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Jose Marrero

Three Plays for Worlds and the Examination of the 2018 Season Announcements

Jose analyzes three decks for the upcoming World Championship format as well as gives his thoughts on the new 2018 season announcements.

08/06/2017 by Jose Marrero

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Jose analyzes three decks for the upcoming World Championship format as well as gives his thoughts on the new 2018 season announcements.

Introduction

Hello once again, 60cards readers! Currently, many are testing for the World Championships and Anaheim Open, so it's a great time to talk about three plays that will see a lot of play come Worlds and should be taken seriously when deck building. First, I start with Volcanion, a deck that has had a number of strong finishes over the past several months. With the addition of the new set, Burning Shadows, Volcanion gains some new cards, which makes it one of the best contenders going into the Worlds format.

Second, I transition to Gardevoir-GX/Octillery, the most hyped deck and possibly the best deck in format now that Burning Shadows has officially dropped.

Third, I move to Golisopod-GX/Decidueye-GX, a deck that can succeed if you dodge Volcanion, since this deck can apply pressure on the first turn thanks to Forest of Giant Plants still being legal for play. Forest of Giant Plants will rotate out of Standard and be banned from Expanded at the same time, so this is your last chance to take advantage of it.

After covering my three plays for Worlds, I finish with my thoughts on the 2018 season announcements (including everything but League Challenges, because who cares about those anyway.)

Quickly moving off topic, I want to briefly talk about the ARG Invitational coming up next week as I did in my last article. The ARG Invitational (click here for more information) yields four tournaments in one weekend that will have Burning Shadows legal for play to provide some last-minute testing for those attending Worlds and the Anaheim Open. There also are credit and cash prizes on the line, so be sure to register with the link provided above.

With that said let's start off with an old archetype with some new inclusions from Burning Shadows.

Volcanion/Ho-Oh-GX

There's been a lot of talk about Volcanion post-Burning Shadows and for good reason, since it has gained four new cards. The first being Kiawe, which searches your deck for 4 Fire Energy and attaches them to one of your Pokémon. However, this Supporter does end your turn. It's not surprising to see such a large drawback to balance a powerful effect (think Tropical Beach). Having a turn two Volcanion-EX, Turtonator-GX, or even Ho-Oh-GX ready to threaten KOs is too good to pass up. Kiawe will surely make its way in most if not all Volcanion lists moving forward.

Kiawe brings me to Ho-Oh-GX, another addition from Burning Shadows. Ho-Oh-GX not only has weakness to Lightning, making it useful against decks that would otherwise hit Fire types for weakness. Ho-Oh-GX has three attacks, two of which aren't too great: Sacred Fire does only 50 damage to one Pokémon for three energy. It's GX attack, Eternal Flame GX, puts three of any combination of Fire Pokémon GX or Fire Pokémon EX onto your bench from your discard. However, Phoenix Burn has a base damage of 180, making it immune to Garbotoxin, since you don't have to Steam Up to one-hit KO Pokémon with 180 or fewer hit points namely Drampa-GX. The downside is that you can't use Phoenix Burn next turn.

Guzma allows you get around the effect of Phoenix Burn, as well as Volcanion-EX's Volcanic Heat. By using Guzma, then promoting something you can retreat, you can reuse Phoenix Burn and Volcanic Heat, which is awesome, since you don't have to manually retreat your attackers anymore or be forced to use Volcanion's, Power Heater, when you'd rather be taking a KO. With Guzma, you can go in and out of attackers if you have at least two powered up.

The last new inclusion is Acerola, a card that's not necessarily needed but can be clutch if used at the right time. With this deck having many bulky attackers, a card like Acerola may be able to turn two-shots into three-shots or more. Having the option to Acerola into Volcanion then have energy ready to Steam Up is a solid strategy, if you're going for two-shots. Recently, a lot of lists have been going down to three Volcanion-EX; however, if you prize one and another is knocked out early, you're left with just one, which may not be enough to one-hit KO anything with 210 hit points or higher or anything with Fighting Fury Belts or Bodybuilding Dumbbells attached to them. I have two Volcanion even though there are two Kiawe to help fuel attackers faster. Still, you want a couple Volcanion just in case you need to do damage while setting up two attackers. Having a non-EX or -GX attacker helps especially if you want to play the seven-prize game.

