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Isaiah  Bradner

Rogue picks

Under the radar plays for the land down under, Isaiah's rogue picks for this weekend.

02/13/2019 by Isaiah Bradner

Hey 60cards readers, it’s me back again to show you two less talked about decks that I believe have extreme potential going into Australia. The new set introduces both new archetypes and buffs existing ones.

 

 After Looking at the new set and results from Japan, I was excited to start my Australia testing. After my original testing, I found out that there were 5 decks that seemed to be the most viable picks for the tournament. Those decks, in no particular order, are:
Malamar (FLI; 51)
Zoroark GX (SLG; 53)  /  Lycanroc GX (GRI; 74)
Zapdos (TM; 40)
Pikachu & Zekrom GX (TM; 33)
Lost March

These decks all seemed to have one or two bad matchups with the other 5, so I started to try more rogue options to see if any would work. Recently, I believe I have two lists (One old archetype, one new) that have mostly even-to-positive matchups vs these decks, and only one unfavorable. Saying that, let’s get into the new archetype.

 

 

Tool Drop:

Pokemon:

2 / 2 Honedge (TM; 107) /   Honedge (FLI; 46) - This split of Honedge is actually pretty important in some matchups. I play 2 of the Honedge (FLI; 46) , whose ability makes it one of the best pre-evolution Pokemon to exist. Getting to use this ability can make a huge difference vs decks such as Pikachu & Zekrom GX (TM; 33) , and Zoroark GX (SLG; 53) / Lycanroc GX (GRI; 74) , which both require you to have an extreme amount of tools to take kills. The 2  Honedge (TM; 107) are needed for the  Malamar (FLI; 51) matchup. With a  Metal Goggles (TM; 195) or  Metal Frying Pan (FLI; 112) on a Doublade (TM; 108) , a  Giratina (LT; 97) cannot one shot it due to resistance, which can give you an advantage in the prize trade. The problem with this is that Giratina (LT; 97) ’s ability is able to put the 10 damage needed on a Honedge (TM; 107)  whenever it gets benched. Metal Goggles (TM; 195)  is the solution to this problem, as it stops the Giratina (LT; 97)  from placing damage counters. In order to efficiently use Metal Goggles (TM; 195) , we have to have a metal Honedge (TM; 107)  to make sure it doesn’t take the damage.

4 Doublade (TM; 108) : This deck can be clunky at times so we want to max out the consistency counts we can. 4 Doublade (TM; 108)  ensures we can stream attacks each turn

1 / 1 Zebstrika (LT; 82) : Zebstrika (LT; 82)  helps this deck consistently dig to be able to find attackers, energy, and tools. I try to establish this every game because the extra four cards are often the difference between hitting or missing a kill.

2 Genesect GX (LT; 130) : This card is one of the reasons the deck works at all. Being able to have a 7th tool on board opens up your damage cap to 240 with one Genesect GX (LT; 130) , and 270 if both are down. If I can, the two tools that I attach to it are two that reduce damage ( Metal Goggles (TM; 195) / Metal Frying Pan (FLI; 112) ) to make it harder for my opponent to take an easy two prizes.

1 Jirachi (TM; 99) : This was a more recent addition to the list, and I cannot believe I did not have it initially. The ability to send it up after a knockout and get a free trainer is insane. If I start with a one retreat Pokemon I often will retreat into Jirachi (TM; 99)  turn one to gain the consistency of two extra trainers.

1 Ditto Prism Star (LT; 154) : Ditto Prism Star (LT; 154)  is an insane card in any deck that has more than one evolution, and this one is no exception. While I generally play it as a 5th Honedge (TM; 107)  it can also act as a Blitzle (LT; 81)  in situations when your Blitzle (LT; 81)  is prized or you don’t draw it early. If possible, I like to save Ditto Prism Star (LT; 154)  for the late game because it cannot be recovered with Rescue Stretcher (GRI; 130) .

1 Tapu Koko Prism Star (TM; 51) : This card is extremely good in the deck because it allows you to charge up a Honedge (TM; 107)  in a single turn with just basic energy. This can be important so you have more outs late game, or against something like a Xurkitree (BW; 68) . In an ideal game, you attack with a two energy Doublade (TM; 108) , Tapu Koko (BW; 31)  back the energy after it dies, and attach your third  Lightning Energy (TM; null)  to take a final kill. It also allows you to attack with Zebstrika (LT; 82)  in a rough spot.

