Playing Solitaire – Two Powerful Control Decks for Atlantic City / Cologne

Hello everyone! This is Grant Manley here once again. While I’d love to write another piece on [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card], you’ve probably had enough of that for now. Today I’ll be discussing my other two top contenders for the Atlantic City Regional, which is just around the corner. Coincidentally, both of them are pretty nasty control decks. The first deck I want to go over is no stranger to competitive success, and that would be [card name=”Pidgeotto” set=”Team Up” no=”123″ c=”name”][/card] Control. At this point, Pidgeotto is actually the deck I’m most likely to play at Atlantic City, though Malamar is certainly still up there. The second deck I’ll go over today is my own new rogue deck that is surprisingly effective. It functions similarly to the [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”name”][/card] / [card name=”Shedinja” set=”Lost Thunder” no=”95″ c=”name”][/card] deck I made earlier this year, but the list looks a lot different. You’ll have to read on (or scroll down) to see exactly what secret deck I’ve come up with this time.

Pidgeotto Control

[decklist name=”bird poo” amt=”60″ caption=”” cname=”Ditto Prism Star” set=”Lost Thunder” no=”154″][pokemon amt=”17″]4x [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”deck2″ amt=”4″][/card]4x [card name=”Pidgeotto” set=”Team Up” no=”123″ c=”deck2″ amt=”4″][/card]3x [card name=”Pidgey” set=”Team Up” no=”122″ c=”deck2″ amt=”3″][/card]1x [card name=”Pidgey” set=”Team Up” no=”121″ c=”deck2″ amt=”1″][/card]2x [card name=”Articuno-GX” set=”Celestial Storm” no=”31″ c=”deck2″ amt=”2″][/card]1x [card name=”Girafarig” set=”Lost Thunder” no=”94″ c=”deck2″ amt=”1″][/card]1x [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”deck2″ amt=”1″][/card]1x [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”38″]4x [card name=”Professor Elm’s Lecture” set=”Lost Thunder” no=”188″ c=”deck2″ amt=”4″][/card]2x [card name=”Mars” set=”Ultra Prism” no=”128″ c=”deck2″ amt=”2″][/card]2x [card name=”Lt. Surge’s Strategy” set=”Unbroken Bonds” no=”178″ c=”deck2″ amt=”2″][/card]2x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”2″][/card]2x [card name=”Tate and Liza” set=”Celestial Storm” no=”148″ c=”deck2″ amt=”2″][/card]1x [card name=”Jessie and James” set=”Hidden Fates” no=”58″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Pokégear 3.0″ set=”Unbroken Bonds” no=”182″ c=”deck2″ amt=”4″][/card]4x [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”deck2″ amt=”4″][/card]4x [card name=”Crushing Hammer” set=”Ultra Prism” no=”166″ c=”deck2″ amt=”4″][/card]3x [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”deck2″ amt=”3″][/card]2x [card name=”Chip-Chip Ice Axe” set=”Unbroken Bonds” no=”165″ c=”deck2″ amt=”2″][/card]2x [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”deck2″ amt=”2″][/card]2x [card name=”Pal Pad” set=”Ultra Prism” no=”132″ c=”deck2″ amt=”2″][/card]1x [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”deck2″ divide=”yes” amt=”1″][/card]3x [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”deck2″ divide=”yes” amt=”3″][/card][/trainers][energy amt=”5″]2x [card name=”Recycle Energy” set=”Unified Minds” no=”212″ c=”deck2″ amt=”2″][/card]3x [card name=”Water Energy” set=”XY” no=”134″ c=”deck2″ amt=”3″][/card][/energy][/decklist] 

[cardimg name=”Pidgeotto” set=”Team Up” no=”123″ align=”right” c=”none”][/cardimg]

As you may know, this archetype made Top 8 at this year’s Worlds, first place at the DC Open, and it also cracked Top 4 at the recent Sheffield Regional in Europe. The two lists were somewhat similar to each other, with the main difference being Isaiah Williams’s Worlds list playing two [card name=”Girafarig” set=”Lost Thunder” no=”94″ c=”name”][/card] and Fabian Pujol’s Sheffield version playing none. Anyway, this deck is a pain to test because games take a long time, but this is my current list after a bit of refining.

