Dogs with Swords — A Closer Look at Zacian V
In my most recent article, there was one new archetype from Sword & Shield that I identified as having top-tier potential right out of the gate: Zacian V. When it comes to the Pokemon of Sword and Shield, none can quite match its strength and versatility. When facing the other new decks I wrote about in my last article—Morpeko V, Torkoal V, Lapras VMAX / Frosmoth, Snorlax VMAX / Cinccino, Stonjourner VMAX, and Sableye V—both of the Zacian V variants have a positive matchup against all of them! What’s more, against existing archetypes, Zacian V rarely struggles; even if I were to consider only decks that were around from Cosmic Eclipse and before, Zacian V would still be one of the best decks in the format. The deck has already had incredible success in Japanese tournaments. At Champions League Aichi, Zacian V variants finished 2nd, 5th, 8th, and were common throughout Day Two—a clear accomplishment for the deck, given that this was at an event with over 1,300 participants. In smaller Japanese events, it is common to see Zacian V at or near the top of the results, even as their metagame reacts to the large meta share that Zacian V now holds. If there is one new deck from Sword & Shield that deserves consideration, it is Zacian V.
There are two principal builds of Zacian V: with [card name=”Lucario and Melmetal-GX” set=”Unbroken Bonds” no=”120″ c=”name”][/card], and with [card name=”Arceus and Dialga and Palkia-GX” set=”Cosmic Eclipse” no=”156″ c=”name”][/card]. The former is more defensive-focused, while the latter takes a more balanced approach, with a slightly heavier tilt toward the offensive aspects of the deck. Both are incredibly solid decks; as for which is better, that will depend on the eventual Standard metagame. Both have advantages and disadvantages, but for the most part, the two variants tend to be rather similar, both in terms of matchups and their gameplan.
Updated Decklists
Defensive: Zacian V / Lucario & Melmetal-GX
In my previous article, I showed you all the Zacian V / Lucario and Melmetal-GX list that got second place in Champions League Aichi. This variant of Zacian V focuses more on the defensive aspect of the Pokemon, while still maintaining a high level of offensive power. After thorough testing, I’ve made a few changes to that list, in order to better adapt it for competition against the other potential decks from the post-Sword & Shield meta. Here is my updated list:
[premium]
[decklist name=”dek” amt=”60″ caption=”” cname=”Lucario and Melmetal-GX” set=”Unbroken Bonds” no=”120″][pokemon amt=”12″]4x Zacian V (SSH #138)2x [card name=”Lucario and Melmetal-GX” set=”Unbroken Bonds” no=”120″ c=”deck2″ amt=”2″][/card]1x [card name=”Dusk Mane Necrozma” set=”Sun and Moon Black Star Promos” no=”SM107″ c=”deck2″ amt=”1″][/card]1x [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”deck2″ amt=”1″][/card]1x [card name=”Absol” set=”Team Up” no=”88″ c=”deck2″ amt=”1″][/card]1x Galarian Perrserker (SSH #128)1x Galarian Meowth (SSH #127)[/pokemon][trainers amt=”37″]4x Professor’s Research (SSH #178)2x Marnie (SSH #169)2x [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”deck2″ amt=”2″][/card]1x [card name=”Cynthia and Caitlin” set=”Cosmic Eclipse” no=”189″ c=”deck2″ amt=”1″][/card]1x [card name=”Erika’s Hospitality” set=”Team Up” no=”140″ c=”deck2″ amt=”1″][/card]1x Team Yell Grunt (SSH #184)4x Quick Ball (SSH #179)4x [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”deck2″ amt=”4″][/card]4x Metal Saucer (SSH #170)4x [card name=”Switch” set=”Shining Legends” no=”67″ c=”deck2″ amt=”4″][/card]3x [card name=”Metal Frying Pan” set=”Forbidden Light” no=”112″ c=”deck2″ amt=”3″][/card]2x [card name=”Tag Call” set=”Cosmic Eclipse” no=”206″ c=”deck2″ amt=”2″][/card]1x [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”deck2″ amt=”1″][/card]1x Air Balloon (SSH #156)2x [card name=”Chaotic Swell” set=”Cosmic Eclipse” no=”187″ c=”deck2″ amt=”2″][/card]1x [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”11″]11x [card name=”Metal Energy” set=”Diamond and Pearl” no=”130″ c=”deck2″ amt=”11″][/card][/energy][/decklist]
Don’t get me wrong—the 2nd place list is a good one. With that said, it did have a pretty glaring weakness in that its damage output was somewhat limited. While 230 damage is nothing to scoff at, there are a good number of commonly played Pokemon for which 230 damage isn’t effective enough. The mirror match, in particular, showed how detrimental the lack of damage output is. Against another Zacian V with a [card name=”Metal Frying Pan” set=”Forbidden Light” no=”112″ c=”name”][/card], the earlier list didn’t actually have any way to obtain a OHKO, whereas if the opponent had used Arceus and Dialga and Palkia-GX’s Altered Creation GX, then they could get those OHKOs, even if you had used Full Metal Wall GX. As such, the advantage that the Arceus and Dialga and Palkia-GX player had was tremendous! My solution to that was to include Galarian Perrserker, as well as a copy of Team Yell Grunt. Galarian Perrserker boosts the damage of Brave Blade up to 250; this boost allows Zacian V to now be able to OHKO other Zacian V with a 30 damage cushion. That cushion is enough to ensure the OHKO even in a scenario where the opposing Zacian V has a Metal Frying Pan attached, or has the damage-reducing effects of Full Metal Wall GX.
