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Daniel lynch

Four decks for the new format

Check out Phinnegan exploring Expanded!

02/25/2016 by Daniel lynch

Hello, Phinnegan again. With the addition of BREAKpoint, Expanded will be changed in some ways, although it may not be as different as many think. These new additions will be strong but I do not believe the format will change all that much. There are exceptions to this, specifically with Sableye/Garbodor and possibly Virizion/Genesect. This article is going to give my take on what decks are viable for Regionals for the new Expanded format. There will be lists scattered throughout as well as some new deck ideas. To start, I will cover what choices will be the strongest and most popular.

Sableye/Garbodor

Sableye is without a doubt the most hyped deck for the new format. With Puzzle of Time, this deck gains a huge new advantage. Initially I did not understand why Puzzle of Time is so strong. It only gets two cards back from the discard pile just like a Junk Hunt for any other two cards would. The benefit of getting back cards besides Items did not seem like much of an advantage considering the deck can get anything back through Item use (besides Team Aqua Base). The real advantage behind Puzzle of Time is in being able to have a Life Dew in play every turn. If you use Junk Hunt every turn without the use of Puzzle of Time, you can only deny half of the Prizes your opponent takes. This is assuming they are one-shotting your Sableye every turn and you always Junk Hunt for Life Dew. If you're like me and do not understand how Puzzle of Time changes Life Dew use, this is how it works.

Imagine you have a Sableye Active with a Life Dew on it. You Junk Hunt for two Puzzle of Time. Your opponent then Knocks Out your Active Sableye and does not take a Prize. Now that it is your turn again, you use Puzzle of Time to get back Life Dew and another card. Then re-attach Life Dew again and deny Prizes infinitely. The reason you cannot make this process work without Puzzle of Time is because the Sableye has a Life Dew in play when you Junk Hunt half of the time.

The other benefit involved with Puzzle of Time is that it gives you the option to decide what you want to get back after your opponent takes their turn. In a situation without Puzzle of Time, you would have to decide what will help you on the next turn ahead of time. If your opponent sees you Junk Hunt for two Crushing Hammer, they can play around it. If you Junk Hunt for two Puzzle of Time, they have to be prepared for everything in your discard pile. They can never be sure of what you will end up doing with your Puzzles.

Puzzle of Time can provide some extra consistency when setting up, assuming you can play two at the same time. This benefit is not as great as the other reasons, but does make Sableye a little stronger. The real problem is deciding what to cut for Puzzle of Time. The list bellow shows what I decided to purge.

As you can see, the list has 62 cards. This is because there are multiple cards that are needed to most people, but somewhere something must be cut. The options are the second Garbodor, fourth Sableye, Enhanced Hammer, sixth Darkness Energy, and the third Team Flare Grunt. Any other card that is cut will either turn a positive matchup into a poor one, or bring the consistency down too far. Personally, I like cutting the second Garbodor and the Enhanced Hammer.

These changes may seem radical considering there is a chance of Prizing your only Garbodor and Enhanced Hammer has been a staple. Daniel Altavilla deserves credit for convinced me to go down to one Garbodor. While you will Prize the one copy occasionally, it is still a best-of-three and Prizing it for two games is very unlikely. Prizing it only matters in a matchup where you actually expect to need Garbodor. Against something like Vespiquen, you shouldn't lose any sleep over not having it. In matchups where you do need it, you only need one in play. Puzzle of Time allows you to get Garbodor out of your discard as soon as it is Knocked Out. This means as long as there is Trubbish on your Bench, Lysandre and a knockout on Garbodor will not stop the Ability lock. As soon as you see the Garbodor go down, you can simply use Puzzle of Time to fetch it back along with the other Trubbish or a Float Stone.

With the one Enhanced Hammer, I won't argue that the card is not important. Rather that, there is just nothing else to cut. Two Xerosic can make up for it to an extent. Enhanced is very handy and helpful but there is no longer room for it.