1 Tapu Lele GX (GRI; 60) : This is simply a consistency buff to the deck. It can be annoying to give your opponent a two prize opportunity, but you can often still win the prize trade because Doublade (TM; 108)  is only worth one prize.

Trainers:

4 Lillie (SLG; 62) / 3 Cynthia (UPR; 119) / 2 Erika's Hospitality (TM; 140) : 4 Lillie (UPR; 125)  is exactly what we want in a deck like this. Lillie (UPR; 125)  allows us to draw a ton of cards on the first turn to set up our Honedge (TM; 107) , Tools, and energy. I play a 3 / 2 split of Cynthia (UPR; 119)  and Erika's Hospitality (TM; 140)  because Cynthia (UPR; 119)  is a consistent new 6 early game, while Erika's Hospitality (TM; 140)  can often net you less. 2 Erika's Hospitality (TM; 140)  is good in this deck because you usually don’t have a problem playing down your hand.

3 Guzma (BUS; 115) : Guzma (BUS; 115)  is important in this deck if you happen to miss a kill early game or can finish off something that was hit by a Honedge (TM; 107)  ability. It also allows you to play around cards such as  Spell Tag (LT; 190) and Black Market Prism Star (TM; 134)

Ultra Ball (ROS; 93) / 4  Nest Ball (SUM; 123) - You want to max out these counts simply to hit as many basics as possible turn one as you can. 4 Ultra Ball (SLG; 68)  makes sure you can find evolutions throughout the game.

4 Adventure Bag (LT; 167) / 4 Choice Band (GRI; 121) / 4 Escape Board (UPR; 122) : Adventure Bag (LT; 167)  allows this deck to find the specific tool it wants at any point. It also gives you a huge boost of damage by letting you flood your board with Tools early game. Choice Band (GRI; 121)  and Escape Board (UPR; 122)  are by far the best tools, and should obviously be maxed out. Choice Band (GRI; 121)  helps you hit numbers, and Escape Board (UPR; 122)  helps you move into Jirachi (TM; 99) , gives you flexibility after kills, and can be double attached to Genesect GX (LT; 130)  to retreat.

2 Metal Goggles (TM; 195)  / 1 Metal Frying Pan (FLI; 112) : As explained above, Metal Goggles (TM; 195)  are very good for the Malamar (FLI; 51)  matchup, which is why I play two. Metal Frying Pan (FLI; 112)  is primarily to be put on Genesect GX (LT; 130)  in the Blacephalon GX (LT; 52)  matchup, where they have a very easy time killing it without it. In most matchups, they serve the same function.

Counter Gain (LT; 170) : While it might seem out of place in a deck that primarily relies on Double Colorless Energy (SLG; 69) , Counter Gain (LT; 170)  lets you take extra advantage of your Tapu Koko Prism Star (TM; 51)  / 3 Lightning package, and also can serve as an energy that can be taken off of Jirachi (TM; 99)  or Adventure Bag (LT; 167) .

Energy:


4 Double Colorless Energy (PHF; 111) : Our main attacker only takes a Double Colorless Energy (SLG; 69)  to attack, so playing 4 is a no-brainer


3 Lightning Energy (SUM; 2017) : As explained above, with both Counter Gain (LT; 170)  and Tapu Koko Prism Star (TM; 51)  these 3 Lightning Energy (SUM; 2017)  can function as four or five if played correctly. The reason we play lightning at all is that we need to have 6 ways to attack in a non-GX mirror, and we can only play 4 Double Colorless Energy (SLG; 69) .

Matchups:

Malamar (FLI; 51)  - Slightly Favorable


This matchup is dictated by whether or not your opponent can take multiple prizes in a turn. Metal Goggles (TM; 195)  is MVP, and you should try your best to play around Spell Tag (LT; 190)  being able to take a double prize turn. You should always be aggressive in this matchup, and if you ever have the means to kill a GX you should. Make sure to place a Metal Frying Pan (FLI; 112)  on Genesect GX (LT; 130)  so that a  Necrozma GX (BUS; 63) cannot kill it in one turn. A good tech for this matchup would be Field Blower (GRI; 125)  to play around the  Spell Tag (LT; 190) .

