09/20/2017 by Zach Lesage
Hello 60Cards readers, I would like to start off by saying how ecstatic I am to launch my first article for such a wonderful website! For those who don’t know me, I am a 25 year old player from the Toronto, Canada area and I have been playing the Pokemon TCG for over a decade now. I started my competitive journey way back in 2005, obtaining my first World Championship invite in 2006, and I am still kicking it by making Day 2 of the World Championships and more recently placing 14th overall at the Fort Wayne Regional Championships. Well, enough about me, I think it would be much more interesting to let you know about the deck that allowed me to nab that precious placement at Fort Wayne, Turbo Darkrai.
Table of contents
In Turbo Darkrai, there are now three different Darkrai that all play a vital role in making this deck the powerhouse that it is! Each Darkrai plays a different role in the deck, but they are all necessary to make the deck run optimally.
Darkrai-EX from BREAKpoint
The biggest card of to talk about is the card that is the main focal point of the deck, the one and only, Darkrai-EX from BREAKpoint! This card is a very strong EX Pokemon sitting at a whopping 180 HP, has an attack that feeds on energy manipulation, and has another attack that is extremely vicious if your opponent’s Active Pokemon is Asleep! Darkrai-EX is one of my favourite Pokemon cards printed over the past few years because it seems like it is always a contender and it is versatile in many situations!
Darkrai-EX from Dark Explorers
I like to think of Darkrai-EX from Dark Explorers as the fluidity that allows this deck to be “next-level” good! With very similar characterics to Darkrai-EX BKP in terms of Retreat Cost and HP, you may be asking yourself what does this card do for the deck except free Retreat? Well, Darkrai-EX carries a fantastic attack in the form of Night Spear, which can help you chip some damage off of a big threat or perhaps OHKO that lone Joltik PHF on your opponent’s field.
Darkrai-GX from Burning Shadows
Ok, ok, this is the last Darkrai we are talking about, Darkrai-GX from Burning Shadows that is. Darkrai-GX brings on another new Ability into our deck and that is the ability to pop back from the Discard Pile onto the Bench and attach a Dark Energy to itself! It also has a very cost efficient attack in the form of Dark Cleave and a game-ending attack in the form of Dead End GX, which is almost always used to draw 2 Prize Cards!
Let’s look and see how my final list looked like going into Fort Wayne Regionals…
For those readers who are new to this deck or would appreciate a recap on how the deck generally works, the deck is based on using Dark Patch and Max Elixir to power up a huge whopping Dark Pulse from Darkrai-EX BKP. The deck is also extremely versatile by adding in certain techs allowing yourself to even use Darkrai-GX for a huge Dead End GX to take a massive OHKO out of nowhere. This deck is a very quick deck that can take Prize Cards out of nowhere or disrupt your opponents game plan so badly you win due to your opponent having no options.
This deck, until Fort Wayne Regionals 2017, has been severely underplayed and undervalued with most of its accomplishments coming from my Top 4 finish at Toronto Regionals 2016, my team mates Top 4 at Wisconsin Regionals 2016, and most recently Sam Hough placing within the Top 4 at Portland Regionals 2017. I have not seen much coverage of this very strong deck at all on any website and I still view this as a one of the best decks going into Daytona Regionals. This deck is a strong contender in this format due to the following core reasons:
Reasons Why Turbo Darkai is Great
- The deck relies on being very quick and versatile in almost any situation which allows it to play towards its advantage in any match-up; You can play the deck uniform versus most decks or go all out in order to set-up a quick KO on an opposing bulky EX or GX Pokemon
- The deck is quick to set-up an attack due to Darkrai-EX BKP having a relatively low energy cost for Dark Pulse; this allows the deck to have a great early game, strong mid-game, and solid ending game
- The deck “scatters” your energies in play so when your opponent Knocks Out one of your Pokemon, you can just send-up another Pokemon and ‘bounce back’ into the game by only losing minimal Energy
- The deck features energy manipulation in the form of Dark Patch and Max Elixir which allows you to sometimes pull off otherwise unthinkable moves such as a turn one Dead End GX for a high profile OHKO or a turn one Dark Pulse for 180 damage
- All three different Darkrai have a fair Weakness of Fighting type and a decent Resistance of Psychic type paired with bulky HP allowing these Pokemon to more-than-likely survive an attack.