It also brings most Tag Team Pokemon within 30 HP of being Knocked Out; this means that [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”name”][/card] is now an option to finish off that Tag Team, in addition to [card name=”Dusk Mane Necrozma” set=”Sun and Moon Black Star Promos” no=”SM107″ c=”name”][/card], even if the opposing Tag Team escapes to their Bench. The Team Yell Grunt is also new. It serves the same purpose that the [card name=”Crushing Hammer” set=”Ultra Prism” no=”166″ c=”name”][/card] did—to get a valuable one-time Energy removal, in order to prevent or delay attacks in particularly important situations. A great example of its usefulness is against [card name=”Arceus and Dialga and Palkia-GX” set=”Cosmic Eclipse” no=”156″ c=”name”][/card]. Against that, you can use Team Yell Grunt to potentially delay Altered Creation GX by a turn, or to stop your opponent from using Ultimate Ray on the turn after they use their GX attack. The main advantages that Team Yell Grunt has over Crushing Hammer is that you don’t have to rely on a coin flip, and that it takes up less space in the deck. The main disadvantages it has is that it can be harder to find when you need it, and that it takes up your Supporter for the turn. It’s possible that I’ll cut it in the future, due to that first disadvantage, but I absolutely like having it over the Crushing Hammer, since that means I have room for the 1-1 line of Galarian Perrserker. The advantage gained by the extra damage output outweighs the diminished Energy disruption.
I also cut the [card name=”Mimikyu” set=”Cosmic Eclipse” no=”97″ c=”name”][/card], in order to add in a copy of [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card]. While I certainly appreciate the Mimikyu, the reality was that it wasn’t all that decisive against [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card], while it was completely useless in most other matchups. I think that Zacian V matches up well enough with Mewtwo and Mew-GX Box to make the Mimikyu unnecessary. Meanwhile, the Shrine of Punishment, when used with Galarian Perrserker, boosts your damage enough so that Brave Blade can effectively OHKO [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card], even after accounting for Resistance. If you are lucky enough to keep it in play after your opponent’s turn, the effective damage rises to 280—enough to OHKO Tag Team Pokemon.
The remainder of the list is the same; the existing counts in the list are enough to be reliable. I wouldn’t want to cut any of the other Pokemon; 4 Zacian V maximizes the number of attackers that we have, so that even if one of the Zacian V are prized, we’ll still have three that we can utilize—enough to get us through a game. The Oranguru is a must-have for any Zacian V deck, as it combos perfectly with Intrepid Sword, while also giving the deck a consistency boost. [card name=”Absol” set=”Team Up” no=”88″ c=”name”][/card] is in the deck in anticipation of a [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card]-heavy metagame. Both the Mew and the Dusk Mane Necrozma help the deck as far as finishing off opposing Tag Team Pokemon, or softening them up enough so where they can be Knocked Out by Brave Blade.