For a brief review of the deck’s strategy, it aims to establish a late game hand lock and deck out the opponent. This is accomplished via cards like [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card], [card name=”Lt. Surge’s Strategy” set=”Hidden Fates” no=”60″ c=”name”][/card], [card name=”Mars” set=”Ultra Prism” no=”128″ c=”name”][/card], [card name=”Chip-Chip Ice Axe” set=”Unbroken Bonds” no=”165″ c=”name”][/card], and now [card name=”Jessie and James” set=”Hidden Fates” no=”58″ c=”name”][/card]. After the opponent takes a few Prize cards, you want to drop the combo on them in addition to [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card] or [card name=”Articuno-GX” set=”Celestial Storm” no=”31″ c=”name”][/card]’s Cold Crush GX. When the opponent is left with no hand, an Active Pokemon with no Energy, and a useless topdeck thanks to the Ice Axe, they are left with no options. From there, Oranguru puts back the control cards so that you can prevent the opponent from doing anything until they deck out. Pidgeotto’s Air Mail enables the user to assemble the combo, and we have plenty of time to do so.

Jessie and James

The main surprise from Fabian’s list is the absence of Jessie and James, despite the card being released for Sheffield Regionals. I believe this omission is incorrect. Jessie and James is a powerful control card and it has been incredibly useful in testing. It allows you to establish the hand lock earlier than you otherwise could with Mars, and it can deck out opponents faster. Not to mention, it is a pseudo-third Mars. Fabian opted to just run the three copies of Mars, but Jessie and James offers more options and power to the deck. I would love to play a second copy of Jessie and James, but this deck is actually really tight on space.

Girafarig

I went with a middle-of-the-road approach to Girafarig by including one copy. I was almost set on not playing Girafarig because it wasn’t actually needed against Malamar in my testing. However, it offers a legitimate option to win against other control decks, and gives a distinct advantage in the mirror match if they do not also play Girafarig. Another use for Girafarig is against [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] decks, which is one of the scariest decks to face. Although I think the Mewtwo & Mew matchup is favorable, they have the most options to deal with this deck between Cross Division GX, Turbo Strike, [card name=”Marshadow” set=”Unbroken Bonds” no=”81″ c=”name”][/card], and multiple copies of Stadium cards and Switch. First of all, Girafarig’s existence forces your opponent to play [card name=”Espeon and Deoxys-GX” set=”Unified Minds” no=”72″ c=”name”][/card] on the Bench or risk it getting sent to the Lost Zone. This is a nice, juicy Custom Catcher target for Pidgeotto Control. Additionally, Girafarig can send cards like [card name=”Solgaleo-GX” set=”Sun and Moon Black Star Promos” no=”SM104″ c=”name”][/card] and [card name=”Naganadel-GX” set=”Unified Minds” no=”160″ c=”name”][/card] to the Lost Zone, stripping Mew3 of its Energy recursion and snipe options, respectively. Of course, Girafarig can also be useful against Malamar, it just isn’t critical in the matchup.

One Pokemon Communication

Running only one of these is admittedly a little greedy, but the engine can more or less get going off just [card name=”Professor Elm’s Lecture” set=”Lost Thunder” no=”188″ c=”name”][/card]. Cutting down on [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”name”][/card] is only to make room for other cards that I believe are essential, though it is an unfortunate concession to have to make. There are lots of games where I naturally draw into Oranguru and use Elm to fully set up the birds, so Pokemon Communication often ends up being unneeded. That said, consistency cards are always good to have.

Three Power Plant

Fabian ran three [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card], though the Worlds list only ran two. While you can probably get away with two Power Plant, I like playing three because I expect to run into lots of Mewtwo decks. Power Plant is devastating to Mewtwo & Mew; and as I already said, that is one of the sketchier matchups for this deck. Of course, Power Plant is useful against things like Naganadel-GX’s Ultra Conversion and [card name=”Zeraora-GX” set=”Lost Thunder” no=”86″ c=”name”][/card]’s Thunderclap Zone.

Two Recycle Energy

[cardimg name=”Recycle Energy” set=”Unified Minds” no=”212″ align=”right” c=”none”][/cardimg]

[card name=”Recycle Energy” set=”Unified Minds” no=”212″ c=”name”][/card] is insanely useful for chaining Resource Management. It’s almost unbelievable to me that most lists to this point have only been running one. Without Recycle Energy, you are forced to use Resource Management to recover Water Energy! Recycle Energy helps guarantee a Resource Management every turn and also can act as a pivot. Igor Costa’s first place DC Open list ran a copy of [card name=”U-Turn Board” set=”Unified Minds” no=”211″ c=”name”][/card] as a pivot card so you could preserve an extra bench spot by not requiring a second Oranguru on the bench at all times. Recycle Energy can fulfill this role while also acting as an Energy card along with its other benefits.