 

Zapdos (TM; 40)  - Slightly Favorable


Once again, the game will be largely decided on whoever misses more knockouts. You have the advantage of Metal Frying Pan (FLI; 112)  and Metal Goggles (TM; 195) , which both force your opponent to find 2 Electropower (LT; 232) to kill you. The most annoying part of this matchup is their Jolteon-GX, which can swing the trade if they get a GX attack off at the right time. As long as you can either Guzma (BUS; 115)  around the Jolteon-GX, or kill it the turn after it uses its GX, you should always win. Once again, you should try to put at least one Metal Frying Pan (FLI; 112)  or Metal Goggles (TM; 195)  on Genesect GX (LT; 130)  so it takes at least two attacks for it to die.

 

Lost March - Even

This matchup is almost entirely a coin flip, whoever goes first has a huge advantage because that usually means they can take the first prize. From there both decks usually don’t miss a beat. You have Counter Gain (LT; 170)  and Tapu Koko Prism Star (TM; 51)  for some added consistency in attacking that they don’t. Zebstrika (LT; 82)  is especially important in this matchup because you have to hit energy, Honedge (TM; 107) , and Doublade (TM; 108)  every turn. Metal Frying Pan (FLI; 112)  is very good on Doublade (TM; 108)  early because it sometimes results in them missing a knockout.

 

Zoroark GX (SLG; 53)  / Lycanroc GX (GRI; 74)  - Even

At first glance this matchup may seem like a breeze, as we easily one-shot them, creating a very negative prize trade. Unfortunately, they play a card that puts a wrench in our plans, Alolan Muk (SUM; 58) . This shuts off our Genesect GX (LT; 130)  and forces us to find a Choice Band (GRI; 121)  every turn. It also shuts off Tapu Koko Prism Star (TM; 51)  which makes our energy harder to find. You should aim to take 3 big kills in this matchup, and I would usually not attack unless you are taking the KO. Attacking without a knockout usually results in an  Acerola (BUS; 112) into KO, losing you a ton of resources. Be conservative with your Choice Band (GRI; 121) and bench space, and try to evolve Ditto Prism Star (LT; 154)  before Alolan Muk (SUM; 58)  comes out.

 

Pikachu & Zekrom GX (TM; 33)  - Favorable

This matchup comes down to how well you draw. They have resistance and 240 HP, which means that you need 8 tools and a Choice Band (GRI; 121)  to take the kill. This means you have to have both Genesect GX (LT; 130)  down with a tool on everything. While hard, this is definitely possible especially if you don’t have to bench Tapu Lele GX (GRI; 60) . In this matchup, you are fine taking two-shot kills because they rarely play anything to heal their Pikachu & Zekrom GX (TM; 33) . The prize trade is so in your favor that even while two shotting, you almost always come out on top. I usually settle for two shots unless they have a 6 energy Pikachu & Zekrom GX (TM; 33) , then you should always push for the KO.

 

In conclusion, the deck has very good matchups around the board, but its clunky nature makes me think twice about playing it for a big event. Another favorable aspect of this deck is that it has good matchups against random stuff because of how positive you make the Prize Trade. This deck is built to pray on the current meta and is, in my opinion, the best one prize deck for the event.

 


ZDT:

My second deck is an updated deck from last format, ZDT or Zoroark GX (SLG; 53) / Decidueye GX (SUM; 12) / Alolan Ninetales GX (LT; 132) .
Zoroark GX (SLG; 53)  / Decidueye GX (SUM; 12)  / Alolan Ninetales GX (LT; 132)  was one of the most dominant decks last format, it claimed two of the top four spots at Virginia Regionals, three of the top four in Brisbane, and most recently was a finalist at the Mexican Special Event. All of this success clearly points to the deck's strengths, and it only gets more consistent with the new set.