- With Darkrai-GX now being mandatory in lists, you now have a way to naturally gain back Energy that you would otherwise have to use a Dark Patch for, exponentially speeding the deck
That being said, my list may not be perfect for you, or you may want to add in a bit of spice to your list! Here are all of the cards that I have thoguht about putting in the lsit at some point or another and the reasonings why!
- 3x Darkrai EX
- 1x Darkrai EX
- 2x Darkrai GX
- 1x Hoopa EX
- 2x Shaymin EX
- 1x Tapu Lele GX
- 1x Mew
- 1x Malamar EX
- 3x Battle Compressor
- 1x Computer Search
- 4x Dark Patch
- 1x Field Blower
- 4x Max Elixir
- 3x Trainer's Mail
- 4x Ultra Ball
- 4x VS Seeker
- 2x Sky Field
- 1x Colress
- 2x Guzma
- 1x Hex Maniac
- 1x N
- 3x Professor Juniper
- 2x Muscle Band
- 12x Darkness Energy
I will go over my reasoning on my card counts for every card in my deck list! I feel almost every card in this deck is very important and integral to the deck itself and will explain myself in full details.
Three Darkrai-EX / One Darkrai-EX (emphasis on Dark Pulse)
There are technically only two ways to run this card in this specific kind of deck, and I opted to go with the option that allowed me to focus on our main attacker, Darkrai-EX BKP! I found that with Guzma being introduced into our “new” Expanded format, I didn’t need to focus on having a free Retreat option all of the time in the form of Darkrai-EX DEX. As I have already explained the deck’s main strategy above, I won’t place it here again. However, despite the main strategy of the deck to place energy everywhere, there are some added utility functions in the form of Night Spear to provide chip damage, or using a random Dark Head if the opportunity presents itself.
I feel like having two Darkrai-GX is most likely the correct final number because only one is too low and having three gives us a higher chance of starting with it. This card is actually a severely underrated attacker in the form of Dark Cleave, a sneakily cost efficient attack due to it’s Restoration Ability! Dark Cleave coupled with a Muscle Band hits that magically number of 150 damage to OHKO a Gallade or Marshadow-GX! Dead End GX can also leave your opponent virtually option-less if you decide to OHKO the right Pokemon at the right time.
This is your turn one Ultra Ball slave each game, it allows you to easily grab both of your Darkrai-EX and a copy of Shaymin-EX to get that quick turn one Set Up! You also have the option of grabbing a Malamar-EX too, but I try to grab that card during the late game to save my Dead End GX for my last few Prize Cards. Hoopa-EX is also less of a liability in this deck because you often won’t need to worry about Bench space because of Sky Field.
I feel like Shaymin-EX just naturally belongs in this deck due to the overall aggressiveness in style and because it is searchable by Hoopa-EX or Ultra Ball. This card will hopefully not be in the attacking position too often, but a quick Sky Return may give you an extra turn due to your opponent having less easy Prize Card options on board. You can also freely use Set Up because this deck plays Sky Field, allowing you to have the space to actually Bench Shaymin-EX freely.
One Tapu Lele-GX
You may be wondering why I opted not to play a copy of Jirachi-EX due to the synergy with Hoopa-EX? I ultimately decided to play Tapu Lele-GX because of it’s wonderful Energy Drive attack which can randomly take OHKOs in some match-ups such as Archie’s Blastoise when they promote a Keldeo-EX with seven Water Energy attached to it. Another great thing about Tapu Lele-GX is that it has quite high HP stats which may allow it to last longer than Jirachi-EX only having 90 HP!