Offensive: Zacian V / Arceus & Dialga & Palkia-GX
[card name=”Arceus and Dialga and Palkia-GX” set=”Cosmic Eclipse” no=”221″ c=”name”][/card] is a natural partner for Zacian V. With Altered Creation GX in place, the natural strengths of Zacian V—namely, having the HP and damage output of a Tag Team in a two-Prize Pokemon—become even greater. When this deck is clicking, you’ll have a Pokemon with 250 effective HP, that deals 260 damage per attack, and takes an extra Prize each time. Few decks can match that, especially when you consider that they somehow have to get three KOs of their own in order to win! Compared to the [card name=”Lucario and Melmetal-GX” set=”Unbroken Bonds” no=”120″ c=”name”][/card] version, this one seems to have a slightly better matchup spread overall, though it does seem to be a bit more reliant on the GX attack. As it is in Japan, I would expect this version to be somewhat more popular overall. Here’s my updated list for Zacian V / Arceus and Dialga and Palkia-GX, adapted from Taisuke Sano’s 8th place list:
[decklist name=”dek2″ amt=”60″ caption=”” cname=”Jirachi” set=”Team Up” no=”99″][pokemon amt=”12″]3x Zacian V (SSH #138)2x [card name=”Arceus and Dialga and Palkia-GX” set=”Cosmic Eclipse” no=”156″ c=”deck2″ amt=”2″][/card]3x [card name=”Jirachi” set=”Team Up” no=”99″ c=”deck2″ amt=”3″][/card]1x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”1″][/card]1x [card name=”Absol” set=”Team Up” no=”88″ c=”deck2″ amt=”1″][/card]1x [card name=”Phione” set=”Cosmic Eclipse” no=”57″ c=”deck2″ amt=”1″][/card]1x Oranguru (SSH #148)[/pokemon][trainers amt=”36″]4x Professor’s Research (SSH #178)2x Marnie (SSH #169)2x [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”deck2″ amt=”2″][/card]1x [card name=”Cynthia and Caitlin” set=”Cosmic Eclipse” no=”189″ c=”deck2″ amt=”1″][/card]1x [card name=”Guzma and Hala” set=”Cosmic Eclipse” no=”193″ c=”deck2″ amt=”1″][/card]1x [card name=”Faba” set=”Lost Thunder” no=”173″ c=”deck2″ divide=”yes” amt=”1″][/card]4x Quick Ball (SSH #179)4x [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”deck2″ amt=”4″][/card]4x Metal Saucer (SSH #170)3x [card name=”Switch” set=”Evolutions” no=”88″ c=”deck2″ amt=”3″][/card]2x [card name=”Tag Call” set=”Cosmic Eclipse” no=”206″ c=”deck2″ amt=”2″][/card]2x [card name=”Metal Frying Pan” set=”Forbidden Light” no=”112″ c=”deck2″ amt=”2″][/card]2x [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”deck2″ amt=”2″][/card]1x [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”deck2″ amt=”1″][/card]1x [card name=”Energy Switch” set=”Sun and Moon” no=”117″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”deck2″ amt=”2″][/card][/trainers][energy amt=”12″]9x [card name=”Metal Energy” set=”Black and White” no=”112″ c=”deck2″ amt=”9″][/card]2x Aurora Energy (SSH #186)1x [card name=”Unit Energy GFW” set=”Ultra Prism” no=”137″ c=”deck2″ amt=”1″][/card][/energy][/decklist]
[cardimg name=”Arceus and Dialga and Palkia-GX” set=”Cosmic Eclipse” no=”156″ align=”right” c=”none”][/cardimg]
In the updated list, I’ve replaced the [card name=”Pokémon Catcher” set=”Sun and Moon” no=”126″ c=”name”][/card] / [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”name”][/card] split found in the original list with the Custom Catcher / Great Catcher split found in the Lucario and Melmetal-GX version. During testing, the Custom Catcher were easy enough to come by, and they don’t have the added agony of when you flip tails. Since this deck naturally wants to play the new Oranguru, Custom Catcher fits in well. In addition, since this variant plays [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card], it’s even easier to find the Custom Catcher when you need them, to the point that I would consider them more reliable than the 50-50 proposition of Pokemon Catcher. The only downside is that this change does take up one more spot; I removed the [card name=”Mimikyu” set=”Cosmic Eclipse” no=”97″ c=”name”][/card] to provide that spot, as I consider it cuttable for the same reasons as I did in the Lucario and Melmetal-GX list.
I also increased the [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”name”][/card] count up from one to two, cutting an [card name=”Energy Switch” set=”Sun and Moon” no=”117″ c=”name”][/card] to do so. My biggest complaint about the list was an occasional lack of mobility when it came to Jirachi. Jirachi often felt somewhat useless without Escape Board, especially since this list plays only three [card name=”Switch” set=”Celestial Storm” no=”147″ c=”name”][/card]. There were a few too many times where I found myself in a position where I could have began attacking, but I was stuck with a Jirachi in my Active. With the second Escape Board, this problem has been mostly mitigated, and I haven’t felt the loss of the Energy Switch too much. If [card name=”Absol” set=”Team Up” no=”88″ c=”name”][/card] ends up being popular (as it was in Japan), then you could justify removing the [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] entirely. In my attempts at this, I’ve changed Escape Board into Air Balloon, and turned the three Jirachi spots into another [card name=”Tag Call” set=”Cosmic Eclipse” no=”206″ c=”name”][/card], a third Marnie, and a copy of Bench Barrier [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”name”][/card]. The first two are to increase consistency, whereas the Mew is a generally useful Pokemon that I wouldn’t mind having in the deck, especially against PikaRom or decks playing [card name=”Naganadel-GX” set=”Unified Minds” no=”160″ c=”name”][/card].
