Welcome to all!
James here, with my latest deck creation for you guys to take a look at! I've had a sort of haitus from the competitive aspect of the pokémon tcg, but with some more time on my hands I'm looking to get back into the scene! The last time I played a competitive tournament was May 2012, so I suspect I will need to be updated on the new metagame, and some of the new rules. At the time Plasma Storm(?) was all the new hype around here, and I ''quit'' right before the rise of Plasma.dec(Deoxys EX/Thundurus EX/Kyurem Plasma). In the meanwhile there are tons of new cards and sets, and even now Flashfire is right around the corner. I've dug through my collection of (older) cards, and even bought a few XY packs to get some of the newer cards to help me out. So, after a lot of thinking and wagering, I came to the following deck:
Pokemon: (12)
Strategy:
Well then, even though it seems obvious to me, I'll explain what it's about. The main idea is to get Yveltal EX powered up, and start Evil Ball'ing for some good damage. Y Cyclone can help power up other Yveltal (EX) or Bouffalant. Darkrai is a late game finisher, hitting for good damage while spreading some around as well. Garbodor is my tech against decks that rely on abillities too much, and where I can afford to lose my own Dark Cloak and Bouffer. A single Sableye rounds off my pokémon, and it's mainly there to reuse some crucial items (unfortunately, mostly at the cost of a prize) during the late game. The energy and Trainers should be self explaining, but I'd like to highlight a few cards to explain;
Tropical Beach
I know it's mostly a stage 2 tool, but with the rule changes of the first turn (no attack), I suspect Tropical Beach has more uses than simply boosting consistency and draw power for stage 2 decks. With the exception of Yveltal and Sableye, all my attackers will be attacking (my) turn 2 at best. While Tropical Beach also allows my opponent to setup, it also means they wont be attacking me either. If I manage to bring it out turn 1, and possibly replace it turn 2 (with Virbank), I still get some good mileage from it from turn 1, while limiting the uses my opponent can make of it. Oh, and in the direst of cases, it can simply function as a counter stadium.
2x Float Stone
While I don't think it odd to run a single copy of Float Stone as a tech, some people might frown at my 2 copies. I mainly run 2 for consistency/prize-ing issues; indeed I found myself quite often looking for my single copy, only to discover it being Prized, or that I needed to get something more important at that moment (when using Skyla and/or Computer Search for example). Not only that, it also allows me to give a pokémon free retreat even without attaching a Darkness energy to it, or in the case of my Garbodor being up, it allows multiple pokémon to retreat freely as they wish even with the loss of Dark Cloak. I understand the value of running only one as a tech, my I personally appreciate the value of running 2 simply more.
Super Rod
What it does is no surprise, why I included it maybe moreso. It's rather an old habit I have to inlcude a single Super Rod in every deck I build. It assures me I can get back some energy or pokémon I might have lost or discarded previously, and in a very dire situation it can prevent me from decking out (yes, that actually is a thing that happens to me sometimes). I'm therefore not too fond of cutting it, and would rather look at other cards to remove before this one, or simply cut a single energy for it instead.
---
Well then, with my deck and cards explained, here are some of my own suggestions and doubts, and the following cards are actually my ''sideboard'' (even though I know pokémon tcg doesn't use a sideboard). These are cards I consider for this deck, but I have either removed them after some testing, or simply didn't have any room left in my list to include them. I will describe everyone of them, and why they didn't make it to my list, as well as why they should in my opinion.
2x Absol (PLF)
Originally my non-EX attacker, Bouffalant now claims that spot instead. While Absol has all the amazing synergy with the rest of the deck due to being Dark type, I found Bouffalant simply has more going for it due to a bigger damage output (debatable, but mostly it does) and having bigger health (thanks to the Bouffer abillity). The only ''disadvantages'' Bouffalant has over Absol are one higher retreat cost, a more expensive attack, and no resistance. In return we have a true EX hater that can pack and deal a punch, the retreat cost should be manageable between Dark Cloak and Float Stone, and the attack can be powered up faster thanks to Y Cyclone, DCE, and (dark patch followed up by) Energy Switch. So in short, Bouffalant has more pros than cons in my vision over Absol. Still, doing up to 120 for 2 energy isn't too shabby, and neither is taking a peek at your opponent's hand.
