck in the format. Based on some general hype and results from Japan, it seems that Charizard is once again going to be top tier after its brief falloff in the Twilight Masquerade format. My group very nearly played Charizard for NAIC, but we ended up going with a less risky meta call, playing a boring [card name=”Gardevoir ex” set=”Paldean Fates” no=”29″ c=”name”][/card] list instead. However, Tord Reklev accurately predicted the lack of [card name=”Dragapult ex” set=”Twilight Masquerade” no=”130″ c=”name”][/card] and played Charizard to an 18th place finish.

[cardimg name=”Charizard ex” set=”Paldean Fates” no=”234″ align=”right” c=”none”][/cardimg]

In the early stages of the Twilight Masquerade format, Dragapult’s insane success in Japan scared many players off Charizard. That matchup was pretty rough, especially if Dragapult had [card name=”Technical Machine: Devolution” set=”Paradox Rift” no=”177″ c=”name”][/card], which most ended up not playing. However, Dragapult did not really show up at NAIC, aside from cameos in Tord’s Charizard deck and the Top 16 [card name=”Regidrago VSTAR” set=”Silver Tempest” no=”136″ c=”name”][/card] list. Charizard was scarcely played at NAIC, but managed to pick up several Day 2 spots anyway because the meta was favorable for it. As Dragapult falls off, things only get better for Charizard. Furthermore, Shrouded Fable gives some massive buffs to the deck, pushing it into overpowered territory.

One of the top picks from Shrouded Fable, Dusknoir, works perfectly with Charizard. Aside from excellent synergy, it drastically spikes the power level of the deck and opens so many plays that were previously impossible. My first thought about Dusknoir was that it wasn’t worth the hype, but after playing with it, it has blown my expectations out of the water. A second and more underrated addition to Charizard is Fezandipiti ex. Fezandipiti somewhat alleviates the need for [card name=”Bibarel” set=”Brilliant Stars” no=”121″ c=”name”][/card]. While Bibarel undeniably has the better Ability, Fezandipiti’s ease of access is quite nice, and it generates the extra deck spot to accommodate the Dusknoir. There are also some matchups where Fezandipiti is less of a liability on the board due to its higher HP. Fezandipiti can reasonably use its snipe attack after being charged by Charizard’s Infernal Reign, but I haven’t had that come up very often.

Aside from these changes, Charizard remains the exact same. It’s good for the same reasons it always was, but the deck is just stronger now. Charizard’s insane HP and attack damage give any deck a hard time, while [card name=”Pidgeot ex” set=”Obsidian Flames” no=”164″ c=”name”][/card] chains Charizard and enables combo plays. If they go after your support Pokemon, Charizard remains a low-maintenance threat. Previously, one of Charizard’s biggest weaknesses was its lack of early-game damage, allowing clever opponents to play around it. Dusknoir, and by extension, Dusclops, negate that issue entirely, allowing Charizard to burst out of the gates with massive damage. Dusknoir and Dusclops enable clever plays around [card name=”Defiance Band” set=”Scarlet and Violet” no=”169″ c=”name”][/card], [card name=”Counter Catcher” set=”Paradox Rift” no=”264″ c=”name”][/card], and [card name=”Radiant Charizard” set=”Crown Zenith” no=”20″ c=”name”][/card]. Even without the damage from their Abilities, they function as a 30-damage buff to Charizard’s Burning Darkness by way of the Prize card the opponent is forced to take. My list isn’t anything special, playing to the theme of the deck being inherently and fundamentally broken:

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Charizard ex / Dusknoir Deck List