Finally, I also changed the [card name=”Lysandre Labs” set=”Forbidden Light” no=”111″ c=”name”][/card] originally in the list into a copy of [card name=”Faba” set=”Lost Thunder” no=”173″ c=”name”][/card]. The purpose of these cards are the same: to eliminate the advantage of an opponent’s Tool card, specifically [card name=”Metal Frying Pan” set=”Forbidden Light” no=”112″ c=”name”][/card] on opposing Zacian V. Faba, while being a Supporter, has several big advantages that Lysandre Labs did not. First, Faba only affects your opponent’s Pokemon, whereas Lysandre Labs could occasionally backfire since it affects your own Metal Frying Pan, not to mention your Escape Board. Additionally, Lysandre Labs could be countered easily by [card name=”Chaotic Swell” set=”Cosmic Eclipse” no=”187″ c=”name”][/card], which seems to be a common inclusion in most of the [card name=”Lucario and Melmetal-GX” set=”Unbroken Bonds” no=”120″ c=”name”][/card] lists I’ve seen. With Faba, you don’t have to care about which Stadium is in play, as you’ll still be able to remove their Metal Frying Pan regardless. Faba also has one more bonus in that it can be used to remove Chaotic Swell, so that you can play a [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] even when a Chaotic Swell is in play. This is a tremendous move against [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] Box decks, as the Shrine of Punishment gives you the last bit of damage you need to OHKO their Mewtwo and Mew-GX.
Despite the difference in Tag Team partners, this list is rather similar to the Lucario and Melmetal-GX version. Most of the Pokemon are the same, as is the Supporter and Trainer lines. The main difference comes from the inclusion of Jirachi and [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] in this list. As I mentioned, this variant is a bit more reliant on using its GX attack than the other one; as a result, it makes sense to maximize early consistency, rather than include some of the tech cards that the other version plays.
General Strategy
In general, playing with Zacian V isn’t too difficult. Most of the time, your main objectives will be to attack with Zacian V, and to power up the Zacian V that comes after it. From there, you’ll want to prioritize finding matchup specific cards, as well as your [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card] and Great Catcher, so that you can use them to attack the opposing Pokemon of your choice. You always want to try to go first with this deck; you’ll rarely be in a situation where you can use Brave Blade on turn one, and since you have Intrepid Sword, it isn’t actually a big deal that you won’t be able to use a Supporter. It will almost always be better to take advantage of having another turn to attach Energy and set up your board. The only scenario in which you will want to go second is if you’re playing against an opponent whose entire strategy revolves around going second, such as, for example, a deck with [card name=”Jasmine” set=”Team Up” no=”145″ c=”name”][/card]. Those decks tend to be rare though, so going first is going to be the ideal choice most of the time.
When playing with Lucario and Melmetal-GX, the biggest decision you’ll need to make in any given matchup is whether or not to actually use the Lucario and Melmetal-GX. In most matchups, you’ll want to use Full Metal Wall GX as early as possible, but in others, simply having the Lucario and Melmetal-GX in play can be a liability. The number one factor in whether or not to prioritize Full Metal Wall GX is the typical damage output of the opponent’s Pokemon. If by using Full Metal Wall GX, you can turn a OHKO into a two-hit KO, or a two-hit KO into a three-hit KO, then you should try and use it first thing, before your Zacian V get attacked. Remember to factor in Metal Frying Pan! The ranges in which you should use Full Metal Wall GX are 170-and-under, and 220-270. If their typical damage range is between 180 and 210, or above 280, then Full Metal Wall GX will be significantly less relevant. At 180-210, a sixty-damage reduction puts your opponent in a range of 120-150 damage—still a 2HKO, as it would be without the Full Metal Wall GX. At over 270 damage, your opponent will still be in OHKO range, even after the damage reduction. In those cases, Lucario and Melmetal-GX itself could be subject to a OHKO, making it even more of a liability.
In contrast, there are rather few matchups where you won’t want to use Altered Creation GX—it is almost always to your benefit to do so. So, when playing the Arceus and Dialga and Palkia-GX variant, your first priority should be to prepare to use Altered Creation GX. If your Arceus and Dialga and Palkia-GX can survive until the following turn, then you can use Ultimate Ray, to both hopefully get a KO, and to power up your benched Zacian V. This deck rarely loses when it manages to use both Altered Creation GX and Ultimate Ray, so the sooner you can do so, the better!
