The Rare Candies — Stage 2 Decks in a Basic World
[cardimg name=”Empoleon” set=”Dark Explorers” no=”29″ align=”right” c=”custom”]I miss the good ol’ days.[/cardimg]
Those who have been reading me for a while (hopefully that’s you!) — or who have heard me talk about anything Pokemon related for longer than a minute — know that I have some deeply-held opinions about the health of the game. I like when Evolution-based decks are playable, especially when the Evolution is an attacker and not just a Bench-sitting Energy accelerator like [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”name”][/card] — for example, my favorite deck ever was [card name=”Empoleon” set=”Dark Explorers” no=”29″ c=”name”][/card] / [card name=”Leafeon” set=”Plasma Freeze” no=”11″ c=”name”][/card] / [card name=”Dusknoir” set=”Boundaries Crossed” no=”63″ c=”name”][/card] back in winter 2013-2014. I think the game is at its most boring and mindless when Basic Pokemon have a chokehold on the format. I’m also on record stating that the game has been getting better at promoting Evolution decks since the start of the Sun & Moon-era — possibly due to the mascot legendaries of this generation, Solgaleo and Lunala, being Evolutions themselves; one only needs to observe that Pokemon-GX can be Evolutions, unlike Pokemon-EX, to be convinced of that. I’ve lavished praise on cards such as [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card] and [card name=”Alolan Ninetales-GX” set=”Lost Thunder” no=”132″ c=”name”][/card] that punish aggressive decks or enable slower strategies.
This is why I’ve been so disappointed in Team Up and the new Tag Team mechanic. I’ve written recently that Tag Team Pokemon were just like Pokemon-EX, but more, and lamented that lack of creativity.
After testing a lot of this new format, I have to conclude that my fears were founded. Maybe not about Tag Teams in general, but about [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] in particular. With game-changing cards like [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card] and [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card], built-in Energy acceleration through Full Blitz, and the ability to break damage caps with [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card], this deck can steamroll through most Evolution decks. You might think that Pikachu and Zekrom-GX needs some time to use Full Blitz and this gives slower decks a chance to set up, but the deck also has access to a quick and devastating attacker in [card name=”Zapdos” set=”Team Up” no=”40″ c=”name”][/card] to take KOs on evolving Basics as soon as turn one. Put it simply, it feels like we’re back in the era of [card name=”Darkrai-EX” set=”BREAKpoint” no=”74″ c=”name”][/card] and [card name=”Volcanion-EX” set=”Steam Siege” no=”26″ c=”name”][/card], where Stage 2 decks were far too slow to compete against Basic behemoths. I can’t overstate how frustrating this state of affairs is to me, especially since we’ll probably be stuck with Pikachu & Zekrom-GX and its support staff for a long time.
I believe that Pikachu & Zekrom-GX is the best deck in the format, but, to be fair, there are counters to it. [card name=”Celebi and Venusaur-GX” set=”Team Up” no=”1″ c=”name”][/card], for example, can tank its attacks and generally end up with the upper hand. The fact that a 240 HP Basic gets countered by a 270 HP Basic is little comfort to someone concerned about the format’s health and the viability of other strategies, though.
That said, I still love Stage 2 Pokemon, so in this article I want to talk about some Stage 2 decks that could still compete with Tag Team Pokemon going forward. I think this will appeal more to fans of rogue decks and undervalued strategies than to the most competitive of players; that said, I’m still a competitive player myself, and I approach every deck by looking at its potential when facing the cream of the crop. There is no doubt in my mind that the decks in this article have at least the potential to win League Cups.
Gardevoir-GX
When you think about Stage 2 attackers in recent times, [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card] has to be at the front of your mind. Since its release in Burning Shadows, the deck won Worlds, several Regionals, an Internationals as a partner to [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card], and has generally been regarded as one of the best cards in the game. Gardevoir-GX’s Infinite Force is relevant against Tag Team Pokemon despite their high HP because their Energy requirements are massive. Against Pikachu & Zekrom-GX, for example, you need a total of eight Energy (seven with a [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card]) in play to get an OHKO. With three Energy on a Pikachu & Zekrom-GX, you need four Energy and a Choice Band — one less if Alolan Ninetales-GX’s Snowy Wind put 30 damage on it earlier in the game. That’s easy to achieve if you manage to set up your board, although a Tag Bolt GX + Choice Band/Electropower will OHKO you in answer, so you need to have a response.