[decklist name=”big zard” amt=”60″ caption=”” cname=”Charizard ex” set=”Obsidian Flames” no=”125″][pokemon amt=”21″]3x [card name=”Charizard ex” set=”Obsidian Flames” no=”125″ c=”deck2″ amt=”3″][/card]1x [card name=”Charmeleon” set=”Paldean Fates” no=”8″ c=”deck2″ amt=”1″][/card]4x [card name=”Charmander” set=”Paldean Fates” no=”7″ c=”deck2″ amt=”4″][/card]2x [card name=”Pidgeot ex” set=”Obsidian Flames” no=”164″ c=”deck2″ amt=”2″][/card]2x [card name=”Pidgey” set=”151″ no=”16″ c=”deck2″ amt=”2″][/card]1x Dusknoir (SFA #20)1x Dusclops (SFA #19)1x Duskull (SFA #18)1x [card name=”Radiant Charizard” set=”Crown Zenith” no=”20″ c=”deck2″ amt=”1″][/card]1x [card name=”Rotom V” set=”Crown Zenith” no=”45″ c=”deck2″ amt=”1″][/card]1x [card name=”Lumineon V” set=”Brilliant Stars” no=”40″ c=”deck2″ amt=”1″][/card]1x Fezandipiti ex (SFA)1x [card name=”Cleffa” set=”Obsidian Flames” no=”80″ c=”deck2″ amt=”1″][/card]1x [card name=”Manaphy” set=”Brilliant Stars” no=”41″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”33″]4x [card name=”Arven” set=”Obsidian Flames” no=”186″ c=”deck2″ amt=”4″][/card]3x [card name=”Iono” set=”Paldea Evolved” no=”185″ c=”deck2″ amt=”3″][/card]2x [card name=”Boss’s Orders (Ghetsis)” set=”Paldea Evolved” no=”172″ c=”deck2″ amt=”2″][/card]1x [card name=”Professor Turo’s Scenario” set=”Paradox Rift” no=”171″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Ultra Ball” set=”Paldean Fates” no=”91″ c=”deck2″ amt=”4″][/card]4x [card name=”Rare Candy” set=”Paldean Fates” no=”89″ c=”deck2″ amt=”4″][/card]4x [card name=”Buddy-Buddy Poffin ” set=”Temporal Forces” no=”144″ c=”deck2″ amt=”4″][/card]2x [card name=”Nest Ball” set=”Paldean Fates” no=”84″ c=”deck2″ amt=”2″][/card]2x [card name=”Counter Catcher” set=”Paradox Rift” no=”160″ c=”deck2″ amt=”2″][/card]2x [card name=”Super Rod” set=”Paldea Evolved” no=”188″ c=”deck2″ amt=”2″][/card]1x [card name=”Lost Vacuum” set=”Lost Origin” no=”162″ c=”deck2″ amt=”1″][/card]1x [card name=”Unfair Stamp” set=”Twilight Masquerade” no=”165″ c=”deck2″ amt=”1″][/card]1x [card name=”Forest Seal Stone” set=”Silver Tempest” no=”156″ c=”deck2″ amt=”1″][/card]1x [card name=”Defiance Band” set=”Scarlet and Violet” no=”169″ c=”deck2″ divide=”yes” amt=”1″][/card]1x [card name=”Collapsed Stadium” set=”Brilliant Stars” no=”137″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”6″]6x [card name=”Fire Energy” set=”Crown Zenith” no=”153″ c=”deck2″ amt=”6″][/card][/energy][/decklist] 

The lack of [card name=”Bibarel” set=”Crown Zenith GG” no=”GG25″ c=”name”][/card] is somewhat sad, but I was surprised to find that I didn’t really miss it all that much. I find myself using [card name=”Lumineon V” set=”Brilliant Stars” no=”156″ c=”name”][/card] in the mid- to late-game a bit more, as well as Bibarel’s replacement: Fezandipiti ex. Part of Bibarel’s value was that you were able to comfortably get [card name=”Bidoof” set=”Crown Zenith” no=”111″ c=”name”][/card] with an extra search from the first one or two [card name=”Buddy-Buddy Poffin” set=”Twilight Masquerade” no=”223″ c=”name”][/card] plays. Nowadays, we simply get Duskull in that spot instead. Dusclops is used just as often as Dusknoir, and which one is better just depends on the situation. The great thing is that if Dusclops or Dusknoir are Prized, you can still use the other for a similar effect, so you don’t necessarily need the entire line to not be Prized.

