The Nitty Gritty — How to Improve Your Nationals Game Plus My Top Deck for Nationals

Hello again everyone! We’re at a busy time of the year for the Pokemon community here in the North America as the U.S. and Canadian National Tournaments are only weeks away. We’ve also received a lot of news over the course of the last couple of weeks about stipends, Steam Siege being legal for Worlds this year and brand new cards that have been revealed from the upcoming set. However, the main focus for many players, myself included, is on Nationals. Personally, I’m really excited about Nationals this year since it’s in my home state of Ohio and the prize structure has been completely changed this year. First place now receives $10,000, which is a dramatic increase from previous years and should promote an extremely competitive atmosphere this year.

As a result, I’ve decided to take a step back and give out some advice on how to excel at large tournaments like Nationals by what you do before and during the tournament rather than what deck you decide to play. No matter how good your decklist is or how confident you are in your matchups there are what I call the “behind the scenes” players that can factor into the outcome of your entire day. Time management, mental preparedness, and playing the field are just a few of the topics I’ll be dissecting for you that can help or hinder your overall performance throughout the day. Many times your entire day can come down to not what deck you play but how you react to certain situations and how prepared you are for the tournament as a whole.

Pokemon is a lot like a strategy game because you have to think several steps ahead of your opponent to come out on top. There is a mental aspect to Pokemon that can drain you physically as well as mentally. By taking the proper steps to prepare your body and mind for a long day of competitive Pokemon, you will see an increase in your level of play, which will lead to a more substantial run for the ultimate prize of National Champion.

Be sure to stick around at the end of the article for a look at my top choice right now for Nationals as well! Without further adieu, let’s jump right in!

Before the Event

Know Your Meta

I know I said that being confident in matchups and your decklist will only get you so far throughout an event, but they are admittedly two of the most important factors going into any tournament. If you play a deck that struggles against the meta, then you’re going to struggle to win throughout the day. That’s why it’s crucial that you know your meta before you walk into the event. If you know what you’re going into, you can more effectively prepare for the event, which will give you an edge in the long run.

The meta this year is looking to be a mix of [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card], [card name=”Greninja” set=”BREAKpoint” no=”40″ c=”name”][/card], and Night March with some fringe decks such as [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] / Friends (WaterBox), [card name=”Wailord-EX” set=”Primal Clash” no=”38″ c=”name”][/card], and [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] variants. While not a complete breakdown of what I’d expect to see at the event, I think the primary focus of testing for many people should be against the main three decks of [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card], [card name=”Greninja” set=”BREAKpoint” no=”40″ c=”name”][/card], and Night March. Those will most likely be the most prominent decks to watch out for during Nationals this year. As a result, I would choose something that can beat at least two out of the three threats while still having solid matchups against some of the more fringe decks mentioned earlier.

Playtest

[cardimg name=”Imakuni?” set=”Generations” no=”63″ align=”right” c=”custom”]What’s the play?[/cardimg]

Figure out which decks you think will be the most potent plays for the tournament and experiment with them. Deckbuilding is a crucial component of the Pokemon TCG and playtesting is an important part of the deck building process. Get with a group of friends and build the decks you think will be popular during the event and play around with all of them against different matchups. If you have an idea for a deck you think can succeed, don’t be afraid to try it out against established archetypes to see how it holds up. Not only will you see if a deck can contend with already tried and true decks in the format, you’ll also gain an understanding of how to play against specific matchups. By playing with established decks, even if you don’t intend on playing them, you’ll know at the very least how another player would play the deck and what their goals are so you can counter them or play around them during a match. Knowing how a deck operates and how it goes about obtaining its goals will give you an edge whenever you encounter those decks later on.

If you cannot afford to build multiple decks for whatever reason, consider using resources such as the Pokemon Trading Card Game Online. These are also useful for the testing process and will yield similar results as playtesting in person. However, I would recommend playing in person because you can constantly question and reverse your plays as you figure out how to play a certain deck. For example, if while in a game you play two [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card] you can think for a bit longer about what you want to take from your discard or change your mind at any point since you aren’t in a sanctioned match. This helps a lot to teach you what the optimal plays in certain situations are and makes it easier for you to make those same decisions during an actual tournament. However you choose to go about playtesting doesn’t matter as long as you understand your deck, the other decks in the field, and how to overcome obstacles well in advance of the tournament.