Card Choices

Ghetsis + Hypnotoxic Laser

With Sableye/Garbodor expected to be a big deck, you need a way to benefit your mirror. Ghetsis does this beautifully. Once you see your opponent Junk Hunt for whatever cards they might want, Ghetsis them back into the deck as often as you can. You may be wondering how to actually pull out a win if you simply stall repeatedly. The answer is Hypnotoxic Laser. Normally your opponent could play AZ or Pokémon Center Lady to get out of the Poison, however without access to Puzzle of Time or VS Seeker, it will be far more difficult to access these cards.

There are ways to get around this combination, like using a Professor Juniper, then using a VS Seeker from the new hand to get back the Pokémon Center Lady/AZ. The problem with this is that eventually there will be no more draw Supporters left in your deck, and if you continually play draw Supporters to get VS Seeker or Puzzle of Time, you might deck out. This Laser + Ghetsis strategy may have holes but will get you some Prizes in some cases. In Swiss it might not do much, although in Top 8 where the most Prizes taken wins, the combination could get you into Top 4.

The other point about Ghetsis is simply the fact that it is great against essentially every deck in Expanded. Meaning, even if you do not use it for the mirror this way, it is still helpful for slowing down your opponents. There are other cards you could tech for the mirror aside from Hypnotoxic Laser although, I think whatever you decide to use must be in combination with Ghetsis. For example if I were to play an Yveltal-EX to take knockouts, I would not be able to do so unless there is a way to stop both Life Dew and the Energy denial. Ghetsis can take of both for a turn.

1 Delinquent

Delinquent is, in my opinion, the strongest card to come out of BREAKpoint. This new addition makes it impossible for anyone to have a three card hand by the end of their turn. Doing so would leave you at risk to a zero card hand. Delinquent is especially strong in Sableye/Garbodor because the goal is to deck your opponent out. With Delinquent discarding three cards turn after turn you can achieve this much more quickly. Normally your opponent would be able to let their hand fill up with cards and then play N to put them back. Now it is much more difficult to do so effectively. You can even alternate between N'ing them into more cards than then discarding them with Delinquent. This is a new sort of way to mil.

2 VS Seeker

This count will bother people. The reasoning behind only two VS Seeker is: Puzzle of Time will do the same this VS Seeker does, making it less needed or even not needed at all. The only reason this deck still has two VS Seeker is simply to keep it from dead drawing. Puzzle of Time can get back whichever Supporter you need at any time meaning seeker is just a more limiting version of the same effect. If I could cut the two VS Seeker for two more Puzzle of Time, I would.

3 Crushing Hammer

With Puzzle of Time, not as many Crushing are need. If you want the fourth Crushing, use Puzzle of Time to get it back. It's as simple as that.

1 Target Whistle

This is specifically a tech for Primal Groudon decks and Vespiquen decks. Against Vespiquen they actually can win if they have only a Flareon in play. I have talked about this matchup extensively in other articles. Essentially you may need Target Whistle to beat it occasionally. Against Groudon, if they start with Groudon they will win unless you can put a Wobbuffet on their Bench and then bring it Active. Primal Groudon essentially stops all of Sableye, so this tech is needed.

Why shouldn't I play Sableye?

The main problem with Sableye is the fact that most players know how strong Puzzle of Time is in the deck. This means that players with both tech for it and test against it. I am almost never in favor of using a deck that has been hyped by most people. I personally prefer to use something strange or under the radar. Sableye is no exception: it will be expected and will have a hard time against those who are prepared. The biggest problem with the deck is the fact that Ghetsis being played multiple turns in a row can be devastating. N in combination with Quaking Punch can easily turn into a loss as well and this is even truer with the addition of Puzzle of Time (four more Items).

Now that we have the most hyped deck in the new meta covered, I will cover one of my most hyped option: Virizion/Genesect

Virizion/Genesect

The list bellow has not been tested much but is a great starting point. The list is based off of my regional winning list with BREAKpoint cards mixed in. Virizion/Genesect has not seen much play in a while, meaning there aren't really any updated lists out there to start from. Hopefully this can be a base for your testing.