So I decided to play Mew as my one Prize Card attacker and I haven’t really looked back! This card allows me to hit random Pokemon for their Weakness such as Hoopa-EX, Garbodor, and Gallade, allowing me to stabilize if my deck can’t produce ten Energy on board quick enough. Mew also has the amazing rebound attack, Encounter, which can allow for the search of a support Pokemon such as Hoopa-EX, Shaymin-EX, and Tapu Lele-GX if you ever start with a dead hand. Oh, did I mention Mew has free Retreat, yeah, I guess that is totally a plus too.
This card is ultimately in the deck to allow for the use of Darkrai-GX and it’s Dead End GX attack, however, Malamar-EX can provide random utility as making Pokemon Asleep is never horrible. I didn’t really get too much use out of its MAXamar attack, but it is also always an option that shouldn’t be overlooked when in dire need of an otherwise unobtainable KO.
Three Battle Compressor
With the obvious synergy between VS Seeker, Darkrai-GX, and Dark Patch, this card is such a valuable asset to the deck! You can use this card to maximize your odds on a Max Elixir to discard non-Darkness Energy cards or if you need to hit specific cards off of a Professor Juniper, you can discard “useless” cards to cater to your situation. Tread with caution overall because this card can allow you to deck out in a blink of an eye.
One Computer Search
I believe every single Expanded deck should run an ACE SPEC and this deck is no different. I have heard multiple arguments over the year for cards such as Dowsing Machine for the ability to get back useful cards like Dark Patch, but that doesn’t solve anything when you start with a dead hand. I think overall Computer Search is the most consistent play because it gives you access to the exact card that you need exactly when you need, this fact alone can’t be overlooked. This card in Turbo Darkrai gets the bonus functionality of discarding Darkrai-GX and/or Darkness Energy from your hand to use later with Restoration or Dark Patch.
Four Dark Patch
I think the choice to max out this card goes without saying, it is honestly the card that makes this deck work! With all of the consistency cards in this deck and all of the other card choices I have made, you should have very little problems using three or four of this card per game with ease.
One Field Blower
This is basically our out to Garbotoxin Garbodor and random opposing cards such as a pesky Parallel City stopping our army of Pokemon. Field Blower can also be utilized as a pseudo-healing card in this list because if you have a damaged Pokemon in play with a Sky Field in play, you can ideally use Field Blower to discard your own Sky Field and discard the damaged Pokemon. You can also use this strategy to discard liability Pokemon off of your bench such as Shaymin-EX or Hoopa-EX. Ultimately, Field Blower is sort of your swiss army knife of options depending on many different situations, try to use this card as wisely as possible.
Four Max Elixir
Similar to Dark Patch, this is our secondary Energy acceleration card of choice in the deck and it is also equally maxed out. The biggest differentiator between this card and Dark Patch is that you can use it to power up your Mew or perhaps you can use it to get the necessary amount of Energy on a Tapu Lele-GX! As explained earlier, this card pairs quite nicely with Battle Compressor to clear your deck off non-Energy cards so try to remember that when you try out the deck.
Three Trainers’ Mail
This card allows our deck to be even more consistent than it already is by allowing us to grab all of our important Item cards out of our deck! I would recommend using this card lightly against Trashalanche Garbodor because it is an Item that somewhat forces you into playing another Item. You can also utilize your Battle Compressor in your favour again here but this time discarding Darkness Energy to maximize your chances of getting useful Items. I often try to save copies of Trainers’ Mail for the late game strategy so I can pull that game-winning VS Seeker out of my deck when my opponent uses N against me for very few cards.
Four Ultra Ball
Another very important Item card, this time allowing use to search out our main attackers, utility cards like Darkrai-EX DEX, and set-up cards such as Shaymin-EX or Hoopa-EX. This card in Turbo Darkrai gets the bonus functionality of discarding Darkrai-GX and/or Darkness Energy from your hand to use later with Restoration or Dark Patch. Ultra Ball can also discard clutter from your hand or otherwise unusable cards to help keep your game-plan in clear sight.
