Outta Breath — Night March Sprinting Alongside Zebstrika
[cardimg name=”Zebstrika” set=”Lost Thunder” no=”82″ align=”right” c=”none”][/cardimg]
Night March has always been countered: [card name=”Karen” set=”XY Black Star Promos” no=”XY177″ c=”name”][/card], [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card], sometimes both… [card name=”Zebstrika” set=”Lost Thunder” no=”82″ c=”from”][/card] comes complete with an amazingly powerful Ability that not only draws you cards to extend your turn, but discards your hand, giving you another way to get Night March Pokemon into the discard pile. [card name=”Zebstrika” set=”BREAKpoint” no=”49″ c=”from”][/card] is also the perfect counter to the perceived counters of Night March itself, making it an amazing addition to the deck. There’s even more: you don’t have to play Pokemon-EX/GX like [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] and [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card] anymore, as Zebstrika can do all the heavy lifting from the Bench without giving up two Prizes. The biggest draw to Zebstrika is that it is simply an amazing counter to Karen. It provides you a brilliant way to discard Night March Pokemon after your first few initial turns of [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] and [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card] discards.
Zebstrika fits into the deck quite well. It removes a bit of your early game pop since you won’t be playing Shaymin-EX and you’ll have to cut some of the Item-based draw like [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”name”][/card] to fit it, but the addition is worth it. Your late game becomes much more balanced, executing your strategy every time with ease. Once you get multiple Zebstrika out, you can see upwards of twelve new cards per turn from Sprint alone which is honestly ludicrous.
Night March has always been an objectively strong deck, pushing out large numbers and utilizing non-EX/GX Pokemon, but this turn reinvention breaks the deck. Karen, a counter designed with Night March in mind, is now just a slight annoyance that you can eventually turn against your opponent when they waste their turn using it. This was one of the first concepts in Expanded that I wanted to try out with this new set, and after testing it I can say that it is all it’s cracked up to be. Let’s get it!
[decklist name=”.” amt=”60″ caption=”” cname=”Giratina” set=”XY Black Star Promos” no=”XY184″][pokemon amt=”22″]4x [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”deck2″ amt=”4″][/card]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]3x [card name=”Zebstrika” set=”Lost Thunder” no=”82″ c=”deck2″ amt=”3″][/card]1x [card name=”Zebstrika” set=”BREAKpoint” no=”49″ c=”deck2″ amt=”1″][/card]3x [card name=”Blitzle” set=”Lost Thunder” no=”81″ c=”deck2″ amt=”3″][/card]2x [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”deck2″ amt=”2″][/card]1x [card name=”Giratina” set=”XY Black Star Promos” no=”XY184″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”34″]3x [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”deck2″ amt=”3″][/card]1x [card name=”N” set=”Fates Collide” no=”105″ c=”deck2″ amt=”1″][/card]1x [card name=”Pokémon Ranger” set=”Steam Siege” no=”104″ c=”deck2″ amt=”1″][/card]1x [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”deck2″ amt=”1″][/card]1x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”1″][/card]1x [card name=”Faba” set=”Lost Thunder” no=”173″ 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=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”deck2″ amt=”4″][/card]2x [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”deck2″ amt=”2″][/card]2x [card name=”Level Ball” set=”Ancient Origins” no=”76″ c=”deck2″ amt=”2″][/card]2x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ amt=”2″][/card]2x [card name=”Special Charge” set=”Steam Siege” no=”105″ c=”deck2″ amt=”2″][/card]2x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”2″][/card]1x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”1″][/card]1x [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”deck2″ amt=”2″][/card][/trainers][energy amt=”4″]4x [card name=”Double Colorless Energy” set=”Shining Legends” no=”69″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
Explanations
Three Zebstrika LOT, One Zebstrika BKP, Three Blitzle LOT
When I was initially playing four [card name=”Blitzle” set=”Lost Thunder” no=”81″ c=”name”][/card] I never found the need for that many. You usually just go for two Zebstrika, but three is a welcome bonus if you can get it. An extra copy of Blitzle in any count is desired mainly because of the BREAKpoint Zebstrika.