This list has been doing pretty well in my testing:
[decklist name=”Gardevoir” amt=”60″ caption=”” cname=”Tapu Lele-GX” set=”Guardians Rising” no=”60″][pokemon amt=”20″]3x [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”deck2″ amt=”3″][/card]1x [card name=”Kirlia” set=”Lost Thunder” no=”140″ c=”deck2″ amt=”1″][/card]4x [card name=”Ralts” set=”Burning Shadows” no=”91″ c=”deck2″ amt=”4″][/card]2x [card name=”Alolan Ninetales-GX” set=”Lost Thunder” no=”132″ c=”deck2″ amt=”2″][/card]2x [card name=”Alolan Vulpix” set=”Guardians Rising” no=”21″ c=”deck2″ amt=”2″][/card]2x [card name=”Swampert” set=”Celestial Storm” no=”35″ c=”deck2″ amt=”2″][/card]1x [card name=”Marshtomp” set=”Celestial Storm” no=”34″ c=”deck2″ amt=”1″][/card]2x [card name=”Mudkip” set=”Celestial Storm” no=”32″ c=”deck2″ amt=”2″][/card]1x [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”deck2″ amt=”1″][/card]2x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”2″][/card][/pokemon][trainers amt=”28″]4x [card name=”Professor Elm’s Lecture” set=”Lost Thunder” no=”188″ c=”deck2″ amt=”4″][/card]3x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”3″][/card]3x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”3″][/card]1x [card name=”Lillie” set=”Sun and Moon” no=”122″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”deck2″ amt=”4″][/card]4x [card name=”Rare Candy” set=”Sun and Moon” no=”129″ c=”deck2″ amt=”4″][/card]2x [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”deck2″ amt=”2″][/card]2x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”2″][/card]2x [card name=”Max Potion” set=”Guardians Rising” no=”128″ c=”deck2″ divide=”yes” amt=”2″][/card]2x [card name=”Brooklet Hill” set=”Guardians Rising” no=”120″ c=”deck2″ amt=”2″][/card]1x [card name=”Wondrous Labyrinth Prism Star” set=”Team Up” no=”158″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”12″]7x [card name=”Fairy Energy” set=”Generations” no=”83″ c=”deck2″ amt=”7″][/card]4x [card name=”Double Colorless Energy” set=”HeartGold and SoulSilver” no=”103″ c=”deck2″ amt=”4″][/card]1x [card name=”Super Boost Energy Prism Star” set=”Ultra Prism” no=”136″ c=”deck2″ amt=”1″][/card][/energy][/decklist][cardimg name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ align=”right” c=”none”][/cardimg]
This list is a logical continuation of the one that Jimmy Pendarvis used to win Roanoke Regionals, itself based on the deck Robin Schulz got top 16 with at the Latin America International Championship. Most of the decisions, such as the [card name=”Professor Elm’s Lecture” set=”Lost Thunder” no=”188″ c=”name”][/card] engine, are now standard for the deck. If you didn’t pay attention during the deck’s ten minutes of fame, here’s a quick primer:
You want to get Professor Elm’s Lecture on your first turn, using Wonder Tag if necessary. If you go second, you can use Beacon as well in order to search necessary Pokemon. Your ideal board is [card name=”Alolan Vulpix” set=”Guardians Rising” no=”21″ c=”name”][/card], [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”name”][/card], two [card name=”Ralts” set=”Burning Shadows” no=”91″ c=”name”][/card] and two [card name=”Mudkip” set=”Celestial Storm” no=”32″ c=”name”][/card], although it happens rarely. A more reasonable expectation is one of each of these Pokemon.
On turn two, you use Alolan Ninetales-GX’s Mysterious Guidance to get either Pokemon or [card name=”Rare Candy” set=”Celestial Storm” no=”142″ c=”name”][/card] in order to evolve your Basics. If Alolan Vulpix survived the first turn, then you evolve it into Ninetales and use Ditto to evolve into [card name=”Kirlia” set=”Lost Thunder” no=”140″ c=”name”][/card] or [card name=”Marshtomp” set=”Celestial Storm” no=”34″ c=”name”][/card]; if it didn’t, then Ditto has to evolve into Ninetales. Unless you need Gardevoir-GX immediately, you evolve into [card name=”Swampert” set=”Celestial Storm” no=”35″ c=”name”][/card] first so that its Power Draw Ability helps you get your other Pokemon. With this engine, you can quickly set up the rest of your board.