Matchups
Pikachu & Zekrom-GX
Zacian V may have broken out at Champions League Aichi, but it was [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] that ended up winning the first-place title. With Defensive Zacian V, my strategy has typically been to aim for two KOs on their Tag Team Pokemon-GX. Brave Blade can OHKO every non-Tag Team Pokemon-GX in their deck, and of those, only Tapu Koko V can truly threaten a OHKO of its own. The sooner you can use Full Metal Wall GX, the better; this will make it so that OHKOs will be extremely difficult for the Pikachu and Zekrom-GX player to come by. With Full Metal Wall GX in place, and a Metal Frying Pan attached, there is only one route by which the PikaRom player can get more than one OHKO. One would come from a Tapu Koko V’s Thunderous Bolt, when used with three [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card] to hit for 230 after modifiers. The other would come from the fourth Electropower and a boosted Lightning Ride GX, which can hit for 220 after modifiers. For their other two Prizes, they’ll have to get a two-hit KO somehow. If they have an Electropower in their Prizes, then they’ll only be able to get one OHKO, meaning that they would then require five attacks in order to win the game. In either case, Zacian V will have time to get two KOs of its own. The trick here is to use Mew and/or [card name=”Dusk Mane Necrozma” set=”Sun and Moon Black Star Promos” no=”SM107″ c=”name”][/card], to finish off a damaged Tag Team. Galarian Perrserker and Shrine of Punishment are also quite useful in this matchup, since they give you the potential to OHKO a Pikachu and Zekrom-GX.
With the Arceus and Dialga and Palkia-GX build, this matchup is a much faster race for Prizes. You won’t be able to withstand their attacks nearly as easily, but you should be able to beat them before it matters. The goal here is speed—if you can use Altered Creation GX before they have time to get any KOs of their own, you’ll win. After Altered Creation GX, Brave Blade will now Knock Out Pikachu and Zekrom-GX. If they have GXs in play, you should only need to take two knockouts in order to win. So, even if the Pikachu and Zekrom-GX player does manage to KO the [card name=”Arceus and Dialga and Palkia-GX” set=”Cosmic Eclipse” no=”156″ c=”name”][/card], Zacian V can still win the game. If they don’t, then Zacian V will almost certainly come out ahead.
Malamar / Mewtwo & Mew-GX Box
This deck is a nasty one, and after coming in 4th, 6th, and 8th place at Champions League Aichi, it should certainly be on your radar. In case you haven’t seen it before, or aren’t terribly familiar with it, here is the list that got 4th place:
[decklist name=”This thing” amt=”60″ caption=”” cname=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″][pokemon amt=”19″]3x [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”deck2″ amt=”3″][/card]2x Trevenant & Dusknoir-GX (SM# SM217)3x [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”deck2″ amt=”3″][/card]2x [card name=”Inkay” set=”Forbidden Light” no=”50″ c=”deck2″ amt=”2″][/card]2x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”2″][/card]1x [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”deck2″ amt=”1″][/card]1x [card name=”Gengar and Mimikyu-GX” set=”Team Up” no=”53″ c=”deck2″ amt=”1″][/card]1x [card name=”Latios-GX” set=”Unified Minds” no=”78″ c=”deck2″ amt=”1″][/card]1x [card name=”Naganadel-GX” set=”Unified Minds” no=”160″ c=”deck2″ amt=”1″][/card]1x [card name=”Dragonite-GX” set=”Unified Minds” no=”152″ c=”deck2″ amt=”1″][/card]1x [card name=”Mega Lopunny and Jigglypuff-GX” set=”Cosmic Eclipse” no=”165″ c=”deck2″ amt=”1″][/card]1x [card name=”Absol” set=”Team Up” no=”88″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”32″]4x Professor’s Research (SSH #178)4x Marnie (SSH #169)4x Quick Ball (SSH #179)4x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”4″][/card]4x [card name=”Switch” set=”Evolutions” no=”88″ c=”deck2″ amt=”4″][/card]2x [card name=”Cherish Ball” set=”Unified Minds” no=”191″ c=”deck2″ amt=”2″][/card]2x [card name=”Energy Spinner” set=”Unbroken Bonds” no=”170″ c=”deck2″ amt=”2″][/card]2x Air Baloon (SSH #156)2x Giant Charm (SSH #158)1x [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”deck2″ amt=”1″][/card]1x [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Chaotic Swell” set=”Cosmic Eclipse” no=”187″ c=”deck2″ amt=”2″][/card][/trainers][energy amt=”9″]9x [card name=”Psychic Energy” set=”Evolutions” no=”95″ c=”deck2″ amt=”9″][/card][/energy][/decklist]
[cardimg name=”Malamar” set=”Forbidden Light” no=”51″ align=”right” c=”none”][/cardimg]
The best way to describe [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] / [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] Box is as a hand disruption deck, but with a lot of other tricks. The combination of Night Watch and Marnie is rough, regardless of what you’re playing. If you keep your hand too large, then they can easily punish you with Poltergeist. If it’s too small, then Night Watch can wreak havoc on any plans you might have. And, if you manage to find the sweet spot in between, they can always use Marnie or [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] to drastically increase your odds of having a hand of useless cards.
