May 2012

TAndrewTesting: EX Tanking with QuadGroudon, and Her Cheaper, Easier Sister

Carly Rae and Iz: Musicians I'd like to get wet with. Well okay, maybe one more than the other.

By now we’ve all attended pre-releases for Dark Explorers, the second set in the Black-and-White series to contain EX cards. I hope you all pulled what you hoped for! I can’t say that I was praying for two copies of Glaceon, or to have to run 5 Chanseys in my 40-card deck, or to not pull any Pokémon EX across two pre-releases, but I guess that’s what happens sometimes. (Fortunately for me, my son Paul did a little better.) The release of those Pokémon EX in the Next Destinies set definitely changed the metagame, and I have no doubt that the EX’s in Dark Explorers will change it again. I don’t know if you OHKO’ers have noticed, but these shiny new EX’s are freakin’ BIG. No, I don’t mean virally-famous, Carly-Rae-Jepsen-style big. I mean BIG. More like Iz Kamakawiwo’ole big. Sporting 170 or 180 HP—except for Shaymin EX—it almost seems like the new EX Pokémon would be impossible to knock out in one hit. Okay, many of the EX’s have weakness to commonly used types in the current format, like Tornadus EX’s weakness to Lightning, or Mewtwo EX’s weakness to…well, Mewtwo. Play these Pokémon, and you really do have to watch out for your opponent’s one-hit KO. But a few of the EX’s are weak to uncommon types, and you would expect that these big boys could hold their own in the active spot for quite a while, taking hit after hit without being knocked out. Putting one of these Pokémon EX active is sort of like driving a tank—not very nimble, but definitely powerful.

So, in PokéSpeak, “tanking” has come to mean focusing a deck’s strategy around one or two Pokémon with extremely high HP, and working hard to make sure that those Pokémon can stay in the active position, dealing damage, without getting knocked out by an opponent’s attacks. Tank decks are almost as old as the game itself (I’m told), but the most recent example of a successful tank was probably Ross Cawthon’s “Truth”, which Ross piloted to 2nd place at Worlds 2011. That deck used Donphan Prime HS Read More

Battle Roads Preview

Introduction

It’s me, coolestman22, with an article about the Top 4 decks for Battle Roads. In this article are 4 lists of the decks I believe will have the biggest impact on Battle Roads, one of which emerges from our newest set, Dark EXplorers (I wish they would stop the EX puns already). Most of these I have at one point played so they are somewhat tested, but remember that each player has personal preferences so not every list will seem 100% perfect to you. It’s not the exact list that you have to use, so feel free to edit the lists to your personal preference.

First off, we’ll take a look at what did well at Regionals, even though there might be a few differences in the lists now that Dark EXplorers is out.

According to thetopcut.net, here are the Top 4 decks in all of the U.S. Regionals:

Wins: 2nd Place: 3rd-4th:
Zekrom/Eels – 5 Zekrom/Eels – 4 Celebi/Mewtwo/Virizion – 2
Durant – 1 Celebi/Mewtwo/Tornadus – 2 Zekrom/Eelektrik – 4
    Celebi/Mewtwo – 2
    KyuremEX/Mewtwo/Terrakion – 1
    Liligant/Vileplume/Victini – 1
    Celebi-Mewtwo-Tornadus – 4

This looks pretty much metagame-oriented, with the only exceptions being the Liligant deck and the Kyurem-EX/Terrakion/Mewtwo deck. The Celebi/Mewtwo/Virizion deck was kind of creative, but I think of it more as a personal-preference CMT (maybe they didn’t like Tornadus :P)

Also, the thing that shocked most people was the lack of CMT winning any Regionals. This surprised me as well, although I personally wouldn’t play CMT as it isn’t the best deck for winning Mewtwo wars. If you want to win Mewtwo wars your best bet is probably to play Zekeels with 2 Mewtwo and a Revive or two, as your chances of starting with it are low, but your chances of prizing them both are also low, and your Revive can be Junk-Armed for assuming it isn’t prized (you will probably have discarded it with Sage’s Training or Professor Juniper already).

Based on this information and the cards in Dark EXplorers, I think that the four best plays for Battle Roads are the following, in the following order:

Zekeels
Dark Decks
CMT
Fighting Decks (Groudon-EX, Landorus NVI, Terrakion NVI, Terrakion EP as a one-of possibly, and possibly some other creative fighting cards)

Let’s start off by reviewing the deck that I think will do best at Battle Roads, and the deck I have been playing the most time, Zekeels.

Zekeels

For those of you who don’t know, The basic strategy of Zekeels is to get several Eelektrik NVI out and use their Ability, “Dynamotor”, to power up your attackers. To do this, you need energy in the discard pile, which is where Professor Juniper, Sage’s Training, and Junk Arm come in. While all of these cards are staples in other decks (except maybe Sage’s Training), they are especially useful in Zekeels because they get energy in the discard pile, and the faster you do this, the more likely you are to win.

Zekeels is probably the cheapest Tier One deck, as the only very expensive cards are the Mewtwos, which you should have already if you want to win (Eelektriks are $1 each and are uncommons, and most of the attackers have promo versions), but that doesn’t mean it isn’t good. It is the most widely played deck and most players have probably played it at some point. This is a disadvantage to the Zekeel player as the opponent will likely know your main strategy and know how to play against it, but at the same time it might be an advantage. If your opponent thinks you are playing 3-3 Eelektrik, when you are really playing 4-4, and they try to kill your Eels or Tynamos to win, you can take advantage of this by keeping the Eels coming and killing your opponent’s stuff as they drown their resources using a failed game plan.

Here is a skeleton list, keep in mind that I didn’t put everything in;

Pokemon – 12 T/S/S – 28 Energy – 13
4 Tynamo (It is player preference which one you choose, I prefer Tynamo NVI 38, other options are NVI 39 and DEX 45) 4 Basic search cards 10 Lightning Energy
3 Eelektrik 9 Draw Supporters that preferably some discard your energy 3 Double Colorless
2 Zekrom 4 Junk Arm  
2 Mewtwo EX 2 Switch  
  2 Catcher  
  2 PlusPower  
  2 Pokegear 3.0 (or Random Receiver if you don’t play Collector)  
  2 Level Ball  
  1 Super Rod  

Total – 52

More options/Techs:

Thundurus EPO

One of my old favorites, Thundurus EPO is a cool card in Zekeels because it can get off a T2 80 damage, and put energy in the discard pile. Thundurus makes a good start, and can power itself up, and take prizes while you discard energy and set up Eelektriks. It is an all-around cool card that you may find fits your play-style and you may end up playing four and using Disaster Volt more than any other attack. You may find that is a waste of space in your deck and you’d rather have more X. It’s a matter of personal preference than anything else.

It may shock you to learn that I don’t play Thundurus in my Zekeels build. Why? I have devoted these spots to other techs, some of which I may have ranted about in previous articles. I have tried Thundurus and found it to be a card that you have to play multiples of or you never use it, and I don’t have the space for multiples. You may find otherwise, however, so it’s good to try everything and see what works for you.

Zekrom EX

Zekrom EX is a card in Zekeels that some may consider standard, but I have found that some players have dropped it from their lists because it is a hazard to start with, and you don’t use it all that much. I like Zekrom EX, and I wouldn’t consider dropping it any time soon, but you might find that Zekrom EX isn’t right for your playstyle or build. It’s not something everybody has to play in their Zekeels build like some players think, but it is another option and is the card that, if you play it, hits for the most damage in the deck (with the exception of Mewtwo with enough energy), and can win you games, but it can also lose you games.

Regigigas EX

Regigigas is one of the cards that I have liked the most as a tech, as I have had some success with it in my Zekeels build, but it has its downsides too.

Regigigas can be great, as your opponent may not want to attack directly into it to avoid being hit for 50 plus what they hit for next turn. It’s a cool card with an Outrage-like attack that you may enjoy, as well as an attack like Tornadus, but without the energy moved, and you can opt out of the extra damage in order to avoid the recoil.

Unfortunately, Regigigas is also a pain to start with and it gives up two prizes, it also is weak to the same thing as the other attackers, regardless of being a different type, and the only Colorless weak pokemon that is even slightly played right now is RDL, so no points there.

Regigigas EX is really cool for one other reason: if it and Mewtwo can both afford their respective attacks (X-Ball for mewtwo and Raging Hammer for Regigigas) and Mewtwo uses X-Ball when Regigigas has no damage on it, Regigigas-EX return-KOes Mewtwo for two prizes next turn. This may sound like a lot of things to go right, but I’ve had this scenario happen to me a couple times playing Regigigas.

Another thing Regigigas has going for it is the Full-Art version looks really, really cool. The art on it is just amazing, and it’s really colorful, and the texture is awesome. If you want your deck to look pretty, and you want another thing that’s good against Mewtwo, Regigigas is your guy.

I liked Regigigas-EX as a tech, but found that you start with it a lot and he costs a lot of energy, and you actually end up using him only a couple games out of five, and it’s better just to play Zekrom as you have to use the same amount of energy on him but he hits for more guaranteed damage.

Raikou-EX

Raikou-EX is a card from Dark EXplorers, our upcoming set, that is a cool option for Zekeels. It can snipe opponent’s Eelektriks, or Reunicli, or support Pokemon out, and is a nice option for when you need to hit the bench and don’t have a Catcher.