Having at least one Turtonator-GX still is optimaly, since you never know when it'll come in handy. Turtonator-GX provides another form of energy acceleration outside of Max Elixir, which is useful with the threat of Trashalanche.

I've always been a fan of having at least one Shaymin-EX in any given deck outside of the obvious ones such as Greninja to name one. Sure, there's no Hoopa-EX to search it out; however, Shaymin-EX in most cases can save you, despite being a liability on the bench. And Shaymin-EX's low hit points don't matter if you're going for the game-winning play. If you'd like to avoid playing Shaymin-EX, then you can substitute it for Oranguru or a third Volcanion.

Two Tapu Lele-GX is a must in this deck, (maybe even three) since finding those turn 1 Kiawe plays are ideal, because a turn two, fully powered Ho-Oh-GX, Volcanion-EX, or Turtonator-GX can start taking KO after KO.

Lastly, for the Pokémon, I still kept Starmie in the deck because its ability, Space Beacon, is too good in this deck not to play. Getting back two Fire Energy whenever you want to abuse Steam Up is important from turning two-shots into one-shots. This list is pretty standard outside of the new cards mentioned above. You can change the Tool count to your liking, but I would advise playing Fighting Fury Belts over Choice Band. With access to Steam Up, damage from Choice Band may not always be needed. I prefer the survivability provided from Fighting Fury Belt, but you can go with a 2-2 split if you prefer.

Other card options

Oranguru SUM:

This card is never bad, because, if anything, it can save you from a late game N bringing you back into the game. It is tough to fit this card in a deck like Volcanion, because bench space always is tight.

Fisherman:

If you are playing Starmie, you don't need to run Fisherman. If you do not play Starmie, then you should be playing Fisherman. The only downside of Fisherman over Starmie is that Starmie can get you energy off N no matter what hand size they N you to. 

Max Elixir:

If Garbodor starts seeing a decline in play, then Max Elixirs can once again be great, However, with the inclusion of Kiawe, I don't think Max Elixir is needed as much, not to mention Turtonator-GX, where its GX attack, can fuel multiple attackers.

Rescue Stretcher:

Normally you don't see a recovery card in a deck like Volcanion, but it is useful if you need to get back Starmie, Tapu Lele-GX, or even Volcanions. Having at least one copy of Rescue Stretcher can come in handy. I've never been one to play Volcanion even though I know how powerful it is, and I always wondered why they never ran recovery. If everyone's doing it, then maybe that's the correct call.

Scorched Earth:

Currently, I have only Brooklet Hill, since they to search out Volcanion-EX and Staryu without using an item. But I can see where Scorched Earth can be clutch at times for when your dead-drawing or just need energy in the discard for Turtonator-GX's Nitro Tank GX or Volcanion's Power Heater.

Next, I go over the most hyped deck of the new set, Gardevoir-GX/Octillery.

Gardevoir-GX/Octillery

Ahhh Gardy, Gardy, Gardy. Gardevoir-GX from Burning Shadows has been making a huge splash in the current Worlds format, and it seems to be the talk of the town for simple reasons.

Gardevoir-GX has a phenomenal ability called Secret Spring, which once per turn lets you attach a Fairy Energy from your hand to one of your Pokémon. This ability stacks with the more Gardevoir-GX you have in play. To take advantage of Secret Spring, Gardevoir-GX has an attack called Infinite Force that does 30 damage times each energy attached to both Gardevoir-GX and your opponent's active Pokémon. Its GX attack is no slouch either; Twilight GX, for just a single Fairy Energy, lets you put any 10 cards from your discard pile into your deck. This attack easily shuts down decks like Garbodor with its Trashalanche attack doing little damage. This is one of the reasons I expect for a decrease in Garbodor decks going into Worlds.

