Stupid Deck Idea: Stoutland

by coolestman22 ~ October 31st, 2012.

Hey OHKO people, I decided it was time to get a new article out, and since I haven’t tested quite that much of Boundaries Crossed, I thought the category Pikkdogs oftenly used, “Stupid Deck Idea” would suit this better than “Deck Analysis”. Stoutland is probably going to be Tier 2-3, but I felt that a deck review for a deck that I am liking would be a good thing to do.

I have only played a couple games with Stoutland, so the deck might not be perfect, but I’m just going to post a deck I have been testing so you guys can get an overview of the deck and an option for something to play at a Cities if you opt

Like Gothitelle, but for Supporters.

to.

Stoutland revolves around locking your opponent’s Supporters via Stoutland’s Ability, Watchdog, which, well, shuts off Supporters so long as Stoutland is active. On top of that, it attacks your opponent with “Wild Tackle” (Not sure about the English name of this attack, so for my proxies I just put in cool sounding names, such as “The All-Mighty Stoutland Attack”), which does 90 and has a possibility of hitting Stoutland for 20.

The problem with this strategy is that Pokemon Catcher can manipulate what you have active, and if something other than Stoutland is your lock is down. To counter this, I have found that if you set 3 Stoutland up by Turn Four and don’t bench anything else, your opponent can’t get out of this situation. If you can get an active Stoutland up early, they will need to burn a Catcher as well to play a Supporter, and without a Supporter they might not have a Catcher to use. This also helps when you’re forced to put down extra Lilipup because your opponent is attacking you and you are about to run out of Stoutland.

The first thing I have to say is that Stoutland basically scoops once your opponent sets up. Since the main idea of playing a Supporter is to get the things you need in your hand, if you already have everything you need on the field you don’t rely on Supporters as much. They’re a nice benefit, but you don’t absolutely have to play a Supporter most of the time when you’re fully set up. Stoutland’s attack also isn’t quite enough to keep up with most of the decks in the new format.

Here is a basic skeleton list I have to provide for Stoutland decks:

4 Lilipup BW 80
2 Herdier BW 82
3-4 Stoutland BoC
-9-10

4 Professor Juniper
4 N
3-4 Skyla
0-1 Hugh
-11-13

3-4 Rare Candy
3-4 Pokemon Catcher
3-4 Level Ball
2-3 Heavy Ball
3 Switch
3 Rescue Scarf
3 Hammer Mix (Can be mini-Hammertimed with Lilipup’s attack)
2 Super Rod
1 Computer Search
-23-27

0-1 Asperita City Gym
-0-1

6-7 Basic Energy
4 Double Colorless Energy
-10-11

Total – 53-62

Lillipup

This is the best Lillipup in my own opinion. Being able to do half of a Junk Hunt gives you some access to some good plays where you Heavy Ball for one Stoutland and then get it back with Pickup, and then Heavy Ball again and Rare Candy to two Stoutland. It’s definitely not as good as Junk Hunt, but it gets a bunch of points for being part of the Stoutland family, and it allows you to use extra Hammers and Catchers. I feel like there’s a bit of an argument to be made for the Collect one, but in the end getting an Item back is definitely better than just drawing a card.

Herdier

This Herdier is the best Herdier because it can use Collect for a DCE to draw 3. It’s not a great attack and you wouldn’t want to play it in any deck where you can’t evolve it, but for a deck where Herdier is your Stage One to your Stage Two main attacker, this is the best Herdier available.

I could explain Stoutland, but that would just be explaining the deck’s strategy once again, which I already did above.

4 Juniper, 4 N

I feel like this is the best draw Supporter split a deck can have in this metagame. Because you have Skyla, you can use Skyla to search for the Supporter, and this deck runs mainly off of a Skyla engine. I feel like 8 Supporters is enough if you’re playing the 4 Skyla and 1 Computer Search, because that’s 13 outs, and 14 if you also play the Hugh.

Skyla

Skyla is the card that makes Stage Twos a lot better in this format. You can use it to search for the piece of your Stage Two/Rare Candy by getting an Ultra Ball (Or in this deck, a Heavy Ball), or the Rare Candy itself. I know a lot of people aren’t convinced that Skyla is a 4-of in everything yet, but I feel like it is in decks like this which rely on getting multiple Stage Twos out.

Hugh

Hugh is a tech that I play in my list just because your opponent’s hand is likely to be so built up from lack of Supporters, not just because they have cards they can’t play but because they have cards like Catcher that they’re holding on to, and cards like Switch that they don’t need to use, and cards like Rare Candy that they can’t use but need to hold onto for when they draw something specific . It could force your opponent to discard that Catcher they so desperately need to break the lock once you need to bench a Lilipup (Although if they do discard a Catcher they probably have another, N away), and at the same time it provides you with a nifty draw Supporter.

Rare Candy

I don’t feel a need to do that much explaining for Rare Candy in this deck. It is needed to get a Stage Two out on Turn Two, and it allows you to have extra Stage Ones in a sense. It is a staple in any deck that runs a Stage Two (Except maybe Vileplume decks in MD-on), and this deck is no exception.

Pokemon Catcher

Same with Rare Candy, I don’t feel like there’s much explaining to do as to why I run Catcher. This isn’t a Trainerlock deck and Catcher is an amazing card.