Four VS Seeker
Surprise, surprise, another Item in the deck that is completely maxed out. In Turbo Darkrai, it is very standard to play minimal amounts of Supporters in order to make the deck more consistent by using Battle Compressor in combination with VS Seeker! With the lower amount of Supporters used in this list, splash-able tech Supporters such as Colress and Hex Maniac become viable throughout the entire course of a game. If you ever come across a deck such as Trevenant or any other kind of Item-lock deck, try to use your VS Seekers when possible to grab all of your Supporters back to use when you are back under lock.
Two Sky Field
With the new inclusion of Darkrai-GX in this deck, Turbo Darkrai changed from running Parallel City or Virbank City Gym to running Sky Field out of necessity of Bench space alone. Sky Field now allows us to play our Pokemon freely, without much thought, and this also allows us to set-up more quickly than ever before. You do need to watch out for opposing Stadiums because your eight Bench spaces will not stay there forever so keep this in mind while you play and don’t over Bench valuable resources.
Getting into the tech Supporters, Colress seems quite necessary in almost any deck running Sky Field because it allows you to have the option to draw massive amounts of cards at once. The one drawback of running a card such as Colress is the possibility of starting it early in the game with each player having a limited Bench, but alas we only play one copy of the card so we should have some other options. Be careful to count the amount of cards in your deck before playing such a powerful card like this because you may just end up decking out if you aren’t too careful.
One of the newest inclusion in most Expanded list and the replacement for our dear friend Lysandre, this card is a deck builders dream. Guzma single handedly adds space in a deck by being a pseudo-Switch and a Lysandre at the same time, which allows for other cards to play in the deck. With Darkrai-EX DEX providing virtually endless free Retreat, we can almost always play Guzma with zero drawbacks, something most decks can’t say. In terms of functionality, Guzma is to drag up big threats and try to OHKO with either Darkrai-EX BKP or Darkrai-GX (or perhaps a Mew).
One Hex Maniac
Similar to Colress, this is another one of our tech Supporters in the deck and can also be easily searched by Battle Compressor and an accompanying VS Seeker to be used pretty much any time you wish throughout the game. This card is especially great on the first turn to shut off your opponent from using a plethora of set-up Pokemon such as Tapu Lele-GX, Shaymin-EX, Jirachi-EX, and Hoopa-EX. Hex Maniac is not without its niche uses, it can quickly stop a Gardevoir-GX from using it’s Secret Spring Ability or allow you to use Items for a turn against a horrifying Trevenant facing you down.
As much as it may look like this is a tech Supporter card at its measly singleton count in this list, it is more than that, it is our consistency crutch when Professor Juniper is too aggressive and the saving grace at the end of the game when I make my opponent shuffle their hand in to one. This card, like all other supporters in this deck, can utilize the power of Battle Compressor and VS Seeker to allow it to be used freely throughout an entire game. I would also like to recommend using this card after your opponent searches their deck for an important card with a Pokemon such as Alolan Vulpix.
Three Professor Juniper
Professor Juniper is the main Supporter in the deck because it allows us to draw cards with such raw power and it also allows us to Discard cards such as Darkrai-GX and Darkness Energy to get our board state set-up. There isn’t too much more to explain about this card, it is the exact same card as Professor Sycamore in Standard so it should be a fairly simple crossover to playing this card in Expanded. Like most other cards in this deck, try to play Professor Juniper with caution because you might just deck out or discard too many valuable resources if not played wisely.
Two Muscle Band
This fantastic card allows us to make magically numbers happen out of seemingly nowhere. Did you miss an Energy drop? That’s ok, because we can instantly poof some extra damage on their Active Pokemon with the simplicity of a single Muscle Band. Looking at some more specific circumstances, Muscle Band allows a Darkrai-GX to Knock Out a Marshadow-GX or Gallade with Dark Cleave or for you to take on opposing Tapu Lele-GX with less energy overall.
Twelve Darkness Energy
I believe that this count doesn’t need too much explaining because I believe twelve Darkness Energy is the correct balance between having enough Energy overall, having decent odds of hitting off a raw Max Elixir, and keeping all of the Pokemon properly equipped with their necessary allotment. I sometimes sway back and forth between eleven Energy, but I think twelve is most likely the perfect number.