Gardevoir-GX's biggest threat going into Worlds will, of course, be Metagross-GX, which then folds to Volcanion decks. Every deck has its kryptonite so really you have to hope to hit good matchups no matter what deck you play.

You can go down to three Gardevoir-GX if you think space is really tight, but I'd much rather have a clogged hand of Gardevoir-GX then missing those Rare Candy plays. Plus with three Kirlia you will want to find as many Gardevoir-GX as possible. There also is one Gallade, because it fits nicely in this deck seeing how you can combo it with the draw power of Octillery's Abyssal Hand. In addition, Gallade's typing makes it easier to one-hit KO Pokémon such as Darkrai-EX and -GX, as well as Drampa-GX and Umbreon-GX.

Having two Tapu Lele-GX helps you find those turn-one Brigette plays, the ideal start to this deck, and then going into Kirlia and Gardevoir-GX, as they present themselves. By turn three you should be comfortable starting to attack with Gardevoir-GX, unless you get a sick turn two with multiple Rare Candy plays. By maxing out on Rare Candy and Gardevoir-GX you have a higher chance to draw into them. Even if you have to forcefully discard some, you still have plenty left since there's four of each. To help find Rare Candy easier, one Skyla is played, which Tapu Lele-GX's Wonder Tag can search for as well. One Lysandre and One Guzma provides both options for bringing up an opponent's Pokémon. In this deck, two Guzma over Lysandre is fine. The split here is personal preference.

The inclusion of Hex Maniac is needed to help against decks such as Greninja and Volcanion, because stopping Giant Water Shuriken and Steam Up for a couple turns can buy you time to set up more Gardevoir-GX, while at the same time avoiding one-hit KOs. The Tools I decided on are two Choice Band. Gardevoir-GX already does a lot of damage thanks to Secret Spring, so two Choice Band should be fine.

This brings me to two Max Potion, which, don't forget, are searchable with Skyla. If you don't get one-shot, having Max Potion to survive a KO the following turn can be game-changing. You also save Choice Bands this way.

For recovery options there are one of each Rescue Stretcher and Super Rod. This split is ideal because you may need to get back Fairy Energy for Secret Spring, as well Gardevoir-GX and Octillery if they were discarded early on. One Field Blower because why not? It'll come in the clutch especially if you're facing against a deck that plays multiple Fighting Fury Belts or Bodybuilding Dumbbells. It also is your only counter to an opposing stadium, since this deck does not play any.

Other card options

Sylveon-GX:

This card has nice synergy with this deck because it too uses Fairy Energy. Also, if you open with Eevee going second, then you can turn-one evolve into Sylveon-GX essentially giving you any three cards for the following turn by using Magical Ribbon. If you were able to Brigette on top of that, your second turn of the game would be insane assuming you don't get Nd out of the cards you searched for. Having Sylveon-GX to help set up multiple Gardevoir-GX seems like a solid strategy.

Necrozma-GX:

If you are able to use its GX attack, Black Ray GX, early on, you are able to finish off every EX and GX on your opponent's field with ease, since Black Ray GX does 100 damage to each of your opponent's EX and GX Pokémon. This card also can be useful against Drampa-GX and M Rayquaza-EX for its ability, Light's End, which prevents damage from Colorless Pokémon. (It blocks damage, not effects.) Of course, Necrozma-GX can still affected by Hex Maniac and Garbotoxin. With Gardevoir-GX's ability and a Double Colorless Energy, you can power up Black Ray GX in one turn, making it viable in a deck like Gardevoir-GX or any deck that can power it up in one turn.

Diancie BUS:

By far the best starter in this deck should you open with it. If anything I can see a one-of in the deck just in case because being able to immediately evolve into Kirlia then threatening a turn-two Gardevoir-GX without having to use Rare Candy is scary. It's currently not in the deck, simply because if you don't open it, then it may never be used, as it's too slow at that point.