Zap Zone breaks the Abilities of nuisances like [card name=”Aegislash-EX” set=”Phantom Forces” no=”65″ c=”name”][/card], [card name=”Shuckle-GX” set=”Lost Thunder” no=”17″ c=”custom”]Shuckle-GX[/card], [card name=”Xurkitree-GX” set=”Sun and Moon Black Star Promos” no=”SM68″ c=”name”][/card], and more when you attack with [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card]. The attack, Crashing Bolt, is even great against [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card], doing 110 to a Pokemon with Fighting Resistance. If your opponent puts down a [card name=”Trevenant BREAK” set=”BREAKpoint” no=”66″ c=”name”][/card] then they’ll be punished by [card name=”Giratina” set=”XY Black Star Promos” no=”XY184″ c=”name”][/card], and if they don’t then Zebstrika can just roll tide. The problem against Trevenant BREAK decks is moreso keeping your Energy in play, but this is still a great attacking option nonetheless with larger HP than Night March Pokemon.
I see Zebstrika like an improved [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] in Night March: it draws you more cards per turn, thins your deck, and defends you better against Karen. The risk of playing Pokemon-EX/GX in Night March was always suspect, so now without them you’ll be much safer and well-equipped to beat any deck not having to worry about two-Prize Pokemon being sniped off your Bench.
Two Marshadow
[cardimg name=”Marshadow” set=”Shining Legends” no=”45″ align=”right” c=”none”][/cardimg]
Zebstrika fills in for the likes of Shaymin-EX well enough, but [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card] completes the deal and then some. Let Loose can win you games immediately if your opponent draws a bad hand, and when you have Sprint as an Ability afterwards you can Let Loose into Sprint and not be punished by drawing a bad hand of your own. It gives you a nice disruptive touch and extra reach to keep digging for cards or getting Night March Pokemon in your discard pile. It’s a great inclusion with even a single copy, but quite frankly I’m trying to fit in as many as possible and two is where that number stands right now.
One Giratina
Devour Light gives you favorable matchups against [card name=”Greninja BREAK” set=”BREAKpoint” no=”41″ c=”name”][/card] and Trevenant BREAK, or at the very least makes them winnable. I especially like it against Trevenant BREAK which has gotten a major buff from the release of [card name=”Morty” set=”Lost Thunder” no=”186″ c=”custom”]Morty[/card], disrupting opponents like never before. While Giratina is a bad Bench sitter in other matchups, it’s just a Battle Compressor or Sprint away from being thinned out of your deck and out of your mind.
One Pokemon Ranger
I like covering all my bases and [card name=”Pokémon Ranger” set=”Steam Siege” no=”104″ c=”name”][/card] does that here. [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] can shut this deck down fast so having a way to still play Items is amazing, and with the Expanded format being as wide open as it is with many different ways to disrupt an opponent, like with Chaos Wheel, Pokemon Ranger is super nice to have as a way to surprise an opponent and sneak out wins you otherwise wouldn’t have earned.
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One Faba
Instead of [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card] in most Expanded format decks I’ve been running [card name=”Faba” set=”Lost Thunder” no=”173″ c=”custom”]Faba[/card]. It doesn’t just discard a Tool, it puts it in the Lost Zone. This can be devastating and prevent Garbotoxin from ever coming back online depending on your opponent’s deck. It’s also nice as a way to disrupt a Seismitoad-EX deck and maybe get your Items back if you can break the Quaking Punch lock.
Faba is such a reliably disruptive and versatile card that I think it belongs in most Expanded format decks, especially this one. [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card] gives you outs to use it again and again, and that’s just too strong for me to pass up, especially in this deck that is weak to many of the disruptive concepts available in Expanded.
Two Trainers’ Mail and Two Level Ball
This is a strange split, I confess, but it’s mainly because I’m unsure of the correct count for both cards. I started without Trainers’ Mail but found myself missing it, so I swapped out two Level Ball and added in two Trainers’ Mail.
I like [card name=”Level Ball” set=”Next Destinies” no=”89″ c=”name”][/card] in this deck because it finds your Blitzle, draws you more cards with Marshadow, and at worst it can get a Night March Pokemon in your hand that you can turn around and Sprint away.
The allure to Trainers’ Mail revolves more around Battle Compressor, so the proper split here might be a matter of deciding what decks you want to beat. If you want to do maximum damage on your first turn then Trainers’ Mail might be the way to go, but with more Level Ball you can properly set up and get a good field going that lasts you into the late game.