The list:

Pokemon:


3 / 3 Zoroark GX (SLG; 53)  - This is the main attacker of the deck and also our primary setup engine. Zoroark GX (SLG; 53)  is the perfect partner for Decidueye GX (SUM; 12) ; it’s Riotous Beating Attack does 170 (Enough to kill a Tapu Lele GX (GRI; 60) ) with a single Feather Arrow and can set up these numbers to perfectly skip Beast Ring (FLI; 102) vs decks like Blacephalon GX (LT; 52) . As mentioned, this also gives us an inherent level of consistency to draw into our  Rare Candy (PRC; 135) and tech items. We only play a 3 / 3 Zoroark GX (SLG; 53)  because despite all of the perks, we barely ever get enough bench space to play more than two down.

3 / 0 / 3 Decidueye GX (SUM; 12)  - Decidueye GX (SUM; 12) ’s ability to space damage counters all over the board is insane when combined with the toolbox of attackers we play. While it is generally used to set up kills with Zoroark GX (SLG; 53) , it can also help snipe benched Pokemon vs Lost March or take a big one shot with Larvitar (LT; 115)  or Yveltal GX (FLI; 79) . Finally, it’s GX can get you out of weird situations by recovering resources such as Guzma (BUS; 115)  and energy. Once again due to bench space restrictions, we can only get out one or two each game, so this line is all you need.

3 / 2 Alolan Ninetales GX (LT; 132)  - Alolan Ninetales GX (LT; 132)  is the glue that holds all the moving pieces of this deck together. Beacon finds us our Zoroark GX (SLG; 53)  to increase our consistency early, and Decidueye GX (SUM; 12)  to combo with any Rare Candy (CLS; 142)  we have in hand. Adding on to this insane basic attack, the ability to search our deck for any two items lets us make tons of insane combos that wouldn’t otherwise be possible. Some of my favorite plays are to grab Rare Candy (CLS; 142)  and  Timer Ball (SUM; 134) to hopefully establish a Decidueye GX (SUM; 12) , or getting  Counter Catcher (CIN; 91) and Choice Band (GRI; 121)  to kill a benched Tapu Lele GX (GRI; 60) . This is one of the best consistency cards ever printed and is a no-brainer to play it in our deck.

1 Ditto Prism Star (LT; 154)  - Ditto Prism Star (LT; 154)  is a great inclusion to a deck such as this one which takes advantage of multiple Stage 1s in varying situations. I usually go for Ditto Prism Star (LT; 154)  on turn one as it can evolve into both Alolan Ninetales GX (LT; 132)  and Zoroark GX (SLG; 53) , whichever I happen to draw.

Yveltal GX (FLI; 79) - This was a card invented by Clifton Goh, and let me tell you, it makes a huge difference! Being able to instantly knock out a huge Tag Team GX with ease is unheard of in this format, and it also sees use in matchups such as Gardevoir GX (BUS; 93)  where they often have one huge attacker. While the card is bad in most situations, a free two or three prize kill is too good to turn down.

Larvitar (LT; 115) - This was a recent addition to the list and it immediately has proven it’s worth in both the Pikachu & Zekrom GX (TM; 33)  and Zoroark GX (SLG; 53)  / Lycanroc GX (GRI; 74)  matchups. With a Choice Band (GRI; 121)  and two Decidueye GX (SUM; 12)  snipes, it takes down almost anything weak to fighting and can be a good attacker in any mid-game scenario. Saying that it obviously shines in the Pikachu & Zekrom GX (TM; 33)  matchup, where you would struggle to find ways to kill Pikachu & Zekrom GX (TM; 33)  otherwise.

2 Tapu Lele GX (GRI; 60)  - I feel like this low count is fine with the introduction of  Pokémon Communication (BLW; 99) to make getting Professor Elm's Lecture (LT; 188)  easier. A third is never a bad idea but I’m happy with this count right now.

Notable Exclusions:

Alolan Ninetales GX (GRI; 22)  - This card was primarily played for the Blacephalon GX (LT; 52)  matchup, where it would let you do 160 to the active, putting it a Feather Arrow away from being knocked out. You would then Counter Catcher (CIN; 91)  a benched Blacephalon GX (LT; 52) , Feather Arrow the benched, and Sublimation-GX for a KO on the active, skipping Beast Ring (FLI; 102) . With Blacephalon GX (LT; 52)  taking a backseat in the new meta, I don’t think Alolan Ninetales GX (LT; 132)  is needed anymore.