This section will show you some of the cool cards you can put into this deck to help fill out the remaining spaces left over from the skeleton deceits that I provided. Try out as many different variations of the deck as possible, fine-tune it towards your metagame, and overall have fun playing this powerful deck!
Suggested Count: 1
If you believe Status Conditions will be an annoying factor or a heavily played combo, use Keldeo-EX to get yourself out of sticky situations when facing against an opposing Hypntoxic Laser or Malamar-EX! You gain the benefits of having less damage on your Pokemon because Poison damage won’t add up and you can get out of a seemingly endless amount of negative Sleep flips, which can win you games!. You can can also attack with a Keldeo-EX against decks that have a Weakness to Water-typed Pokemon or benefit off of your opponents Rough Seas by keeping Keldeo-EX up Active to sponge up damage from an attack.
Suggested Count: 1
This card allows more versatility within the deck in terms of attacks, energy manipulation, and having a different Weakness. Sometimes you need to put all of your metaphorical eggs in a basket in order to take out your opponent’s threats to your board state and Yveltal-EX can allow you do just that. Yveltal-EX can also attack an opposing big Pokemon such as Gardevoir-GX and may be able to do more damage than a Darkrai-EX BKP. You can also move an energy off Yveltal-EX in order to preserve your board state which may just leave you enough Energy on your board to win the game!
Suggested Count: 1
This card allows you to attach Energy xards if you miss any of your Max Elixirs or if you can’t get any Dark Patch usage quickly enough. You can also attack with Yveltal if you need to break from the heavy hitting game and plan some damage for the next couple of turns. If your opponent only has two Prize Cards left, send up your Yveltal and play a copy of N to disrupt their hand. Your opponent will now be forced to take an unwanted Prize Card and you are now back into the game!
Suggested Count: 1
This card allows you to grab back two Item cards in a pinch while being a single Prize Card attacker. It may sound like a simple card, but there are many tough micro-decisions to be made especially when you are facing a situation that leaves you wondering what Trainers to grab. Whether you are using Sableye’s Junk Hunt to grab back a Computer Search to use for the second time or you were forced to discard a Dark Patch with an unfortunate Professor Juniper, you will find uses for this single Prize attacker.
Suggested Count: 1
This is actually a newer tech in the realm of Turbo Darkrai and it is totally a multi purpose card in a few match-ups! The greatest strength of this card comes from it's Roadblock Ability, which can really hurt many decks that rely on Skyfield such as Turbo Darkrai mirror and M Rayquaza-EX decks. If your opponent can't play down all of their excessive Pokemon that help them set-up such as Shaymin-EX, Hoopa-EX, Jirachi-EX, and Tapu Lele-GX, how will they be able to progress their game state quickly? Sudowoodo is definitely a pest in Expanded and will help you increase your winning percentage versus those very quick Skyfield-based decks.
In Expanded, there are seemingly endless amounts of deck combinations, but I am sure everyone reading this would love to know some match-ups right? Check out some of this deck's match-ups with some of the best decks in Expanded:
All of the below match-ups are based on actually played lists and common techs being within these decks. Any absurd techs that people may play in these decks are not being accounted for.
Turbo Darkrai (mirror)
Match-Up: Even (depends on tech choices)
This is a mirror match and I believe it is all about monitoring your resources and getting big OHKOs before your opponent. If they don’t play Hypnotoxic Laser or Malamar-EX, they can’t use Dead End GX or Dark Head against you, and if you do play Hypnotoxic Laser or Malamar-EX, you can completely steal games by using those formentioned attacks! Try to go for big blows in this match-up such as OKKOing their Darkrai-EX BKP and then retreating if they didn’t OHKO you back and OHKO them again with something else. Overall, it may sound confusing, but don’t let them get a ridiculous amount of energy in play so try to pick off their energy “sponges” one by one. Use a single prize card attacker in this match-up to swing back the Prize Card exchange in your favour late game! You can make this combo more deadly by playing an N to take multiple card choices out of their hand.