Two Special Charge and Two Rescue Stretcher
Recovery is a must in this version of Night March since you will be using Sprint so often. While Sprint doesn’t necessarily mean you’ll discard “good” cards, it does mean that anything you happen to draw into may have to hit the discard. For that reason I’ve included two copies of both [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card] and [card name=”Special Charge” set=”Steam Siege” no=”105″ c=”name”][/card], giving you ways to recycle your resources if you have to discard them to keep your turns moving. I’ve even thought about playing more Special Charge for this reason, but with two you’re usually fine. A certain Ace Spec can help you in that department, saving you space.
Two Float Stone
I definitely did not start with two [card name=”Float Stone” set=”Plasma Freeze” no=”99″ c=”name”][/card] and it might seem odd. With two you create more ways to pivot your Pokemon around, specifically Zebstrika. Playing a Night March deck based around non-EX/GX Pokemon means you’re not going to want to put multiple Joltik down at once for fear of double Knock Outs, so having ways to switch into a Joltik you just put down within the same turn is a must. Not only that, but without Shaymin-EX to massively accelerate your first turns you’re going to want better odds of finding Float Stone to get that special Pokemon you want into the Active spot. Going from one to two copies of any card is a great way to improve consistency — in fact, you give yourself two times the chance to draw into it, imagine that!
One Dowsing Machine
[cardimg name=”Dowsing Machine” set=”Plasma Storm” no=”128″ align=”right” c=”none”][/cardimg]
Ah, here it is, the extra copy of any Trainer card you want. I started with [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”name”][/card], went to [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card], and then went back. The use of either is widely determined by luck. I liked Computer Search because you can “play it immediately” for good effect, while with Dowsing Machine sometimes you want to wait. Sprint can be unpredictable, so if you draw some cards you want in the wrong order you may have to make some ill-advised decisions. Alas, I think Dowsing Machine is stronger when you get to use it with the effect that you’re looking for, so it gets my vote for the best Ace Spec in this deck.
Options
I started with a [card name=”Teammates” set=”Primal Clash” no=”141″ c=”name”][/card] in the deck but took it out after some testing. You can draw so many cards with Sprint that you don’t need to ground yourself to picking just two cards; I’ve found that you can go even further and get the goods you want for your next turn. The one major benefit is picking out your Rescue Stretcher and/or Special Charge so you don’t have to Sprint them away at an inopportune time. The insurance of finding exactly what you need guaranteed is nice too. I could be wrong about excluding it, optimally speaking, so give the list a go and if you miss it I’d drop a [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”name”][/card] for it.
A [card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”name”][/card] is still something to think about in this deck as a counter to Zoroark-GX. You can be reliant on [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card] in that matchup. Adding more Choice Band can accomplish a similar objective for you if you prefer that card.
[card name=”Mew” set=”Fates Collide” no=”29″ c=”name”][/card] with Memories of Dawn can copy your Night March Pokemon which could be better than the second Rescue Stretcher.
Of these options, I think that Choice Band is probably the best, keeping the non-EX/GX strategy intact without throwing the deck through serious changes. Other than that, I like everything as is and I would really only consider more copies of Level Ball, Trainers’ Mail (or some different combination of the two) and maybe another Special Charge. If you’re looking for space, the only things you can reasonably part with are techs of some kind, like Zebstrika with Zap Zone, Giratina, or Pokemon Ranger. Without any of the tech cards this deck can become even more powerful, but it comes with risk because in some matchups you might be left in a terribly bad spot.
Matchups
All these numbers are based on the list I’ve provided, but numbers certainly do change if you take some of the techs out. Think: “if [card name=”Giratina” set=”XY Black Star Promos” no=”XY184″ c=”name”][/card] or [card name=”Pokémon Ranger” set=”Steam Siege” no=”104″ c=”name”][/card] were needed to make this matchup even or favorable, then it’s probably not going to be if I take it out.”