1x Sableye (Junk Hunt)
I currently run one as a one-of trick pony to ''Surprise! I got two Items back out of nowhere!'', and a single one assures me the best bet to not start with it. I used to run a Darkrai EX deck back in the day, sporting 3 to 4 of these actually, meaning me now only using 1 is actually quite a step for me. I suppose I simply need to get used to not relying too much on Sableye anymore, but I still have a feeling maybe two would simply be better? Not only for consistency issues, but also to maybe use Junk Hunt more often than once? As stated previously, my current experience is that I play it, use Junk Hunt, and it gets KO'ed just like that. Of course it has served it's purpose then, but it also means I'm all out of Sableye as well... Your suggestions?
1-1 Garbodor (Garbotoxin)
Yes, the expansion to a 2-2 (or a 2-1) Garbodor line is actually in my sidedeck. Since it's only a tech rather than being a main part of the deck, I choose to run a 1-1 line. I have sometimes whiffed on the combo (either the Trubbish gets KO'ed, or either piece is prized) when I needed it gravely, and as such I wonder if an expanded line would be beneficial, even if only for a tech. It also means more Trubbish starts, and the whole line means more clunky cards that ruin consistency a bit. Despite my bad luck on some occasions so far, I will keep trying the 1-1 line for now though. It makes great discard fodder though, and an increased line would mean even more discard options!
1x Dark Patch
''Why is this in your sideboard and not mained?!'' I hear some of you asking/thinking, but the reason is quite simple; I usually open with either two Dark Patch and no energy, or a ton of energy and I don't see any Dark Patch until it's too late (really, in spite of many games of playtesting, it always winds down to that)... Combine that with me usually running 3 or 4 copies, and you should start to see why my relationship with Dark Patch isn't too good... Despite that I acknowledge it's potential and uses within any respected Dark deck. While most people use Dark Patch to accelerate their board presence, I mainly use Dark Patch as a recovery card. In the rare case I might be able to use it aggressively as well I can easily fetch it from my deck with Skyla and/or Computer Search, or otherwise it should be recyclable with my lone Sableye. I still contemplate running 3 opposed to two, but so far running 2 has worked for me.
3x Pokémon Catcher
What a surprise for me it was, when I found out this beauty was nerfed into near oblivion... or at least, in my opinion. The errata on catcher will be the biggest thing I'll have to get used to getting back into competitive play, as back in the time you'd have 4 catcher in your deck even before adding the other 56 cards. Of course this was dependant on the deck, but generally the last sentence was true, and this shows how powerful catcher was back then. For me it also means I can expect more bench sitters once again, and my own pokémon should feel a lot safer on the bench as well. Going from a ''4 copy staple'' to a ''maybe 2 to 3 copies if I have the room'' card is a big change, and I expect to have some difficulties adjusting to this (not that I don't welcome it, mind you!). For me, the reason I sideboarded them was that I still think the effect is very powerful, if not outright devastating, but I don't like any ''flip a coin'' type of card. Not only because they only work 50% of the time (on paper), I don't like to include cards in my deck that require a sort of wager to get the most out of them. If I did, I'd probably run 4 Rollerskates as well, and for fun reasons, Hooligans Jim and Cas (or whatever their name is). Point being, I dislike coin flips, and I really wouldn;t know what to cut in my deck to make room for 3 copies of *possibly* dragging up something.
1x Ultra Ball
Oh, this is a short one. I've always run 4 copies in any of my decks running it, and for this deck I decided to cut it for an extra energy (or was it Random Receiver, I don't remember). Consistency and playstyle besides, I wonder if the 4th copy really isn't required, simply because of the many different pokémon I play? Or will 3 suffice you think?
1x Enhanched Hammer
I initially ran a single Enhanched Hammer in my first draft of my list, and it worked out pretty well. A single copy didn't get much use though, as in the matchups I used it most I'd been best off with at least two or more copies. The single use is still tempting though, and it can always be used again with Junk Hunt, but I think a single copy simply won't cut it; hence I cut the hammer for a Random Receiver.
