Whale of a Time — Jay’s Dallas Regional Championship Report
[cardimg name=”Wailord-EX” set=”Primal Clash” no=”147″ align=”right” c=”none”][/cardimg]
High tide, trainers! I’ve just returned from the Dallas Regional Championships, and let me tell you — I had a whale of a time! The tournament was full of surprises, including the winner, Riley Hulbert, sporting a single copy of [card name=”Red Card” set=”XY” no=”124″ c=”name”][/card] in his winning list. He used this inclusion to overcome Isaiah’s onslaught of [card name=”Exeggcute” set=”Plasma Freeze” no=”4″ c=”name”][/card] to fill up his Bench in the finals, and eventually brought home the trophy.
I designed my deck to beat the deck that eventually won the entire championship — it’s just a shame I couldn’t break through to day two in order to demonstrate that. I actually started off the tournament 6-0, and fell into some potholes a little later on. Today, I’ll go over my [card name=”Wailord-EX” set=”Primal Clash” no=”38″ c=”name”][/card] list that I used to pilot to a 58th place finish, my matchups, what went wrong, and my final thoughts on things. Let’s swim to it!
The List
[decklist name=”Wailord” amt=”60″ caption=”” cname=”Xurkitree-GX” set=”Sun and Moon Black Star Promos” no=”SM68″][pokemon amt=”6″]4x [card name=”Wailord-EX” set=”Primal Clash” no=”147″ c=”deck2″ amt=”4″][/card]1x [card name=”Hoopa” set=”Shining Legends” no=”55″ c=”deck2″ amt=”1″][/card]1x [card name=”Xurkitree-GX” set=”Sun and Moon Black Star Promos” no=”SM68″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”53″]4x [card name=”Skyla” set=”BREAKthrough” no=”148″ c=”deck2″ amt=”4″][/card]4x [card name=”Team Flare Grunt” set=”Generations” no=”73″ c=”deck2″ amt=”4″][/card]4x [card name=”AZ” set=”Phantom Forces” no=”91″ c=”deck2″ amt=”4″][/card]3x [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”deck2″ amt=”3″][/card]2x [card name=”Lusamine” set=”Crimson Invasion” no=”96″ c=”deck2″ amt=”2″][/card]2x [card name=”Plumeria” set=”Burning Shadows” no=”120″ c=”deck2″ amt=”2″][/card]2x [card name=”Team Rocket’s Handiwork” set=”Fates Collide” no=”112″ c=”deck2″ amt=”2″][/card]1x [card name=”Lysandre” set=”Flashfire” no=”90″ c=”deck2″ amt=”1″][/card]1x [card name=”Xerosic” set=”Phantom Forces” no=”110″ c=”deck2″ amt=”1″][/card]1x [card name=”Team Skull Grunt” set=”Sun and Moon” no=”133″ c=”deck2″ amt=”1″][/card]1x [card name=”Hugh” set=”Boundaries Crossed” no=”130″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Max Potion” set=”Emerging Powers” no=”94″ c=”deck2″ amt=”4″][/card]4x [card name=”Enhanced Hammer” set=”Dark Explorers” no=”94″ c=”deck2″ amt=”4″][/card]4x [card name=”Robo Substitute” set=”Phantom Forces” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”4″][/card]2x [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”deck2″ amt=”2″][/card]1x [card name=”Startling Megaphone” set=”Flashfire” no=”97″ c=”deck2″ amt=”1″][/card]1x [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Tropical Beach” set=”Black and White Black Star Promos” no=”BW28″ c=”deck2″ divide=”yes” amt=”4″][/card][/trainers][energy amt=”1″]1x [card name=”Lightning Energy” set=”EX Emerald” no=”104″ c=”deck2″ amt=”1″][/card][/energy][/decklist]
For those of you confused by this deck list, the concept is to take hits with Wailord-EX massive 250 HP, heal that damage off with [card name=”Max Potion” set=”Guardians Rising” no=”128″ c=”name”][/card], [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card], or [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”name”][/card], then discard our opponent’s resources with a wide variety of disruptive options. The goal is to eventually drain our opponent of all of their resources and win by decking them out. This isn’t a common path to achieve victory in the Pokemon TCG, but in the case of Wailord it is very, very effective.