This list tries to cover all bases while staying consistent. In my opinion the deck has positive matchup across almost all of the meta. I can see Yveltal with Max Elixir being difficult, although there is the one copy of Dedenne to make that matchup a little easier. Here's an explanation for some of my cards and their counts.

3 Virizion-EX

I'm not a huge fan of only three Virizion but the fourth seems like a needed cut to fit some of the new cards. With only nine Basics it is not unlikely to start with Virizion even with the slightly lower count than usual. My problem with three Virizion lies in the fact that it's harder to have something as a wall for the first turn. For example, if you go first, your opponent will have a chance to do damage to your Virizion making it easier to knock it out before you get to use Emerald Slash enough times. When going second this is not really a problem. The turn-one damage is not huge but it is worth noting.

1 Dedenne

As a one retreat non-EX that can hit Yveltal for Weakness, Dedenne is a great addition. With Max Elixir in Yveltal, they will be putting a great amount of Energy in play quickly. Against an oblivious opponent you may be able to drop down a Dedenne with a Muscle Band and take an easy Knock Out on the big bird. Specifically, they will need four Energy attached to be in one-shot range, which will be very common with the speed of Yveltal. If they use only three Energy, you can always hit the Yveltal on the Bench with Megalo Cannon. Currently Dedenne seems like the best non-EX option in Virizion/Genesect, and is much better than the old Raichu strategy that was once popular.

1 Shaymin/1 Jirachi

In this list there are several one-of Supporters, and there is little need for Shaymin-EX. I couldn't rationalize cutting Shaymin, however I did cut down to just one because it's a quick Bench target. With this deck I feel like you usually should try to avoid putting down your draw Pokémon and try to force your opponent to take only the hard Knock Outs. On the other hand sometimes knocking out your Shaymin-EX or Jirachi-EX will stop them from doing damage to threats like a powered up Genesect. Testing will tell which is better, but if the low HP set up isn't much of a hindrance, I would not mind putting in a second Shaymin-EX.

2 Ghetsis

Ghetsis is here primarily for Sableye. If you can deny Junk Hunt turn after turn, you will have a far easier time picking up wins. With the hype Sableye has, two seemed needed to guarantee the matchup. In general Ghetsis works well in Virizion/Genesect because you can afford to play denial Supporters rather than draw support. Ghetsis is very strong turn one against Yveltal/Maxie's. Mid-to-late game, Ghetsis is far stronger than most realize. For example, if you are concerned that your opponent has a Lysandre in their hand, you can Ghetsis to put back the VS Seeker as well as check what they have left in their hand. That is most of the reason behind why Ghetsis is strong mid to late game; removing VS Seeker at important times. Ghetsis can occasionally cause your opponent to dead-draw and can stop crucial Supporter plays. Not only do you cut the Ghetsis out, you also cut off the N option later in the game or even a Hex. Ghetsis is great for slightly boosting the advantage you already have. Late game it will make it hard for your opponent to N and early game it hinders your opponent's set up. I think Ghetsis is one of most underrated cards in Expanded; people know it's good but usually shudder at the thought of more than one. I may keep two Ghetsis in this deck even after Sableye dies down. But there is another denial Supporter that I like in other situations.

Delinquent

Although I did already explain why Delinquent is strong in Sableye, it is strong for a different reason in Virizion/Genesect. While the milling motive usually is not why you will play Delinquent, the denial is still huge at times. I would consider playing two copies just to avoid using VS Seekers. If there is ever a turn where you do not need to play a Supporter Delinquent is your alternate option over Ghetsis. There is not specifically a deck that Delinquent is helpful against, however I suspect it will steal me some games against unprepared opponents this weekend. As people are more aware of this card it could lose its power, as it is now, the card is very strong.

