Optimal Dragapult VMAX — Keeping It Simple
It’s been almost two months since I last talked about [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card], so it’s that time again! The Standard format gatekeeper, the slayer of [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card], the purple peril. Dragapult VMAX has taken many different forms since it came onto the scene in mid-May. Let’s start with what I introduced during my last time talking about it—my previous list played many single Prize techs: [card name=”Phione” set=”Sun and Moon Black Star Promos” no=”SM220″ c=”name”][/card], [card name=”Oranguru” set=”Sword and Shield” no=”148″ c=”name”][/card], [card name=”Mewtwo” set=”Sun and Moon Black Star Promos” no=”SM214″ c=”name”][/card], and [card name=”Mew” set=”Sun and Moon Black Star Promos” no=”SM215″ c=”name”][/card], all alongside [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card]. Each might have merit but, after many games played and analysis of other top lists, it’s best to keep this deck simple. Aside from the cast of Pokemon, the list I introduced ran [card name=”Team Yell Grunt” set=”Sword and Shield” no=”184″ c=”name”][/card] and [card name=”Giant Bomb” set=”Unified Minds” no=”196″ c=”name”][/card], techs which have also quickly fallen out of favor. Team Yell Grunt still has merit in mirror matches but it’s unlikely that you’ll find the time to use it when you still need to dig for Energy. I was impressed by the inclusion at first but no so much anymore. Giant Bomb also found its way into lists from the start but now you won’t see a Dragapult VMAX list coming anywhere near the Trainer card. Folks have found that this deck operates best when it’s just attacking, especially when that’s as soon as possible! [card name=”Energy Spinner” set=”Unbroken Bonds” no=”170″ c=”name”][/card], four [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card] and [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”name”][/card]counts, as well as thick Supporter lines are preferable. I’d skip techs for the most part, but know that you could choose to add them in if you really need to. Galarian Zigzagoon is really the only Single Prize Pokemon you should have outside of [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] in a skeleton list.
[cardimg name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ align=”right” c=”none”][/cardimg]
Some Dragapult VMAX have played [card name=”Crushing Hammer” set=”Emerging Powers” no=”92″ c=”name”][/card]. I was a proponent to this for a while but I am steadfast in believing that consistency is superior at this juncture. The numbers and typing are there, Dragapult VMAX dons 320 HP, and virtually nothing can one-shot it easily in this format. You’ll have ample time to set up another, provided you achieve the first, and from there, you can very easily map your Prizes with the damage counter manipulation. If you remember M Pokemon-EX decks, more streamlined ones like [card name=”M Manectric-EX” set=”Phantom Forces” no=”120″ c=”name”][/card], often you’d see those decks built in a very reserved fashion, simply playing a four-four line of both the Pokemon-EX and the M Pokemon-EX, four of the “Spirit Link” cards, then padding the rest out with consistency measures. M Pokemon-EX decks were overlooked at first because they were assumed to be cripplingly inconsistent, and while not the case with Dragapult VMAX (it was hyped from the beginning), the archetype is at a crossroads at this time where the competitive player base needs to form a consensus on this deck. Is the best route just consistency, or is it with Crushing Hammer or other disruption?
For me the answer is clear, the consistent approach is something that Tord Reklev has made a staple of any deck he runs. He recently brought his own Dragapult VMAX recipe to the official Pokemon Players Cup Invitational tournament where he won, taking down some of the game’s best players. I’ve made a few changes to his list, but the skeleton is there. [card name=”Acro Bike” set=”Primal Clash” no=”122″ c=”name”][/card] was a nice addition and I enjoy the space saved by cutting [card name=”Switch” set=”Roaring Skies” no=”91″ c=”name”][/card] in favor of more [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”name”][/card]. Skip Crushing Hammer, skip the disruption, skip [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card]; Dragapult VMAX is at its best with a consistency-based list!