If you thought Garchomp C Lv. X was broken (which it probably was), Raikou will seem even more broken. Hitting for 20 more, AND being able to do it again with just a little bit of support, Raikou is double the power creep of the other stuff., AND it also doesn’t come in a tin (yet, hopefully it will, but otherwise they’re going to be expensive, invest now, people, they probably won’t be cheap later).

It helps the Zekeels mirror matchup a lot because you can snipe your opponent’s Eels out, and if they can’t use Dynamotor, they can’t win.

Raikou is probably a tech you should be playing if you can afford it, I’m playing one right now and I really like it. The retreat cost isn’t too bad, it can easily be reduced to zero by simply playing a Stadium. If you find that you don’t use it, however, you can cut it if you feel it would help the deck more to have something else in that spot.

Zapdos NXD

Along the lines of sniping, let’s check out Zapdos, the best of the birds from NXD that would have probably been our Full-Arts if it weren’t for the EX’s.

Zapdos is a good starter if you have a Double Colorless in hand and are playing the mirror, you can start killing their Tynamos T2. As i’ve said, the fewer Eelektriks your opponent has, the less likely they are to win. By starting with Zapdos to kill Tynamos early, and later getting a Raikou out, you could leave your opponent with no support whatsoever. This is a great strategy for playing against Zekeels, because if you don’t waste resources getting Catchers and Junk Arms, but still manage to take their support out, you win.

Zapdos is also good because it’s nice to have a card that snipes, because then if you Catcher something with high retreat and your opponent doesn’t have a way out, they will be stuck manually building it up while you take out their bench. This is a good way to get back into a prize race, or take a lead in one.

I also like Zapdos because, unlike most lightning-types, Zapdos has resistance to fighting, instead of weakness. This is one of the things that I didn’t notice until about two weeks after Zapdos came out. This makes it a decent card to use against matchups like Donphan and Fighting decks.

The second attack is indeed risky, but it can, with four coin flips that go your way, OHKO any EX without an Eviolite and Defender attached (or Groudon with just Eviolite), and no EX decks are currently playing Defender (Decks with Groudon tend to have more Exp. Share).

I think that, like all of these, Zapdos is a card worth trying in Zekeels. It gives you another option, which can take a couple free prizes before your opponent can do anything. It can OHKO EX’s with a little luck (although I wouldn’t recommend relying on that attack).

Tornadus EPO

Tornadus EPO has proven itself to be a good card, and it can be splashed into any deck with DCE. The ability to move the energy is nice, but at the same time it could hurt you because you’ll need the energy next turn, as you may not have one in hand.

The typing isn’t very good, as being colorless doesn’t mean you hit for very many major weaknesses (just RDL), but not too much resists you. The Lightning weakness means that 60 from a lightning-type OHKOes you, meaning Glinting Claw or Random Spark (if you hit the active) with a PlusPower, or a Disaster Volt from Thundurus.

The fighting resistance is nice, meaning that it resists Donphan, Groudon-EX, Landorus, and Terrakion, even though it doesn’t matter without Eviolite for all but Donphan and sometimes Groudon.

Tornadus EPO is good for being able to hit fast and early while conserving energy, but honestly I think Thundurus does that better (and this time, I’m right), because it discards the energy. The only reason to use Tornadus over Thundurus is if you have a fighting-heavy metagame, Tornadus is probably a better call.

Tornadus-EX

Tornadus-EX is a card from Dark EXplorers that people are hyping to be good in Zekeels. Why?

First of all, it has fighting resistance, AND 170 HP, so Terrakion can only 3-shot it, Groudon would 3-shot it (or 2 with a PlusPower), and Donphan would 5-shot it (or 4 with a PlusPower)

Stack an Eviolite on it, and it works wonders. Terrakion 4-shots it, or 3 with 2 PlusPowers, Landorus 5-shots it (or 4 with a PlusPower), Groudon still 3-shots it (but needs 3 PlusPowers for an upgrade) and Donphan NINE-shots it (or 8 with a PlusPower).

These are great numbers against fighting, but the card is useful in OTHER MATCHES TOO! Yes, doing 100 and possibly discarding an energy helps in other matchups too. Discarding energy and doing 100 T2 is pretty good. These are some of the reasons people will use Tornadus-EX.

Tornadus’ other attack is OK, doing 30 for a DCE or 60 if you played a Stadium (there’s a reason to play Skyarrow), and this works for donks, but will happen about as much as Mewtwo donks in Zekeels.

Tornadus-EX is a cool card that may or may not be worth splashing into your Zekeels build. Try it out, see if you like it, and if not, try something else.

Eelektross DEX

Eelektross DEX is a tech that may not be a basic, but it can surprise your opponent if you can stack enough energy onto it. The ability to drag something and hit it for 60 means that Celebis and Tornadi are easy prizes for Eelektross, and it can heal itself also with its first attack.

I’ve been trying out Eelektross and I like it just because of its funny attack name, “Slurp Shakedown.” Who wouldn’t want to use “Slurp Shakedown?”

(Pedro’s note:  There is a place over on Sunset Boulevard in Hollywood where you can get a “Slurp Shakedown”, but it will cost you about $500.)

However, the problem with Eelektross is that it simply doesn’t hit for enough to be good in the late-game, which is probably where it’s going to be used. Tynamos will probably be evolved by then, and unless there’s a Cleffa on the board, you aren’t going to take a prize with it. The only way I see hitting Eelektriks with it is if you somehow used Glaciate first (or maybe your opponent used Kyogre CL’s attack and flipped tails, but that’s unlikely). Otherwise, Eelektross just doesn’t hit hard enough to be a great tech in the Zekeels matchup. But in the CMT matchup it’s your key to winning a prize race and starting a Mewtwo war which your opponent will probably not win.

Bouffalant BLW

I’m not completely convinced about Bouffalant, but if Pooka (from TheTopCut) was able to win Regionals with it, it has to be somewhat good. I think it’s because you can Catcher Eelektriks and KO them, which is nice, especially if it works for only a Double Colorless.

I think Bouffalant is definitely something worth trying, especially if you play a high Catcher count or are in a high Zekeels meta.

Smeargle COL/Cleffa COL

You may find that sometimes you don’t have a draw supporter, but you do have a Dual Ball/Collector/Level Ball/whatever that can search out one of these.

These are almost mandatory in Zekeels, as if you have a bad hand, all you have to do is get your Cleffa, or your Smeargle, and use their hand refreshing thing.

I personally prefer Smeargle because it doesn’t require an attack, and it’s a free Supporter every time your opponent KOes your active. But for Smeargle to be effective, you have to run Skyarrow Bridge, which I run anyway.

If you find you need to refresh your hand often, but you don’t have a Supporter, then you should be playing one of these. If you’re playing Skyarrow Bridge I’d recommend Smeargle, but if not, Cleffa’s the way to go.

You may find that you don’t need either of these, which is sometimes the case. If you don’t, then that’s great, you have more space for other techs or more consistency.

Tyrogue HS

Tyrogue HS is a card that people started to put into Zekeels around States, and it has helped them win a couple games, but I’m not too convinced about Tyrogue. I played it in my list for a while, and I didn’t donk with it once. It helped me against Mewtwo a couple times (Bolt Strike + Mischievous Punch + Rocky helmet damage = 170), but the free prize wasn’t worth it, and Smeargle was better for free retreat as it gave me a free Supporter.

Out of about 30 games, no donks. You may find otherwise, but I honestly don’t like Tyrogue. I don’t think it’s worth the space. Try it yourself, however, as everyone has different playstyles.

Heatmor DEX

If you lose to a good Durant player too much, one of these will help the matchup A LOT assuming you can get it out, and not start something with too high a retreat cost. If you start Tynamo, that’s good. If you start Raikou and you play Skyarrow, that’s good. If you start Zekrom EX, you lose. But if you get a Heatmor rolling against Durant, and you don’t have some serious Catcher bait on your bench, you’ll probably win.

The problem with Heatmor is that, in other matchups, Heatmor is dead weight. You might be better off not playing it as your Durant matchup is supposed to be favorable, or at least 50-50. Heatmor is a cool card, and it’s a really big troller, but it might not be the best option to play, especially because Heatmor and Darkrai EX are supposed to scare Durant off for a while.

Heatmor’s other attack is useless, as 50 for RCC is only good if you play any fire energy, which you shouldn’t, and doing 50 is nothing special, even with the possibility of doing 20 more. Theoretically it’s OK for drafts, but that’s it.

Eviolite

Eviolite is an option that some Zekeels players like. It’s basically a permanent Defender for basic pokemon, and it also reduces Bolt Strike damage, which helps.

Eviolite is a good card, but I don’t play it simply because I like Rocky Helmet better. I’m more of an offensive player, and the offensive player goes with the offensive tool. However, you should try Eviolite out and see how you like it.

Rocky Helmet

For those of you who read my rant, go ahead and skip this part, you won’t need to read it.

Rocky Helmet is nice for putting pressure on your opponent, as that extra 20 damage could be the difference between Mewtwo surviving and Mewtwo dying, or whatever your opponent has out dying. They might be forced to try and Catcher around it, burning up their resources.

Rocky Helmet is also nice in Zekeels because it helps get that extra damage on stuff WITHOUT PlusPower. So by playing Rocky Helmet, you can lower your PlusPower count.