Card Choices
While this is seemingly standard for a Wailord list, there are a few unique features that you may have dismissed upon the initial look-over:
Hoopa and Xurkitree-GX
[cardimg name=”Xurkitree-GX” set=”Ultra Prism” no=”142″ align=”right” c=”none”][/cardimg]
While these are common inclusions, they are rarely seen together in the same Wailord list. The reason why I play both is because they are unique singleton copy cards that can force the opponent to dedicate resources toward eliminating them. For example, if your opponent is playing an entirely GX-/EX-based deck, they will be forced to commit to [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] in order to OHKO a [card name=”Hoopa” set=”Shining Legends” no=”55″ c=”name”][/card] because of its Scoundrel Guard Ability. The [card name=”Xurkitree-GX” set=”Ultra Prism” no=”142″ c=”name”][/card] poses a similar threat, but instead of GX/EX decks, it instead exposes the vulnerable points of decks centered around Special Energy (think Night March and most [card name=”Zoroark-GX” set=”Sun and Moon Black Star Promos” no=”SM84″ c=”name”][/card] builds).
Note that while you don’t need to play both in every game, you want to use at least one in most games in order to spawn what is known as a “seven-Prize game”. By forcing our opponent to take out our Hoopa, they’ll still have five Prize cards left to take, after which we’ll feed them three hefty Wailord-EX which is technically seven total Prize cards. Xurkitree can also create a scenario like this by using Lighting GX to give our opponent an additional Prize card.
Both of these cards supplement the deck quite nicely by reminding us of Wailord’s grindy tactics: prolong the game as long as possible, and remove all of our opponent’s resources from play.
Four Tropical Beach
Most Wailord decks opted to play a single copy of [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card] over the fourth copy of [card name=”Tropical Beach” set=”Black and White Black Star Promos” no=”BW50″ c=”name”][/card] — my deck list was entirely focused on finding outs to Tropical Beach. I figured that my deck could handle a plethora of scenarios if I was given the tools in my hand! This idea was initially spawned from my personal testing partner, William Wallace. To accompany the fourth Tropical Beach, I made sure to include a full suite of four [card name=”Skyla” set=”Boundaries Crossed” no=”149″ c=”name”][/card] as well as a copy of [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card]. I found that, in most testing games, if my opponent was able to remove Tropical Beach from play while following up with a [card name=”Ghetsis” set=”Plasma Freeze” no=”115″ c=”name”][/card], I would lose most of the time if I didn’t have another copy in hand. By playing all of these cards to search my deck for Stadiums, I was able to overcome this hurdle and pilot my deck to its highest abilities.
Two Lusamine
[card name=”Lusamine” set=”Crimson Invasion” no=”96″ c=”name”][/card] has been an awfully trendy card as of lately, mostly due to its ability to “chain” itself. If you have two copies of Lusamine in your deck, you have an infinite amount of Supporter cards at your disposal if you always opt to get back a Lusamine with your other Lusamine.
This is a unique card concept that can help decks that may have extra time on their hands; in this case, Wailord creates time by disrupting the opponent, so we have a ton of gaps to properly execute a Lusamine chain. I include two copies for this purpose, as well as to retrieve any Tropical Beach from my discard that may have been bumped out since Lusamine can’t be shuffled back into the deck with Ghetsis.
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Zero Gladion
[cardimg name=”Gladion” set=”Crimson Invasion” no=”109″ align=”right” c=”none”][/cardimg]
I didn’t care too much for [card name=”Gladion” set=”Crimson Invasion” no=”95″ c=”name”][/card] upon entering the tournament — this is a choice I regret deeply as a single copy of Gladion gives you a VIP pass to your Prize cards. Because of my exclusion of Gladion, there were multiple instances where I prized a single important copy of a card — such as Lightning Energy, Xurkitree-GX, Hoopa, [card name=”Hugh” set=”Boundaries Crossed” no=”130″ c=”name”][/card], etc. — and was unable to retrieve it; it hurt equally when I prized a [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card], because then I no longer had two pairs of Puzzles.
If given the opportunity, I would go back in time and cut a single copy of [card name=”Team Rocket’s Handiwork” set=”Fates Collide” no=”112″ c=”name”][/card] in exchange for the Gladion, mostly because you don’t need two copies of Handiwork! I was only playing two copies just to not have one in the Prize cards; Handiwork aids Wailord’s strategy, but it isn’t essential in order to execute.