2 Trainers’ Mail

While this number is somewhat odd, this is what I decided to do with the extra space. Consistency has always served me well in Virizion/Genesect even in odd counts. Trainers’ Mail is also very strong with G Booster and only two Muscle Band. It could be the reason why you get a Max Elixir at an important time. If I find room somewhere, a third copy could be nice.

4 Max Elixir/0 Energy Switch

This card allows for easy turn-one Emerald Slashes. Most of the reason for it being here is the speed it adds to the deck. It used to be that going second had no benefit in this deck, now you may even prefer to go second. It also lessen the importance of using Emerald Slash multiple times. If you can only afford to Emerald Slash once, Max Elixir may be able to make up for it. I do not like not having Energy Switch because Max Elixir is less reliable, but I think at least three is needed for turn-one consistency. With only one spot, I wouldn't want to have just one Energy Switch. I would rather cut something else and one Max Elixir for two Energy Switch. If you can manage fitting that, the deck will stay speedy throughout a game. Unfortunately, the only card I can see cutting is Trainers’ Mail and I would rather keep the consistency.

9/10/11 Grass

It's hard for me to tell exactly how much the numbers matter in terms of seeing an Energy when I use Max Elixir. If I find that it's less important than I may go to nine and add in a Professor's Letter. If it is important I will find room for another Grass. As it is, I have the mid-ground of the two.

Why should I play Virizion/Genesect?

I am actually not one hundred percent sure this deck is the play. On paper the deck seems to be ideal but could end up backfiring. Make sure you do some of your own testing before deciding it is the play. This is most likely what I will play but my opinion could change. My main concern is that Yveltal with Max Elixir will end up being a tough matchup. Aside from that, Vespiquen may see more play than I expect which could be detrimental. If you're feeling brave, play Virizion/Genesect. If you want safe, play the next option.

Seismitoad/Bats

I like this deck because it has a knack for beating anything under the right circumstances. My good friend Kian Amini just won a Regionals with our Seismitoad/Bats list. I should note that list is based heavily on the evolving list that Mark Garcia, Patrick Martinez, and Kristy Britton have won events with. After testing the deck extensively, one realizes that there is seldom a matchup that is harder than 50/50. Even against something that may seem like an autoloss, this deck finds a way to win a good amount of the time. For example against Groudon, we have found the matchup to be 50/50 even though it would not seem that way on paper. I really like the list we have now. With the additions from the new set, a couple techs will be fit in to adjust, but for the most will stay the same. Below is the list including the updates I have made for the new set. 

The only changes to the list that you will see on Pokemon.com is exactly three cards different. This is why I cut and added what I did.

-1 Lysandre/+1 Delinquent

I felt that Delinquent is simply too strong to give up. Lysandre is great but may not need to be a one-of. For Prizing reasons, one is not great, however there isn't much other room and this was the best cut I could find. I am not sure how the cut will work out but I suspect the one delinquent will end up more helpful than the second Lysandre.

-1 N/+1 VS Seeker

The first cut is actually why the number of Seeker is increased. With two more One-of Supporters, a high VS Seeker count is more beneficial. I also didn't want to go below five Lysandre outs. This change gives the option to Ghetsis more often against Sableye/Garbodor or Yveltal. If I end up cutting the Delinquent back out for the second Lysandre, this change will most likely be reverted as well. Most people do not like the sight of three VS Seeker in a list. I have been playing three VS Seeker in this list since Nationals with no problem. I like the forth N because it helps to avoid putting down Shaymin-EX or Jirachi-EX early in the game as well as lessening your chances of dead drawing in the early game. I actually do not really think it makes sense on paper, but in Kian's and my testing the forth N has been more helpful than the forth VS Seeker. I expect one Delinquent and one Lysandre to change that, still it may not.