The extra 20 damage could help in Mewtwo wars, because you will be the one who doesn’t need to play the third energy on mewtwo. The third energy on mewtwo could burn you.

Just like all of these, try Rocky Helmet. If you don’t like it, you don’t have to play it at your tournament. Just try everything, and whatever you like, play.

Skyarrow Bridge

The last tech I will cover is Skyarrow Bridge. Skyarrow Bridge is good in Zekeels because you can retreat Raikou for free, you can play Smeargle over Cleffa, and you don’t need to have a Cleffa or free retreat Tynamo or Cleffa on the field at all times.Skyarrow Bridge saves your manual drops for what you don’t move up active so you can Dynamotor to your next attacker.

I’ve been playing Skyarrow in my Zekeels deck forever. I like it and it’s something that helped me a lot, and it’s definitely something you should try out too.

More Consistency

Filling those 8 spots with a fourth Eelektrik, another draw supporter, a fourth Double Colorless energy, another Level Ball, another Zekrom BW, whatever, is a good option as well. unlike some other decks, I’d recommend playing at least a few other techs just so you can attack with them, as having four attackers equals frowny face. Being more consistent is good, however, and is something you should devote at least a couple more spots to.

Matchups

These matchups aren’t 100% tested, they’re mostly based off my experience with Zekeels, so feel free to disagree with them, but I’ve been playing Zekeels long enough for these to be good enough.

CMT – 50/50

CMT is a pretty fast deck, which means that your Tynamos are in danger the minute you put them down. Your best bet is to Collector for 3 Tynamos when you have 2 Eels/Level Balls in hand, and evolve as many as you can next turn. Then you need to get a few energy in the discard pile.

Getting two Eelektriks out is a good start. Next, you want to wait until your opponent has a Mewtwo active with at least two energies attached, and then get your Mewtwo out X-Balling. Try to make sure you can get another one before starting a Mewtwo war, as winning the Mewtwo war is crucial. Keeping your second Mewtwo on the field is good because your opponent will likely target the active one, so your benched Mewtwo will be safe.

If you can keep your Eels up and running the whole game and win the Mewtwo war, you should be able to win the game. However, if in the middle of the Mewtwo war your opponent uses a Tornadus/Regigigas/other attacker, your best bet is to ask to see their discard pile, and see how many Mewtwos they have there. If they have one, you should use another attacker and try to discard as many energy off of your Mewtwo as you can. It could be a trap.

If they have two Mewtwos in the discard pile, think about the player’s reputation. If they have a reputation of spending as much money as they need to on their decks, you should probably not be baited into it, as it is likely a trap. They know that if they can hit your Mewtwo for KO, they can steamroll you with that last one as you try to take it down. But if you’re playing at a lower table, a better bet is to keep using the Mewtwo as your opponent probably only has two.

If they have ditched three Mewtwo, you’re in the clear to do whatever you want with your Mewtwo. just prepare another attacker just in case they play a Revive or Super Rod (which you should also check the discard pile for just in case they have a Junk Arm). If they have three Mewtwos and no Revive discarded, you can use X-Ball to your heart’s content.

Dark.dec – 50/50

This matchup depends entirely on who gets their attacker going first. If you get a Zekrom Bolt Striking T2, you’ve got a solid chance. If they can Brutal Bash for 120 on Turn Two, you need to get rid of that thing before your opponent steamrolls you with it, or new Zoroarks are set up.

Your goal is to set up 3 Eelektriks and try to kill their Zoroarks. If they pull out their Darkrai and Night Spear you, you should focus on killing that, but that’s probably the exception.

Since they have no source of energy acceleration (at least no source that is a Pokemon), there’s nothing you can take out. So your best bet is to hit whatever they throw at you.

They likely will not run Mewtwo as it screws up Zoroark, and everything in their deck is resistant to psychic anyway. So you can use your Mewtwos a lot, just don’t make the mistake of hitting Zoroark for 80 or you’ll be Dark Rushed to the face.

Fighting Decks – 35/65

Everything in Fighting decks will be geared around hitting the metagame for weakness. Unfortunately for you, that metagame consists of Zekeels.

If you run Tornadus or Tornadus-EX, your best bet is to use those and Mewtwo to take your prizes. What you want to focus on in this matchup is to not deny them their weakness, however, but just to kill their Fighting stuff.

Landorus and Terrakion are both OHKOed by Bolt Strike + PlusPower, so that’s a good option you have assuming you can get the PlusPower. Groudon is 2HKOed by 2 Bolt Strikes, and it gives up two prize cards, so that’s even.

Mewtwo also doesn’t have the weakness that most of your deck has, so using Mewtwo is a good idea. Even if they use Mewtwo, they probably only use one or two, and will not be able to consistently X-Ball you back. And if they respond with Mewtwo, that’s two prize cards for you. So if you can, you should try to engage in a Mewtwo war.

Playing Eviolite also helps this matchup as you can X-Ball three times with Mewtwo as it now lasts three turns instead of two. Groudon can still bash Mewtwo for a 2HKO, however, especially if it had been previously hit by Trample or Gaia Hammer on the bench before having Eviolite attached.

If you’re worried about fighting decks, just play a Tornadus EPO or two and a couple Eviolites, and you should be fine. Neither of these cards are dead weight in other matchups, also, so that’s another reason they help out.

Durant – 60/40

Against a good Durant player this matchup will be more like 50/50, coming down to Crushing Hammer flips.

Your best bet is to stack energy onto your Zekrom BW (as many as possible), and set up another attacker that can consistently do 100, and an Eelektrik that you power up over the course of the game.

Obviously try to avoid playing too many destructive draw Supporters (Juniper, Sage’s Training), and instead stick to the N’s and Professor Oak’s New Theories.

The one Super Rod that you should be playing also helps in this matchup a lot. Just Junk Arm for it a lot, and your deck should be conserved enough to draw 6 prizes with Zekrom BW and another attacker.

If you’re really worried about Durant, or just have a lot of Durant in your area, play one Heatmor DEX, and it completely solves your problem in 80% of your games.

Dark Decks

If you haven’t been hearing the hype, Dark decks generally consist of Zoroark DEX, Darkrai-EX, Absol Prime, and possibly some other dark-types.

The basic Dark deck strategy is the following: get a Turn two Zoroark using Brutal Bash for as much damage as possible, and use some other attackers if need be.

Zoroark is probably the only worthwhile Stage one attacker currently in format, at least the best one, and the deck around it is looking to be pretty good for Battle Roads.

Let’s start off by taking a look at a skeleton list:

Pokemon – 14 T/S/S – 30 Energy – 12
4 Zorua DEX 69 4 Pokemon Collector 7 Darkness Energy
3 Zoroark DEX 9 Draw Supporters (preferably they discard) 3 Special Darkness
1 Zoroark BW 4 Dark Patch 2 Double Colorless Energy
2 Darkrai-EX 4 Junk Arm  
2 Secondary attacker basic 3 Darkness Claw  
2 Secondary attacker 2 Pokegear 3.0  
  2 Pokemon Catcher  
  1 PlusPower  
  1 Super Rod  

Total: 56

Secondary Attackers

There are a couple different secondary attackers that one can use in Dark.dec. My favorite are the Stage Ones, which have some cool options.

Mandibuzz EP

Mandibuzz EP’s second attack, Dark Pulse, has been waiting for some form of energy acceleration for Dark-types, and it finally happened in Dark EXplorers. With Dark Patch, and other darkness-type shenanigans, Mandibuzz could easily be hitting for 100 for just a DCE. Not quite on Zoroark’s level, but pretty good.

It also has a Fighting resistance, giving the deck a better matchup against Fighting decks. this means that it gets 2-shot by the biggest names in fighting instead of one-shot.

Mandibuzz EP is an option that I’ve tried, but it just doesn’t work for me. Don’t ask me why. It’s a matter of player preference that I just prefer other stuff better.

However, it’s something that you should try out for yourself, and it might be the thing that works your build or playstyle.

Honchkrow UD 16

Honchkrow is the first secondary attacker that I tested in Zekeels, and right now I think it’s the one I like the best.

Vengeance is a cool attack, and it can do a lot of damage (although still not as much as Zoroark) for an easily accelerated cost of DCC. it maxes out at 130 before applying Dark shenanigans, and I’ve found that it usually does around 80 including Dark shenanigans. It also has the fighting resistance, which is key against Groudon, Landorus, and Terrakion.

Honchkrow is useless early game, however, and that’s one of its main flaws. It is a cool card that you should try, and it may end up being the thing that works for you.

Weavile UD/Weavile NXD mix

The Weaviles are another option you have, and an option that you may want to play a thicker line of if you play. Weavile UD is a nice card for hand disruption, and the Weavile NXD is probably something your opponent won’t see coming. Doing 120 for a Special Dark and a Darkness Claw out of nowhere is pretty crazy.

The Weavile UD is nice too, as the format is completely draw-supporter based and if you can cut your opponent’s support, and then KO their active, you could have just won.

As my friend says, however, “The player wins off of his (or her) field. If there is no field, the player wins off of his (or her) hand. If there is no hand, that player is screwed”

Therefore, if the player doesn’t have the draw supporter, but has everything necessary to win on the field, Weavile won’t help you as much. If you get N’d down to one but you have your second mewtwo on the field already, it doesn’t matter, you’ll still win.