Trainers:

4 Cynthia (UPR; 119)  - We want to consistently draw through our deck without discarding cards and Cynthia (UPR; 119)  is the best way for us to do that. Erika's Hospitality (TM; 140)  and Lillie (UPR; 125)  both require us to play down our hands, which isn’t always possible due to all our evolutions.

Professor Elm's Lecture (LT; 188) - Just like Tapu Lele GX (GRI; 60) , Pokemon communication lets us cut some corners on our card counts, and I have gone down to 3. You want to use Professor Elm's Lecture (LT; 188)  pretty much every game regardless of the matchup to set up your board, and a count of three gives you decent odds of opening with it. Just like Tapu Lele GX (GRI; 60) , there isn’t a downside to a 4th, I just don’t have it in right now.

3 Guzma (BUS; 115)  - I have been back and forth between 2 and 3 Guzma (BUS; 115)  in the deck and I have come to the conclusion that three is the right number. Despite all of our Decidueye GX (SUM; 12) , our deck has a pretty low damage cap when compared to most of the HP in today's format. A high count of Guzma (BUS; 115)  lets us finish those damaged Pokemon off, and take easy kills on benched Tapu Lele GX (GRI; 60) . It is also very useful against Lost March to optimize where your Alolan Ninetales GX (LT; 132)  snipe goes.

Judge (FLI; 108) - Having no hand disruption in this format feels terrible when decks such as Malamar and Zoroark GX (SLG; 53)  / Lycanroc GX (GRI; 74)  can build up huge hands against you. Judge (FLI; 108)  is good late game to try to make them miss a combo but is also good early game to reduce your opponent's setup. Because of Counter Catcher (CIN; 91)  in the deck, you can have situations where you can both cripple their board setup and cards in hand. Those type of plays can be game-swinging and are why I believe all non-hyper-aggressive decks should play Judge (FLI; 108) .

1 Acerola (BUS; 112)  - Acerola (BUS; 112)  is a great tech in this deck and is useful in too many situations to name. It’s primarily used to re-set a Zoroark GX (SLG; 53)  or Alolan Ninetales GX (LT; 132)  after it’s been softened up but can also act as a pseudo-switch to promote Yveltal GX (FLI; 79)  or Larvitar (LT; 115)  while conserving energy.

4 Ultra Ball (SLG; 68)  / 2 Pokemon Communication (TM; 152)  / 1 Timer Ball (SUM; 134)  - These cards are in the deck to help smooth over turn one and two consistency. 4 Ultra Ball (SLG; 68)  is a given in almost every deck, it’s such a consistent option to grab whatever you need. I play two Pokemon Communication (TM; 152)  for the extra Professor Elm's Lecture (LT; 188)  outs on turn one, and extra Zoroark GX (SLG; 53)  or Alolan Ninetales GX (LT; 132)  outs from turn two onwards. Timer Ball (SUM; 134)  is played so you can grab it with Alolan Ninetales GX (LT; 132)  on turn two, and not have to have a Pokemon for it to be effective. The Timer Ball (SUM; 134)  and Pokemon Communication (TM; 152)  arts are interchangeable, but this is the spit I prefer right now.

3 Rare Candy (CLS; 142)  - Rare Candy (CLS; 142)  gets us into Decidueye GX (SUM; 12)  and helps our deck start rolling. We only play 3 because we have Alolan Ninetales GX (LT; 132)  to search it and we only aim to get out two Decidueye GX (SUM; 12)  per game.

Max Potion (GRI; 128) - The ability to completely heal all damage from a Pokemon is extremely powerful, this effect is amplified in our deck because all of our attackers take one energy. This lets us essentially “reset” one of our opponent's turns. It is also able to be grabbed by Alolan Ninetales GX (LT; 132)  so it is accessible at any point in the game.

Switch (BC; 135) - The single Switch (CLS; 147)  allows us to move out of Guzma (BUS; 115)  stall, and helps us attack on turn two if we don’t start Zoroark GX (SLG; 53) . Once again, we can grab it with Alolan Ninetales GX (LT; 132) , which allows us to make cute combos throughout the game.