Four Robo Substitute
[card name=”Robo Substitute” set=”Phantom Forces” no=”102″ c=”name”][/card] had to be my favourite card of the entire weekend! Being able to draw into copies of this card was key, so as opposed to the staple three copies that Drew Kennett had initially used in the deck, I’ve upped the Robo Substitute count to a full suite of four. Robo Substitute offers a unique set of characteristics that typical Pokemon cards don’t have — they’re able to take a hit and offer zero Prize cards in return. Often times, I’d find myself AZ’ing a Wailord and sending up one of these little minions while I lay back and refresh my hand with Tropical Beach. Not only does this give you an extra turn since the opponent didn’t put any damage on Wailord, but it also allows you to play an “extra Supporter” that you normally wouldn’t have been able to play because of said “free turn”. Any turn where the opponent doesn’t attack Wailord is essentially what I’d call a free turn in this deck, and the more Robo Substitute you play, the more free turns you can have. In a mill deck like Wailord where all you need is time, these bad boys come in handy. In some scenarios, the opponent will usually burn a [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card] to use [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] in order to ensure they connect damage with a Wailord — in this case, you can simply use another AZ or Acerola to set them back yet another resource.
Two Nest Ball
While I heavily considered a copy of [card name=”Pokémon Fan Club” set=”Generations” no=”69″ c=”name”][/card] over the second [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”name”][/card], I realized Fan Club was only marginally better than Nest Ball when playing against Item lock decks such as [card name=”Trevenant BREAK” set=”BREAKpoint” no=”66″ c=”name”][/card]. I didn’t expect Trevenant to reach the top tables at Dallas due to the high amount of [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] decks present, so I opted to play a second copy of Nest Ball.
Nest Ball is overall a superior card to Pokemon Fan Club in general circumstances — its only drawbacks are the fact that it can be blocked by Item lock, as well as contributing to [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card]’s Trashalanche damage. Besides that, it’s great! You can play a Skyla and a Nest Ball in the same turn; you can play it in combination with any Supporter, really! The bottom line here is that since Nest Ball doesn’t take up your Supporter for the turn, it is the most efficient Basic Pokemon searcher available to us in the Expanded format.
Four Enhanced Hammer, Zero Crushing Hammer
I abhor gimmicky cards, and, as much as I hate to say it, [card name=”Crushing Hammer” set=”Emerging Powers” no=”92″ c=”name”][/card] is one of them. There’s a local player in the Toronto area who vows by the power of Crushing Hammer, but I have the complete opposite philosophy at the moment — why play a card that is potentially dead, when you can play a card that is live 75% of the time? Most decks in Expanded rely on [card name=”Double Colorless Energy” set=”Legendary Treasures” no=”113″ c=”name”][/card], so I ended up cutting all Crushing Hammer from the list in favour of a full suite of Enhanced Hammer. This ended up being the correct play, as there was no matchup I would’ve needed Crushing Hammer for, except maybe the [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card] matchup I discuss a little later on in the article. I ended up discarding DCE off of [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card], [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card], and a ton of Zoroark-GXs all day, and never looked back.
My Dallas Record
Round 1 — Zoroark-GX / [card name=”Alolan Muk” set=”Sun and Moon” no=”58″ c=”name”][/card] WW
Round 2 — Zoroark-GX / [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card] WW
Round 3 — Zoroark-GX / [card name=”Golisopod-GX” set=”Burning Shadows” no=”17″ c=”name”][/card] W
Round 4 — Zoroark-GX / [card name=”Ninetales” set=”Dragons Exalted” no=”19″ c=”name”][/card] WW
Round 5 — Gardevoir-GX W
Round 6 — Night March WW
Round 7 — [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”157″ c=”custom”]Archie[/card]’s [card name=”Blastoise” set=”Plasma Blast” no=”16″ c=”name”][/card] LL
Round 8 — Zoroark-GX / Golisopod-GX LL
Round 9 — [card name=”Wailord-EX” set=”Primal Clash” no=”147″ c=”name”][/card] WLT
Final Record: 6-2-1 — 19 match points
Final placement: 58th place
Matchups
vs. Zoroark
Against all the Zoroark decks, it was fairly easy (with the exception of Zoroark / Golisopod-GX, which I’ll get to momentarily). Your go-to strategy is simple: discard all four of their DCE, and then try to use [card name=”Team Rocket’s Handiwork” set=”Fates Collide” no=”112″ c=”name”][/card] in order to discard their [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card] copies from the deck. They’ll typically exhaust their deck out early due to an excessive amount of Zoroark’s Trade Ability, and this helps us to speed up the milling process. A well-timed [card name=”Team Skull Grunt” set=”Sun and Moon” no=”133″ c=”name”][/card] can put the definitive nail in their coffin due to Zoroark’s high hand size — I often find two DCE in my opponent’s hand if timed correctly.