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[decklist name=”.” amt=”60″ caption=”” cname=”Dedenne-GX” set=”Unbroken Bonds” no=”57″][pokemon amt=”15″]4x [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”deck2″ amt=”4″][/card]4x [card name=”Dragapult V” set=”Rebel Clash” no=”92″ c=”deck2″ amt=”4″][/card]4x [card name=”Jirachi” set=”Team Up” no=”99″ c=”deck2″ amt=”4″][/card]2x [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”deck2″ amt=”2″][/card]1x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”36″]4x [card name=”Professor’s Research” set=”Sword and Shield” no=”178″ c=”deck2″ amt=”4″][/card]4x [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”deck2″ amt=”4″][/card]3x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ divide=”yes” amt=”3″][/card]4x [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”deck2″ amt=”4″][/card]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]4x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”4″][/card]4x [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”deck2″ amt=”4″][/card]3x [card name=”Escape Board” set=”Ultra Prism” no=”167″ c=”deck2″ amt=”3″][/card]2x [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”deck2″ amt=”2″][/card]2x [card name=”Energy Spinner” set=”Unbroken Bonds” no=”170″ c=”deck2″ divide=”yes” amt=”2″][/card]2x [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”deck2″ amt=”2″][/card][/trainers][energy amt=”9″]5x [card name=”Psychic Energy” set=”Evolutions” no=”95″ c=”deck2″ amt=”5″][/card]4x [card name=”Horror P Energy” set=”Rebel Clash” no=”172″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
Explanations
Four Dragapult V and Four Dragapult VMAX
It sounds simple, but having this maxed out line is just another out to setting up. In addition, each Quick Ball that doesn’t need to take [card name=”Dragapult V” set=”Rebel Clash” no=”92″ c=”name”][/card] is free to go for something else, even a Jirachi or [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card]. So many lists have gone as low as a three-three line, but four-four takes this deck to its best. You’re going to set up earlier, more often, and more stably with this lineup.
Two Galarian Zigzagoon
You should have the Bench space for two, but two is mostly for prizing. Again, much like with your Item search cards, the extra Galarian Zigzagoon can save you a [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”name”][/card] for later if you don’t have to use it to reuse Headbutt Tantrum. In general, these set up better math for Max Phantom and you will use them very often. One of my favorite plays is to clear an opponent’s board of Jirachi, using two Headbutt Tantrum Abilities and a [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card] to get rid of them both. There’s lots of versatility with this card and it’s critical to the deck’s success.
Four Professor’s Research and Four Marnie
Begone haters, [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] is better than [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”name”][/card]! I believe it myself nowadays and that is certainly the case with this deck. Cynthia doesn’t disrupt your opponent and that alone is worth the redacted card. So many decks build huge hands that putting those cards on the bottom of the deck is often better than a shuffle-draw because they have to then shuffle their own deck to access those cards through means of drawing. Four [card name=”Professor’s Research” set=”Sword and Shield” no=”178″ c=”name”][/card] is obvious for this deck. You can afford to discard resources when you’re on the hunt for important cards, like Energy. That’s the biggest thing I’ve found with this deck: it can’t afford to miss Energy attachments since there’s no way to make up for them. Malamar would be a way to do so, but it’s inconsistent and bogs up the deck. It’s like making the deck less consistent to buffer one of its weaknesses, when you can just be more consistent in the first place and do both of those things at once.
Four Acro Bike
Somewhat new to [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card] decks, [card name=”Acro Bike” set=”Primal Clash” no=”122″ c=”name”][/card] only makes the deck more consistent. You are playing extra copies of your main attacker now, and your deck already has some fluffed out counts of important cards like Jirachi that you can definitely part with. This makes Acro Bike a nice dig to get closer to what you’re specifically looking for! I love having all four.
Three Escape Board
This list doesn’t play Switch, which it can afford to do, instead, Escape Board serves as your out to Paralysis, and way to move things around. Dragapult VMAX can retreat for just one Energy, so with Escape Board on you can do that for no cost at all. It’s still the designated pivot for Jirachi, it’s original purpose in the deck.