1 Counter Catcher (CIN; 91)  - This is my personal favorite item we play and finds a home in this deck because of how much we can manipulate our damage. It is especially useful in the Blacephalon GX (LT; 52)  matchup in combination with Counter Gain (LT; 170) . That combo allows us to kill two Blacephalon GX (LT; 52)  in one turn and skip their Beast Ring (FLI; 102)  turn altogether. Even in matchups without this application, it is still a useful option that essentially lets you play two supporters in a turn. Of course, like everything else, this can be grabbed with Alolan Ninetales GX (LT; 132) .

3 Choice Band (GRI; 121)  - My original list only had 2 Choice Band (GRI; 121)  but with the addition of Larvitar (LT; 115)  I felt the third Choice Band (GRI; 121)  was needed. It is one of the most universally good cards ever printed, and shouldn’t need much explaining.

1 Counter Gain (LT; 170)  - While Counter Gain (LT; 170)  is a good card in a variety of situations, it really shines by allowing you to attack with a Alolan Ninetales GX (LT; 132)  that had no energy at the beginning of the turn. This is especially important vs Lost March and Blacephalon GX (LT; 52) . The use of Counter Gain (LT; 170)  is not limited to Alolan Ninetales GX (LT; 132)  however, as any attack costing a Double Colorless Energy (SLG; 69)  can be paid through Counter Gain (LT; 170)  + Fairy Energy (TM; null) .

Energy:

4 Double Colorless Energy (SLG; 69) : Our main attacker can use it efficiently and it allows our tech Larvitar to be effective. Don’t play less than 4 Double Colorless Energy (SLG; 69)  in this deck.

Unit Energy FDY (FLI; 118) - Unit Energy FDY (FLI; 118)  is usable with Alolan Ninetales GX (LT; 132) , Yveltal GX (FLI; 79) , and Zoroark GX (SLG; 53) , which makes it the optimal energy for the deck. You don’t want to play 4 Rainbow Energy (CLS; 151)  because that would place an unnecessary 10 damage.

Rainbow Energy (SUM; 137) - The one Rainbow Energy (CLS; 151)  is in here simply to give you access to Hollow Hunt and Tapu Cure which you wouldn’t be able to use otherwise. Not playing Rainbow Energy (CLS; 151)  isn’t a huge deal, but I see no reason to restrict your options.

Matchups:

Lost March - Very Favorable


This is one of your most free matchups and you should win every game you don’t dead draw. The reason that you have such a favorable matchup is that Alolan Ninetales GX (LT; 132)  70-30 spread combined with Decidueye GX (SUM; 12)  20 snipe easily decimates their board in a matter of turns. They have a hard time building up to 200 damage fast enough to one shot your early Alolan Ninetales GX (LT; 132) , and Max Potion (GRI; 128)  can clean off any chip damage. If you expect Lost March to be popular,  Zoroark GX (SLG; 53) / Decidueye GX (SUM; 12)  / Alolan Ninetales GX (LT; 132)  is a very good play.

 

Zapdos (TM; 40)  - Favorable

This matchup is somewhat comparable to Lost March in that their low-HP Pokemon are easily killed by a combination of Snowy Wind and Feather Arrow. I usually start off this matchup by attacking into Zapdos (TM; 40)  with Alolan Ninetales GX (LT; 132)  and putting all benched damage (including Feather Arrows) onto Jirachi (TM; 99) . This effectively lets you take consistent two prize turns while simultaneously hindering their draw support. Jolteon-GX can be annoying but is pretty easily taken down in two shots by a Zoroark GX (SLG; 53)  or Alolan Ninetales GX (LT; 132) . Just like Lost March, this matchup is one I would be happy to see all day.