Alolan Ninetales-GX also acts as a quick attacker in the beginning, putting some damage on the board with Snowy Wind. Gardevoir-GX will then act as an attacker for the rest of the game. As much as possible, you want to have three Stage 2 Pokemon in play to benefit from [card name=”Super Boost Energy Prism Star” set=”Ultra Prism” no=”136″ c=”name”][/card]’s effect. The rest is pretty straightforward.
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This general game plan hasn’t changed with the release of Team Up, but some modifications have been made to adapt the deck:
- Fourth Ralts: Gardevoir-GX usually played a 3-1-3 line of its main attacker. However, it’s easier than ever now for aggressive decks to take a KO on a Basic Pokemon on turn one thanks to [card name=”Zapdos” set=”Team Up” no=”40″ c=”name”][/card]. In addition, it is imperative in the [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] matchup to have two Gardevoir-GX in play. If you only have one and they KO it, then you have no way to retaliate and Pikachu & Zekrom-GX will run away with the game. For these reasons, a fourth Ralts is now necessary. One may get KO’d early but you should still be able to bench two that manage to evolve.
- No Solgaleo-GX: Solgaleo-GX was a great addition to the deck to deal with spread strategies and Metal attackers. In the expected metagame, it isn’t needed. More importantly, this third Stage 2 line is now a luxury the deck can’t afford because of the speed of the format’s main threats.
- [card name=”Wondrous Labyrinth Prism Star” set=”Team Up” no=”158″ c=”name”][/card]: This Stadium is the main new addition to the deck, and the reason why it can stay competitive. First of all, Wondrous Labyrinth’s effect synergizes well with Gardevoir-GX: by forcing the opponent to attach one more Energy, you deal 30 more damage to them with Infinite Force. The main effect, though, is to slow down the opponent, allowing you to catch up to them. If it sets them back by even one turn, that’s one more precious turn that Gardevoir-GX gets to set up. A turn one Wondrous Labyrinth can prevent Zapdos from getting a KO on one of your Basic Pokemon. Later in the game, it can prevent a Full Blitz or Tag Bolt GX. It is worth noting that some Pikachu & Zekrom-GX only play Thunder Mountain Prism Star and no other Stadium. This means that Wondrous Labyrinth can stick as long as you keep it to counter their Stadium.
- [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”name”][/card]: Gardevoir-GX used to run a copy of [card name=”Timer Ball” set=”Sun and Moon” no=”134″ c=”name”][/card] to get its Pokemon more easily with Mysterious Guidance. Pokemon Communication is a better card most of the time, as not only can you use it to search for your Pokemon later in the game, it can also grab [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card] on turn one to guarantee a Professor Elm’s Lecture.
Gardevoir-GX’s matchup with Pikachu & Zekrom-GX ends up being quite close. The most important part of the game is setting up Gardevoir-GX to answer their Pokemon’s big attacks.
Something that can turn the game in Gardevoir’s favor is that it can set up a board where there is no easy KO. For example, even if Pikachu & Zekrom-GX got an easy Prize with Full Blitz, then takes four Prizes with Tag Bolt GX Knocking Out Gardevoir-GX and a Benched Tapu Lele-GX, Gardevoir can evolve their remaining Pokemon and end up with a board with, for example, Gardevoir-GX, Swampert and Alolan Ninetales-GX. In this situation, it’s not easy for Pikachu & Zekrom-GX to find their last Prize, as they need to set up another attacker. Even Knocking Out Swampert necessitates [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] and [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card].
On the flip side, Gardevoir-GX needs to be aware of the threat of [card name=”Tapu Koko-GX” set=”Guardians Rising” no=”47″ c=”name”][/card] as long as its GX attack is available. Even if Energy are scattered on the opponent’s board, Tapu Koko-GX can gather them and take a surprise KO with Tapu Thunder GX. This does prevent the Lightning player from using Tag Bolt GX later, so they should only use it if the Gardevoir-GX player will have no answer to it. Therefore, it’s not that hard to play around, but you should still be aware of it.
Since Gardevoir-GX is also relevant against other decks in the metagame such as [card name=”Ultra Necrozma-GX” set=”Forbidden Light” no=”95″ c=”name”][/card], it ends up being a viable choice. I’ll be honest, though, it is nerve-wracking to play, as you are always hoping not to whiff — the turn one Elm, the turn two Mysterious Guidance, Energy, Guzma, etc. — and having some key cards in the Prizes can ruin your game.