Two Reset Stamp
This deck usually gives up a Single Prize Pokemon at some point, so after your first Dragapult VMAX goes down, you’ve unlocked a [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] to two cards. Reset Stamp in this deck punishes opponents harder than anything else, as the spread damage ramps up so much down the stretch. Max Phantom might not even seem like the greatest attack to begin with but the more times you use it with little resistance in return, it gets better and better. Reset Stamp feels like a must in this deck because it can be attributed to so many wins. Each Reset Stamp can work out to be an additional attack or two where you’re not at risk of being return-Knocked Out. This said, you’ll ramp that spread damage up more and more and present a lethal play in the turns to come.
Two Energy Spinner, Five Psychic Energy, and Four Horror Psychic Energy
You don’t want to miss Energy and one of the things I really missed in my original list was the exclusion of [card name=”Energy Spinner” set=”Unbroken Bonds” no=”170″ c=”name”][/card]. It’s such a great grab off Stellar Wish and improves your opening turns. Getting the first turn Energy play leads to a lot of wins and your winning percentage overall drops considerably if you miss it. It only makes sense to add another card that can find Energy, then, for that reason. I like the five-four split of Psychic Energy and [card name=”Horror P Energy” set=”Rebel Clash” no=”172″ c=”name”][/card] at this point, the only consideration would be upping it even further, which is unnecessary.
Two Shrine of Punishment
Reklev played [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card], so I’ve been trying them. The Stadium slot is by far the biggest question for me in this deck in general because [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card] has its merit as well. I’ve even seen [card name=”Blizzard Town” set=”Unified Minds” no=”187″ c=”name”][/card], although I’m afraid that it is terrible. Shrine of Punishment makes some sense because against [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] after a few ticks you can realistically put some of their Pokemon into easier Knock Out range. To the same tune, Power Plant against that deck with a Reset Stamp in the late game can give you a chance. In general, I view these two slots as cards to try to beat Pikachu and Zekrom-GX decks. It’s by far your worst matchup and playing something to try and beat it only makes sense, such an automatic loss is undesirable. Many Lightning-type decks are only running one [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card] as their Stadium card right now, so you can “lock in” a counter Stadium immediately and let the damage flow if you’re using Shrine of Punishment. Granted, some play [card name=”Marshadow” set=”Unbroken Bonds” no=”81″ c=”name”][/card], so you might have to worry about that too. If they lead with their Thunder Mountain Prism Star, then you play your Shrine of Punishment, then they use Resetting Hole. You’ll win the Stadium war and get your own Stadium to stick. Anyways, I am set on Shrine of Punishment right now, but Power Plant follows closely behind. If for nothing else, it sets up Dedenne-GX so you can be more aggressive without having to place damage counters on it with Max Phantom.
Options
I really like the Trainers in this deck and don’t think there’s much room if any to mess with them. You could shave off consistency, but that’s never a great idea. Pokemon are the best techs for this deck so here they are, they are many in number!
Giratina LOT
[cardimg name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ align=”right” c=”none”][/cardimg]
The first of the [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”name”][/card] options is spread-focused. I personally like more [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card]. Distortion Door might deal more damage, but it’s harder to pull off since you have to discard it, and it’s harder to reuse. Overall, more Galarian Zigzagoon is just better.
Giratina UNM
Dimension Breach can sometimes body an opponent, it depends. A reactive card like this is okay when Special Energy counts go up, but since only a few decks play them I don’t like it a whole lot. One of the best applications is in a mirror match when they have two Horror Psychic Energy on a Dragapult VMAX, if it’s Active you can fully clear it and maybe get a few extra turns of attacks with little blow back. There’s some application against Pikachu and Zekrom-GX because of [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”name”][/card], but don’t count on a full clear.