Matchups

As far as matchups go, this deck either accomplishes the hard lock or it doesn’t. While some decks do have more options than others, they are usually powerless against this deck’s strategy. In an interview, Isaiah Williams put it perfectly: “This deck takes advantage of the fundamental way the game of Pokemon is played.” Pidgeotto Control takes away the opponent’s hand, all of their Energy, and controls their topdeck every turn. The only way to get out of the lock once in it is if a player has something like [card name=”Zebstrika” set=”Lost Thunder” no=”82″ c=”name”][/card] on their board. However, there are no relevant decks right now that actually play Zebstrika.

There are two major hiccups that this deck has to watch out for in terms of matchups. The first is the [card name=”Quagsire” set=”Dragon Majesty” no=”26″ c=”name”][/card] / [card name=”Naganadel” set=”Lost Thunder” no=”108″ c=”name”][/card] deck. This isn’t really a hiccup, it’s a terrible matchup. There’s no reliable way for Pidgeotto to beat that deck as far as I’m aware, so just accept it as an auto-loss. In theory, Articuno-GX can attack and disrupt their board, but I haven’t actually tried playing this matchup. The second potential problem is Espeon & Deoxys-GX, which can delete three Pidgeotto at once with a full-powered Cross Division GX. The only two decks that run Espeon & Deoxys are Malamar and Mewtwo & Mew. Malamar usually can’t pull the move off in the matchup. Mewtwo & Mew can pull it off every once in awhile. It isn’t the end if that happens though. There’s a very real chance of being able to stick them with Reset Stamp + Power Plant while you reestablish your board of birds.

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Naganadel / Shedinja

[decklist name=”xurkanag” amt=”60″ caption=”” cname=”Solrock” set=”Celestial Storm” no=”62″][pokemon amt=”29″]2x [card name=”Xurkitree” set=”Unified Minds” no=”70″ c=”deck2″ amt=”2″][/card]1x [card name=”Xurkitree” set=”Forbidden Light” no=”39″ c=”deck2″ amt=”1″][/card]3x [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”deck2″ amt=”3″][/card]4x [card name=”Naganadel-GX” set=”Unified Minds” no=”160″ c=”deck2″ amt=”4″][/card]4x [card name=”Poipole” set=”Forbidden Light” no=”55″ c=”deck2″ amt=”4″][/card]4x [card name=”Shedinja” set=”Lost Thunder” no=”95″ c=”deck2″ amt=”4″][/card]4x [card name=”Nincada” set=”Lost Thunder” no=”29″ c=”deck2″ amt=”4″][/card]2x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”2″][/card]1x [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”deck2″ amt=”1″][/card]1x [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”deck2″ amt=”1″][/card]1x [card name=”Persian” set=”Team Up” no=”126″ c=”deck2″ amt=”1″][/card]1x [card name=”Lunatone” set=”Celestial Storm” no=”61″ c=”deck2″ amt=”1″][/card]1x [card name=”Solrock” set=”Celestial Storm” no=”62″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”27″]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”4″][/card]4x [card name=”Brock’s Grit” set=”Team Up” no=”135″ c=”deck2″ amt=”4″][/card]3x [card name=”Ingo and Emmet” set=”Team Up” no=”144″ c=”deck2″ divide=”yes” amt=”3″][/card]4x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”4″][/card]4x [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”deck2″ amt=”4″][/card]4x [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”deck2″ divide=”yes” amt=”4″][/card]4x [card name=”Ultra Space” set=”Forbidden Light” no=”115″ c=”deck2″ divide=”yes” amt=”4″][/card][/trainers][energy amt=”4″]4x [card name=”Lightning Energy” set=”Black and White” no=”108″ c=”deck2″ amt=”4″][/card][/energy][/decklist] 

You might be wondering exactly just what you’re looking at. I came up with this deck when I was thinking of other ways to make Shedinja infinites besides just Oranguru with Zebstrika. The original theory was to have an infinite Shedinja loop with attackers, making use of [card name=”Lusamine” set=”Crimson Invasion” no=”96″ c=”name”][/card] and [card name=”Brock’s Grit” set=”Team Up” no=”135″ c=”name”][/card] instead of Resource Management. In practice, this isn’t actually possible, as you go through more Pokemon and Energy than you can put back every other turn with the Lusamine loop. Oranguru is necessary, but that doesn’t mean we also can’t use attackers.