Blacephalon-GX: Favorable
Most Pokemon-GX-based decks are favorable for this new blend of Night March. [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”custom”]Blacephalon-GX[/card], even with [card name=”Karen” set=”XY Black Star Promos” no=”XY177″ c=”name”][/card], won’t have any good tactics to stop your path of destruction. Perhaps it could play [card name=”Oricorio” set=”Guardians Rising” no=”56″ c=”name”][/card], but you’ll be preying on two-Prize Pokemon the entire game aside from [card name=”Naganadel” set=”Lost Thunder” no=”108″ c=”name”][/card] so it shouldn’t make much of a difference. With the double [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] you can reliably keep just one Night March Pokemon on the field at a time and move up a Pokemon with the Float Stone (probably [card name=”Zebstrika” set=”Lost Thunder” no=”82″ c=”custom”]Zebstrika[/card]) to play around Oricorio, in the event an opponent is playing it.
With heavily favored matchups like this I like to play the first game of a match conservatively, perhaps playing around Oricorio, feeling it out. If I’m sure they don’t play it at the end of game one, then I’ll go full blast in game two.
Blastoise: Even
[cardimg name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ align=”right” c=”custom”]Easy pickings![/cardimg]
[card name=”Articuno” set=”Roaring Skies” no=”17″ c=”name”][/card] and its Tri Edge make this matchup heavily dependent on two things: Pokemon-GX on your opponent’s field and [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card] using Let Loose early. As silly as it may seem, Marshadow using Let Loose early is a way to win games outright. [card name=”Blastoise” set=”Boundaries Crossed” no=”31″ c=”name”][/card] is one that’s quite dependent on a combination of cards on the first turn to win games, so drawing into a hand of junk can be devastating. Other than that, many times a Blastoise player must put down support Pokemon like [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] or [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card] to complete an [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”124″ c=”name”][/card]. If that happens then you’ll have a way to get back into the Prize race and keep it balanced. Without that boost, you can be thwarted by Articuno scoring two Prizes for each Knock Out on your frail Night March attackers. You usually can take the first Knock Out since you have more stable first turns than your opponent with a higher likelihood of pulling out a Knock Out immediately, so you can start the Prize trade and if all goes well you’ll win it, too.
Buzzwole-GX / Lycanroc-GX: Favorable
[card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card] goes ham in this matchup and there’s not much your opponent can do about it. [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] and [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”57″ c=”name”][/card] get blasted by Psychic Pokemon with Psychic Resistance, and Pumpkaboo is one that really packs a punch. Avoid putting two [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] down so that your opponent doesn’t set up a double Knock Out with Hammerhead from [card name=”Landorus-EX” set=”Boundaries Crossed” no=”89″ c=”name”][/card] or Jet Punch from Buzzwole-GX.
Greninja BREAK: Even
Giratina gives you a chance to win this matchup by stopping Giant Water Shuriken. You should usually start the Prize trade with a quick Night March, and you might even get a quick lead. From there much of the game depends on how your opponent draws, their disruption card lineup ([card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”name”][/card] and [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”name”][/card]), and their use of Shadow Stitching to land you on bad hands without the help of Zebstrika to save you. Enhanced Hammer is at least mitigated a tad with two [card name=”Special Charge” set=”Steam Siege” no=”105″ c=”name”][/card] and a [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”name”][/card] to work around it. Pokemon Ranger allows you to Sprint under Shadow Stitching lock, but with [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card] hitting you hard each turn it doesn’t matter too much, frankly. Marshadow early is great against [card name=”Greninja BREAK” set=”BREAKpoint” no=”41″ c=”name”][/card] decks since they have so many moving pieces and Pokemon that don’t work unless they’re at a certain point of the game.
Lost March: Slightly Favorable
In a battle of the “March” decks, Lost March typically has a slower start since it can only use [card name=”Trumbeak ” set=”Lost Thunder” no=”165″ c=”name”][/card] and [card name=”Lost Blender” set=”Lost Thunder” no=”181″ c=”name”][/card]to power up first turn attacks. This gives you the opportunity to get ahead by taking the first Prize and your opponent will likely have little comeback potential after that. This is an all-out trade of Prizes, so you do not want to fall behind. An early Marshadow in this matchup paired with any attacker is another way to get ahead. You’re a faster non-GX deck in this mirror match of sorts, so you’re going to naturally be favored. Don’t overextend with discarding Night March Pokemon in a matchup like this because the most you’ll ever need in the discard pile is four if you’re going for Knock Outs on [card name=”Jumpluff” set=”Lost Thunder” no=”14″ c=”name”][/card] and [card name=”Natu” set=”Lost Thunder” no=”87″ c=”custom”]Natu[/card]; don’t get carried away! The exception to this rule is when your opponent plays a Tapu Lele-GX or another Pokemon-GX, in which case you can discard a few more to get that Knock Out.