Lycanroc
This is the coolest inclusion available, giving you a decent chance against Pikachu and Zekrom-GX. Boiling Blood can one-shot them if they’ve got a Speed L Energy attached. Now all this comes with a massive caveat, you’re going to have to run either [card name=”Evolution Incense” set=”Sword and Shield” no=”163″ c=”name”][/card] or [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”name”][/card], both of which are not great. In addition, once your opponent knows you have this guy they can just not play down Speed Lightning Energy if possible to avoid one-hit Knock Outs. With tournaments online and open decklists being the norm, I don’t think [card name=”Lycanroc” set=”Cosmic Eclipse” no=”124″ c=”name”][/card] is a great choice.
Mew
Bench Barrier improves your chances against Pikachu and Zekrom-GX just so slightly, but I’ve found that if they get to the point where they can afford to commit extra Energy to an attacker like that to get the Bench damage, well, you’ve usually already lost. So [card name=”Mew” set=”Sun and Moon Black Star Promos” no=”SM215″ c=”name”][/card] isn’t amazing, but it’s something.
Mewtwo
[card name=”Mewtwo” set=”Sun and Moon Black Star Promos” no=”SM214″ c=”name”][/card] is solid in any deck that runs [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”name”][/card], especially in one that plays [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card]. It’s a decent inclusion but with so many Supporters in the deck already I’ve found it to be lacking. You really don’t need to recover anything, especially with three [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card], you’d probably cut one of those for the Mewtwo itself if you wanted it.
Mimikyu
[card name=”Mimikyu” set=”Cosmic Eclipse” no=”97″ c=”name”][/card] can stop [card name=”Oricorio-GX” set=”Cosmic Eclipse” no=”95″ c=”name”][/card], that’s the best use of this card right now. Formerly, this would have been an inclusion for [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] decks, but Dragapult VMAX already squares up nicely with the deck due to its Psychic Weakness. [card name=”Jirachi-GX” set=”Unified Minds” no=”79″ c=”name”][/card] can also be climbed over with Shadow Box. I’ve very satisfied with the list as-is right now so I’m not super into any of these tech options, but I want to overview them all still so you have the information for yourself. Making an informed decision with the last few slots available to you in a decklist is always a must!
Mr. Mime
[card name=”Mr. Mime” set=”Team Up” no=”66″ c=”name”][/card] ruins Combo [card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card], so if you’re unsure about that matchup you might want to reserve a space for it. However, that deck is playing [card name=”Zamazenta V” set=”Sword and Shield” no=”139″ c=”name”][/card] now, so it’s harder regardless. Scoop-Up Block really does nothing against any other matchup, so it’s best to be avoided for other reasons.
Phione
[card name=”Phione” set=”Cosmic Eclipse” no=”57″ c=”name”][/card] forces undesirable targets up in fringe situations and in those spots it’s solid. It puts an opponent into a pickle where they might ruin their setup or otherwise. It sometimes has value, but other times it’s just a throwaway card. I think I’d skip it!
Matchups
Baby Blacephalon: Slightly Favorable
Four [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] helps in the matchup against Baby [card name=”Blacephalon” set=”Unbroken Bonds” no=”32″ c=”name”][/card]. Most lists have gone away from it, but those with [card name=”Heatran-GX” set=”Unified Minds” no=”25″ c=”name”][/card] and [card name=”Victini V” set=”Sword and Shield” no=”25″ c=”name”][/card] give you a good run for your money. They can pair together to Hot Burn GX for a lot of damage, if not a one-hit Knock Out, and the Energy recovery with Spreading Flames puts on a lot of pressure. Then using [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card], they can finish you off with Mind Blown for an OHKO. This has become unpopular for whatever reason, probably because the additional two-Prize Pokemon hurt a lot in almost every other matchup. The typical list is just all in on Fireball Circus, and as such, Marnie is going to be the MVP. Use Marnie early and often and target down [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] with your Bench damage counters. [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] is just icing on the cake; the times you lose to the traditional list are going to be early blowouts where you just don’t stabilize. Thankfully, this list does that quite well with all the extra consistency cards. Prioritize getting a [card name=”Dragapult V” set=”Rebel Clash” no=”92″ c=”name”][/card] and an Energy on it each turn one and choose to go first. Play for the late game because the longer the game goes, the more you’re favored! The damage counters add up and your advantage is pushed more and more.