To beat it, you’ll want to focus on two things. First, you want to aim for early setup, even if that means foregoing your GX attack, or getting rid of resources you might not want to. Second, you’ll want to get into play any Pokemon that might help you against the hand disruption. Oranguru is a must-have, as are multiple [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] (in the Arceus and Dialga and Palkia-GX variant). You’ll also want to be wary of how you take Prizes; if you go down to either one or two, then your opponent will be able to completely get rid of your hand via Reset Stamp and Night Watch.
Another possible trap is Pale Moon GX—specifically, the idea that they can discard all of your Active’s Energy. In the late-game, Pale Moon GX can decide a game, if you don’t have the resources to both switch out of the KO effect and power up another Zacian V. Be careful not to waste Energy if you can avoid it, and keep careful counts of your remaining [card name=”Switch” set=”Evolutions” no=”88″ c=”name”][/card] and Metal Saucer. Most of the time, the Pale Moon GX will come at the same time as a Reset Stamp, or once your hand has already been disrupted, so that it comes at a time where you have the lowest odds of getting out of the attack. Once again, the key is to be prepared, by having Oranguru on the field, and by carefully thinning your deck so that you can draw into the resources you need to win.
The good news is that their damage output isn’t enough to threaten you too much. Even their strongest attack, Sky Judgment, doesn’t do enough to OHKO a Zacian V when it has protection from [card name=”Metal Frying Pan” set=”Forbidden Light” no=”112″ c=”name”][/card] and Full Metal Wall GX. Night Watch, while annoying, will only hit for 90 damage per turn. Indeed, both GX attacks are quite useful in this matchup. The extra damage from Altered Creation GX won’t be useful in most scenarios—I would expect any Mewtwo and Mew-GX Box player to try and get [card name=”Chaotic Swell” set=”Cosmic Eclipse” no=”187″ c=”name”][/card] into play as fast as they can – but the extra Prize certainly can be. Once you do get your early setup going, then you should try to use your GX attack if you can.
Overall, this matchup tends to be a positive one for both Zacian V builds—Zacian V can typically outspeed them, and the deck has the consistency resources needed to survive the hand disruption.
Fire Mewtwo and Mew-GX Box
The Malamar variant of Mewtwo and Mew-GX Box may have had more success in Champions League Aichi, but people haven’t abandoned the traditional [card name=”Welder” set=”Unbroken Bonds” no=”189″ c=”name”][/card]—nor should they. Quick Ball makes this deck even more consistent, and it still has the punch and versatility it needs to be successful.
With the Arceus and Dialga and Palkia-GX version, you’ll once again want to focus on using Altered Creation GX fairly quickly. Treat this matchup as another Prize race. If the Mewtwo and Mew-GX Box player benches any Pokemon-GX, such as Dedenne-GX, then the extra Prize from Altered Creation can be the deciding factor in the game. You should be able to get one KO via the [card name=”Faba” set=”Lost Thunder” no=”173″ c=”name”][/card] and [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] play, after which you can target Dedenne-GX to finish off the game, or KO another Tag Team Pokemon-GX if they can’t heal off the ten damage from the Shrine. Remember, you don’t get the extra Prize from Shrine of Punishment, so you’ll need to KO a second Pokemon-GX in order to win.
With the [card name=”Lucario and Melmetal-GX” set=”Unbroken Bonds” no=”120″ c=”name”][/card] version, Full Metal Wall GX can be useful at times. The Mewtwo and Mew-GX Box player will get one OHKO with the GX attack, but for the others, they’ll either have to rely on two-hit KOs, or large attacks from [card name=”Magcargo-GX” set=”Lost Thunder” no=”44″ c=”name”][/card], [card name=”Dragonite-GX” set=”Unified Minds” no=”152″ c=”name”][/card], or [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card]. With Full Metal Wall GX and Metal Frying Pan, Dragonite-GX will no longer be able to OHKO Zacian V, whereas the Mewtwo and Mew-GX Box player will now need an additional Energy to get a OHKO with either Mind Blown or Lava Flow. If you do go for Full Metal Wall GX, try and do so with a Metal Frying Pan attached. That way, Flare Blitz GX won’t be able to one-shot Lucario and Melmetal-GX. Their only option to do so will then be a six-Energy Double Blaze GX, which you can easily get around by putting a second Energy on the Lucario and Melmetal-GX, to gain the Energy discard effect. Once you can get the game to the point where neither player can OHKO the other, then you should be able to win, thanks to [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”name”][/card].