Weavile gains one extra point for having a basic with free retreat, as you can start Sneasel and still get off a T1 Ascension. T1 Ascensions equal T2 Brutal Bashes. T2 Brutal bashes equal wins.

Weavile is cool in Dark decks, providing some disruption, and the NXD one can pull off some surprises, but it may not work for you. As I’ve stressed before, do what feels right to do instead of what the metagame is doing.

Absol Prime

“What? Absol prime isn’t a Stage One! How could he possibly fit into this?”

Well, you could play 2-3 Absols, and save some of the space for other stuff.

Absol is cool because it’s a basic, so it can donk with a Darkrai-EX or one-retreat basic start, an absol, and a Dark Patch, Dark Patch, Dark, Dark, Dark, Junk Arm, any Trainer, and any pokemon.

Seems hard?

Thought so. But it’s still possible. If you play Weavile and Absol you can drop the Darkrai-EX and third dark from that, as well as the second Dark Patch, but it’s still kinda hard. (Sneasel UD has free retreat, as you may recall)

Absol being a basic gives it speed, however, and speed is good for winning. A T2 70 is great for taking the first prize against an enemy Tynamo, Zorua, or Phanpy. His body is also nice, as doing 20 to anything your opponent drops is helpful in some games. Mostly, just like other techs, it will just be something to fill your bench up for Brutal Bash, but being a basic could be a big advantage. Taking up two less spots is nice and being able to potentially donk is cool, and the only downside is that it sends your bench fillers to the Lost Zone.

Techs

Tornadus-EX

Just like with Zekeels, Tornadus-EX is the main Pokemon to go to if you’re concerned with the Fighting deck matchup. Although it isn’t recommended because it is a pain to start with because it isn’t Dark-typed and has a Lightning weakness, it might help enough to splash in.

Mewtwo-EX

Mewtwo-EX probably isn’t something you should play because you don’t need to engage in a Mewtwo war, as you already beat Mewtwo without four energy/three and two PlusPower with Dark Rush. If Mewtwo doesn’t attack, you simply Brutal Bash it until it dies.

Still, some would prefer to have Mewtwo in their Dark decks, and i honestly can’t blame them. Mewtwo can’t be powered up with Dark Patch, however, so that isn’t the best for it, but it can still use Double Colorless.

Matchups

Zekeels – 50/50

If you can get going before Zekeels you’re doing good. Watch for N’s, and you’re in the clear.

Otherwise, what you should do is early-game try to set up a Darkrai. Catcher Eelektriks, and hen Night Spear and kill the Eelektrik and a benched Tynamo. If you can use this game plan to success and KO support pokemon, your opponent won’t be able to do the same because your energy acceleration is Trainer-based.

Stick to Zoroarks mostly, as your opponent will likely be trying to take them out.

CMT – 30/70

CMT may seem like a good matchup for you, but my testing results say that CMT will be able to take cheap prizes with Tornadus off your Zoruas and secondary attacker basic.

Your best bet is to use Darkrais a lot and at the beginning of the game, try to bench about 3 Zorua. Stay away from your secondary attackers, unless one of them is Weavile and you are using the Undaunted one for hand disruption.

Fighting Decks – 40-60

Fighting decks will generally be able to win, but not if you follow the game plan well.

What you should do is try to stream Zoroarks at the beginning. Your opponent will have to deal with them and won’t be able to take out your secondary attackers (which you should use if they are resistant to Fighting). If you keep on using Brutal Bash and you don’t drop an EX, you should be able to pull it off. If you see a Terrakion NVI early game with Exp. Share, Catcher-kill it. I’ll explain more about that later.

Durant – 85/15

Durant is a great matchup for you even without your Heatmor tech. You are able to on Turn One get an evolution from the deck so they can’t mill it out, and a Dark Claw and three Dark pokemon on the bench and you’re OHKOing Durants.

They can’t Catcher-stall you because you have Darkrai-EX, and if you stick to basic energy for Zoroarks their disruption will be to flippy to be effective.

So stick to basic energy and get a Darkrai in play, and basically you win.

CMT

Some people have questioned CMT’s playability post-Dark EXplorers. To those people, I say “Thank you for selling your Celebis at half price” (although these $7 Celebis might also have something to do with the lack of a Regionals win)

CMT’s basic strategy is to use Forest Breath to power up Mewtwos and Tornadi,.and use X Ball and Hurricane to do fast damage. You use Catcher to take cheap prizes, and try to win before your opponent is completely set up. You also try to win Mewtwo wars with, well, Mewtwo, and the goal is to start the war by killing your opponent’s support.

A typical CMT skeleton list looks like this:

Pokemon – 8 T/S/S – 34 Energy – 13
4 Celebi Prime 4 Professor Oak’s New Theory 4 Double Colorless Energy
2 Mewtwo EX 4 Professor Juniper 9 Grass Energy
2 Tornadus EPO/EX 3 N  
  2 Random Receiver  
  3 Pokemon Catcher  
  4 Junk Arm  
  4 Dual Ball  
  3 Switch  
  2 PlusPower  
  3 Skyarrow Bridge  

Total – 54

This leaves six spots open for techs, which is something CMT prospers in. Let’s check out the many techs that CMT players have to choose from.

Regigigas-EX

Regigigas-EX is great against Durant, first of all. Catcher-kill a couple ants early-game and do 80 to them and the rest of the game you’ll be doing 90. If they fully armour an ant you should be able to play a PlusPower or Catcher around it.

Regigigas is also a cool card for just any matchup in general, because it’s a tank that hits harder the more you hit it. It’s a pain to play against and your opponent might waste resources trying to Catcher around it.

Nothing OHKOs it in the format right now except for Fighting stuff and sometimes Mewtwo, and attach an Eviolite and it becomes a whole lot harder (assuming you play Eviolite).

Of course, the four retreat cost is terrible, but the deck plays a high Switch count so this shouldn’t be too much of a problem. If you don’t have the Switch, you can just go aggro and attack with it. Doing 80 on turn two isn’t too bad.

Regigigas is definitely a tech that you should try out, and it’s a tech that would be the first I’d put in if I were to play CMT. It may not work for you, however, so you always try everything.

Virizion NVI

Not Virizion EPO, but the NVI one. What place would that have in CMT?

Well, being able to do 80 on turn two is nice, but it’s nothing Tornadus can’t do on turn one. So why play Virizion?

Well, Virizion gives you a little extra draw support from Double Draw, and it also hits Terrakion for weakness. It’s not the best tech there is, but it’s definitely something worth trying out yourself.

Virizion EPO

Ahhhh, here it is. Good old Virizion EPO. It’s a more widely played tech in CMT. Why?

Sacred Sword hits for 100, which OHKOs Eelektriks and Zoroarks, as well as needing a PlusPower for Landori, Thunduri, and Tornadi.

However, this attack costs three Energies, meaning you need to have two Celebis out, as well as a Switch and two grass in hand. While this isn’t absolutely impossible, it’s still kind of hard. It’s not something that you’re going to pull off a donk with.

Another way to do it is to move the energy there from Hurricane. This is a better plan because it doesn’t involve having anything but a couple energies in hand, and a Skyarrow in play (which should already be there). If it gets Catcher-killed, you have a Tornadus on the field that you can attack with.

The effect shouldn’t be too big a deal as Virizion is likely to die the turn after Sacred Sword. Just make sure to have another attacker ready.

I feel like I’ve said this enough already, but it’s something I have to stress: Try everything out, and find out what works for you. It might be that you love Virizion and hate Regigigas, but it could be the opposite. I’d recommend trying to see what works.

Heatmor DEX

Ah, everyone’s favorite troll card, Heatmor. Heatmor is good as a one-of in CMT because if you play it and you don’t start Mewtwo and it’s not prized, you auto-win to Durant. Nuff said.

Terrakion NVI

Everyone’s favorite Zekeels counter, Terrakion NVI, splashes in kind-of well into CMT. Playing maybe three Fighting energy, as well as a Terrakion, can get you a KO on a Zekrom EX, or Zekrom BW, without starting the Mewtwo war. Against Zekeels, starting the Mewtwo war is generally a bad idea. It also OHKOs Darkrai-EX and in the mirror Regigigas-EX, so it’s a pretty nifty tech/revenge killer.

The downside to Terrakion is, of course, starting with it. Starting Terrakion can screw you over if you don’t have a Switch ready. If you run a high basic count, you probably won’t start with it too much, but it’s still something to look out for.

If your metagame has a lot of Zekeels and Dark decks, try Terrakion out, as Terrakion and four Catchers in a deck can get you two prizes for one prize that your opponent takes. It’s something that (you know this by now) may or may not work for you.

Eviolite

Eviolite is a card that supposedly helps you win Mewtwo wars because your opponent is forced to put 3 Energy on Mewtwo to KO you.

I, however, am not buying it. All it does is force your opponent to play one more PlusPower (they hit for 20 because of weakness), and we all know how many Junk Arms decks play.

Honestly, if a player has the resources to play one PlusPower, they should be able to play two. There may be a few situations where Eviolite forces one extra energy drop, but unless a Defender is played it’s not going to help.

This, however, is all theory, and you may find that an Evioited Mewtwo makes your opponent not engage in a Mewtwo war, or lose it. I, however, prefer Rocky Helmet for Mewtwo wars.