[cardimg name=”Pidgeot ex” set=”Obsidian Flames” no=”225″ align=”right” c=”none”][/cardimg]

As usual, Pidgeot ex is priority number one, as the deck works flawlessly once you set up Pidgeot. Conversely, if you don’t have Pidgeot for at least a couple of turns, you’re playing with a crippled deck. Charizard without Pidgeot is still powerful enough to win games, but it’s a lot less consistent. When Pidgeot goes down, you hopefully have enough tempo to close out the game with just the help of Lumineon and Fezandipiti. More often and ideally, you’ll be spamming disruption to make it difficult for the opponent to even KO Pidgeot in the first place. In longer games, such as against [card name=”Gardevoir ex” set=”Paldean Fates” no=”233″ c=”name”][/card] and the like, we may aim to set up the second Pidgeot. Of course, this only works when no [card name=”Pidgey” set=”Paldean Fates” no=”196″ c=”name”][/card] or Pidgeot are Prized.

A common play with a weak opening hand that has nothing but [card name=”Ultra Ball” set=”Brilliant Stars” no=”186″ c=”name”][/card] is to grab Lumineon for [card name=”Arven” set=”Paldean Fates” no=”235″ c=”name”][/card], playing the Supporter to find [card name=”Nest Ball” set=”Scarlet and Violet” no=”255″ c=”name”][/card] and [card name=”Forest Seal Stone” set=”Silver Tempest” no=”156″ c=”name”][/card], use Nest Ball for [card name=”Rotom V” set=”Lost Origin” no=”177″ c=”name”][/card], attach the Forest Seal Stone and use it to search for Buddy-Buddy Poffin to find whatever you’re missing, and then you still get to draw with Rotom. This general line is slightly tweaked to accommodate whatever you currently have in hand. If you’re able to retreat, [card name=”Cleffa” set=”Obsidian Flames” no=”202″ c=”name”][/card] is often the best play. If you think your opponent can KO Pidgey, try for double Pidgey and double [card name=”Charmander” set=”Paldean Fates” no=”109″ c=”name”][/card]. If you only get one Charmander, sometimes you can attach an Energy to one of the two Pidgey and at least attack with Pidgeot when they KO your only Charmander. I see players mess up the opening turns time and time again, and while turn 2 Charizard is tempting and powerful, keep in mind that this is a deck that regularly makes comebacks and is built to do so. If my lone Charmander is in the Active Spot and will certainly get Knocked Out, sure I’ll get a second copy. Otherwise, I’m prioritizing the Pidgeot every time. Whiffing turn 2 Charizard is no big deal.

Some lists are playing two [card name=”Charmeleon” set=”Paldean Fates” no=”110″ c=”name”][/card], but I think the second copy is completely unnecessary. However, if the meta becomes more hostile towards Charizard, such as with Technical Machine: Devolution, then perhaps this can be reconsidered. It can be annoying when Charmeleon is Prized, but we still have four [card name=”Rare Candy” set=”Scarlet and Violet” no=”256″ c=”name”][/card], which is plenty. Even without any Stage 1 Pokemon, we can still set up Pidgeot and three Charizard, or Pidgeot, Dusknoir, and two Charizard. One copy of Charmeleon is useful, but I do not think any more are needed.

The Charmander lineup is one that I’m more uncertain of. While the [card name=”Charmander” set=”Obsidian Flames” no=”26″ c=”name”][/card] with Heat Tackle has an amazing attack, the 70 HP of the Charmander in this deck is relevant more and more often nowadays. Against Lost Box, Regidrago, and Dragapult decks, you’ll need that extra 10 HP. Blazing Destruction is also somewhat useful as a disruption option. Hand locking with [card name=”Iono” set=”Paldean Fates” no=”237″ c=”name”][/card] or [card name=”Unfair Stamp” set=”Twilight Masquerade” no=”165″ c=”name”][/card] is the main game plan, and while you’re usually taking a KO, Blazing Destruction to remove a Stadium like [card name=”PokéStop” set=”Pokemon GO” no=”68″ c=”name”][/card] or [card name=”Artazon” set=”Obsidian Flames” no=”229″ c=”name”][/card] has its uses and makes for a harder lock. What’s more is this Charmander can at least still attack, while Steady Firebreathing does suck, it gets used occasionally.