[cardimg name=”Xurkitree” set=”Unified Minds” no=”70″ align=”right” c=”none”][/cardimg]

As I alluded to earlier, this deck functions similarly to the original Oranguru / Shedinja deck. Instead of Zebstrika, our draw engine is Naganadel-GX’s Ultra Conversion. [card name=”Xurkitree” set=”Unified Minds” no=”70″ c=”name”][/card] is the attacker of choice for a few reasons. My initial criterion was that the attacker needed to be an Ultra Beast. I started with [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card], but Xurkitree is better. I wanted an Ultra Beast to take advantage of the engine using Ultra Conversion and [card name=”Ultra Space” set=”Forbidden Light” no=”115″ c=”name”][/card]. I also needed a Pokemon who could attack for one Energy. Under these two criteria, there aren’t a whole lot of options. Xurkitree is better than Buzzwole because it can confuse the opponent, and it also makes us play Lightning Energy to allow the option of Injection GX or Tingly Return GX.

This version is better than vanilla Oranguru / Shedinja for a few reasons:

  • Having an attacker allows us to dispose of threats such as [card name=”Victini Prism Star” set=”Dragon Majesty” no=”7″ c=”name”][/card], [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”name”][/card], [card name=”Mimikyu” set=”Sun and Moon Black Star Promos” no=”SM99″ c=”name”][/card], Girafarig, and opposing Oranguru. This is especially easy when the opponent is on three Prizes, as a boosted Three Mirrors from Xurkitree does 120 damage.
  • Having an attacker allows us to win games on Prizes.
  • Having an attacker allows us to close games faster and pressure the opponent.
  • Using Naganadel-GX allows us to build a large hand, which means we aren’t forced to use Resource Management every turn (like the Zebstrika version).
  • This deck has the Bench space to use [card name=”Lunatone” set=”Celestial Storm” no=”61″ c=”name”][/card] and [card name=”Solrock” set=”Celestial Storm” no=”62″ c=”name”][/card], preventing us from losing to [card name=”Ninetales” set=”Team Up” no=”16″ c=”name”][/card].

Here’s the game plan. We loop infinite Shedinja on either Oranguru or Xurkitree (whoever we’re attacking with on a given turn). We want at least one Naganadel-GX on the Bench, but sometimes two depending on the matchup. If the opponent has [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card], we want Shedinja on the Naganadel-GX (and probably only want one out at a time). Brock’s Grit replenishes everything. Xurkitree does damage and applies pressure, and it can remove threats as well. Oranguru comes in when needed to put anything we need back into the deck, though that usually includes 2-3 Brock’s Grits per Resource Management. Our opponent can never take Prize cards, so we eventually win either by deck out or by taking Prizes. We also want to thin the deck out as fast as possible to get an easy loop going with Brock’s Grit and Ultra Conversion.

Two Xurkitree from Unified Minds, One Xurkitree from Forbidden Light

This split looks a little strange. I already went over the general use for Xurkitree. The Xurkitree from Unified Minds is a little better in my opinion because it does more damage than the other one, even with the base effect. Additionally, thanks to the Shedinja gimmick, it’s likely that your opponent will be stuck on three prizes for multiple turns, allowing multiple turns of full-power Three Mirrors. The other [card name=”Xurkitree” set=”Forbidden Light” no=”39″ c=”name”][/card] is useful because it can spam confusion for one Energy. I think both are good to have, but whatever split you choose probably won’t affect the outcome of many games.

Three Oranguru

You can actually get away with running two Oranguru in this deck. I played with two for awhile, but looping it got really annoying when I prized one. There are certainly situations where you need to use Resource Management multiple turns in a row, and only having one Oranguru in the deck to do so puts unnecessary stress on the deck.

One Persian

[card name=”Persian” set=”Team Up” no=”126″ c=”name”][/card] is cool because you can use Make ‘Em Pay to prevent your opponent from building combo plays. Hitting cards like Reset Stamp and Custom Catcher can be extremely helpful in alleviating pressure. You do have to be careful with Persian though, because it can only evolve from [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”name”][/card], and Ditto is the only card you can’t get back from the discard. It also does a little bit of damage, so it’s still applying pressure similarly to Xurkitree.

One Lunatone, One Solrock

Lunatone and Solrock are only here to counter Ninetales. Ninetales is a major part of the most popular deck – Ability [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card]. With Ninetales shut off, they have no way to win against this deck. Therefore, if Lunatone and Solrock aren’t prized, the matchup is an auto-win. However, without this combo, the matchup is an auto-loss.

Two Dedenne-GX

[cardimg name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ align=”right” c=”none”][/cardimg]

[card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] adds consistency, helps us set up, and digs through the deck very well. That said, you won’t need it every game, and it can definitely be a liability. Not only does it yield two Prizes upon KO, but it also eats up a valuable Bench spot. Overall, Dedenne is powerful and worth playing, but I usually try to retrieve it with Tingly Return GX whenever it ends up on the Bench.