Charizard
[cardimg name=”Charizard” set=”Team Up” no=”14″ align=”right” c=”none”][/cardimg]
This is not a drill — I repeat, this is not a drill: there’s actually a playable [card name=”Charizard” set=”Team Up” no=”14″ c=”name”][/card] now. After a thousand useless incarnations from a competitive standpoint but cool-looking to kids and expensive to collectors, there’s finally a reason to sleeve up a Charizard. The reason? A Stage 2 attacker with an Ability that charges itself up. Abilities that get Energy in play even when you don’t have them in hand are powerful — just look at [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”name”][/card] or [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] — and Charizard being both an attacker and its own Energy accelerator actually makes it powerful.
Charizard hits some relevant numbers. With the two Energy provided by its Ability, it deals 130 damage, which KOs a good number of one-Prize attackers. With the Energy attachment for the turn and an activation of its Ability, it already reaches 180 damage, which KOs most Basic Pokemon-GX. Choice Band allows it to reach 210 to one-shot [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] and other Stage 1 Pokemon-GX.
How do you build Charizard? Looking at Japanese lists, there are a number of ways to do so, and I don’t think a consensus has been reached on which is the best. Here are some of the cards that have been played in Charizard decks:
- [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] (+ [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”name”][/card]): If you build Charizard as a non-GX deck then you probably want to add the best non-GX consistency engine. With Jirachi, non-GX Stage 2 decks have a better shot, as they have a way to find the all-important Rare Candy, as well as draw Supporters. It makes sense to play as many as four Jirachi in order to maximise your odds of starting with it. I think this is the best option for building the deck; unless [card name=”Absol” set=”Team Up” no=”88″ c=”name”][/card] sees heavy play, in which case Jirachi is far worse.
- [card name=”Alolan Ninetales-GX” set=”Lost Thunder” no=”132″ c=”name”][/card]: The other way to build Stage 2 decks is to rely on Mysterious Guidance to find Rare Candy. This also allows you to use [card name=”Alolan Vulpix” set=”Guardians Rising” no=”21″ c=”name”][/card]’s Beacon. Decks that use Alolan Ninetales-GX should rely on Professor Elm’s Lecture and play the 60 HP [card name=”Charmander” set=”Team Up” no=”11″ c=”name”][/card], whereas those that rely on Jirachi will play four [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”name”][/card] and [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”name”][/card]s instead. 2016 World Champion Shintaro Ito got top 4 at a City League (the Japanese equivalent of a League Cup, except you can only play in one per quarter, and they can attract over 100 people) with a 3-1 line, suggesting that he relies on Beacon a lot.
- [card name=”Swampert” set=”Celestial Storm” no=”35″ c=”name”][/card]: As in many Stage 2 decks, a thin Swampert line can be added in order to give the deck better draw power. The less Pokemon-GX you play, the longer the game goes, and the better Swampert gets, as you get better value out of Power Draw. You can use Swampert in either Elm/Ninetales variants or Jirachi variants of the deck.
- [card name=”Flareon-GX ” set=”Sun and Moon Black Star Promos” no=”SM171″ c=”custom”]Flareon-GX[/card]: A disadvantage of non-GX decks is that they lose the benefit of having a powerful GX attack at their disposal. A 1-1 line of Flareon-GX gives the deck a powerful and easy-to-use late game attack. A fast Heat Stage could also be powerful in theory, but it is so situational that this is unlikely.
- [card name=”Victini Prism Star” set=”Dragon Majesty” no=”7″ c=”name”][/card]: Alternatively, Victini Prism Star can fill the same role as Flareon-GX more or less, with the benefit of taking one less spot in the deck, but the drawback of needing one more Energy. You can also use Infinity in the mid game to shuffle Energy back in the deck in case you’re running low for Charizard’s Ability.
- [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card]: With no [card name=”Beast Ring” set=”Forbidden Light” no=”102″ c=”name”][/card]s in the deck, you’re not going to use Blacephalon-GX as aggressively as in a dedicated deck, and [card name=”Naganadel” set=”Lost Thunder” no=”108″ c=”name”][/card] would be a better partner if you were to do that anyway. However, Burst GX is another good GX attack when there aren’t any other ones to use; in that regard, it’s comparable to [card name=”Kartana-GX” set=”Crimson Invasion” no=”70″ c=”name”][/card]’s inclusion in Zoroark-GX / Garbodor last format. Mind Blown can also be good in some situations, but Charizard is a better attacker most of the time.