On that note, I can’t bring myself to cut the Call for Family Pidgey, but it may very well be that the 60 HP [card name=”Pidgey” set=”Obsidian Flames” no=”207″ c=”name”][/card] is better. Call for Family does get used every so often, but the 50 HP is crippling against a fast [card name=”Sableye” set=”Lost Origin” no=”70″ c=”name”][/card] and now Dusclops. I truly don’t know which Pidgey is better, but I might end up swapping to the 60 HP copy at some point.

I played a few Regionals without [card name=”Radiant Charizard” set=”Crown Zenith” no=”20″ c=”name”][/card], but I want to give it a shoutout for being absolutely broken in the current format. Radiant Charizard ensures that you’ll win basically every Prize trade, even when your opponent gets the first two Prize cards. It also allows you to use Dusknoir when your opponent is on odd Prizes, putting them back to even, which tees up Radiant Charizard. Dusknoir also reduces Radiant Charizard’s attack cost, which can be particularly useful when you’re forced to start with it and start swinging with four Energy. If your opponent is on even Prizes, it may not be good to use Dusknoir if they’re forced to KO Radiant Charizard anyway, as that would put them back on even Prizes. The benefit of Radiant Charizard is forcing back-to-back gust KO’s out of the opponent when they’re on even Prizes, which ideally they cannot do under constant disruption from this deck.

Some lists cut down to three copies of Arven, and that is absolute insanity. Arven makes the deck work and retains its usefulness throughout the entire game. It is particularly versatile in that it can basically turn into other Supporters via [card name=”Counter Catcher” set=”Paradox Rift” no=”264″ c=”name”][/card] or Unfair Stamp, and enables the nutty combo plays that this deck so loves. The absence of [card name=”Roxanne” set=”Astral Radiance” no=”150″ c=”name”][/card] makes more sense with the addition of Unfair Stamp. Charizard has played a variety of different ACE SPEC cards before, but most people have caught on that Unfair Stamp is the best. I’m still partial to [card name=”Maximum Belt ” set=”Temporal Forces” no=”154″ c=”name”][/card]to enable hilarious plays in the mirror match and Dragapult matchup, but Dusknoir and Dusclops mostly cover for that. An early Unfair Stamp can completely cripple opponents. If you don’t have it early, you can use it strategically to ensure that the opponent doesn’t have combos on a specific turn. Of course, it can be used for the draw, which is good enough. Unfair Stamp for the early game combos well with Iono for the late game for some nasty consistent hand control. As a result, the new Xerosic’s Machinations doesn’t fit too well into this deck.

The second Counter Catcher is needed now that this deck doesn’t play [card name=”Pal Pad” set=”Scarlet and Violet” no=”182″ c=”name”][/card] or [card name=”Prime Catcher ” set=”Temporal Forces” no=”157″ c=”name”][/card]for its additional gust effects. Of course, Counter Catcher is exponentially stronger than normal thanks to Dusknoir. As a side note, I think it’s hilarious that this combo completely invalidates Stall and [card name=”Chien-Pao ex” set=”Paldea Evolved” no=”61″ c=”name”][/card] as decks.

Nest Ball gets a bit better with Fezandipiti, or more required, depending on how you look at it. Nest Ball is just a great card, so I would like more, but there isn’t space. The rest of the list is completely standard.

I played with [card name=”Technical Machine: Devolution” set=”Paradox Rift” no=”177″ c=”name”][/card] for awhile, as it is a strong (albeit luck-based) comeback mechanism in the mirror match. I’m not convinced that the card is useful enough on average to include. It is completely useless in every matchup besides the mirror, which sucks. I am happy to rely on skill diff in the mirror match, but it would be unfortunate if this Tool card tech picks up steam, as you’re always at a disadvantage in the case of a list without Devolution vs a list with it.