The other advantage of taking time to playtest is that it allows you to try out different techs and variations of decks. Experimentation is how great decks are made and how consistent, versatile lists are created. Don’t be afraid to try out cards that aren’t common in most decks. While most of the time they don’t work out as well as you’d want, sometimes you find that one card that makes a huge difference for a certain matchup.

Remember also that you’re going to be playing a lot of Pokemon at large events, so pick something that you won’t feel exhausted playing for a full ten rounds. Some decks, especially lock decks, can be draining to play over time since most of the matches are longer and get drawn out more. If you do choose to play a deck like this, get ready to be playing for a long time. I’ve found that at big events you should stick with your gut and play a deck that you are comfortable and confident with playing. It makes the long day seem a bit shorter and helps you get through it without wanting to tear your hair out.

Rest Up

This may seem like an obvious assessment, but for large tournaments such as Nationals or even Regionals, being well rested is extremely important. The tournament starts early in the morning and won’t let out until late into the evening meaning you’ll be up and about for at least 12 hours before you’ll be able to sleep again. Nationals is a marathon, not a sprint. Conserving energy is going to be beneficial in the long run because it will help keep you on your toes throughout the day and keep you from making obvious mistakes that you might otherwise make. It’s a lot easier to fall into simple pitfalls when you’re tired such as forgetting to search your deck completely and misplaying at crucial points in a match.

It could also be beneficial to take some time to get out of the convention center for a few minutes to recharge and stretch your legs. Take advantage of lunch breaks and eat something to keep you going. I know a lot of people stay up late getting in that last bit of playtesting or making those last minute changes to your deck, but set aside time to sleep, and wake up early enough to get down to the tournament area on time.

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During the Event

Time Management

Now that you’re well rested and have a deck you feel confident in playing, it’s time to look at some of the other factors that come up during the event that will help you throughout the day.

Watch the clock.

The first one is a big one. In the Pokemon TCG, you have two opponents in every match you play: the player across from you and the clock. We’ve had the best-of-three 50 minute rounds for a while now, but a lot of people are still struggling to finish matches on time. There are a few things you can do to better manage your time in every round to try and avoid those annoying ties. Having too many ties is a good way to miss the cut for day two and have your Nationals run cut short. The number of times I’ve heard “I needed one more turn” or “I needed one more minute” is astounding and seems to be common problem for a lot of players, so let’s dive into some things you can do easily to avoid ties.

The biggest way I’ve been able to overcome getting ties is by wearing a watch to events. Being able to keep track of time throughout a round is vital since you don’t have a lot of time to work with. Knowing how a long a single game lasted or how much time is left in the round gives you a serious edge during the event. You cannot wear smart watches or watches that have an alarm on them as per the rules of Pokemon, but any other simple watch will do the trick. Last year at Nationals they had timers set up around the tournament area that displayed the time left in the round, which was a very useful and welcomed addition to Nationals. I don’t know if that will return this year, but I hope it does since it helps players make better decisions. There were some areas where it was a bit difficult to see the timers, so even if they do show up again I would suggest bringing a watch just in case.

There are also ways to manage your time throughout the game. One big way to create more time for yourself is to take some extra time at the beginning of the game to search your deck thoroughly to find counts of important cards such as evolutions, Supporters, and important Items like [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card]. In the long run, it will save you time because you know exactly what’s in your deck throughout the entire game. During your opponent’s turn, search your discard to count how many of certain resources you’ve used so you can plan out your next turn in advance and know what all is left in your deck. This will not only help you prepare for the following turns, it will also keep you from having to do that during your own turn. There are times when you need to search your discard pile or your opponent’s during your turn, but those are usually for specific cards.