Prism Energy

Prism Energy is the last tech I am going to talk about.

Some may ask “If you aren’t playing a tech, then who can benefit from Prism Energy?”

Mewtwo can. X Ball may be a great attack, but it’s not the only one. Mewtwo with a Prism and Grass/Double Colorless may make your opponent think you’re playing a tech, but really you’re just waiting for the opportunity to attach another Prism and Psydrive them in the face.

Also, Prism Energy helps for using Time Circle (Celebi’s attack), as a Time Circle means that Zoroark can’t touch you next turn, as well as a few other attackers. It’s not the thing you’ll play Prism for, but it’s something that goes with Prism.

Prism is a cool surprise tech that’s worth trying out. It may not be the best use of space, but four Prisms could be the difference between being X-Balled by a Mewtwo and Catcher-Psydriving that Mewtwo. Try it out and see if it works for you.

More Consistency Cards

As always, the best use of this space might just be a 3rd Tornadus, a 4th Skyarrow, a third Random Receiver, etc. Some of the tech spots should be devoted to consistency, as 54 spots just may not be enough for you.

Matchups

Zekeels – 50/50

Zekeels is probably the most common matchup you will face, and it’s probably the most simple one you have. if you play Terrakion, your best bet is to use that a couple times during the game.

If not, you are probably best off taking out support with Tornadus + PlusPower. Killing Tynamos early and Eels late can be the key for winning games. The key to beating Zekeels is to use your Catchers wisely and take prizes that way.

Try not to engage in a Mewtwo war until you cut their support. Then, when they are almost out or out of Eels, proceed to using Mewtwo.

This is how you beat Zekeels.

Dark decks – 70/30

The key for this matchup is to treat Zoroarks like Eelektriks. Don’t forget resistance when using X-Ball, as the magic number for a Zoroark is 6, and not 5 like some forget.

Catcher Zoruas, and when the opportunity arises, kill a Darkrai for a couple prizes if you can.

Other than that, there’s not too much to say. Just don’t screw up, I guess, and there’s no real reason you should lose this.

Fighting decks – 70/30

Meta counters are generally good matchups for CMT because CMT isn’t 90% of the meta. But that doesn’t mean it’s an auto-win.

There aren’t any low-HP basics in FIghting decks, unless they play Donphan. If they do, capitalize on that by Catcher-killing Phanpys with Tornadus.

Generally, I think in this matchup your best bet is to stream Tornadi, and attach Eviolites to them if you play them. That is the key to beating Fighting decks, mainly.

Use Mewtwo if you must, as Mewtwo is the card that can get the big hits off against Fighting decks, but unlike Zekeels, I think you actually have a better chance denying prizes than taking them. And obviously avoid using Regigigas if you play it.

Durant – 60/40

If you can get the donk, go for it by all means, even if it thins your deck. You’re fast enough to make up for it, especially if you run a Super Rod.

If you can’t, get a Mewtwo with as many energy as possible, and just use X Ball. Try to stick to grass because of Lost Remover, but putting DCE on isn’t too bad for the short-term.

Just try to take six prizes before you get fully milled, and don’t forget effects when calculating damage.

Fighting Decks

My final deck to cover is Fighting, and all of its variants.

But first, let’s take a brief look into the history of Fighting decks.

Terrakion was first used as a popular tech in decks to counter EelZone and ZekEels at Cities, the ECC and States, but was never used as a deck by itself until Virginia States, where Curran Hill paired him with Exp. Share as a way of keeping it going.

After Curran Hill won States with it, people started testing the deck (some played Landorus NVI as well) and it became a Tier Two deck, but the problem was that now that it was out, it lost its surprise factor. Zekeels found a way to beat it, and it didn’t win anything else.

Now that Dark EXplorers is out people have looked to Groudon-EX as another possible play in Fighting, which I believe is a good one. While it may seem like a bad decision because it doesn’t hit for heavy damage for two energy, an active Groudon will take a few hits to kill, so if you hit all of your manual drops you should be fine.

The basic strategy of Quaddrakion, Landerrakion, TerraDon, LanderRon, TerraDonRus, or whatever mixture of Pokemon and their names you play the focus of the deck is to use these attackers to hit Zekroms and Zoroarks for weakness and win the prize race against them. You use Exp. Share to keep your attackers streaming as you have no source of energy acceleration in this deck.

Here is a skeleton Fighting deck list:

Pokemon – 5 T/S/S – 35 Energy – 14
5 Landorus/Terrakion/Groudon-EX 11 Draw Supporters 12 Fighting
  2 Random Receiver 2 Rescue
  4 Dual Ball/Heavy Ball  
  2 Revive  
  4 Exp. Share  
  2 Pokemon Catcher  
  4 Junk Arm  
  2 PlusPower  
  3 Switch  
     
     
     

Total – 54

Attackers

Groudon-EX

The big Fighting-type EX from Dark EXplorers is supposed to help Fighting decks a lot, and I can see why. It has the highest damage potential of any EX, and it can hit other stuff to get damage on them early game with Trample. It has 180 HP, which is the highest base HP in the format (but tied with 6 other EX’s and Wailord), which is pretty good although it has come to be expected.

It is a card that is at least a one-of in Fighting decks, definitely, and you should see which amount is right for you.

Landorus NVI

Landorus is a cool card for Fighting decks, because it can power itself up and get going on Turn Two, which is the fastest any of these Fighting card can get going right now, and it hits the opponent’s bench as well.

It has enough HP to survive a Bolt Strike with resistance (but a PlusPower takes care of that), and it can OHKO that same Zekrom afterwards, as well as spreading a bit.

Landorus is another card to test out, and mix and match into the deck.

Terrakion NVI

The original Fighting card, Terrakion is the coolest because it can do the same amount of damage for one energy less, assuming your opponent took a prize last turn (and didn’t use damage counters to do so). This means that you can power him up in one turn with exp. Share, attack, then attach another Fighting energy and keep romping and stomping.

Another mix and match thing to try out. Nuff said.

Terrakion EP

Terrakion EP is an interesting card to try out because it can hit for 10 more, enough to OHKO a Zekrom EX with Eviolite without a PlusPower, but needs 3 energy to do so, and needs a Switch to get out of the way next turn. This would probably be the main problem Terrakion EP would have.

Terrakion EP isn’t something I have tried out, but I’d assume he would work. Try him out for yourself, because if I did so it might not be good for your list or playstyle or tech or attacker selection or whatever.

Techs:

Donphan Prime

Donphan Prime is a card that can stand a couple hits against Zekroms, but unlike Groudon-EX, it only gives up one prize. It’s also nice because it does decent damage for one energy, and if it lasts long enough, can start hitting for a bunch.

The problem with Donphan is that it’s a Stage One, so it’s harder to get in play and the basic only has 70 HP. This means that it is Catcher bait for Mewtwo/Tornadus/whatever.

Donphan is still cool, however, and is definitely something worth trying.

Shaymin UL

Shaymin UL is good for when you have a bunch of energy spread across your field, but none on your attacker. Just use the power and move it there. Not too much to say other than that.

Defender

Defender is a card that Curran Hill ran in the original Fighting deck, and it might be what solved his Zekeels problem. With an Exp. Share reliant deck you don’t have the option of Eviolite, so Defender is the best thing you can get. It helps the Zekeels matchup a lot and is definitely a good option for any Fighting deck.

Energy Removal Cards

Since Fighting decks have plenty of space some of that can generally be filled up with disruption cards like Lost Remover and Crushing Hammer. They really help your early game because in your early game you won’t be able to attack because of your lack of energy acceleration, so denying the energy of your opponent helps your early game a lot. They are probably cards that you should be playing three of in your Fighting deck at minimum, but if you find you generally don’t need them then you can drop them.

Matchups

Zekeels – completely dependant on your attacker selection

If you go all-out Curran Hill and play 4 Terrakion, this might not be your best matchup because they can OHKO you with Bolt Strike and PlusPower, so if they win the prize race you lose. It would still be a good matchup for you, however.

However, a more Groudon-EX focused variant with Defenders would probably be a better matchup for you because you can take a hit or two, but then when you are knocked out you give up two prizes. It’s not 100% perfect, either, but still works.

The best thing for the Zekeels matchup is to play a wide variety of attackers, because it can let you adapt to what you think their pokemon counts are. It completely depends on their list and your list, and later game you can start to tell what their list is.

Dark.dec – 60/40

Their T2 Zoroark will be bad news for you, so your best bet is to prepare for that with Terrakion NV and return-KO it. Then, sweep their field as best as possible, keep Exp. Shares flowing, and kill Darkrais with Catcher if they pop up.

If you can’t kill their T2 Zoroark, they will have time to set up more Zoroarks and will be able to win the prize race. This is something you need to be aware of as a Dark.dec player also, as you will probably want to Catcher a benched Terrakion with Exp. Share if you see one.

CMT – 30/70

Be fast enough and careful with your energy and CMT will be decent for you, but otherwise the deck that isn’t a part of the Fighting-weak club will be kind of a tough matchup for you.

Tornadi streams are likely what you will see. Just be able to deal with an endless supply of Tornadi and it should be easy enough.