-1 Lightning Energy/+1 Tool Scrapper

Tool Scrapper is very important now that these new tools will be popular. Fighting Fury Belt is going to be a pain to deal with, Tool Scrapper can stop it and leave room for Head Ringers. Tool Scrapper can also get Head Ringers off of your own Seismitoad's on the first turn of the mirror. Bursting Balloon can also provide some annoyance that Tool Scrapper will help to nullify.

Other card counts

2/3 Silent Lab

With Delinquent added, I am considering going up to a third Silent Lab to allow for more frequent use. A third Lab would also be nice for winning Stadium wars and hitting it early in the game in matchups where it is crucial. With little room, I do not see any cut that could be made for the third. Once I can find room it will be fit in.

3 Super Scoop Up

Most players that are new to Toad/Bats really dislike this count. That isn't to say that good players do not play four copies, just to say that good players can deal with only three copies. I have played three copies for a long time with no trouble. Very rarely will it end up being a problem and there really is no room for the forth Scoop Up.

3/4 Lightning

I have found four Lightning to be very helpful against Groudon and Yveltal decks. I think one of the only reasons for why Groudon has been a 50/50 matchup is because of the forth Lightning. Now without it I do not feel as confident in these matchups but I do think that Tool Scrapper is needed for the new meta. The forth Lightning is also great for the mirror match and against Mega Rayquaza. I am not sure if the Scrapper will stay in just because the forth Lightning is so helpful.

When should I use Toad/Bats?

In my opinion this is the most skill based deck in all of Expanded. If you are good with this deck then you should use it frequently. Even when the meta seems iffy, this deck has a way of pulling through repeatedly, if played perfectly. If you do not have a firm grasp of how to use this deck, I do not suggest using it for almost any tournament. Make sure you test extensively before taking this to anything. The only time when this deck is really a bad choice is when something like Virizion/Genesect is popular, or some other form of an auto-loss. As crazy as it sounds, I might even use this in a meta with Virizion/Genesect simply because the Silent Labs, Tool Scrapper, and Head Ringer may be able to make it potentially winnable in some cases.

Matchups

Facing Yveltal/Archeops

I believe this is a 60/40 matchup. If your opponent can get Archeops or Gallade turn one, it will get a little more difficult but otherwise it is usually fairly easy. To get around this turn-one Maxie's, you can play Ghetsis before they can take their first turn. If you go second there is around a 50/50 chance of them getting it, meaning you sort of just have to get lucky. When they do get Gallade out, your option to use Manectric is basically eliminated. Benching Manectric will make it possible for your opponent to Lysandre and knock it out for an easy two Prizes. Afterward you will have a 150 HP non-EX to deal with. Granting that the Lysandre KO on Manectric can be devastating, with only one copy, they may have discarded it early on. If they do discard it, you can feel safe putting the Manectric down as long as you only use it to finish up your last two Prizes.

In the event that they get Archeops instead, they will have less access to draw. This means your route to winning should be to try to N them into a dead hand. With this deck I like to try to keep N'ing until I can get them into a hand without a draw Supporter and then proceed to try to get some more damage down on threats. It is also important to not use Hypnotoxic Laser or Super Scoop Up when you do not need to. Many people will see these two cards in early hands and immediately use them. In reality you need to save these cards for later in the game. These are the reasons why we play high counts of N. N provides a way to make your opponent dead draw and a way to conserves resources.

Facing Vespiquen

Depending on the list, Vespiquen is usually about 50/50. The best way to go about beating Vespiquen is by getting Silent Lab down as soon as possible and slamming Bat damage on threats before they can Evolve. Initially I like to attack with Seismitoad, although frequently I will elect to attack with my Bats or Manectric. Ghetsis turn one is nice much of the time, still, using it turn one it is not always the best option. I would rather use Ghetsis on a turn where I go from attacking with Seismitoad to using another option. This is because it will slow down your opponent and may stop the damage output temporarily even while you are not using Quaking Punch. Try to think out your actions, never play this matchup ignoring plays.