Besides managing your own time, keep track of how much time your opponent is taking on their turns. Sometimes there are difficult decisions that need to be made, so players take extra time to think out their options. While this can be understandable, there are also times when your opponent is purposefully trying to draw out time for a win or tie. When it gets down to the end of the game, keep track of how much time your opponent is taking during every turn. If they only have a few cards in their hand and have been passing for the last couple of turns, they probably don’t have a lot of options. If they try to take up time by searching through discard piles multiple times without making any actions, feel free to ask them politely to make a move. This is a somewhat controversial topic in the Pokemon community because it can be perceived as rude, but it is to counter an action that infringes on the rules and spirit of the game. Don’t rush your opponent to make moves. They have a certain amount of time to complete an action every turn so they are welcome to do so, but if they abuse the system, it’s okay for you to ask them to make a move.

Keep Track of the Game State

One big reason that players fall behind an opponent and make mistakes is because they aren’t keeping track of the game state as a whole and they don’t keep track of actions they have taken. Large tournaments like Nationals require players to win a lot of games to make it into the second day of the event. Playing multiple Supporters in a turn, forgetting to lay out Prize cards, and other illegal / irreversible actions will lead to game losses, Prize penalties and other penalties that will overall affect how your day turns out. Many of the minor mistakes such as forgetting what cards have been played during a turn will lead to negative consequences for you throughout the day.

By paying attention to the game state, you’ll always know when Supporters, Energy, and the like have been played throughout both you and your opponents’ turns. This will help to eliminate any discrepancies between you and your opponent as well as help speed up the process of play. It will additionally prevent any easily avoidable pitfalls you could fall into if you weren’t paying attention. Stay focused and alert during the entirety of every match. Otherwise, you may start making mistakes you wouldn’t normally make.

[cardimg name=”Judge” set=”BREAKthrough” no=”143″ align=”right” c=”none”][/cardimg]

Don’t Be Afraid to Call a Judge

Despite what some people say, the judges are there to make sure that players are playing fairly and to resolve any issues between players. If you and your opponent can’t agree on a ruling, call a judge. If a player performs an illegal action, call a judge. If your opponent is slow playing as discussed earlier, call a judge. While it is an annoying process, it will help you in the long run if you call a judge. While they aren’t perfect and all knowing, they can resolve issues between players and smooth out any bumps you might have throughout the day. If you don’t like a judge’s ruling or if they have it wrong, you are free to appeal to the Head Judge who will resolve it as well. However, the ruling the Head Judge makes is final and cannot be reversed. By calling a judge over to an issue, the judging staff also knows who to look out for throughout the rest of the event. This helps catch cheaters more easily and punishes players who try to take advantage of others to succeed.

However, give your opponent a chance to correct themselves if it’s a minor issue such as slow play. They may just be a slow player and need to be reminded to keep a good pace of play. If the issue persists, that is the time to call a judge over to help resolve the problem. For major issues, call a judge over immediately to resolve it. Resolving the issue yourself will waste time and may corrupt the game state even more. When in doubt, call a judge over.

Stay Optimistic

A loss or a tie can devastate players because it could knock them out of contention for cut or ruins a streak they had built up all day. There can be a lot of pressure to keep winning and anxiety can get the best of you, potentially leading to misplays throughout a match. The best thing you can do is keep a positive mindset throughout the entirety of the event and go into each round confident. If you start to feel nervous or stressed, take a moment to step outside of the event center and catch your breath. Surround yourself with people who will support you and support the people around you. Don’t let negative emotions linger with you into a round because it does affect how you play, how you make decisions and how you interact with other players. No matter the situation, go into it with confidence.

Keep these tips in mind before and during the event, they are helpful for every level of tournament. Remember that Nationals is a marathon not a sprint. What works well in a League Challenge may not apply to Nationals. Choosing a deck that you think will win in the long run will get you farther than a deck that can counter your local league. Hundreds of people are aiming for the same prize you are, so take that into account as you prepare for the National Championships.