Combo Zacian V: Even
Zamazenta V has become such a common conclusion that this matchup is closer than ever. Against it, you need to leave at least two Dragapult V on the Bench. You can slowly power these up with Basic Psychic Energy so that they aren’t discarded with Assault Tackle. Max Phantom can still place damage counters on a Zamazenta V that’s on the Bench, so in the early game you can soften it up. Shred, also, hits it for damage. The thing about Zamazenta V is that if someone’s playing it, they’re going to have to force it out. [card name=”Metal Saucer” set=”Sword and Shield” no=”170″ c=”name”][/card] must be played in the process and in all of this your opponent is playing away from the typical Zacian V strategy. Henceforth you are just going to try tanking hits, Marnie when your opponent gets a big hand, and counter playing the Zamazenta V when it becomes a problem. If your opponent puts single prizers in play, try to take Knock Outs on them before they Scoop Up Net them out of play. Your Prizes will typically be a Zacian V, the Zamazenta V, and two single prizers. If you have the fortune of facing an opponent that puts [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] down, then you might choose to do that instead of one of the aforementioned targets. Remember you have three Boss’s Orders, if the opportunity is there to just dodge the Zamazenta V completely, take it. When an opponent is in the right mindset with the card, they should limit their field of things you can take down and win the game by avoiding the Zamazenta V entirely. Try to avoid putting your own Dedenne-GX down if you can, as they can combo on it for three Prizes and then take down just one [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card] to win the game. Reset Stamp is super powerful in the late game, especially if you can Knock Out their Oranguru and remove that as an additional card draw.
Dragapult VMAX: Even
The mirror match is extremely dependent on who goes first. That, and who misses an Energy drop. As long as you can keep pace on Energy, you’ll be fine. Going first is a huge advantage, don’t get me wrong, but all you can do is play to your outs. Try not to give your opponent many single-Prize Pokemon, as those will add up to the reward for a Dragapult VMAX in no time. Avoid putting Dedenne-GX down as well, in a perfect scenario you’re going to just use one to two Jirachi and then two Dragapult VMAX. After the first goes down, as well as those two Jirachi, you’ll have a Reset Stamp to one built and that could be just the tempo shift you’re looking for to finish things up. [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card] might need to come down to finish a Knock Out, but [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”name”][/card] it immediately (and your Jirachi if you can for that matter) before it becomes easy pickings. Never, ever let an opponent get even on Prizes because you put too many squishy targets down. Try not to play [card name=”Horror P Energy” set=”Rebel Clash” no=”172″ c=”name”][/card] before Psychic Energy in this matchup, out of fear of [card name=”Giratina” set=”Unified Minds” no=”86″ c=”name”][/card].
Pikachu and Zekrom-GX: Slightly Unfavorable
[cardimg name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ align=”right” c=”none”][/cardimg]
This is your toughest matchup. Going first really helps here as well, provided they miss the first turn attack playing second. If you can get the first attack in, you have a good shot at winning. Taking efficient Prizes in this matchup is critical, if your opponent isn’t playing Jirachi that probably means you’re going to try to Knock Out two Tag Team Pokemon-GX if they’re available to you. Much of this matchup comes down to catching breaks with your opponent whiffing on either Marnie or Reset Stamp. You’re going to have to attack at least four times to win and the problem comes in that your opponent can win in three, depending on [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card]. Don’t waste damage counter placements on anything outside of the Knock Outs that you’ve planned, probably two Tag Team Pokemon-GX (unless single-Prize Pokemon are played) and do your best.
Conclusion
Dragapult VMAX continues to be this format’s gatekeeper to a lot of decks; many single prizer decks would be playable if not for it for instance. In order for any deck to be remotely successful, you need to make sure you can beat it, or at least have a chance against it! This deck is a great neutral play for any event as it holds its own just by being the best deck in the format. Reach out in the Subscribers’ Hideout with any questions. Take care, thanks for reading.
-–Caleb
Follow me on Twitter @shredemerptcg.
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