Match-Up: Even/Slightly Unfavorable
You have Resistance against Pumpkaboo, but their Marshadow-GX will hit you for Weakness so tou need to watch out for that. Thankfully, Marshadow-GX has quite low HP and is extremely vulnerable to a Darkrai GX using Dark Cleave with a Muscle Band or a Mew copying Dark Pulse for Weakness! You can also use Darkrai-EX DEX to knock out their active Pumpkaboo and place the Benched Pokemon damage on a Joltik to draw two Prize Cards. The biggest things in this match-up are to avoid giving away free Prize Cards, trying to KO EX/GX Pokemon or OHKO two Pokemon at once, and trying to manipulate your opponent's hand so they don't have everything they need throughout the game.
Match-Up: Very Favorable
This is a fairly simple match-up due to the glaring Weakness of Trevenent which is great for all of your Dark-typed Pokemon. There is not much to jump into besides watching out for quick disruption such as Red Card and quickly becoming Item-locked, so just make sure that you tread caution if their deck goes above and beyond. I would sometimes recommend to Bench very few if any Pokemon so they don’t have Lysandre/Guzma bait to drag up and then continue to use Silent Fear until all of your Pokemon are Knocked Out. Overall, just try to have Energy for whenever they try to disrupt you, tread caution when Benching Pokemon, and keep your resources plentiful to win fairly easily.
Match-Up: Even/Slightly Unfavorable
Gardevoir-GX carries a Darkness-type Resitance against Turbo Darkrai, so we basically need to get an extra Energy into play to compensate for that. On top of already ahving that pesky Resistance, most Gardevoir-GX decks pack a Gallade BKT so we need to deal with a Pokemon that can OHKO any of our Darkrai fairly easily. Luckily, this is a Stage 2 based deck so we do have some time in the match-up to get a plan formulated to prepare for the uphill battle every game seems like in this match-up. In my opinion, I feel it is quite often the best choice to try and gather three OHKOs on their two Prize Card Pokemon. You can do this by using Dark Pulse on a Tapu Lele-GX, using a Dead End GX against their Gardevoir GX, and either drawing two single Prize cards or trying to Guzma up another two Prize Card attacker such as another Tapu Lele-GX.
Match-Up: Slightly Favorable/Even
This is a really interesting match-up because their both of their Garbodor hurt you in different ways. Turbo Darkrai is a very Item-heavy deck which means that their Trashalanche Garbodor can definitely take a toll on you if you don’t watch what Items you play. On the other hand, they also have their Garbotoxin Garbodor which can shut off your Abilities on Darkrai-GX, Darkrai-EX DEX, Mew, Malamar-EX, Shaymin-EX… well, basically everything in the deck that isn't a Darkrai-EX BKP. ON top off all of that, Golisopod-GX is such a tank of a Pokemon at a whopping 210 HP with some beefy attacks that can 2HKO most of your Pokemon! With all of that being said, avoid playing all of your Items early game unless you are forced to, take key Prize Cards such as a Dead End GX on a Golisopod-GX, and do your best to either OHKO their Garbotoxin Garbodor or use Fieldblower to give you back your Abilities for a turn or two.
I know this section may come off slightly arrogant or seem like common knowledge, but I honestly think it will help out most of you who are reading this. I have played many games of Pokemon and I can only recall my opponent playing strictly better than me, and that was only at the beginning half of my career. Similar to my brother, Jay Lesage, I have come up with a few “dos and don’ts” when playing any game of Pokemon, kind of like a checklist that I can run through my head each turn, hopefully this helps you:
Step 1: Game Plan
- Look for opportunities for a Knock Out or see if you can 2HKO a major threat on your opponents board
- Can you remove one of their vital Energy Cards with a disruption card?
- Do you have the ability to bring up one of their heavier retreaters to stall a few turns?
- Do you have the opportunity to use a set-up based attack to bring energy on your side of the field or search for a Pokemon or draw any cards?
Step 2: What Can You Do?