A Look at Vespiquen

Now let’s look at what I think is a stellar play for Nationals as of right now: [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card]. Keep in mind that we still have some time until Nationals begins so this list and whether or not I continue to play it are still up in the air. With Canadian Nationals and a few other events coming up, there is still time for my opinions and options to change. However, I firmly believe that [card name=”Vespiquen” set=”Plasma Storm” no=”5″ c=”name”][/card] is a powerful, versatile option that can have a good showing come Nationals.

The List

My current list is as follows.

[decklist name=”Vespiquen/Raichu” amt=”60″ caption=”” cname=”Vespiquen” set=”Ancient Origins” no=”10″][pokemon amt=”24″]4x [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”deck2″ amt=”4″][/card]4x [card name=”Combee” set=”Ancient Origins” no=”9″ c=”deck2″ amt=”4″][/card]3x [card name=”Raichu” set=”XY” no=”43″ c=”deck2″ amt=”3″][/card]3x [card name=”Pikachu” set=”XY” no=”42″ c=”deck2″ amt=”3″][/card]4x [card name=”Unown” set=”Ancient Origins” no=”30″ c=”deck2″ amt=”4″][/card]2x [card name=”Yveltal” set=”XY” no=”78″ c=”deck2″ amt=”2″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]1x [card name=”Yveltal” set=”BREAKthrough” no=”94″ c=”deck2″ amt=”1″][/card]1x [card name=”Jirachi” set=”XY Black Star Promos” no=”XY67″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”29″]4x [card name=”Professor Sycamore” set=”XY” no=”122″ c=”deck2″ amt=”4″][/card]2x [card name=”Lysandre” set=”Flashfire” no=”90″ c=”deck2″ amt=”2″][/card]1x [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”deck2″ amt=”1″][/card]1x [card name=”Teammates” set=”Primal Clash” no=”141″ c=”deck2″ amt=”1″][/card]1x [card name=”N” set=”Noble Victories” no=”92″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”deck2″ amt=”4″][/card]2x [card name=”Muscle Band” set=”XY” no=”121″ c=”deck2″ amt=”2″][/card]1x [card name=”Escape Rope” set=”Plasma Storm” no=”120″ c=”deck2″ amt=”1″][/card]1x [card name=”Startling Megaphone” set=”Flashfire” no=”97″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”7″]4x [card name=”Double Colorless Energy” set=”XY” no=”130″ c=”deck2″ amt=”4″][/card]3x [card name=”Darkness Energy” set=”Black and White” no=”111″ c=”deck2″ amt=”3″][/card][/energy][/decklist]

Key Cards

[cardimg name=”Raichu” set=”XY” no=”43″ align=”right” c=”none”][/cardimg]

Raichu XY

As you can see, I’ve chosen to go with the [card name=”Raichu” set=”XY” no=”43″ c=”name”][/card] variant over some of the other variants floating around right now. This is because Raichu is a great, versatile attacker that boasts a consistently high damage output. Being able to consistently deal 100 damage is very good considering how low HP Pokemon like [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card] and [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] are popular and there are some real Lighting-weak threats running around like [card name=”Yveltal” set=”XY” no=”78″ c=”name”][/card] and [card name=”M Rayquaza-EX” set=”Roaring Skies” no=”76″ c=”name”][/card] that Raichu deals with easily. Other threats like [card name=”Zoroark” set=”BREAKthrough” no=”91″ c=”name”][/card] have low enough HP where you can easily OHKO them as well. While [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] is your main attacker most of the time, there are times when you need to save a [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] for later in the game to sweep your opponent’s field or OHKO a big target. [card name=”Raichu” set=”XY” no=”43″ c=”name”][/card] can set up easy KO’s on your opponent’s field or take Prizes by itself, while conserving [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] for later in the game when you need it. The main problem with [card name=”Raichu” set=”XY” no=”43″ c=”name”][/card] is that 100 damage just isn’t quite enough sometimes to get key KO’s. The main offender of this is [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card] which has a problematic 110 HP. The best way to get around this is to include [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card] to score the KO by attaching it early.