Reshiram & Charizard-GX
Regardless of which Zacian V deck you’re playing, Metal Frying Pan is the key to the matchup. With Metal Frying Pan attached, Zacian V will be able to withstand Flare Strike without getting Knocked Out. Since a Pokemon with Metal Frying Pan attached no longer has Weakness, it will also be able to withstand attacks from [card name=”Heatran-GX” set=”Unified Minds” no=”25″ c=”name”][/card] or [card name=”Volcanion” set=”Unbroken Bonds” no=”25″ c=”name”][/card]. Without Metal Frying Pan, they’ll have plenty of ways to get easy KOs, but with it, the only easy KO they’ll be able to get is via their GX attack. If you can, avoid benching any Zacian V until you have a Metal Frying Pan to attach to them. Likewise, you’ll want to prioritize finding those Metal Frying Pan when using Wishing Star.
This is a matchup where you won’t want to use Full Metal Wall GX, as the damage reduction is not nearly worth the liability of putting a three-Prize Pokemon on the field. They’ll get one OHKO no matter the damage reduction, via either Double Blaze GX or Hot Burn GX; you want to give up as few Prizes as possible against that attack. Moreover, Full Metal Wall GX doesn’t actually help with preventing most knockouts; in order to survive a Flare Strike, Zacian V will still need to have a Metal Frying Pan attached, to negate Weakness. Altered Creation GX, on the other hand, can be quite useful, as it brings the Reshiram and Charizard-GX to within OHKO range (with Shrine of Punishment in play). It will also negate any Prize advantage your opponent might gain by attempting a non-GX strategy.
This matchup tends to go well if you can find the Metal Frying Pan, and poorly if you can’t. Zacian V does seem to have the advantage in terms of consistency, since [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card]’s reliance on Welder can leave it in some difficult situations, but this matchup is pretty close in the long run.
Blacephalon
[cardimg name=”Metal Frying Pan” set=”Forbidden Light” no=”144″ align=”right” c=”none”][/cardimg]
As far as tough matchups for Zacian V, [card name=”Blacephalon” set=”Unbroken Bonds” no=”32″ c=”name”][/card] might be at the top of the list. Even with Metal Frying Pan attached, Blacephalon doesn’t have too much trouble getting OHKOs. Even if Zacian V does manage to run hot enough to string KOs even while constantly having to replace the Zacian V, it’s still going to lose since it gives up an extra Prize per KO. In this matchup, the Arceus and Dialga and Palkia-GX version is decisively better than the Lucario and Melmetal-GX version. Lucario and Melmetal-GX is an absolute liability against Blacephalon, whereas Arceus and Dialga and Palkia-GX makes this matchup somewhat tolerable. With the Arceus and Dialga and Palkia-GX version, you’ll want to use Altered Creation GX as soon as you can, so that you can start taking two Prizes per KO. If the Blacephalon player doesn’t manage to OHKO the [card name=”Arceus and Dialga and Palkia-GX” set=”Cosmic Eclipse” no=”156″ c=”name”][/card] after it uses Altered Creation GX, then Zacian V will win most of the time, so long as it hasn’t already fallen behind. If they do get off the OHKO, then your best bet will be to use [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] when they get down to one Prize, which will ideally cause them to miss a KO. You’ll want to save your [card name=”Metal Frying Pan” set=”Forbidden Light” no=”112″ c=”name”][/card] for that last Zacian V; this increases the number of Fire Energy that they’ll need by two. If they’re playing the [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] version, then you also want to be active with your use of Marnie. Whenever you can use it after they use Green’s Exploration to find another Green’s Exploration, the probability will be low that they’ll be able to draw into another one—this is where the fact that they don’t shuffle in from Marnie becomes handy! With the Defensive Zacian V version, your best bet in this matchup is disruption, with Marnie, Reset Stamp, and Chaotic Swell. With any luck, you can get them to miss enough attacks so that you can win, but it isn’t terribly likely.