Oricorio GUR 56:

If you think Vespiquen will see play at Worlds, then Oricorio is the perfect answer, since it will be difficult for Vespiquen to one-shot Gardevoir-GX with 230 hit points, forcing the Vespiquen player to have to discard tons of Pokémon just to put a dent in Gardevoir-GX. That's when Oricorio comes in to do the dirty work and take multiple prizes. If you know your facing Vespiquen, just make sure to hold your recovery cards for when Oricorio goes down. If Gyarados pops up then you also have a solid counter.

Alolan Vulpix GUR:

Personally, I think I would go with Diancie over Alolan Vulpix if I were to play one of them, because Diancie automatically evolves into the Pokémon while Alolan Vulpix does get you two Pokémon but they go to your hand and not into play, making it vulnerable to N.

Professor Kukui:

Because Gardevoir-GX's attack, Infinite Force, doesn't have base damage but does 30 times each energy attached to both Gardevoir-GX and your opponent's active means that your numbers may seem off at times or at least to where you need an extra energy attachment to take the KO. With Professor Kukui you can turn 90 damage into 110 and 150 damage into 170 or 200 with Choice Band. Gallade also combos well with Professor Kukui since you get to draw two cards assuming Octillery isn't useful at the time.

Mallow:

With Octillery, it would make sense to play Mallow, however, I don't think it's needed but I can see playing at least a one-of just for those clutch scenarios where you do manage to get the combo going with Octillery. If the deck played a Shaymin-EX I'd be more inclined to play one.

Acerola:

The deck already plays two Max Potion to be able to heal Gardevoir-GX fully, however, Acerola can be searched out with ease due to Tapu Lele-GX making it a reliable option when needed. Right now I don't see it fitting in the deck unless you drop both Max Potion.

Fisherman:

If you somehow have too many Fairy Energy in the discard, then Fisherman would come in handy and to use Gardevoir-GX's ability. However, the deck also plays Super Rod to recover energy.

Teammates:

Having the option to Teammates into a Rare Candy and Gardevoir-GX or whatever two cards you need seems very good in this deck. However, Teammates is situational and, because you're attacking with high-hit-point Pokémon, you may not be able to use Teammates frequently enough to warrant its inclusion, unless you're playing a slower approach with Diancie or Alolan Vulpix, where you don't care for them to get KOd.

Float Stone:

With Octillery having two retreat, it's nice to have Float Stones; however, the deck plays Guzma for a retreat option.

Fairy Garden:

Fairy Garden can be useful to have free retreat; however, Gardevoir-GX has built-in energy acceleration that stacks, so really you can manually retreat whenever you need or just attack with whatever is active.

Silent Lab:

I know some of the Japanese lists that did well ran Silent Lab, but it's important to remember their format is different than ours. Still, I can see Silent Lab being useful against Volcanion to prevent Steam Ups.

With Gardevoir-GX/Octillery covered, we discuss a deck that gives Decidueye-GX a new friend.

Golisopod-GX/Decidueye-GX

This is the best way to play Golisopod-GX in the current Worlds format. Golisopod-GX abuses Forest of Giant Plants just like Decidueye-GX. Forest allows you to attack and do big damage on the first turn of the game, if you're going second with Golisopod-GX's first attack, First Impression. First Impression has a base damage of 30, but if Golisopod-GX this turn went from bench to active, First Impression adds 90 damage for a total of 120 damage for just a single Grass Energy. If you combo this attack with Choice Band and multiple Feather Arrow, you can see where you can start to one-hit KO things. If you don't one-hit KO something, then a couple more Feather Arrow can finish off things.

Golisopod-GX's second attack, Armor Press is decent, since it does a solid 100 base damage and reduces 20 damage done to Golisopod-GX next turn from your opponent's attack. This attack takes one Grass and two Colorless Energy, which is okay, since that's only two attachments. Ideally, you're spamming First Impression anyway.