Two Yveltal XY / One Yveltal BKT

A lot of [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] lists that include these Dark attackers also play more Dark Energy choosing to focus more of their time on using Oblivion Wing to accelerate Energy. While I personally think that this method is a bit too slow, having a way to get Energy back in a time of need and another type of attacker is always a good thing. As a result, I decided to play a two / one split of both Yveltal to try and spice things up. [card name=”Yveltal” set=”XY” no=”78″ c=”name”][/card] XY is great against Night March since it can OHKO both [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] and [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card] for a single Basic Energy. A [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card] even allows [card name=”Yveltal” set=”XY” no=”78″ c=”name”][/card] to OHKO a [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card] with a [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”name”][/card] attached, which is a huge plus. The [card name=”Yveltal” set=”BREAKthrough” no=”94″ c=”from”][/card] is a pretty situational card to be completely honest. It helps your [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card] matchup a lot since it can consistently do 120 damage, which is enough to OHKO a regular [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card] while also putting a lot of pressure on any [card name=”Trevenant BREAK” set=”BREAKpoint” no=”66″ c=”name”][/card] that happen to show up. It also sets up easy KO’s on any [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] your opponent decides to play during the game. Its beefy 130 HP also gives it some more longevity than most of your other attackers. The only downsides is that it takes two Energy attachments to get going and cannot abuse [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card] to OHKO [card name=”Trevenant BREAK” set=”BREAKpoint” no=”66″ c=”name”][/card] because of its Abillity. However, a well-timed [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] can give you that extra boost you need to pull off that play if the time ever arises. Outside of that matchup [card name=”Yveltal” set=”BREAKthrough” no=”94″ c=”name”][/card] BKT is only for specific, niche circumstances where you can lock a big Pokemon-EX like [card name=”Hoopa-EX” set=”XY Black Star Promos” no=”XY71″ c=”name”][/card] in the Active and use Pitch Black Spear a few times.

Two Shaymin-EX

This is a bit of an iffy choice, but I think it’s for the best. Traditionally in decks like [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] or Night March, most people play three to four [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] so that they can set up faster and get more Pokemon into the discard pile. I think that without [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”name”][/card] it’s not wise to be digging into your deck with [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] hoping to hit a [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] at some point. I firmly believe [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] should be used similarly to how [card name=”Jirachi-EX” set=”Plasma Blast” no=”60″ c=”name”][/card] was used when it was in the format. It was used to boost consistency while having a enough of a drawback on its low HP that it was necessary to play it carefully. [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] is no different in my eyes. I don’t want to start it, and I only want to use it when I need to. As a result, I decided that two would be sufficient, and testing the deck has proven that I don’t need them all the time. There are times when I need to Set Up such as during the end of the game or if I’m struggling to set up early game, but for most of the game I save [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] for crucial turns where I need it. Plus, in a deck that succeeds because it forces your opponent to take one Prize at a time, [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] is a huge liability. It allows your opponent to catch up to you in the Prize game, and gets rid of an option in the form of Sky Return.

Two Lysandre / One Hex Maniac

I struggle a lot deciding the counts between these two cards. [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] is an incredibly crucial card to take Prizes on key Pokemon on your opponent’s field like [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] as well as avoiding cards like [card name=”Bursting Balloon” set=”BREAKpoint” no=”97″ c=”name”][/card] while also taking Prizes. On the other hand, [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] disrupts your opponent at various points in the game and gives you an out to get around [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card] and [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card] at important points in the match. Both cards are important components of most decks in Standard right now. [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] can struggle against Item-lock where you are unable set up an alternate attacker, and also need a way to get ahead of other fast decks by taking quick KO’s on Benched Pokemon. I’m currently sticking to this split since I think that [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] is a bit more important than [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] in this specific build, but there’s plenty of time to test different counts.