Facing the mirror

This list definitely has a 50/50 in the mirror. There are no techs for the mirror in this list because Seismitoad Bats has not seen a whole lot of play. This surprises me, but does not bother me. The mirror is very luck based. I have seen new players destroy veterans in this matchup simply because Item lock can make or break either side. You can win the mirror because of ability, but you cannot outplay other players in this matchup as much as some other matchups. This is what you can do to increase your chances in the mirror.

Take easy Prizes. If you see a Jirachi-EX Benched, put some bat damage on it. Do not quickly slap three Sneaky Bites down if you do know that your opponent still has not used AZ. Instead put one Surprise Bite on it and make it an option later in the game as your last two Prizes. I have won many mirrors by playing down a second Surprise Bite and then using Skill Dive to take the last two Prizes. It is also crucial to use bat damage at the appropriate time. If you can set up the game so that you will be taking a Knock Out on a Seismitoad in the same turn as an N to four or two, you might be able to stop them from Quaking for a turn or two. If you do get out of Item lock, you will most likely win. Getting out of Item lock allows you to scoop up damage on your toad, play a laser, VS Seeker for your Xerosic and put Muscle Band down. The single most important part of the mirror is making sure you can capitalize on times when your opponent does not have Item lock going. Only play the Xerosic after your opponent seems to have a dead hand, only use bats to take Knock Outs when they seem to have a dead hand. The matchup is silly a great deal of the time, still there are some things you can do.

On the other side of the spectrum, there is my final option: Vespiquen

Vespiquen

This option is both attractive and very unattractive to me. Last weekend I picked up my worst Regional performance in over a year using Vespiquen. I feel like a great deal of this deck is luck based, which has also lead me to many poor cities results. This deck has not been reliable to me, however on paper the deck has been the best option many times. With Sableye being very hyped, I do not see Vespiquen as a choice for this coming weekend. Instead I see it as an option after the Sableye hype has calmed. For the time being this list may not be needed, but in the future this list could be perfect for a meta.

With the change of one card, this is the list I used last weekend.  Multiple games were lost purely due to bad luck, others were my fault. I was in a very tiled mindset throughout the tournament because of personal issues, which is the reason why I believe I played poorly. I believe if I had played a little better and my deck ran a little better, I would have had no problem making top 8. The problem with Vespiquen is that it usually is inconsistent. You can make the list more consistent with Level Ball and a thicker Flareon line, although that usually is not the problem for me. The problem with consistency lies in the fact that I usually am forced to discard a DCE or an extra VS Seeker. When you can conserve these resources, games are easily won. When you cannot, you will struggle.  Here's an explanation for why I played some of the techs that I did.

3-3 Flareon

This is a count that only Brandon Smiley is alright with. It seems like he and I are the only ones to publish any sort of content favoring this count. I can see why, the 4-4 line is very strong and consistent. I do not agree with this count, simply because I believe my techs make it unnecessary. With the addition of Gallade, you still have the same amount of attackers. 1 Maxie's and 1 Gallade take up two spots just as another Eevee and Flareon would. I rarely find myself wanting another Eevee or Flareon. Occasionally I will find myself in a situation where I wish I had another Eevee for my first turn. Although rare, when I miss the Combee or Eevee turn one it has been detrimental.

Bunnelby

As strange as it may sound, Bunnelby is a tech for Groudon. You may be under the impression that Groudon is already a positive matchup. Playing a few games against Stefan Tobacco or Joe Sanchez may change your mind. As a California player, I will see these guys in top cut frequently. They have techs for Vespiquen and beat it more than half the time. Bunnelby gets back lost Double Colorless Energy as well as VS Seekers. This is the same reason why it is also helpful against Sableye/Garbodor. The matchup is otherwise poor. With the bunny you can stall turn after turn to make a bad matchup into a tie. I should note that Sableye/Garbodor is only a bad match up if they play Target Whistle or you do not start with Eevee. Otherwise it is actually not too bad. Nonetheless, most lists do play Target Whistle and the matchup is hard. I also have found use in scattered other matchups where I was forced to discard too many resources and then had to recover. There have been games where I won by deckout because my opponent did not expect a Bunnelby. The card is strong but not entirely needed. If you need space somewhere for a different tech, you could consider cutting the Bunnelby.