Because First Impression gets the added attack bonus once Golisopod-GX goes from the bench to the active spot, you have to go in and out of Golisopod-GX. To help with this, the deck plays two Guzma and four Super Scoop Up (reprinted in Burning Shadows), as well as one Acerola. Seven ways to reuse First Impression or 11 if you count four VS Seeker. Golisopod-GX has a hefty retreat cost, so you can't rely on manually retreating into another one. Golisopod-GX has a solid 210 hit points meaning it won't go down easily, unless you're hitting it for weakness. Healing Golisopod-GX with Super Scoop Up or Acerola and at the same doing a ton of damage may be too much for your opponent to handle. Its final attack, Crossing Cut GX, is very good for combination play with First Impression, since Crossing Cut GX has a base of 150 damage and forces you to switch Golisopod-GX with another one of your benched Pokémon. This potentially keeps it from harm's way while doing a lot of damage at the same time. You also have Decidueue-GX as a backup attacker if needed. Don't forget Hollow Hunt GX can come in handy to recover resources.

Tapu Koko is in the deck for two reasons: Free retreat helps to use Guzma to reuse First Impression. Also, Tapu Koko can help chip away at things to make for easier clean ups with First Impression and Feather Arrow. You can play two Revitalizer if you prefer that over the Rescue Stretcher, but I prefer the option to also get back Tapu Lele-GX, Shaymin-EX, and Tapu Koko. To close out, there aren't four Double Colorless Energy, because you want to be using First Impression as often as possible. You can even drop a Double Colorless Energy for an 8th Grass.

Unfortunately, this deck completely folds to Volcanion, a deck that earlier I explained how it becomes even more powerful with Burning Shadows. You're going to have to pray to Arceus that you dodge enough of them if you want to do well. Still, this deck has potential against a lot of other decks come Worlds.

Other card options

Necrozma-GX:

You can use Black Ray GX to take multiple prizes after Feather Arrow multiple times. Even if you use it early, it'll still apply a lot of pressure on your opponent, since everything is now in KO range for Golisopod-GX.

Espeon-EX:

This card is never bad if you're playing Decidueye-GX, because you can set up a big Miraculous Shine play  with Feather Arrow freely doing 20+ damage a turn. Or if Golisopod-GX hits multiple EX or GX Pokémon, a late game Miraculous Shine could take an insane four or more prizes in one turn.

Vaporeon AOR:

This deck completely folds to Volcanion. With Vaporen, you now can return one-hit KO them with Golisopod-GX. This gives you an edge, since Golisopod-GX requires one energy and Volcanion-EX requires three.

Brigette:

Unlike in many decks, Brigette isn't vital, since you're likely to Forest of Giant Plants into the evolutions on turn one anyway.

Level Ball:

Having one or two Level Ball to search out Pokémon isn't the worst thing, since this deck wants to apply pressure as soon as possible.

Field Blower:

Garbotoxin is troublesome, since it shuts off Feather Arrow. With the combination of Golisopod-GX and Guzma, you should be able to easily take out Garbodors. Field Blower is more useful to get rid of other Tools such as Fighting Fury Belt and Choice Band.

Float Stone:

Two Guzma and one Acerola allow you to get out of the active spot when neeeded. However Float Stone on either Decidueye-GX or Golisopod-GX is viable since after you use Hollow Hunt GX you usually want to get out of the active next turn. With Golisopod-GX, you can just retreat into another one to reset First Impression.

 

2018 Season Announcements

League Cups

As you can see, Pokémon actually gave us the fourth quarter for League Cups. Last season we had only three quarters of League Cups and one for League Challenges. If you were to cap out on six League Cups and two League Challenges last season, that would have added up to 360 Championship Points. However now with the new structure and changes, you can cap out at eight League Cups for a total of 400 Championship Points, which is exactly what is required for a Worlds invite for the 2017-2018 season.

Many players are mad that a player now can receive an invite solely through League Cups, but realistically not many players will win eight League Cups, because it's easier said than done. Even if you do achieve that, you likely have already gained points from other events anyway. Still, League Cups have been crucial for many in receiving an invite, so I recommend trying to get eight finishes anyway, especially if you're a hardcore player like myself who wants to go for a Day Two invite. You can see they adjusted the payout per placement, which I like. They lowered top two back to 50/40 respectively while lowering top four by only three points. Top eight stayed exactly the same at 25 Championship Points.