Their main line of defense against Wailord decks is to use a [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”name”][/card] to wipe out all Item cards from our hand while playing down a copy of [card name=”Sky Field” set=”Roaring Skies” no=”89″ c=”name”][/card]. In newer hybrids of Zoroark, they’ll now be playing a copy of [card name=”Red Card” set=”Generations” no=”71″ c=”name”][/card] which will precede this potentially hazardous play. What’s our response? At all times, we must be ready with either another [card name=”Tropical Beach” set=”Black and White Black Star Promos” no=”BW28″ c=”name”][/card], [card name=”Lusamine” set=”Ultra Prism” no=”153″ c=”name”][/card], or [card name=”Skyla” set=”Boundaries Crossed” no=”149″ c=”name”][/card] in our hand in order to replace their Stadium and replenish our hand. This will essentially wash away any groundwork our opponent was trying to lay down on us, but be warned: if you don’t plan ahead and pack a spare out to Tropical Beach in your hand, this Ghetsis + Stadium strategy from our opponent can win games.
vs. Gardevoir
[cardimg name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ align=”right” c=”none”][/cardimg]
The [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card] matchup is something that I didn’t know how to approach until I played against it. This matchup takes so long to complete because you have to go through an additional ten extra turns of “draw-passing” in order to mill out our opponent; this is because of Gardevoir’s GX attack, Twilight GX. Being able to shuffle in ten resources is scary considering they can retrieve numerous Energy/ways to get Energy back! In this specific case, my opponent Wesley was packing a copy of [card name=”Superior Energy Retrieval” set=”Plasma Freeze” no=”103″ c=”name”][/card] in his deck to combat decks such as mine.
I was able to use Team Rocket’s Handiwork in order to mill the Superior Energy Retrieval after his early Twilight GX, and then followed it up with a ton of [card name=”Robo Substitute” set=”Phantom Forces” no=”102″ c=”name”][/card]s to take hits. While Robo Subs bought me time, it allowed me to consistently use [card name=”Plumeria” set=”Burning Shadows” no=”120″ c=”name”][/card] to discard Energy from my opponent’s Gardevoir, discard useless cards from my hand, and then follow up with Tropical Beach to refresh my hand. Thankfully, I was able to draw into many Enhanced Hammers via Tropical Beach and eventually run my opponent out of Energy cards.
One of my favourite plays in this matchup is to bench [card name=”Xurkitree-GX” set=”Ultra Prism” no=”142″ c=”name”][/card] after your opponent has used Twilight GX in order to limit your opponent’s [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] outs. Once they’ve used Twilight GX and a few [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card]s, they may have to commit all of their resources to KOing our lightning tree, and sometimes this can be easier said than done. If their attackers have Special Energy attached to their Pokemon, our Flashing Head Ability will block out damage for a while, allowing us to discard more Energy off the board and buy recovery time.
Gardevoir-GX is strong at taking OHKOs, so it’s important to ensure our opponent’s big Gardy is kept at bay with [card name=”Xerosic” set=”Phantom Forces” no=”110″ c=”name”][/card], [card name=”Team Flare Grunt” set=”XY” no=”129″ c=”name”][/card], Plumeria, and [card name=”Enhanced Hammer” set=”Dark Explorers” no=”94″ c=”name”][/card]. If the Gardevoir player exceeds eight Energy on their Gardevoir, they’ll most likely be able to carry that momentum to take all of their Prize cards. I won the second game by strategically playing to time and slowing down my opponent with disruption, such as [card name=”Lysandre” set=”Flashfire” no=”104″ c=”name”][/card] onto his [card name=”Octillery” set=”BREAKthrough” no=”33″ c=”name”][/card] for a few turns.
vs. Night March
When I played against Night March in the sixth round, I viewed it the same as the Zoroark matchup but there are a few intricate details that make it slightly more difficult:
- they can OHKO you with Night March if there are 11 or more Night Marchers in the discard pile alongside a [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card]
- Night March usually plays a [card name=”Special Charge” set=”Steam Siege” no=”105″ c=”name”][/card], so in their best-case scenario, they can have access to 12 Double Colorless in a single game (considering if they play four Puzzle of Time, [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”name”][/card], and Special Charge in the same list)
There’s no good way to deal with these besides preparing for a longer game against Night March, and putting a higher emphasis on using Team Rocket’s Handiwork. Handiwork is invaluable in this matchup because it can mill a DCE, a Puzzle of Time, Dowsing Machine, or even the single copy of Special Charge!
Be prepared for a longer game against Night March. If they attempt to use [card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”name”][/card] as their attacker of choice, use your Xurkitree-GX against them: they’ll need to use Hex Maniac to bypass Flashing Head, which shuts down their own Shadow Hunt Ability at the same time. This means not only will they be unable to attack, but they’ll need to find a way out of the Active position, and find a DCE for a Benched Night Marcher.