Durant – 75-25

Durant will have a tough time in this metagame even against Fighting decks. Keep the Lost Removers and PlusPowers going and you’ll be able to deal with even fully armoured ants. Keep one attacker on the field, preferably a Groudon-EX, and set another up on the bench to avoid being Rotom-Prismed.

Conclusion

That’s it for my Battle Roads preview (emphasis on preview, Pikkdogs), one that took forever to write and lots of research to do. Let me know if you have any questions about anything, or if you have any constructive criticism, as I am always open to it.

If you believe I may have missed a deck, there’s probably a reason I didn’t include it. For example, I could have included Durant, but I decided that there would be enough Heatmor and bad matchups to make Durant a bad play for Battle Roads, at least until the bad matchups clear out and Durant starts losing and Heatmors start to drop out of decks.

Pokemon.com says that Battle Roads start on May 19th, which is about a week and a half away, so you should definitely start preparing for them. Go with whatever you’re most comfortable with, as even if you think that the better players are playing deck A, so you should too, go with deck B because you’ve been playing deck B longer. This is advice you’ve probably heard a lot before, but it’s something that they seem to stress a lot, so I believe that i should too.

If you plan to go to any Battle Roads, you should definitely start testing, because the better your deck is, the better you’ll do. I plan to go to a bunch, so I’m going to be testing a lot up until then, even though it’s just Battle Roads. I personally want Victory Cups.

You should also get all the cards you need soon, because if you need card A for deck A, and you want to play deck A, but card A doesn’t ship in time, you’ll be forced to either go with deck B or not go. I made the same mistake back when I bought $20 worth of cards to play Durant, but they didn’t ship in time so I had to play Gothitelle.

Good luck at Battle Roads if you plan on going, and if you have any questions, again, feel free to comment below.

Pikkdogs Pikks Three: Dark Explorers Edition: Espeon DE, Hooligans Jim and Cass, and Raikou EX

A big hello to all you OHKOers out there.  Since we are in the time right before serious testing is about to start for Spring Battle Roads, I thought it would be a good time to do a Pikk Three article.  This is a special Dark Explorers edition of Pikk Three,  we will showcase some of the more interesting cards from the Dark Explorers set that I haven’t talked about yet.

But first, we must bring in Pedro because if we don’t, I think the government will have to start paying him unemployment.  So its easier if we let him speak.  Hey Pedro.

Yo.

Hey Pedro, you have been doing a lot of news articles lately, why don’t you try a this day in history.

Because I don’t know which day it will be published?

Well, just pick a day.

Okay, on this day, May 5th, John T. Scopes was arrested for teaching Darwinism.  What followed was one of the more highly publicized trials of its day.  The trial was nicknamed the Scopes Monkey Trial.  Pikkdogs, you were once on trial for a crime that included monkeys weren’t you?

Well it’s best not to talk about that.

I guess.  Do you like the evolution? 

I’m a skeptic.  I don’t not believe in it, but I’m not 100% sold on it either.  It does make some sense, but then again there are some HUGE holes in it.  Who knows what happened, I wasn’t there.

I don’t much like the evolution talk.  But, when we talk about early man, we can show the picture of Raquel Welch in a fur bikini from the movie “One Million Years B.C.” because that was about early man. 

Okay, show it.

Yep, much better than the Scopes Monkey Trial. 

True, time to get on with the article.

Card #1 Espeon DE.

Description– Espeon is a stage 1 Psychic Pokemon with 90 HP, a 1 retreat cost, and a psychic weakness.  Its Ability is called “Solar Revelation” and it stops all effects of attacks on any of your Pokemon that have energy on them.  The attack is just okay.  It is called “Psy Report” and it does 60 damage for PCC and lets you look at your opponents hand.

Analysis– Since Espeon has had no hype prior to its release, why don’t we go to the stats?  The stats of Espeon are fairly bad.  The one retreat cost is good, but it goes downhill from there.  The weakness is terrible and the HP is terrible.  It is a free prize to almost any deck.

The Ability is what we came here for.  The ability to stop effects of attacks can be great.  There doesn’t seem to be a great reason to use it right now, but this baby sure has potential to be used in the future.  It is a good Ability to have, it reminds me a lot of Pokemon three years ago with Unown G.  Unown G worked as a tool card that did the same thing as Espeon, but it was better since it was a basic Pokemon that didn’t really have to be on the field.

The attack of Espeon is not that great.  Even though I will take a look at my opponent’s hand if you give me a free one, it is not a great thing to do normally.  60 damage is very low in this format, its not even that much if you double it against Mewtwo EX.

So we got the basics out of the way, let’s talk about if we think it will see some play.  I already said that it could have some good uses in the future, which it could.  But, it is hard to really rate based on potential.  I do see some possible play with Mewtwo EX.  If in the near future special conditions rule the format, than Espeon will be a great tech.  Possibly there will be a good paralysis or burn deck out there that works well on EXs.  It does have potential, but its not a great choice right now.

Final Rating5.75.  Could be a good card in the future.  Even though you shouldn’t keep it close to you, do not keep it too far away, it could be a good card if the format changes just a little bit.

Card#2- Holligans Jim and Cas

Description– HJC is a supporter card that is very unlike most supporters in the format.  When you play it you get to flip a coin, if you get heads you can choose 3 random cards from your opponent’s hand and have your opponent shuffle them back into the deck.  If you get tails, you get to swear in frustration.

Analysis– This is a very interesting card.  We haven’t had much disruption in the game for about a year, so its nice to see the format get more versatile.

HJC didn’t get any hype before its release, and nobody talked about it being in any deck.  So there’s not much to talk about in this category.

As I mentioned, disruption is not really something we have in this format.  There are a couple cards like Weavile that can do the disruption, but it is yet to prove that it can be a viable deck.  So, the question is; “will HJC be good enough to resurrect disruption?”  While disruption is one of the best strategies in a TCG, I don’t feel that this card is consistent enough.

The problem with this card is not the 3 card max.  Three cards are good.  The problem is also not that you don’t get to see what cards you are sending back, with three chances you have a decent shot of getting something good with the low hand sizes in this format.  The problem is also not that the cards go back in the deck, the discard pile would be better, but just getting it out of the hand is good enough.  The problem is the coin flip.  You have a 50 percent chance of it not working.  In Pokemon you have to have a glass half empty philosophy, you just can’t count on luck to always bail you out.    You need to rely on what will work 100% of the time, not 50%.

So, I think the lack of consistency will hurt this card.  Does that mean that it will not be played?  I don’t think so, other cards have worked that include a coin flip, so its not like all the odds are against HJC.  But, this card just seems to be so all or nothing that it could be hard to get any consistency with it.  If you do want to try it, maybe make a disruption deck that was popular at last year’s nationals (Ambipom and Weavile), and see if the deck is any better now.

Final Rating5/10– There is potential here for this card to be better, just not a lot.  I don’t see this card doing well in the near future.

Card #3- Raikou EX

Description– Everybody went cockahoop when I didn’t put Raikou in my ten most impactful cards article.  So, I decided it deserved another look, maybe it is a good card.

It is a basic lightning EX Pokemon with 170 HP, a 1 retreat cost, and a fighting weakness.  The first attack isn’t that great.  “Thunder Fang” does 30 damage for LC and lets you flip a coin, if you get heads you can paralyze the defending.  The second attack is much better. “Volt Bolt” is hard to say 5 times fast, and lets you snipe for 100 and discard all energy attached.

Analysis– There was a small amount of hype when Raikou was announced, but not a whole lot.  Some people thought he could be a good addition to the Zekrom deck.  They didn’t think it was the best ever, but with Skyarrow Bridge and Eelektrik they thought it might work.

Let’s look at the stats.  170 and 1 retreat cost is normal for an EX, not bad.  The fighting weakness could be really bad, but we will have to see if fighting Pokmeon become a big thing.  The attacks aren’t bad, so the stats of this card aren’t that bad.

I do agree that this could be a good card in Zekrom.  The 1 retreat goes well with Skyarrow Bridge if you would want to put it in this deck, that would make up for the discarding.  Of course anything that uses electric energy works well with Eelektrik.  The ability to snipe is something that is always nice to have.  One good thing about this card in Zekrom is that it is fairly splashable.  Using this card wouldn’t screw up consistency or anything like that, it is an easy fit.  Plus, it is always nice to have the ability to paralyze, just in case you run into some weird rogue deck.

The reason that I didn’t include this card in my top 10 list is that I don’t think he will really impact the Zekrom deck at all, and I don’t see him making his own deck.  Players can already play Zapdos, and that has a sniping attack.  So, sniping is not something new in a Zekrom deck, there already is a sniping element there.  Even if you find that Raikou is better than Zapdos, it still doesn’t really change the deck or make it that much better.  The deck may be better with Raikou than without (or may not), but its not going to be that much better.  With or without Raikou the deck will go on and be the same as it always was.

I also do not think that sniping is that important these days.  There are no bench sitters these days, and in the rare event that you do want to hit someone for the bench, you can just run one of those little known cards called Pokemon Catcher.  With Catcher there is no real reason to really want to snipe a lot, it is nice to do it in certain situations, but it could be nice.  I just don’t think that being “nice” is very impactful.

Now, I am not badmouthing Raikou.  I do think that it is a good card.  Doing 100 damage with a 1 retreat is nice.  I could see a couple chain of attacks going on with a couple Raikous and three Eelektrik.  I could see it doing well in Zekrom.  It could be a very successful card, but I just don’t classify it as “impactful.”