Something interesting they did was not having a kicker for top four, meaning if four people show up they all get points. They also lowered the amount of players you need for top eight kickers, which used to be 32 (now 24). It seems that Pokémon wants players to be able to achieve the 400 mark a lot easier this year; that's for sure. Growing the game is their highest priority, so it makes sense that they would make it likely for more people to receive an invite to Worlds.

Overall I personally like the changes they implemented for League Cups, because they always are fun events no matter what caliber of a player you are.

Regionals

If you played last season you can see that four Regionals were taken away: Philadelphia, Georgia, Arizona, and Seattle. Some were adeed: North Carolina, Vancouver, and Tennessee.

Some Regionals remain in the same state but were moved to a new city: Florida moves from Orlando to Daytona Beach and California moves from Anaheim to Costa Mesa.

The most important change of all is that there are now seven Expanded Regionals as opposed to last season's three or four. If you are like me and hate Expanded, then you too have a problem with this change. Still, I'll be going to most of these Regionals nonetheless. Overall, I'm excited to play a lot next season to try for my sixth consecutive Worlds invite. I already have booked Fort Wayne, IN and Hartford, CT, and I live in Florida, so the first three Regionals of the season I have ready to go, two of which are Expanded.

Regional point payouts were very generous this season. Last season they bumped all the placements up by 20 points. However, now they actually favored every placement except top four. top 128 used to be 36 points now 40, top 64 used to be 44 now 50, top 32 was 52 now 60, top 16 was 60 now 80. They kept top eight the same until you get to top four where top four was 140 now 130, second place was 180 now 160, and the winner was 220 now 200.

Overall, these changes are solid and should benefit everyone. Sure they lowered top four points but if you're in top four you don't care at that point anyway because you took home 130+ points and a nice payday. Lastly, and a huge difference from last season, is that this season there is no best-finish limit for Regionals or Special Events. This means you can get points at more than eight Regionals and Special Events, and you gain every last point from them. This surely will make getting a Day Two invite more difficult, because you have to grind even harder. 

The biggest change to the Regionals payout is that they took away the $250 for the top 64 finishers altogether. Lots of players like myself are bummed about this, but at the end of the day, you are wanting to try to make day two anyway and not top 64. They still were very generous when it comes to how many players are needed to achieve every payout.

It used to be that we needed 500+ players to have all of top 32 get $250. Every Regional will easily have over 200 players in Masters, so all of top 32 will get money now, which is cool. Other changes include making top 16 get $500 only needing 201+ players where last season we needed 500+ players for that. The same goes for top eight receiving $750. They actually gave top four $500 more this season, which is awesome since they used to get $1,000 flat. Overall, I still like the increase for top four and the decrease in how many players to achieve each payout. The only downside is no more top 64 money, but that's okay, because you should be striving to make day two anyway. It just sucks more for the casual players who rely on Top 64 money to get them to the next event. The player amount per payout changes definitely helped the Juniors and Seniors making it so they can make more money now that they lowered each attendance number. Most of the player base is Masters, so it makes sense for them to try to attract more Juniors and Seniors and by lowering the attendance number it'll surely work out in the end which is ultimately a smart move by Pokémon.

Internationals

It's great that Pokémon announced everything at a reasonable pace this year. Last season the first International Championship was held in London. This year again it's somewhere in the United Kingdom, yet we don't know exactly where, which is tough for those like me who want to book their trips early to avoid rising prices. I went to London last season for the IC, and honestly, it was one of the best events I have ever attended in both the level of fun and how well the tournament was ran.

Last season they upped every placement by 50 points which was crazy since I was Top 64 in London, and then I went from 60 points to 110 points, making a huge difference when chasing that day one or day two invite. This time they favored everyone but top eight even though top eight stayed the same at 250 points and top four only dropping by 30 points and top two dropping by 50. Top 256 went up by 10 points while top 128 went up by 20 points. Following that, top 64 went up by 20 points ,as well; however top 32 went up by 30 and top 16 up by 50 points.