Gallade

This list has been in construction for a very long time. The addition of Gallade was actually not because of Kevin Baxter. The addition of Gallade happened about three weeks ago when I was trying a new idea to benefit my mirror. Ironically enough Kevin decided to also use the same tech. This was somewhat annoying for me because I wanted to be the first to play it in a big event. However, it isn't important whose idea it was first, what's important is why it is useful. Gallade has been, in my testing, the reason why I won several mirrors.  I was really struggling with finding a Pokémon tech that could benefit the mirror. I tried Milotic and considered Slurpuff. Gallade tested out to be the best option.

I found it to also be helpful against Seismitoad/Manectric/Bats seeing as it eliminates their option to use Manectric. It is not often that you can get the turn-one Gallade against Toad, but when you do, you almost always win. I noticed that Gallade can make up for the lack of Wobbuffet in this list. If you play against an Yveltal/Archeops player, Lysandre with Sensitive Blade can swing the matchup back in your favor. I actually did pull this off at Anaheim Regionals in two of my games. Surprisingly enough, I have rarely actually had trouble with any Yveltal variants, even without the inclusion of Wobbuffet.  

Four copies of Unown boosts the benefit of Premonition by giving you access to a Double Colorless that you might have whiffed, or a Sycamore that you need against Seismitoad. I cannot see a situation in which I want to cut Gallade.

Audino

Audino was a card that I was not in favor of initially. My thinking was that it was only going to be helpful against Seismitoad variants. With Ultra Ball not being an option under Item lock, Audino would be hard to get at the right time. On top of that, Silent Lab stops it for working at all. After more testing with it, I realized that it is hugely beneficial against Yveltal variants. Games are often decided on Sleep flips in the matchup meaning one Audino can boost your chances of winning significantly. In my experience Audino brings the matchup up by about five to seven percent. In this meta, Audino is very worth the space.

1 Parallel City

At Anaheim I was actually playing two copies. I found two to be slightly excessive and not very beneficial. I think one is exactly where you want to be with this Stadium. When you draw it too often it can actually hurt you, so one is perfect. Parallel gives you the ability to bump Shaymin-EX and Jirachi-EX off the Bench while also providing a counter Stadium to Silent Lab. I know some lists now play Tropical Beach as a counter Stadium instead. I think Beach is alright but not as strong. If I decide to put in a second Stadium it will most likely be a Tropical Beach. In the current meta, one Parallel is great.

1 Town Map

I have been playing Town Map since I picked up Vespiquen. With six one-of Supporters it is needed to quickly search out what is missing. Town Map has also been very helpful in the mirror and in general for continuously play Hex or Lysandre. I could go into more detail about it but the advantages are fairly obvious.

Closing thoughts

For the final week of Regionals we will certainly see a good amount of new ideas and decks. When preparing for this sort of tournament you can be a little more risky and try something like Virizion/Genesect or go with a consistent strong deck like Toad or Yveltal. It is up to you to decide which option you like better. I would recommend simply playing a deck that you have had success with in the past. I mentioned this in my previous piece. Whatever you are used to playing will most likely stay strong.

I hope these lists provide a strong testing ground for you. With the exception of Virizion/Genesect, these lists have all been tested extensively before the addition of the new cards. Thanks to you all for reading and good luck in week three!

-Phinnegan

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'Perfecting Perfection' - Mewtwo & Mew-GX/Giratina & Garchomp-GX/Malamar for the Worlds Format

07/19/2019 by Jose Marrero // Jose examines Mewtwo & Mew-GX combined with Garchomp & Giratina-GX in conjunction with Malamar. (+19)

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