Puzzle of Time

[cardimg name=”Puzzle of Time” set=”BREAKpoint” no=”109″ align=”right” c=”custom”]Consistent and Versatile![/cardimg]

A lot of the [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] lists I’ve seen recently have completely forgone [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card] for other cards like [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card] and [card name=”Forest of Giant Plants” set=”Ancient Origins” no=”74″ c=”name”][/card] while also beefing up the Energy count to five or six Basic Energy. I don’t agree with those changes at all since it makes the deck a lot slower and takes away from consistency. [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card] is a perfect fit for this deck because it’s versatile just like the deck should be. It pairs perfectly with [card name=”Unown” set=”Ancient Origins” no=”30″ c=”name”][/card] as you can Farewell Letter for a card you want instead of something you don’t need. It also acts as a form of Pokemon retrieval if the situation calls for it, but if you manage your resources efficiently, that shouldn’t be too much of a problem. The main reason I choose to keep [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card] is to recover [card name=”Double Colorless Energy” set=”Phantom Forces” no=”111″ c=”name”][/card] from the discard pile. This deck needs to be quick, and be very careful with its resources in order to compete with many of the decks in the format right now. A high Basic Energy count will cover any [card name=”Jirachi” set=”XY Black Star Promos” no=”XY67″ c=”name”][/card] or [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] you see, but will clog up the deck and force you to want several turns to take KO’s instead of just one burst. [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card] helps keep your resources around while also help you to recover anything that you had to lose over the course of the game that you need for a win like [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card], [card name=”Double Colorless Energy” set=”XY” no=”130″ c=”name”][/card], and even [card name=”Escape Rope” set=”Plasma Storm” no=”120″ c=”name”][/card].

Matchups

Night March

Night March is a pretty close match up for this deck. You can set up [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] in the background while taking KO’s with [card name=”Raichu” set=”XY” no=”43″ c=”name”][/card] and [card name=”Yveltal” set=”XY” no=”78″ c=”name”][/card] on their Night Marchers and [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] easily. Likewise, they will be able to take easy KO’s on your Pokemon, which is why keeping your own [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] off the field as much as possible by using Sky Return to KO [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] whenever possible or wait until you need to to Set Up. Try to keep [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] out of the discard pile as well or it will become a prime target for [card name=”Target Whistle” set=”Phantom Forces” no=”106″ c=”name”][/card] if your opponent plays it. Utilizing [card name=”Raichu” set=”XY” no=”43″ c=”name”][/card] helps prevent this as well since you’ll be keeping a full Bench for most of the game, making it impossible for your opponent to capitalize.

Greninja

[card name=”Greninja” set=”BREAKpoint” no=”40″ c=”name”][/card] should be a fairly good matchup assuming you can get going quickly and keep your Basic Energy in play. The heavy counts of [card name=”Jirachi” set=”XY Black Star Promos” no=”XY67″ c=”name”][/card] are the main concern you’ll have during this matchup. Being able to get a [card name=”Double Colorless Energy” set=”XY” no=”130″ c=”name”][/card] and a [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] every turn are key to winning this matchup. This way you can OHKO any [card name=”Frogadier” set=”BREAKpoint” no=”39″ c=”name”][/card] or [card name=”Greninja” set=”BREAKpoint” no=”40″ c=”name”][/card] your opponent gets into play to avoid any big KO’s on your Pokemon that could spell trouble. It also gets around [card name=”Jirachi” set=”XY Black Star Promos” no=”XY67″ c=”name”][/card]’s Stardust every turn, although you will probably be sacrificing a [card name=”Double Colorless Energy” set=”XY” no=”130″ c=”name”][/card] every turn once you start attacking. This is why [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card] is crucial to this deck’s success. While Basic Energy does help get around [card name=”Jirachi” set=”XY Black Star Promos” no=”XY67″ c=”name”][/card] it is also a lot slower to make two separate Energy attachments and could put you at a disadvantage if you can’t attack every turn. However, if you are able to get a few extra attachments throughout the game, it does help the matchup in the long run. The main concern is going after [card name=”Greninja” set=”BREAKpoint” no=”40″ c=”name”][/card] every turn so your opponent doesn’t get the chance to use the [card name=”Greninja BREAK” set=”BREAKpoint” no=”41″ c=”name”][/card]’s Ability. If you can keep up with KO’s every turn, the matchup should go in your favor.