- [card name=”Meganium” set=”Lost Thunder” no=”8″ c=”name”][/card]: One last way to build the deck would be around a Meganium engine to more easily set up each new Charizard. Such a deck would run Swampert, Alolan Ninetales-GX and Professor Elm’s Lecture, but it’s probably too slow to really work.
- Energy: Like many Fire decks, Charizard is a deck that deals heavily with the manipulation and acceleration of Fire Energy. I’ve seen lists play as little as eight or as many as 15 Fire Energy. Lists with lower counts of Energy should run multiple [card name=”Energy Recycler” set=”Guardians Rising” no=”123″ c=”name”][/card] in order to compensate.
- Stadiums: [card name=”Heat Factory Prism Star” set=”Lost Thunder” no=”178″ c=”name”][/card] is a given unless you opt for a low Energy count, as it allows you to turn your Energy into more cards. Apart from it, [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] is one more way for Charizard to hit relevant numbers. With three Energy and a Shrine of Punishment you reach 190 damage; and with four Energy, Choice Band and Shrine of Punishment, you can go as high as 270 damage and OHKO [card name=”Eevee and Snorlax-GX” set=”Team Up” no=”120″ c=”name”][/card].
As for the Supporters and Trainers, there is not a lot to add.
We haven’t figured out yet which combination of Lillie, [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”name”][/card], and [card name=”Erika’s Hospitality” set=”Team Up” no=”140″ c=”name”][/card] is optimal (in Charizard or in any other deck), but these are the main draw Supporters. One other possible inclusion is [card name=”Bill’s Analysis” set=”Team Up” no=”133″ c=”name”][/card], which can find Rare Candy when you need it.
As for Trainers, there is the usual assortment of [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card], [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”name”][/card], Choice Band, [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card], and so on. Lists that use Jirachi need several [card name=”Switch” set=”EX Ruby and Sapphire” no=”92″ c=”name”][/card] and/or [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”name”][/card] in addition to Escape Board in case your opponent runs Absol. Even with no Absol, Switch allows you to use one more Stellar Wish per turn, which basically means it acts as a better [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”name”][/card].
All in all, I don’t expect Charizard to be that popular in the beginning of the format. A big flaw of the deck is that it loses to Malamar. As long as they only bench one-Prize Pokemon, the game will be a simple Prize race of Charizard vs. [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”name”][/card], except their attacker is a Basic and they can bring it back indefinitely from the discard pile. With Charizard damaging itself through its Ability, both Pokemon OHKO each other, so there is no way to win this Prize race. You can try to power up a Charizard manually so that it survives a Shadow Impact, but once Giratina deals 130 damage to it, you can’t use Roaring Resolve anymore, so you’ll have to retreat it to the Bench where it will be finished off by Distortion Door damage counters anyway. Teching in a [card name=”Potion” set=”Sun and Moon” no=”127″ c=”name”][/card] or two might help Charizard survive, but, overall, it is heavily unfavored.
That said, the deck has upsides and will see success if the metagame shifts in the right way. If nothing else, it heavily counters [card name=”Celebi and Venusaur-GX” set=”Team Up” no=”1″ c=”name”][/card], and will only get better as Buzzwole and Pheromosa-GX and Lucario and Melmetal-GX enter the format. Moreover, the deck is still being explored and no one has figured out the best way to run it yet, which is another reason why I expect the deck to do better towards the end of the format.
Conclusion
I actually should mention one Stage 2 Pokemon that deals with any Tag Team Pokemon: [card name=”Vileplume” set=”Burning Shadows” no=”6″ c=”name”][/card]! If the metagame ends up focused only on Basic attackers, then Vileplume becomes great. It would probably have to be played as some kind of stall deck, but it should beat Pikachu & Zekrom-GX, Jirachi / Zapdos (at least the versions that don’t run [card name=”Jolteon-GX ” set=”Sun and Moon Black Star Promos” no=”SM173″ c=”custom”]Jolteon-GX[/card], though it might be possible to beat those too), Celebi & Venusaur-GX, and Malamar variants. Of course, Vileplume is helpless against basically everything else, so I can’t exactly recommend it, but maybe a more dedicated stall player can make it work.
Stage 2 decks are definitely not at their greatest right now, but maybe there’s some hope for them. In any case, as we (probably) head toward a dark era of big Basic Pokemon dominating the format yet again, I wish you good luck in enduring these troubled times. I hope not to fall to the darkness, but I fear I might succumb to the siren’s call of Basic Pokemon.
See you next time!
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