1x Random Receiver
When including RR in my deck, I wanted to fit in 3 originally. After some testing, I concluded that in some games 3 is just about right, and in others it was way overkill. Now I'm testing two, and so far it works out evenly. The 3rd RR was eventually swapped for a 3rd Skyla (maybe a bit ironic?).
1x Energy Search
Not much to say here either, Energy Search functions as a way to possibly get a basic energy by means of Skyla. Since the deck is not super packed with energy, I thought it would have been a nice inclusion, but I simply lack the room..
1x Revive
My first attempt at swapping out my Super Rod, the Revive was meant to compliment the original 4 Dark Patch in the deck, but in the end lost to my Super Rod once again after cutting out the Dark Patch (and hence destroying the synergy of these cards somewhat). While not giving me ''immediate reward'' like Dark Patch/Revive, Super Rod has a broader range of targets, and while not giving me access to these resources right away, various cards in my deck can combo to get a near immediate use out of them anyways. Should the Dark Patch return, I suspect so will the Revive (the revive of Revive if you will! Yeah, that was kinda lame.. moving on!).
1x Tool Scrapper
Why only a single copy? Mainly because I really don't care about Tools. Then why even include a single copy? Well, as odd as it may sound, I was thinking about using it on my own Garbodor when needed, and otherwise use it as a Startling Megaphon (from Flashfire) anyways. Shutting off my own Garbotoxin unexpectedly can get any opponent off guard, or I possibly only cancel it on my own turn to use my abillities once more before shutting any off again next turn. The same issue as with many cards is that I simply don't know what to cut for it..?
Well then, these are my thoughts, and please let me know what you think! I will be looking forward to your replies!
Greetz!
~ James
Edited to coincide with the rules! Thorough post, by the way! Very impressive! ~Kecleon
James here, with my latest deck creation for you guys to take a look at! I've had a sort of haitus from the competitive aspect of the pokémon tcg, but with some more time on my hands I'm looking to get back into the scene! The last time I played a competitive tournament was May 2012, so I suspect I will need to be updated on the new metagame, and some of the new rules. At the time Plasma Storm(?) was all the new hype around here, and I ''quit'' right before the rise of Plasma.dec(Deoxys EX/Thundurus EX/Kyurem Plasma). In the meanwhile there are tons of new cards and sets, and even now Flashfire is right around the corner. I've dug through my collection of (older) cards, and even bought a few XY packs to get some of the newer cards to help me out. So, after a lot of thinking and wagering, I came to the following deck:
Pokemon: (12)
3x Darkrai EX
3x Yveltal EX
1x Yveltal (XY)
1x Sableye (Junk Hunt)
1x Garbodor (Garbotoxin)
1x Trubbish (Tool Drop)
2x Bouffalant (Gold Breaker)
4x Professor Juniper/Sycamore
3x N
3x Skyla
2x Colress
3x Hypnotoxic Laser
3x Ultra Ball
2x Random Receiver
2x Dark Patch
2x Energy Switch
1x Tropical Beach
2x Virbank City Gym
3x Muscle Band
2x Float Stone
1x Escape Rope
1x Super Rod
1x Computer Search
9x Darkness Energy
4x Double Colorless Energy
Strategy:
Well then, even though it seems obvious to me, I'll explain what it's about. The main idea is to get Yveltal EX powered up, and start Evil Ball'ing for some good damage. Y Cyclone can help power up other Yveltal (EX) or Bouffalant. Darkrai is a late game finisher, hitting for good damage while spreading some around as well. Garbodor is my tech against decks that rely on abillities too much, and where I can afford to lose my own Dark Cloak and Bouffer. A single Sableye rounds off my pokémon, and it's mainly there to reuse some crucial items (unfortunately, mostly at the cost of a prize) during the late game. The energy and Trainers should be self explaining, but I'd like to highlight a few cards to explain;
Tropical Beach
I know it's mostly a stage 2 tool, but with the rule changes of the first turn (no attack), I suspect Tropical Beach has more uses than simply boosting consistency and draw power for stage 2 decks. With the exception of Yveltal and Sableye, all my attackers will be attacking (my) turn 2 at best. While Tropical Beach also allows my opponent to setup, it also means they wont be attacking me either. If I manage to bring it out turn 1, and possibly replace it turn 2 (with Virbank), I still get some good mileage from it from turn 1, while limiting the uses my opponent can make of it. Oh, and in the direst of cases, it can simply function as a counter stadium.