Trevenant

This is a matchup that can be a little tricky. Most of your Pokemon only have 90 HP or less, so a few Silent Fears from a [card name=”Trevenant BREAK” set=”BREAKpoint” no=”66″ c=”name”][/card] could be disastrous for your board state. However, if you can set up a [card name=”Raichu” set=”XY” no=”43″ c=”name”][/card] with a [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card] and your [card name=”Yveltal” set=”XY” no=”78″ c=”name”][/card] at some point in the game, it might go in your favor. Playing four [card name=”Professor Sycamore” set=”XY” no=”122″ c=”name”][/card] helps this matchup a lot since you are a lot more likely to start with one in your opening hand and draw into them later in the game. Going first you want to attempt to discard as many Pokemon and Item cards as you can into your discard pile as possible to thin out your deck in order to draw into more Supporters in the late game as well as get a [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] to hit 160 damage so you can easily KO [card name=”Trevenant BREAK” set=”BREAKpoint” no=”66″ c=”name”][/card] throughout the game. You should also keep some back up attackers like [card name=”Yveltal” set=”XY” no=”78″ c=”name”][/card] XY and [card name=”Yveltal” set=”BREAKthrough” no=”94″ c=”name”][/card] BKT on the Bench to come up and hit for Weakness should you need to. It’s extremely important to manage your Energy in this matchup since some [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card] variants play cards like [card name=”Xerosic” set=”Phantom Forces” no=”110″ c=”name”][/card] and [card name=”Crushing Hammer” set=”Emerging Powers” no=”92″ c=”name”][/card]. Going second you just want to go in with [card name=”Yveltal” set=”XY” no=”78″ c=”name”][/card] from the start, while setting up [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] later on. Be careful not to bench too many low HP Basics at once, since it only takes a couple Silent Fears to clear your board.

[cardimg name=”Articuno” set=”Roaring Skies” no=”17″ align=”right” c=”none”][/cardimg]

WaterBox

This should be a walk in the park for any [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] deck since the main attacker of the WaterBox deck is [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card], which is weak to Grass. You can hit for Weakness on their main attacker and take advantage of the low HP Pokemon-EX they play such as [card name=”Manaphy-EX” set=”BREAKpoint” no=”32″ c=”name”][/card] and [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card]. The main concern you’ll have is [card name=”Glaceon-EX” set=”Fates Collide” no=”20″ c=”name”][/card] which can shut you down if you’re not careful. Its attack doesn’t allow evolved Pokemon to damage it, much like [card name=”Jolteon-EX” set=”Generations” no=”28″ c=”name”][/card]’s attack does to Basic Pokemon. However, if you can take it out early with a [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] before it can attack, you should be able to breeze through the rest of their Pokemon. You also have the option to play [card name=”Escape Rope” set=”Plasma Storm” no=”120″ c=”name”][/card] and then [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] if they do get an attack off in order to reset the effects on [card name=”Glaceon-EX” set=”Fates Collide” no=”20″ c=”name”][/card]. The other big concern is [card name=”Articuno” set=”Roaring Skies” no=”17″ c=”name”][/card] since it can take two Prizes off of your low HP Pokemon. While there is some luck as to whether or not it does get a KO on your Pokemon, I would suggest taking it out before it gets the chance to take those extra Prizes since you’ll be at a disadvantage if it manages to KO your Pokemon every turn.

Overall, the deck is very solid with a lot of positive and even matchups that I think make it the best choice for Nationals thus far. Its versatility, high damage output, and consistency make it a very dangerous deck once Nationals arrives.

Conclusion

All right, Beachers, that’s all I have for you today. I was hoping to make this a bit longer, but I’ve been very busy with work for the last month. If you liked this kind of content, however, let me know and maybe I’ll make a follow up article or expand on the ideas I’ve laid out. If you liked what you saw here, leave a comment and share this with your friends so they can get some tips on how to survive Nationals, too.

Feel free to discuss this and many other topics in the Subscriber’s Secret Hideout. If you’re looking for some more deck driven articles in more detail than what I’ve said here, I would check out some of the other articles like Andrew and Nicholena’s articles on some big picks for Nationals.

Until next time, Trainers.

~Matt Price

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