In this deck you can also use Catcher to take out the few Eelektriks that your opponent managed to set up, meaning that the little setup that your opponent needs to win is gone.

Level Ball/Heavy Ball over Ultra Ball

In this deck I think I would prefer Level Ball and Heavy Ball over Ultra Ball simply because you don’t have to discard cards with them and you can Skyla for the one you need. Heavy Ball gets Stoutlands out and Level Ball gets Herdiers and Lillipups out. The only downside is that it takes up more space, but with Ultra Ball you’ll end up discarding cards that you might want later.

Switch

Stoutland has a 3 retreat cost, and people might Catcher other Stoutlands without energy in order to stall for a bit. Having a couple Switch means you can Skyla for one if this scenario ever pops up.

Rescue Scarf

Right now I like this card in any deck that attacks with a Stage Two just because it helps you evolve the Basics/Stage Ones of it you already have down. In this deck it isn’t as important since you shouldn’t have Lillipups sitting too much, but normally when a Stoutland is KO’d you might want to put down another Lillipup. Rescue Scarf gives you that Lillipup even if your opponent does N, and it also gets you a Stoutland back.

Hammers

The third picture in a row that starts with S.

In decks like Stoutland which revolve around your opponent not setting up before you get a lock established, Hammers are great for buying you that extra turn before your opponent Night Spears you to death.

Super Rod

Sometimes your Rescue Scarves will get Tool Scrapped, which can force you to get a new Lillipup or Stoutland on the field. Super Rod not only increases your odds of doing so, but it allows you to later in the game as well.

Computer Search

Stoutland is one of those decks where you could use any consistency boost you can get, and Computer Search is great for that. It also allows you to Skyla for your Double Colorless.

Asperita City Gym

Yes, this is the Gym that gives all Colorless Pokemon 20 more HP. This is great for avoiding several magic numbers, such as Dragonblast or Night Spear + Wild Tackle damage + Bench Night Spear damage, and forces Keldeo to have one more energy (Which sounds easy, but under Supporter lock it’s harder than it sounds, especially if they haven’t set up a Blastoise). It also gives you a counter to other Stadiums if your opponent plays any (RayEels and Flygon decks both do).

Double Colorless Energy

Your main attacker’s attack requires CCC, which is perfect for Double Colorless Energy. There’s no reason not to play it.

Normally this would be the part where I would talk about techs, but with this deck I feel like you need to steer clear of techs (At least Pokemon techs). Why? Because with Stoutland, you need to have all Stoutland on the field at the same time to maintain a guaranteed Supporter lock. If you were to play a Pokemon down of any sort, even if you’re not planning on attacking with it, it’s still something that your opponent can Catcher up and break the Supporter lock with.

The Trainer techs, such as Hugh and Asperita are ones I’ve already talked about. If you have another idea, feel free to comment and let me know.

Normally this would be the part I talk about matchups (Hate to do this again), but I honestly haven’t tested them much. I have tested enough to know that if any deck sets up against you, it pretty much just wins. If you can establish a lock first, however, you win unless your opponent can break the lock or set up under the lock. If I test matchups I’ll edit this, but for now I can say something like this:

Hydreigon: Unfavorable. Because they have Junk Hunt, they can get the Candy-Hydreigon pieces they need to set up,

It’s not this one-sided, though.

even under Supporter lock. If you can hit clutch N’s early game and attack early on, the matchup is in your favor. Otherwise, you kind of just bash them with your wimpy attack and hope for the best.

Eels: Slightly Favorable. Because they rely on Professor Juniper to discard energy, if you can get an early Stoutland out and your opponent doesn’t hit a Catcher, you can sometimes lock them out of Dynamotors. Then, once you start attacking you can Catcher-KO the Eels until they all disappear.

Blastoise: Even/Slightly Unfavorable. Because they rely on the hand for energy attachments, being locked out of Supporters means no Cilan, and no Juniper or N to draw into Energy. However, if they do manage to load up a Keldeo with enough energy to OHKO Stoutlands, you aren’t in a good position. If you run an Asperita, you might want to spend extra effort trying to get it.

Alright, that’s it for my Stupid Deck Idea. If any of you guys has questions or comments, Disqus has a nifty feature below that I encourage you guys to use. Thanks for visiting OneHitKO and bothering to read the articles, and I’ll try to put something new out soon.

Category: Deck Workshop, Stupid Deck Idea, Uncategorized | Tags: , ,
  • balasar

    fun fact: the text on skyla says “trainer”, not “item” like it should (BLW ruling). therefore, you can grab supporters because they are labeled as “trainer- Supporter”

    • coolestman22

      Yep, I’m well aware of that.

  • Ed

    Thanks for holding down the fort, Coolestman!

    • coolestman22

      No problem, I’ll try to get something else out pretty soon.

  • CynDa1

    great article coolestman. now if only lilipup was not weak to fighting…

    • coolestman22

      Oh whoops, I completely forgot to mention Landorus. Oops.

  • rockendorf

    Why run 4 N?

    • coolestman22

      A: It’s the best draw Supporter in the game right now and B: It is important to N away Junk Hunts.

  • teamgreatness

    What about hooligans jim and cas? This would limit your opponents hand. Good idea, or bad idea?

    • Rhoadkill

      It could be good but he put in hugh to limit the opponents hand and hopefully draw some cards. Great article btw