2x Float Stone
While I don't think it odd to run a single copy of Float Stone as a tech, some people might frown at my 2 copies. I mainly run 2 for consistency/prize-ing issues; indeed I found myself quite often looking for my single copy, only to discover it being Prized, or that I needed to get something more important at that moment (when using Skyla and/or Computer Search for example). Not only that, it also allows me to give a pokémon free retreat even without attaching a Darkness energy to it, or in the case of my Garbodor being up, it allows multiple pokémon to retreat freely as they wish even with the loss of Dark Cloak. I understand the value of running only one as a tech, my I personally appreciate the value of running 2 simply more.
Super Rod
What it does is no surprise, why I included it maybe moreso. It's rather an old habit I have to inlcude a single Super Rod in every deck I build. It assures me I can get back some energy or pokémon I might have lost or discarded previously, and in a very dire situation it can prevent me from decking out (yes, that actually is a thing that happens to me sometimes). I'm therefore not too fond of cutting it, and would rather look at other cards to remove before this one, or simply cut a single energy for it instead.
---
Well then, with my deck and cards explained, here are some of my own suggestions and doubts, and the following cards are actually my ''sideboard'' (even though I know pokémon tcg doesn't use a sideboard). These are cards I consider for this deck, but I have either removed them after some testing, or simply didn't have any room left in my list to include them. I will describe everyone of them, and why they didn't make it to my list, as well as why they should in my opinion.
2x Absol (PLF)
Originally my non-EX attacker, Bouffalant now claims that spot instead. While Absol has all the amazing synergy with the rest of the deck due to being Dark type, I found Bouffalant simply has more going for it due to a bigger damage output (debatable, but mostly it does) and having bigger health (thanks to the Bouffer abillity). The only ''disadvantages'' Bouffalant has over Absol are one higher retreat cost, a more expensive attack, and no resistance. In return we have a true EX hater that can pack and deal a punch, the retreat cost should be manageable between Dark Cloak and Float Stone, and the attack can be powered up faster thanks to Y Cyclone, DCE, and (dark patch followed up by) Energy Switch. So in short, Bouffalant has more pros than cons in my vision over Absol. Still, doing up to 120 for 2 energy isn't too shabby, and neither is taking a peek at your opponent's hand.
1x Sableye (Junk Hunt)
I currently run one as a one-of trick pony to ''Surprise! I got two Items back out of nowhere!'', and a single one assures me the best bet to not start with it. I used to run a Darkrai EX deck back in the day, sporting 3 to 4 of these actually, meaning me now only using 1 is actually quite a step for me. I suppose I simply need to get used to not relying too much on Sableye anymore, but I still have a feeling maybe two would simply be better? Not only for consistency issues, but also to maybe use Junk Hunt more often than once? As stated previously, my current experience is that I play it, use Junk Hunt, and it gets KO'ed just like that. Of course it has served it's purpose then, but it also means I'm all out of Sableye as well... Your suggestions?
1-1 Garbodor (Garbotoxin)
Yes, the expansion to a 2-2 (or a 2-1) Garbodor line is actually in my sidedeck. Since it's only a tech rather than being a main part of the deck, I choose to run a 1-1 line. I have sometimes whiffed on the combo (either the Trubbish gets KO'ed, or either piece is prized) when I needed it gravely, and as such I wonder if an expanded line would be beneficial, even if only for a tech. It also means more Trubbish starts, and the whole line means more clunky cards that ruin consistency a bit. Despite my bad luck on some occasions so far, I will keep trying the 1-1 line for now though. It makes great discard fodder though, and an increased line would mean even more discard options!