 

Final Rating8/10- It is a decent card, it just doesn’t seem like the best EX out there right now.  There are other options out there like Zekrom EX, he does 50 more damage for his big attack than Zekrom.  So, I would just rather use Zekrom and Pokemon Catcher than Raikou.  The best move for this format may be to add 1 or 2 Raikous to your Zekrom deck, but its not really going to push Zekrom over the top or anything like that.

 

Well, that was another below average article for us.  Why don’t you end it with something exciting Pedro.

Alright, our final bit of news comes from the world of technology.  It seems that scientists and robotics experts in Switzerland have created robots that you can control with your mind.  Apparently, the Swiss scientists are designing these robots so that paralyzed people can still do things like open doors and stuff like that by just using brainwaves.  Do you want a mind controlled robot Pikkdogs?

Of course.  That’s like asking “who wants ice cream?”  Everybody wants ice cream, and everybody wants a mind controlled robot.

What would you do with your mind controlled robot. 

Probably teach him to fight.

Like that Hugh Jackman movie, “Real Steel.”

Love that movie, it was like Rocky but with robots.  And if there was one thing that was missing from Rocky it was giant boxing robots.

Yeah, I think that that movie proved that all movies should have giant fighting robots in it.  Movies are just better with giant robots. 

Yeah,  what if “Gone with the Wind” had robots in it, than whatever that was gone with the wind probably wouldn’t go.

And all those “Sex and the City” movies.  The giant robots can just punch those whiny chicks in the face so we don’t have to hear them be annoying anymore.

Agreed, all movies are better with giant robots.  Good night everybody.

Top 10 Most Impactful Cards of Dark Explorers

A big hello to all you OHKOers out there.  This is Pikkdogs with my quarterly article about the most impactful cards in the upcoming set.  This time we have  a set named “Dark Explorers.”  Though it sounds like a porn movie about African American chicks, it could be a set that impacts Nationals in a big way.  Is it full of cards that are all hype, or will this set set the pace for Nationals?   Let us take a look at some of the cards in this set to find out.  But, before we start we have a couple announcements for you.

The first is that I want you guys to put your own top 10 of Dark Explorers in the comment box.

The second is that we have a contest going on right now.  Look here for the rules and stuff.  Look here for some fun with Noozles.

The third is that Pedro has a news article for us to get us started.  Hows it going Pedro?

Oh doing well Pikkdogs. Today’s news comes from the world of medicine.  Foxnews.com is reporting that according to a new study, people who suffer from nighttime teeth grinding can be cured by receiving Botox injections.  But, it seems that there are side effects to this drug.  You will stop grinding your teeth, but you will have the irresistible urge to marry a Kardashian.  

That would be terrible.  What if you meet Khloe, the big one,  you’d be screwed.

Plus, you would go through life without having to show emotion.  It makes you like a real life Arnold Schwarzenegger. 

Hate that guy.  He butchered Mr. Freeze in one of those 90’s Batman movie.  One of my favorite villans of all time, and he slaughtered him.

But, he did make up for it with that funny, “Go Chargers” soundbite. 

I guess, but let’s go to the article.

The Top 10 Most Impactful Cards

10. Entei EX

What’s this?  We start our list off with a fire Pokemon not named “Reshiram”?  Yes, finally Reshiram takes a back seat to an old school fire Pokemon, one of the legendary dogs, Entei.

The card has solid stats.  180 HP is the best in the business.  The water weakness is expected and not that bad.  The three retreat cost is standard for an EX.

The first attack burns the defending Pokemon for 2 energies an does 30 damage.  This works well with one of the most interesting cards in the set, Volcarona.  I could see these two cards doing well together.  The second attack is a little under-powered, but it has a good twist in it.  Most big attacks by fire Pokemon do a lot of damage and require a discard, this is different as it only does 90 damage, but attaches an energy from the discard pile to the bench.

When we talk about the playability of Entei EX we are talking about two things.  One thing is a part of a combo with Volcarona.  This deck might work, it is something to test.  The other thing with Entei is as a secondary attacker in Reshiphlosion.  It may not have the pop that the Reshirams have, but it can burn the defending Pokemon.  Burning can go a long way against big HP EX Pokemon.  Special Conditions are something that those EX Pokemon do not like.  It may not take them out right away, but it will eventually do them in.

I could see Entei going right in to a Reshiphlosion deck.  Reshiphlosion is on life support right now, and I am not sure if Entei is enough to save it, but I do see this card making an impact on the format.  It is just a great card that can have an impact, even if we cannot see that impact right now.  I like this card and see it doing well eventually.

9.  Zoroark

Zororark is one of the Pokemon that the dark side will be relying on if they want to take over the format.  Zoroark is a nice versatile swarming attacker that can use a lot of the new dark trainers.  If Zoroark pans out and is good in this format, watch out, Dark decks can be really good.

The stats don’t seem too impressive. 100 HP is a little disappointing, the retreat cost is bad, and the fighting weakness is a tough thing to have.  The only good part of his stats is the psychic resistance.  His second attack is a rage like attack, but he doesn’t really have enough HP for that to make a difference.  It is his first attack that will be used.  It does 20 damage for every one of your Dark Pokemon in play, that means it maxes out at 120.

Or does it?  What gives Zoroark the potential to be so impactful are Special Darkness Energy, Dark Patch, and Dark Claw.  If Zoroark has 2 Special Darks attached and a Dark Claw, the attack now maxes out at 160.  That is just 2 Plus Powers away from OHKOing all EX Pokemon in the format.  While I realize that 2 Special Darks, a Dark Claw, and 2 Plus Powers are a lot to ask,  it’s not impossible to pull off a couple times a game.  With Dark Patch we could see a pretty good stream of Zoroarks out there, and that could scare people.

People will be trying out the Dark Deck, and I think that there is a lot of good things about the deck.  It could be a good deck going into Spring Battle Roads and Nationals, and Zoroark will be with this card every step of the way.  I am not sure if the dark side will once again rule the empire like some people think, but it is something to worry about.  I could see the deck doing well.

8.  Random Receiver

No Random Receiver is not who Tim Tebow throws the ball to, it’s the name of a Pokemon Card.  This card lets you reveal cards from your deck until you see a supporter, and then put that into your hand.

Random Receiver is a card that is automatically in competition with Poke Gear 3.0.  Most people have come to love Poke Gear, and they are not happy that Random Receiver is in the format.  They say that because Poke Gear let’s you choose between different supporters it is better.  I disagree.

I have never been a Poke Gear fan, and am very happy to see Random Receiver enter the format.   Although I think that supporter search cards are not that great.  If I did play a Supporter search card,  I would want one that always gets me a supporter, and that’s what RR does.  How many times have you heard people complain that Poke Gear did not net them any supporters?  It has happened a lot.

We can forget all of those times that we never got a supporter, and now run Random Receiver instead.  Trainers and Supporters are supposed to increase consistency, and Random Receiver is much more consistent than Poke Gear.  I think that in this format, just getting  a supporter is the most important thing.  Most people use supporters for draw and hand refresh, and don’t really care whether they get a Professor Juniper or a Professor Oak’s New Theory.  So, it doesn’t really matter what supporter you get.  Sure, there are other supporters out there that are used like Pokemon Collector, but most supporters are for draw or hand refresh.

So will Random Reciever be impactful? I think it will be.  I think that RR will soon replace Poke Gear, and decks will be more consistent because of it.

7. Ultra Ball

We go from one Item card that already has an equal, to another item card that has an equal.  Ultra Ball lets you search your deck for any Pokemon and put it into your hand, but you do have to discard two cards from your hand.

The tendency in Pokemon search cards has been to ease off of cards like Pokemon Communication and go for cards that just get basic Pokemon.  Since basic Pokemon are ruling the format right now, it only makes sense that we use more basic Pokemon friendly cards.  Cards that find evolution cards are not that important right now, but that doesn’t mean Ultra Ball will go un-noticed.

There were two bad things about Communication.  The first was that there were better cards for basic Pokemon, and the second was that you needed another Pokemon in your hand.  This was very problematic in this format where we do not run much more than 15 Pokemon.  Now we do not need to have an extra Pokemon just to search for one.

Sure discarding two cards is not good in a format that does not give us a draw engine in Pokemon form.  And we are already discarding two cards with Junk Arm, so it is hard to  discard cards from your hand.  But, I think most people would rather discard cards from their hand than try to find a Pokemon in their hand.

I do think that this card will have an impact on this format.  I expect it to be about as popular as Pokemon Communication.  The use of this card could also bring up the use of cards like Cheren and Bianca.  If you do use Ultra Ball, you better be prepared to draw a lot of cards to make up for the ones you are discarding.

6.  Groudon EX

There are three types that are expected to be big after the release of Dark Explorers.  Those types are Psychic, Dark, and Electric.  Two of those types are weak to fighting Pokemon, so we are in great need of fighting Pokemon.  One of the better fighting Pokemon that is out right now is Groudon EX.

Groudon is kind of like the anti-Zoroark.  Zoroark had terrible stats but great intangibles.  Groudon has great stats and only decent intangibles.  180 HP is great for  a fighting Pokemon, and with an Eviolite and the lightning resistance, he will be Zekrom’s worst nightmare.  Groudon’s first attack isn’t great, 20 damage for FC and spreading 10 to your opponents field.  But, his second attack does 80 damage for FFC and could do 40 more if your opponent’s defending Pokemon has at least 2 damage counters on it.