So they really favored top 16 the most, which seems fair, since barely missing top eight should give more of a point bump than other placements. Overall, they did well on the International placements. As you can see, they haven't announced the payout per placement yet, but hopefully soon they will.

Worlds 2018

As I mentioned earlier, they lowered requirement for an invite to Worlds to 400 from 500 Championship Points. With the new changes, including a fourth quarter of League Cups, it'll be a cake walk to get an invite this season, if you truly want it.

I understand they are trying to grow the game by doing this, since they want more people participating in Worlds. But if you're one of the more competitive players like myself, you want Worlds to be more exclusive. The more people that can receive an invite, the less prestigious it will be. Day two structure remains the same once again this year. I wish they gave the day two invites to the U.S. and Canada top 22 like they do with Europe, because we have a much larger group of players here. Overall, a day one Worlds invite will be a lot easier to achieve this season, while day two gets even harder to make.

Closing Thoughts

Worlds is getting closer and closer by the days, and if you are attending, then be sure to test against the three decks I presented above, because they will see a hefty amount of play outside of maybe Golisopod-GX/Decidueye-GX.

However, it's safe to say Volcanion/Ho-Oh-GX and Gardevoir-GX/Octillery will see tons of play, because many top players have been hyping these decks, and they look to be deserving of the hype.

If your deck can't keep up with Volcanion/Ho-Oh-GX and Gardevoir-GX/Octillery, then I recommend not playing it whether it's Worlds or the Anaheim Open. All three of the aforementioned decks I went over have their own merit and are strong in their own way. It's up to you as a player on what archetype best suits you and your playstyle. If your deck is 50-50 against the decks I mentioned then that's fine too. As long as it's not a downright loss, it's okay to play.

I'm starting to hear more talk about Greninja and Vespiquen, so maybe adding Oricorio or even Giratina Promo is the safe way to go. I can't wait to attend my fifth consecutive World Championships. No matter how I place, it's always a blast to get to play in the most prestigious event of the year with the best players in the world. All in all, Worlds is a great experience even if you're not playing in the main event, so I recommend you go play in the Anaheim Open, if you can to get an early start on next season.

If you see me at an upcoming event most recently being the ARG Invitational next week, then be sure to come say "hi," because I love meeting new people and socializing at events.

Like always, if you haven't already, check out The Chaos Gym on YouTube and Twitch for updates and player interviews, as well as live streaming from Grafton Roll and Rahul Reddy. If you want to help support my team, be sure to check out Team ARG's Pokémon page on Facebook, Team ARG Pokémon-TCG for tons of decklists from great players. My Twitter handle is down below, if you want to follow me.

If you have any questions about these lists, decks in general, or Team ARG, then please feel free to leave me a comment below or message me on Facebook. I'll be sure to get to them as soon as possible.

As usual, if you enjoyed reading this article, then please consider giving it a thumbs up. If you want to see a specific type of article or topic next time, don't hesitate to give me ideas down below, and I'll consider them. As always, keep an eye out for more articles to come. Until next time!

-Twitter @Jose_MarreroTCG

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Zach Lesage

Revisiting Buzzwole for Memphis

12/05/2017 by Zach Lesage // Zach, while not attending Memphis, details the deck that he would play going into the event, Buzzwole/Lycanroc (+20)

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Jose Marrero

"It's Rock and Roll Time" -Two Strong Plays for Memphis Regionals

12/13/2017 by Jose Marrero // Jose discusses two strong plays for the upcoming Memphis Regional Championships this weekend. (+19)

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Caleb Gedemer

"Forgotten Deck" — Secret Garbodor / Buzzwole-GX Deck for Memphis

12/12/2017 by Caleb Gedemer // Garbodor/Buzzwole-GX was lost in translation before the European International Championships. Will it pop up at Memphis... (+19)

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