Zacian V
Arceus and Dialga and Palkia-GX vs. Arceus and Dialga and Palkia-GX
In the Arceus and Dialga and Palkia-GX mirror match, the key is to be as aggressive as possible with regards to using Altered Creation GX. With that effect in place, the Arceus and Dialga and Palkia-GX lists don’t have a way to prevent a OHKO from Brave Blade. This matchup is typically a quick one; it’s also the most boring of the three Zacian V vs. Zacian V matchups, as there isn’t much that you can do to turn the matchup once you fall behind. If you can, make sure to get a KO with Arceus and Dialga and Palkia-GX, as it’s the one thing you have that can’t be Knocked Out in one hit. If you can do so with a [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] in play, that’s even better, as you can then target your opponent’s Arceus and Dialga and Palkia-GX for a four-Prize KO to end the game, whereas your opponent will only get three Prizes on their end, since your Arceus and Dialga and Palkia-GX will then be KO’d by the damage from Shrine of Punishment, and not the attack.
Lucario & Melmetal-GX vs. Lucario & Melmetal-GX
In contrast to the Arceus and Dialga and Palkia-GX mirror match, the [card name=”Lucario and Melmetal-GX” set=”Unbroken Bonds” no=”120″ c=”name”][/card] mirror match is much slower, and much more strategic. The most important aspects of this matchup are the Catcher effects and the switching effects. Since most of the game will be trading two-hit KOs, you’ll immediately gain an advantage if you can switch away from one of those KOs. In theory, you can mitigate one of the attacks entirely with Mallow and Lana, but you’ll have to use it twice on Zacian V in order to do so; Brave Blade’s damage is such that it can still get a two-hit KO if only one Mallow and Lana is used, even with Full Metal Wall GX in place.
Whether or not to use Lucario and Melmetal-GX in this matchup can be a bit tricky. On one hand, Full Metal Wall GX may not be relevant; Brave Blade can’t OHKO Zacian V, so long as it has a Metal Frying Pan attached. However, if the opponent is playing Galarian Perrserker or [card name=”Faba” set=”Lost Thunder” no=”173″ c=”name”][/card], then the Full Metal Wall effect is necessary in order to prevent that KO. The other complicated factor is that Lucario and Melmetal-GX can end up being a liability, since it can be brought to the Active via [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”name”][/card]. If you do use Full Metal Wall GX, you’ll want to do so with a Metal Frying Pan attached to the Lucario and Melmetal-GX, as well as with a Mallow and Lana in your hand. That way, if your opponent does hit you with Brave Blade, you can mitigate enough of the damage so that they’ll still need two hits to KO it. Without both of those factors, you’ll have effectively given your opponent a free Catcher KO—which can decide the game. To combat the Mallow and Lana play, try to keep a Marnie in your hand, so that you can disrupt your opponent when they try to make the same move. You can also try to time it so that you use Full Metal Wall GX when you have two Energy attached, and can discard multiple Energy from your opponents attacker. This move can not only buy you a turn in the immediate aftermath of the GX attack, but it can also pay dividends later, as your opponent will have to use more resources than you to maintain their attacks.
Arceus and Dialga and Palkia-GX vs. Lucario & Melmetal-GX
The Arceus and Dialga and Palkia-GX vs. Lucario and Melmetal-GX match is one of the more intriguing matchups that I’ve seen recently. There are so many various modifiers, that it turns into a bit of a chess match. Altered Creation GX and Full Metal Wall GX effectively negate each other in terms of damage. Metal Frying Pan can then prevent the OHKOs, but that can be negated by either [card name=”Lysandre Labs” set=”Forbidden Light” no=”111″ c=”name”][/card], Faba, or Galarian Perrserker. Healing, switching, and timely use of ‘Catcher effects are all important. All things considered, the matchup tends to be a close one!
To win it, the key is to get into a position where your modifiers are better than your opponent’s. Both players should aim to use their GX attacks quickly, either so that they can take advantage of the period in which their effect is active but not their opponents, or to negate their opponents GX attack advantage. There isn’t one easy way to play this matchup, as the ideal strategy depends on who has what cards/effects up at what time. Be sure to conserve your ‘Catcher effects and Mallow and Lana for times when they are most impactful; that is, they can get you a two-Prize KO, or save you from giving up Prizes yourself. Finally, be wary of Reset Stamp, as it can be a decisive factor in a matchup this close.
With that, we’ve come to the end of this article! Right now, if you were looking to build only one of these two lists, I would recommend the build that most closely matches your preferred playstyle. That is, if you prefer defensive decks, go with the Lucario and Melmetal-GX build; if you prefer offensive decks, go with the Arceus and Dialga and Palkia-GX build. Both of these decks have been a ton of fun to test out, and their early success points to a bright future for fans of this Legendary, so if you’re looking for something both new and good, be sure to give Zacian V a try! As always, if you have any questions, don’t hesitate to message me, or to post here or in our PTCG Subscriber’s Hideout—I’ll try to respond as soon as I can!
Thanks for reading!
–Zak
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