If the opponent decides to use Shaymin-EX’s Sky Return attack against you, Skyla for a [card name=”Team Skull Grunt” set=”Sun and Moon” no=”133″ c=”name”][/card] — you’ll be able to target DCEs that are in their hand so they can’t continuously loop this combo. I was able to defeat Phinnegan, my sixth round opponent, by utilizing this strategy to discard all of his Energy in his deck, and then using Handiwork to limit his recovery options.
vs. Blastoise
[cardimg name=”Blastoise” set=”Plasma Storm” no=”137″ align=”right” c=”none”][/cardimg]
[card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”157″ c=”custom”]Archie[/card]’s [card name=”Blastoise” set=”Boundaries Crossed” no=”31″ c=”name”][/card] is a terrible matchup. Their [card name=”Keldeo-EX” set=”Black and White Black Star Promos” no=”BW61″ c=”name”][/card] can OHKO a Wailord-EX provided it has a stellar 10 Energy attached, and their Rush In Ability can make it so that we can’t Lysandre up a Pokemon with a high Retreat Cost. Our best bet is to use our [card name=”Hoopa” set=”Shining Legends” no=”55″ c=”name”][/card], which will bait out their copy of [card name=”Articuno” set=”Roaring Skies” no=”17″ c=”name”][/card] — during this time, you can use Team Rocket’s Handiwork to mill them faster, and [card name=”Max Potion” set=”Guardians Rising” no=”128″ c=”name”][/card] in order to stay alive. Because they play so many Superior Energy Retrieval and [card name=”Fisherman” set=”BREAKthrough” no=”136″ c=”name”][/card], it is futile to try and discard any of their Energy until the late game. Once my opponent KOed Hoopa, it was smooth sailing for him.
vs. Golisopod-GX
[card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] / [card name=”Golisopod-GX” set=”Burning Shadows” no=”17″ c=”name”][/card] is another poor matchup — the way I beat my third round opponent is because I was able to Lighting GX their Hex Maniac away, and wall their deck with a Hoopa. At that point, their only attacking options were [card name=”Zoroark” set=”BREAKthrough” no=”91″ c=”name”][/card] to hit for 10 damage, or [card name=”Wimpod” set=”Burning Shadows” no=”16″ c=”name”][/card] to hit me for 30 damage. During this time you can effectively mill them, remove all of their Energy, and safely heal your lone Hoopa.
This strategy is unlikely to happen though because most skilled players will keep Hex Maniac in their discard pile (instead of their hand) and recycle it with VS Seeker. Jose made quick work of me in the eighth round with this strategy.
vs. Wailord
In the last round, I was unfortunately matched up with my friend Charlie. We were playing the Wailord mirror, which essentially entails [card name=”Lusamine” set=”Ultra Prism” no=”153″ c=”name”][/card] loops with [card name=”Team Rocket’s Handiwork” set=”Fates Collide” no=”112″ c=”name”][/card], and a ton of coin flips. He won game one convincingly because he had hit better flips all game. In the second game, I was able to [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card] my Wailord, and then use Xurkitree-GX’s Lighting GX to place his copy of [card name=”Gladion” set=”Crimson Invasion” no=”109″ c=”name”][/card] in the Prize cards. His only copy of Team Rocket’s Handiwork was also in the Prize cards, so I was able to pull off a safe win. We ended up going to time in game three because these matches are so organically long, so we tied and both finished in the Top 64 of the event.
Final Thoughts
While I was happy with my 6-0 start to the beginning of the Dallas Regional Championships, I ran into some problems in the final three rounds that were unavoidable. While I tried my hardest, I’d expect almost any player with the same luck/matchups to have the exact same record that I did barring they were a similar skill level to me.
I thoroughly enjoyed the vibe that Dallas had to offer, with most of the locals being kind to me and many of my American friends being present. This was one of my favourite Regionals experiences, and I look forward to playing in more events this season as I come closer to my World Championship invitation. Seeming as I’m around 260 CP, I should be able to close out the rest of my invite with a few League Cups and perhaps another Regionals finish. I haven’t played a crazy amount this year, but I’ve been consistently placing well at tournaments both local and internationally, so who knows — maybe a big finish is just around the corner for me.
Thanks for reading my article on my Dallas Regional Championship report, and I look forward to reading your comments! As always folks, get lucky and run hot!
-Jay Lesage
#PlayPokemon
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