The second attack could be better.  I would rather have a base damage of 90 on the attack, and not have the possibility of 40 more.  That way you would be able to OHKO any Zekrom and Darkrai EX.  But, as the attack is worded right now, you will be able to OHKO all Fighting weak Pokemon if they have two damage counters on them.  How will you be able to get those damage counters on the defending Pokemon.  You could attack twice with the first attack, or you could use one of my least favorite cards, Rocky Helmet.  That card will put 2 damage on the defending Pokemon if they choose to attack you.  That is enough to do 120 base damage.  But, I fear that your opponent will be too smart to fall for that trap and they will do anything to prevent you getting an OHKO.  Without the easy 2 damage counters, it will be hard to get the OHKO.  This will hurt the card, but it is not the end of Groudon EX.  Adding a simple Plus Power will give you more than enough damage to OHKO a fighting weak EX.  And you will still be able to use the Pokemon Tool cards like Eviolite and Exp. Share.

So, does this card have a place in the format?  I think it does.  I don’t see a deck right now that this card can fit in, but kind of like Terrakion, Groudon is good enough to make its own deck.  It is simple enough to have a Terrakion style simple Item based deck.  I could see this card doing really well in the future.  This is an overall good card for the format.

5.  Darkrai EX

The Dark attacker that everyone is talking about is Darkrai EX.  Although I have always disliked Darkai because he looks like a big black chicken, he could be of the most impactful cards in Dark Explorers.

Darkrai EX has some of the best EX stats.  It has the full 180 HP, but only has a 2 retreat cost.  A resistance on an EX is unexpected, and it has a great one, psychic.  Sure the fighting weakness hurts, but that can be played around.  It has a decent Ability, “Dark Cloak”, gives everybody free retreat if they have a Dark energy attached.  This is good, but usually if you have one energy attached retreating is not a huge deal.  I see this Ability being used more in a rogue deck than a meta Dark Deck.  The attack does 90 damage and snipes 30.  90 isn’t great, but it can be approved with Dark Claw and stuff like that.  The 30 sniping isn’t something that I look for, but I would never pass up 30 damage on any Pokemon.

All of the Dark Decks that are being thought of out there have Darkai EX as a big part of its attack strategy.  Although the attacks base damage is just 90, it can be bumped up to 130 very easily.  130 may not be the 150 that Zekrom EX can do, but it is still enough to get the job done.  Don’t forget about the 30 that it does from sniping.  That could add up and knock out Pokemon like Eelektrik, Smerargle, and Celebi.  That extra prize could be what determines the outcome of the game.

So how impactful will Darkrai be?  I think he will be impactful.  I am not convinced if he will take over the format, but the Dark Deck will be played and will have at least some success.  You gotta love decks that are based on trainers in this format, and that is what the Dark Deck is all about.  As long as the Dark Deck can keep its strategies simple, it should be able to be around Tier 2.

4. Dark Claw

One of the most impactful cards of this set is an Expert Belt like card, you gotta love that.  All Dark Pokemon can now do 20 more damage to the active with all attacks.  This should give Dark Pokemon the advantage that they haven’t ever had.  Look for this card to make all Dark Pokemon more playable.

Dark Claw is the card that could possibly make the Dark Deck a tier 2 deck.  Having the ability to add 20 more damage means a whole heck of  a lot.  It could really put Dark Decks over the top and give them a huge advantage.  Not only do most Dark Pokemon have resistance on the best Pokemon in the format, now they can do 20 more damage.  There are a lot of Dark Pokemon out there that can OHKO most Pokemon in the format with Dark Claw and Special Darkness Energy, that means a whole lot in this format.

So will it be the most impactful card? No, will it be used a lot throughout its entire life?  I think so.  I think we will always see a dark deck around that uses Dark Claw, its such a  good card.

3.  Heatmor

All Durant players were dreading the release of Heatmor, and now the day is here.  But will Durant’s mortal enemy end his run as a top tier deck, or will it be too impractical?

Let’s take a quick look at its stats.  The 90 HP and 1 retreat cost are good stats to have.  That is basically everything we need to know here, except the first attack.  “Hot Lick” does 10 damage for one energy, or 60 damage  to Durant (120 with weakness).

Before we get ahead of ourselves, let’s see if this card can get rid of Durant.  A Durant counter should have three aspects: a one energy attack, the ability to OHKO it, and the ability to be splashed in to any deck.  This counter has every one of those aspects.  I think Heatmor is all you need to win against Durant 90% of the time.

Now, will using Heatmor hurt your deck more than it will helps it?  Sure having Heatmor will give you an autowin against Durant, but will it hurt consistency more than it helps against Durant.  It will suck to start Heatmor against a non-Durant deck.  It could give your opponent a huge advantage, and with decks right now running 6-10 basics, starting with Heatmor is a real possibility.   But, this is not the first time that we have heard of  a player using one card for just one other deck.  It usually doesn’t hurt consistency that much, so I don’t see why Heatmor should be different. 

The interesting thing in my mind is the question of when will people stop playing Heatmor?  Most people will start playing Heatmor soon, and that will encourage people to not play Durant.  But, when people don’t play Durant, than there is no reason to play Heatmor.  When nobody plays Heatmor, than you should go back to playing Durant.  So it will be interesting to see how much play this card gets, and if it gets enough play to kill Durant.

Heatmor may or may not kill Durant, but it no doubt has a great deal of potential to effect the format in a negative and positive way.  Very impactful card here.

2. Tornadus EX

One of the most versatile EX attackers in the format will be Tornadus.  The regular Tornadus was a great card because it was versatile, it seems that these same traits will be in the EX version.  The EX card seems a lot like the regular Tornadus, just more HP nad more attack power.

Tornadus still has that pesky lightning weakness, which will be a HUGE problem for this card.  It was one thing to get OHKOed for 1 prize, but a 2 prize OHKO will hurt even more.  But, it still has a place in the format against the great fighting decks that will soon hit the format.  I like its two attacks.  The first does 30 damage for CC, or 60 if a stadium is in play.  And the third does 100 for CCC with the possibility of a discard.

This card can go right into all most any deck.  Any deck that has Tornadus can have Tornadus EX.  Expect to see it a lot in CMT and Zekrom.  Those cards will be a lot better because of this card.  One of the bad things about the regular Tornadus was the lack of a one energy card attack (one that does damage anyway), and now that has all changed.  Tornadus EX is more versatile than Tornadus and can hit harder.  It just needs to be aware of the OHKO with electric Pokemon.  If you can afford to sit Tornadus against electric decks, than you have a great deck.

Tornadus EX is a card that will be around for a long time, it will have a big impact on the format.

  1.      Dark Patch

In my opinion, the most impactful card in this set is this energy recovering trainer.  Anything with any kind of energy acceleration is much needed in this format.  People will go crazy over anything that can load up a Dark Pokemon in one turn.  Pokemon is all about being fast, so anything with energy acceleration will be impactful.

It might be a bit of a stretch to put Dark Patch at #1, but I think it is a safe bet.  How confident are you guys that the EXs will be around in a year?  I know that Dark Patch will always be around and make some sort of an impact.  You will never throw away an easy form of energy acceleration, it is that important.  I picked Dark Patch here because I know it will always be a good card.  Especially with cards like Dark Claw around, Dark Energy will always be a good thing to have attached.

So what kind of impact will this card have?  I think it has a good chance of being a big part of a tier 2 deck.  I also think that even if the Dark side does not rule the empire, it will still impact the format as a rogue card.  I think that this card has more upside, and more potential for an impact than other cards.  Sure Tornadus EX might be better, but is Tornadus EX  that much better than the regular Tornadus?  I don’t think so.  There are other options when it comes to most of the EXs out there, but there is not really a viable option for Dark energy acceleration.

I love trainers in this format, and Dark Patch is one heck of a trainer.  The ability to have energy acceleration is not an ability that comes around too often.  Plus, Junk Arm gives you the ability to grab it from the discard pile whenever you want.  A deck that runs off of great items is great in the format, and Dark Patch is the most important part in what could be one of the newest and best decks in the format.

 

Conclusion

Well, Pedro, I am all done here.  Do you have some news to end this article?

Sure.  Our last bit of news to end the article comes from the world of entertainment.  Last weekend the motion picture “The Raven” was released to theaters.   The movie of course is a fictional account of the life of American poet and author Edgard Allan Poe.  You, Pikkdogs, are a big fan of the Edgar Allan Poe aren’t you?

Love the Edgar Allen Poe.  Love his detective stories, and his short stories as a whole.

Did you know that Poe married his cousin?

Yes, we have something in common.  I am in a relationship with my third cousin.

It didn’t work out with the first two?

No.

Anyway, this movie stars the boombox holding John Cusak.  We couldn’t make the movie “Say Anything” these days, Cusak would just be holding up an Ipod instead of a boombox, and that is not as impressive.  

She probably wouldn’t have been able to see the Ipod, it would just look like he was shaking his fist at the girl.

And that won’t make a girl fall in love with you. 

Well, it depends on what kind of girl you want to attract I guess.  Have a good night everybody.