 

Malamar (FLI; 51)  - Even

Once you get set up, Malamar (FLI; 51)  cannot deal with your aggressive spread approach, and you should be able to kill enough Malamar (FLI; 51)  to severely limit their damage. The main problem is one tiny little bell Pokemon, Chimecho (CIN; 43) . This Pokemon stops us from playing any Pokemon with an ability from our hand which completely shuts down our setup. Thankfully, we have the perfect counter to Chimecho (CIN; 43)  naturally in our deck, Zorua (SLG; 52) . As funny as it is, Zorua (SLG; 52)  is a very efficient attacker against Chimecho (CIN; 43)  due to Zorua (SLG; 52) ’s fighting weakness. This often leads to them being forced to break the Chimecho (CIN; 43)  lock and allowing you to pop off with abilities and win.

 

Pikachu & Zekrom GX (TM; 33)  - Favorable

This matchup is decided by our tech Larvitar (LT; 115) , which completely destroys their deck. Unlike other matchups, you should largely focus on setting up double Decidueye GX (SUM; 12)  so that you can Larvitar (LT; 115)  two Pikachu & Zekrom GX (TM; 33)  for the win. While Larvitar (LT; 115)  is the more conventional method, Yveltal GX (FLI; 79)  can also kill a Tag Team with 40 damage on it and does not require a Choice Band (GRI; 121) . You should win most games of this matchup but can lose due to how quickly they can pressure and kill Rowlet (SUM; 9) .

 

Zoroark GX (SLG; 53)  / Lycanroc GX (GRI; 74)  - Slightly Unfavorable

Zoroark GX (SLG; 53)  / Lycanroc GX (GRI; 74)  is definitely your worst matchup, but not an unwinnable one by any means. The reason it is hard is simply because they are more consistent, and have a much easier time killing your Zoroark GX (SLG; 53) . I have found that the best strategy for this matchup is to get a T2 kill on a Rockruff (FLI; 75)  while setting up a Zoroark GX (SLG; 53)  with 30 for Larvitar (LT; 115)  to clean up later. After killing the Rockruff (FLI; 75)  I usually attempt to kill a benched Tapu Lele GX (GRI; 60)  with Counter Catcher (CIN; 91) , the Zoroark GX (SLG; 53)  with 30 through Larvitar (LT; 115) , and find the last prize on a small benched Pokemon. Unfortunately, due to them playing Lycanroc GX (GRI; 74) , you don’t always have the time to take 6 prizes, which is why I consider this unfavorable.

 

 

Conclusion:

As you can see, Zoroark GX (SLG; 53)  / Decidueye GX (SUM; 12)  / Alolan Ninetales GX (LT; 132)  has well-spread matchups against my top 5 expected decks and doesn’t struggle as much with consistency as Tool Drop. Much like Tool Drop, it has decent matchups vs random decks because of Yveltal GX (FLI; 79) 's ability to take two free prizes and your early aggression through Alolan Ninetales GX (LT; 132)  and Zoroark GX (SLG; 53) . This is definitely a strong pick for the right meta and is one I will be testing and refining for the weekend.

Thanks, everyone for reading, I hope this article helped you gain a deeper understanding of some lesser talked about decks. If you have any questions about the article or any of the decks mentioned, message me on Facebook or email me at Isaiah.Bradner@gmail.com. Good luck to everyone in Australia and Collinsville, see you all down under!

[+19] okko


 

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Pokémon and its trademarks are ©1995-2018 Nintendo, Creatures, and GAMEFREAK. English card images appearing on this website are the property of The Pokémon Company International, Inc. 60cards is a fan site. Our goal is to promote the Pokemon TCG and help it grow. We are not official in any shape or form, nor affiliated, sponsored, or otherwise endorsed by Nintendo, Creatures, GAMEFREAK, or TPCi.

 

 


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Jimmy Pendarvis

The Ultimate Cosmic Eclipse Study Guide

11/13/2019 by Jimmy Pendarvis // Jimmy shares his thoughts on the upcoming set, Cosmic Eclipse. (+31)

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Nico Alabas

Cosmic Eclipse's Influence on the metagame

11/13/2019 by Nico Alabas // Nico goes over his favorite cards from Cosmic Eclipse and how the set influences some of the popular archetypes from... (+29)

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Igor Costa

Mewtwo's impact in Expanded

11/01/2019 by Igor Costa // Igor covers some safe deck choices going into Roanoake regionals and explains common matchup plans. Check this out if... (+28)

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