There are only four types of permanent game actions:
- Attaching an Energy
- Playing a Supporter
It is often the best play to do these actions only after checking the board for available Stadium effects, playing Item Cards, and looking at your Abilities. Make sure you try to exhaust all available options in your hand before doing one of these actions, you will mostly do all of these actions one after another at the end of your turn.
Step 3: Play Item Cards
- play an Item Card if you need to or would otherwise have to discard them (ie: a Professor Juniper).
- Make sure your Item Card will not put you in a bad position (Escape Rope, Switch) or that you may deck out (playing a Battle Compressor with limited cards in deck).
- If you have a dead hand and have the only choice between a Max Elixir and Trainers’ Mail, play the Max Elixir to try to “thin” out your deck and then play a Trainers’ Mail with a hopefully smaller deck to maximize your odds of getting a much needed Supporter Card
- If you have a strong hand and have the only choice to between a Max Elixir and a Trainers’ Mail, play the Trainers’ Mail to try and get an Item Card out of the deck so you have a higher chance to maximize your odds to attach an Energy Card
Don't discard vital cards like VS Seeker, Double Colourless Energy, or important Supporter Cards with an Ultra Ball unless you absolutely have to! You need to think about the long game and realize that those cards are very important to your deck. Remember to ask yourself why you need to play the Ultra Ball? Is it important to your current game? Have you checked through your Hand and Discard Pile before this action? Do you know what is in your deck? Do you have the card you need in your deck or will your search be wasteful? There are plenty of valuable questions to know the answers to before making any play at any point during the game.
Step 4: Using your Permanent Game Action
- What cards do you have in your hand that will allow you to use a permanent game action?
- Have you looked through your Discard Pile and your opponent’s Discard Pile this turn yet?
- Make sure that you know what has been played in the game and what personal resources you have left in your deck to be played.
- If you need to do a specific attack this turn and have the necessary energy in your hand, attach that Energy Card to the necessary Pokemon.
- If you don’t have the necessary energy in your hand, go through all appropriate steps necessary to gather that specific energy without going overboard and ruining your chance of winning the game.
- If you don’t have any energy cards in your hand, skip attaching an Energy and play a Supporter card.
- Play a Supporter Card that makes sense given your certain circumstances (if you play a Professor Sycamore, will you discard valuable resources like VS Seeker or if you play an N, will you allow your opponent to draw more cards?)
- If you need to retreat, make sure you do all other necessary game actions before doing so, maybe there will be better options after playing a Supporter and attaching an energy.
- Look at all of your Abilities in play and do a final “one-over” of your field to make sure you have done every option necessary
You don't need to play a Supporter card every turn, it is sometimes more beneficial to make your opponent think you have a dead hand so they don’t play an N against you or you may need to play the Supporter card for a future turn. Remember to double check all things you can do before you attack because an attack is the absolute end of your turn, if you need to attack a specific Pokemon, make sure you play your Pokemon Catcher or Guzma now. Also make sure that you are doing the right amount of damage and don’t need to play a Professor Kukui or Fighting Fury Belt.
Step 5: Think During Your Opponents Turn
- Make sure to look through both your own Discard Pile and your opponents Discard Pile during your opponents turn.
- watch their moves and make sure you understand their game plan so you can plan your own game plan accordingly
Hopefully this section will help you do every necessary step during your turn so that you don’t forget a proper game action or play cards in the wrong order. Overall, thinking is absolutely the key to winning, make sure you use your mind wisely to take down your opponent!
I hope that everyone on 60Cards has enjoyed my Turbo Darkrai article for the website and for those of you who are going to play in Daytona Regionals, I hope I provided some extra insight that allowed you to gain some valuable information. I am personally excited to see the results of all upcoming tournaments and hopefully I will continue to ride the wave on top of the competitive spectrum. I wish everyone the best of luck who is living out their dream trying to compete for a World Championship invite or for those who are loving and supporting the game from a casual standpoint.
I will see everyone at the Hartford, CT Regional Championships, if you haven’t met me in person or if we have just briefly met, feel free to actually introduce yourself to me because I love knowing everybody. Thank you for all of the support, I truly appreciate everyone who take the time to read one of my articles and for supporting 60Cards.
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