1x Dark Patch
''Why is this in your sideboard and not mained?!'' I hear some of you asking/thinking, but the reason is quite simple; I usually open with either two Dark Patch and no energy, or a ton of energy and I don't see any Dark Patch until it's too late (really, in spite of many games of playtesting, it always winds down to that)... Combine that with me usually running 3 or 4 copies, and you should start to see why my relationship with Dark Patch isn't too good... Despite that I acknowledge it's potential and uses within any respected Dark deck. While most people use Dark Patch to accelerate their board presence, I mainly use Dark Patch as a recovery card. In the rare case I might be able to use it aggressively as well I can easily fetch it from my deck with Skyla and/or Computer Search, or otherwise it should be recyclable with my lone Sableye. I still contemplate running 3 opposed to two, but so far running 2 has worked for me.
3x Pokémon Catcher
What a surprise for me it was, when I found out this beauty was nerfed into near oblivion... or at least, in my opinion. The errata on catcher will be the biggest thing I'll have to get used to getting back into competitive play, as back in the time you'd have 4 catcher in your deck even before adding the other 56 cards. Of course this was dependant on the deck, but generally the last sentence was true, and this shows how powerful catcher was back then. For me it also means I can expect more bench sitters once again, and my own pokémon should feel a lot safer on the bench as well. Going from a ''4 copy staple'' to a ''maybe 2 to 3 copies if I have the room'' card is a big change, and I expect to have some difficulties adjusting to this (not that I don't welcome it, mind you!). For me, the reason I sideboarded them was that I still think the effect is very powerful, if not outright devastating, but I don't like any ''flip a coin'' type of card. Not only because they only work 50% of the time (on paper), I don't like to include cards in my deck that require a sort of wager to get the most out of them. If I did, I'd probably run 4 Rollerskates as well, and for fun reasons, Hooligans Jim and Cas (or whatever their name is). Point being, I dislike coin flips, and I really wouldn;t know what to cut in my deck to make room for 3 copies of *possibly* dragging up something.
1x Ultra Ball
Oh, this is a short one. I've always run 4 copies in any of my decks running it, and for this deck I decided to cut it for an extra energy (or was it Random Receiver, I don't remember). Consistency and playstyle besides, I wonder if the 4th copy really isn't required, simply because of the many different pokémon I play? Or will 3 suffice you think?
1x Enhanched Hammer
I initially ran a single Enhanched Hammer in my first draft of my list, and it worked out pretty well. A single copy didn't get much use though, as in the matchups I used it most I'd been best off with at least two or more copies. The single use is still tempting though, and it can always be used again with Junk Hunt, but I think a single copy simply won't cut it; hence I cut the hammer for a Random Receiver.
1x Random Receiver
When including RR in my deck, I wanted to fit in 3 originally. After some testing, I concluded that in some games 3 is just about right, and in others it was way overkill. Now I'm testing two, and so far it works out evenly. The 3rd RR was eventually swapped for a 3rd Skyla (maybe a bit ironic?).
1x Energy Search
Not much to say here either, Energy Search functions as a way to possibly get a basic energy by means of Skyla. Since the deck is not super packed with energy, I thought it would have been a nice inclusion, but I simply lack the room..
1x Revive
My first attempt at swapping out my Super Rod, the Revive was meant to compliment the original 4 Dark Patch in the deck, but in the end lost to my Super Rod once again after cutting out the Dark Patch (and hence destroying the synergy of these cards somewhat). While not giving me ''immediate reward'' like Dark Patch/Revive, Super Rod has a broader range of targets, and while not giving me access to these resources right away, various cards in my deck can combo to get a near immediate use out of them anyways. Should the Dark Patch return, I suspect so will the Revive (the revive of Revive if you will! Yeah, that was kinda lame.. moving on!).
1x Tool Scrapper
Why only a single copy? Mainly because I really don't care about Tools. Then why even include a single copy? Well, as odd as it may sound, I was thinking about using it on my own Garbodor when needed, and otherwise use it as a Startling Megaphon (from Flashfire) anyways. Shutting off my own Garbotoxin unexpectedly can get any opponent off guard, or I possibly only cancel it on my own turn to use my abillities once more before shutting any off again next turn. The same issue as with many cards is that I simply don't know what to cut for it..?
Well then, these are my thoughts, and please let me know what you think! I will be looking forward to your replies!
Greetz!
~ James
Edited to coincide with the rules! Thorough post, by the way! Very impressive! ~Kecleon