Matchups

Charizard ex Mirror – Even

This one is such a doozy now, and Dusclops makes a more aggressive game with the potential to shut out the opponent. This is why Technical Machine: Devolution was a consideration, as it is a win condition in games where you’re supposed to be completely shut out. Previously, Counter Catcher and [card name=”Defiance Band” set=”Scarlet and Violet” no=”169″ c=”name”][/card] were cards only to be used when you’re behind, but Dusclops effectively lets you use them when you’re ahead. For example, you can now one-shot [card name=”Pidgeot ex” set=”Paldean Fates” no=”221″ c=”name”][/card] when your opponent is on six Prizes (although you force them to five). You can also do ridiculous things like KO’ing two [card name=”Pidgey” set=”Paldean Fates” no=”196″ c=”name”][/card] or [card name=”Charmander” set=”Paldean Fates” no=”109″ c=”name”][/card] and Pidgey on the same turn.

One of the fascinating things is that the player who is on the receiving end of the Dusclops aggression can return KO Pidgeot and combine that with a brutal [card name=”Unfair Stamp” set=”Twilight Masquerade” no=”165″ c=”name”][/card]. That is, if they’re able to get their feet off the ground and play the game. Be aware of these types of openings, analyze the board state, and determine if you should be the first one to go in. It’s totally reasonable to sit there and let your opponent take the first Prize, especially if you have the Unfair Stamp plus snipe punish combo ready. Overall, I would say not to overthink things too much. Taking the first Prize is fine as it applies pressure, and the opponent likely won’t have the wombo combo right away.

Of course, if they don’t have Duskull in play yet, you can basically do whatever you want without much fear. Another very real play is using your Dusknoir (or [card name=”Boss’s Orders” set=”Rebel Clash” no=”189″ c=”name”][/card]) to KO their Duskull. I find the concept of giving your opponent a Prize to prevent them from giving you a Prize absolutely hysterical, but here we are. When they don’t have the option of Dusclops, you can predict their damage output and play accordingly, just like you would in previous formats.

While there is an added element of chaos with Dusclops blowing up all over the place, don’t forget the core concept of Prize mapping and sticking your opponent on odd Prizes. They don’t get to spam Dusclops with impunity, and neither do you. The Prize card it gives up is very real, and setting up Dusclops is resource-intensive. You are attempting to control the game and what your opponent can do as much as you’re trying to Prize race them. Put simply, Dusclops is a tool used to take two Prizes in the early game or to lock the opponent out of Pidgeot.

Regidrago VSTAR – Favorable

[cardimg name=”Regidrago VSTAR” set=”Silver Tempest” no=”136″ align=”right” c=”none”][/cardimg]

This deck is getting a lot of hype, but I don’t think that [card name=”Regidrago VSTAR” set=”Silver Tempest” no=”136″ c=”name”][/card] is all that great. Regidrago’s win condition is shutting you out of the game with a fast [card name=”Dragapult ex” set=”Twilight Masquerade” no=”200″ c=”name”][/card], and there’s nothing you can do about that. If you’re able to set up and play the game, you will always win thanks to [card name=”Radiant Charizard” set=”Crown Zenith” no=”20″ c=”name”][/card]. If they take the first two Prizes, which they often do, immediately go in with Radiant Charizard and Defiance Band, which one-shots Regidrago VSTAR. Try to pair this with Unfair Stamp, as you need to deny back-to-back gust effects and force them to deal with the Radiant Charizard. If they used [card name=”Hisuian Goodra VSTAR” set=”Lost Origin” no=”136″ c=”name”][/card]’s Rolling Iron to reduce damage, Counter Catcher is an easy option around it.