Four Brock’s Grit, Zero Pal Pad

This may seem like a lot, but the whole point is to cycle Brock’s Grit while being forced to use Resource Management as little as possible. You can often get two to three attacks off with Xurkitree while spamming Brock’s Grit before you have to transition into Resource Management. In theory, [card name=”Pal Pad” set=”Ultra Prism” no=”132″ c=”name”][/card] would be useful to get more Brock’s back from each Resource Management, as you can just put back Pal Pads. In reality, the deck has no space for Pal Pad. I want the full four Grit to consistently find it and the deck runs a lot smoother. Pal Pad might be alright, but I haven’t found it to be needed at all, and the deck is tight on space.

Matchups

Similarly to the Pidgeotto deck, this deck tries to accomplish its strategy and the opposing deck can either deal with it or they can’t. However, there is more interaction in games with this deck because the opponent can still do things; they aren’t completely locked out of the game like they are against Pidgeotto.

Ability Reshiram & Charizard – Very Favorable

This matchup is either a free win or your worst nightmare. I covered just about all of the relevant points in the [card name=”Lunatone” set=”Celestial Storm” no=”61″ c=”name”][/card] and [card name=”Solrock” set=”Celestial Storm” no=”62″ c=”name”][/card] section. [card name=”Ninetales” set=”Team Up” no=”16″ c=”name”][/card] can easily get around [card name=”Shedinja” set=”Lost Thunder” no=”95″ c=”name”][/card] to take six Prizes, so Lunatone and Solrock are both absolutely essential. If Lunatone or Solrock are prized, this deck can’t win. If they aren’t prized, this matchup is basically a free win.

One important thing to keep in mind is that Lunatone and Solrock take up two valuable Bench spots, so you definitely need to manage your Bench. On the other hand, they prevent Ability Reshizard’s gust effect, so you can have two [card name=”Naganadel-GX” set=”Unified Minds” no=”160″ c=”name”][/card] on your Bench without worrying about them getting KO’d. If you start with [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] or end up having to use Dedechange to set up, you are going to want to use Tingly Return GX early to free up that Bench space. Of course, you also need a spot for [card name=”Nincada” set=”Lost Thunder” no=”29″ c=”name”][/card] and your attacker. This works out fine as far as bench space, so long as the game goes smoothly on your end.

PikaRom – Depends, Slightly Favorable Overall

[card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] runs varying counts of [card name=”Lysandre Labs” set=”Forbidden Light” no=”111″ c=”name”][/card], and that card is very important in this matchup. You want to put Shedinja on your benched Naganadel-GX to mitigate the opponent’s potential advantage off [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card]. This also means that you should avoid having any Pokemon-GX out that don’t have Shedinja attached. Since the Pokemon-GX allow you to draw cards and set up, Custom Catcher’s existence limits this deck’s options.

The way I always thought about this matchup, especially when playing the basic [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”name”][/card] / Shedinja deck, is to assign each of the opponent’s Shedinja counters a Prize card value. Each Lysandre Labs is worth one Prize for them. Each pair of Custom Catcher is also a Prize card. If you have Naganadel-GX without a Shedinja, each pair of Custom Catchers is good for two Prizes. However, if the Naganadel has a Shedinja attached, they would need Lysandre Labs and Custom Catcher to take two Prizes, which is no real gain for them. It is incredibly important to always have [card name=”Ultra Space” set=”Forbidden Light” no=”115″ c=”name”][/card] ready to bump Lysandre Labs. Additionally, the [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”name”][/card] is helpful to stop the Tag Bolt snipe. Even if they use Custom Catcher to take it out, you can always use Brock’s Grit to immediately play it down again.

If they run two Lysandre Labs and four Custom Catcher, they can only take four Prizes assuming you loop Shedinja perfectly. This allows you to sacrifice one early-game Prize. It’s not hard to chain Shedinja past that. Be careful not to leave a GX on the Bench without a Shedinja if you can help it. If you have to use Dedechange to set up, you’re going to want to use Tingly Return GX ASAP, and an opposing [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card] can unwittingly help that happen.

Mewtwo and Mew – Favorable

Similar to PikaRom, [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] can use Custom Catcher and snipe attacks. Mew is incredibly important to keep around due to opposing Naganadel-GX. Mewthree can also run Lysandre Labs, but it’s less common than it is in PikaRom. You can let them get one Cross Division GX off, because that attack doesn’t actually hurt your board that much. Again, keep Shedinja on Naganadel to prevent a Custom play getting them two Prizes.

Conclusion

That’s all I’ve got for you all today! Thank you so much for reading. If you like annoying control decks like these, definitely give them a try. They are both incredibly strong decks right now, and there’s a very good chance I end up playing one of these decks at the upcoming Atlantic City Regional.

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