Seismitoad-EX / Zoroark-GX: Even
[cardimg name=”Seismitoad-EX” set=”Furious Fists” no=”20″ align=”right” c=”none”][/cardimg]
Zebstrika and Pokemon Ranger are both included to beat the menacing combination of Quaking Punch and [card name=”Karen” set=”XY Black Star Promos” no=”XY177″ c=”name”][/card]. I would focus my first turn before Quaking Punch hits on getting as many [card name=”Blitzle” set=”Lost Thunder” no=”81″ c=”name”][/card] in play as possible and working towards getting multiple uses of Sprint online on your second turn. Pokemon Ranger isn’t an answer by itself, but is included more as a way to use Special Charge and Dowsing Machine under what was formerly an Item lock from [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card]. As long as you don’t get outpaced on Prizes, this matchup can become surprisingly winnable even with the odds stacked against you.
Let me walk you through the Quaking Punch and Karen turn: all your Pokemon are back in your deck, so you use Professor Sycamore or Sprint to start your turn; since your deck is mostly Pokemon now, you will draw a handful of them; simply Sprint them away, rinse and repeat. Doing this, you can take unexpected Knock Outs and eventually collect all your Prizes.
[card name=”Faba” set=”Lost Thunder” no=”173″ c=”name”][/card] can play some trickery sometimes by potentially rendering a Seismitoad-EX unable to attack at all, breaking the Quaking Punch lock.
Trevenant BREAK: Slightly Unfavorable
This matchup is bad, but there’s one cute thing you can do to help out a little bit, and that’s [card name=”Zebstrika” set=”BREAKpoint” no=”49″ c=”name”][/card] with Zap Zone using its attack. Doing 110 to a [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card], you can one-shot it and get on a roll. The problem is the Item lock, but with Giratina you can create a weird situation for your opponent where if they don’t put a BREAK down (giving you Items back) then you just Crashing Bolt Trevenant for one-hit Knock Outs. If you’re going to win it will be by creating that pseudo lock, putting your opponent in a bad situation no matter what they do.
Counter Catcher and Enhanced Hammer make things worse, and between those two that’s more why I would consider this matchup to be unfavorable. Your opponent can even just spread until everything gets taken down — there’s just too much to manage. With [card name=”Morty” set=”Lost Thunder” no=”186″ c=”name”][/card] and [card name=”Red Card” set=”Generations” no=”71″ c=”name”][/card] likely making their way into [card name=”Trevenant BREAK” set=”BREAKpoint” no=”66″ c=”name”][/card] decks real soon, I can’t see this getting any better than it already is.
Zoroark-GX / Exeggcute: Even
First and foremost, I think a [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card] would be good in this matchup, but just the Faba will do for now. Your opponent’s [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card] can be a problem, but even more pressing is the presence of [card name=”Bursting Balloon” set=”BREAKpoint” no=”97″ c=”name”][/card] which can get your opponent far ahead on Prizes. They can throw Bursting Balloon on an attacker, take a Knock Out, and then dare you to address it in return. Your opponent will try to limit their use of Pokemon-GX on the Bench like Shaymin-EX and Tapu Lele-GX, but if those ever do hit the field you need to make sure to reap the benefits of a two-Prize Knock Out immediately.
Night March can deal with anything, even big Pokemon-GX with 210 HP like [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card]. So as long as you can one-shot in this matchup and keep up the trade you can win games. It’s close only because of the presence of Bursting Balloon and Garbotoxin, so avoiding those two threats is a must.
Conclusion
Night March is well-positioned in this metagame because it has the space to tech for anything and the addition of Zebstrika makes it a well-oiled machine. You should be expecting a format full of disruption, but Zebstrika addresses the Karen problem for Night March, and Pokemon Ranger with recovery cards like Rescue Stretcher and Special Charge address the rest of your problems. Night March does extremely well in metagames where non-EX/GX decks make a showing, as it’s just the alpha of those sorts of decks with its speed and power. It’s a backup pick of mine right now with great matchups all around that suits an undefined metagame. Night March is always a good deck and the addition of Zebstrika makes it even better.
See y’all in California in the coming week, thanks for reading, and good luck at upcoming events!
Peace,
Caleb
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