If you can keep the small two-Prize Pokemon off the board, you can also make it very difficult for them. For that reason, [card name=”Collapsed Stadium” set=”Lost Origin” no=”215″ c=”name”][/card] and [card name=”Professor Turo’s Scenario” set=”Paradox Rift” no=”257″ c=”name”][/card] are high value. If you used [card name=”Charizard ex” set=”Paldean Fates” no=”234″ c=”name”][/card] to power up Radiant Charizard instead of itself, [card name=”Teal Mask Ogerpon ex” set=”Twilight Masquerade” no=”211″ c=”name”][/card] has a hard time one-shotting it. They will struggle to take two-Prize KO’s, especially amid hand disruption. [card name=”Hawlucha” set=”Scarlet and Violet” no=”118″ c=”name”][/card] can help them out. Most lists don’t play it, but if they do, evolve two Charmander as soon as possible and don’t put down any more. Dusclops is fantastic in those games where you are the aggressor and get a fast start, as it allows you to KO [card name=”Regidrago V” set=”Silver Tempest” no=”184″ c=”name”][/card] or Teal Mask Ogerpon right off the bat. When that doesn’t happen, you usually don’t bother with Duskull in this matchup, as it is just fodder for their Dragapult. [card name=”Cleffa” set=”Obsidian Flames” no=”202″ c=”name”][/card] is usually to be avoided, as you don’t want to give them an easy two-Prize option when you’re attacking with Radiant Charizard.

Lost Box – Favorable

Just like with Regidrago, they are aiming to steamroll your board with fast snipe attacks, and there isn’t much you can do. They usually won’t be able to completely stop you, but there are games where they do, and you just lose those. Dusknoir doesn’t get used much in this matchup, but it can get you from two Prizes to zero to end the game. Of course, sometimes your opponent is at one Prize in those spots, so it won’t work there. [card name=”Manaphy” set=”Brilliant Stars” no=”41″ c=”name”][/card] is priority number one to stop [card name=”Radiant Greninja” set=”Astral Radiance” no=”46″ c=”name”][/card]. Early Unfair Stamp is your good friend, and the best thing is that they have to play into it with early aggression. If they delay a KO to play around Unfair Stamp, you get too far ahead for them to come back. They have to take Prizes quickly, and you want to punish them with Unfair Stamp plus KO. This matchup is simple. Spam hand disruption and KO their attackers. [card name=”Lost Vacuum” set=”Lost Origin” no=”217″ c=”name”][/card] is useful to remove [card name=”Rescue Board” set=”Twilight Masquerade” no=”225″ c=”name”][/card]. Cleffa and [card name=”Lumineon V” set=”Brilliant Stars” no=”156″ c=”name”][/card] are big liabilities but they can be removed with Collapsed Stadium or Professor Turo’s Scenario. If they smack Charizard with [card name=”Bloodmoon Ursaluna ex” set=”Twilight Masquerade” no=”216″ c=”name”][/card] on three Prizes and still have two copies of [card name=”Mirage Gate” set=”Lost Origin” no=”163″ c=”name”][/card] left, watch out for a follow-up Amp You Very Much from [card name=”Iron Hands ex” set=”Paradox Rift” no=”248″ c=”name”][/card] and try to play around it. In general, they might try to set up multi-Prize plays with Iron Hands or [card name=”Sableye” set=”Lost Origin” no=”70″ c=”name”][/card], but you can usually play around them.

Conclusion

I’m sure many of you will be bemoaning the return of Charizard, but I welcome back our overlord with open arms. I’ve always found this deck to be incredibly fun and strategic, and it has a good chance to win any matchup. However, I think Dusknoir is unnecessarily toxic and oppressive. This card has gatekept just about every potentially interesting deck I’ve tried to test out, and it is just way too broken alongside Charizard. I also thought Dragapult would be similarly oppressive and I was instantly proven wrong there, so perhaps I’m getting overworked about Dusknoir. That said, I definitely recommend trying out this deck. If you haven’t played Charizard before, it might surprise you. And if you have, you’ll have a blast with Dusknoir.

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