Pikkdogs

Decks You Will See at Battle Roads

A big hello to all you OHKOers out there, this is Pikkdogs and his sidekick Pedro here with an article about decks you are going to see at Battle Roads.  The rotation, Worlds, and the release of the Emerging Powers set all changed the face of the format.  This article will tell you about the decks that those changes brought on, what are there strengths, and what are there weaknesses.  If you know all about the decks before hand, you should have an easier time when you are sitting across from them.

Review of the Sigilyphs

Recently we had a request to review the Sigilyphs from Emerging Powers.

Why the heck would anybody want a review of 2 crappy cards like that.  They must be mentally deranged.

Now Pedro it’s not nice to make fun of the readers.  Bad Pedro.

I am a bad boy.  I might need-

Pedro this is a family website.  Please try to clean up your language.

A family website, must be a pretty desperate family to read this site.

Lets just go on to the article. Read More

Mew Lock Deck Update and Testing Results

A big hello to all you OHKOers out there.  This is Pikkdogs here with his sidekick Pedro, here to give you an update on my Mew Prime deck.

The first post-catcher decklist I gave you was a Mew Prime deck.  It relied on Vileplume to lock trainers, Pidgeot to stall, and Jumpluff to attack (through Mew Prime of course).  Pedro, tell the nice people how to view the previous article.

If you were lucky enough to miss the last article about Mew Prime, and you for soe reason want to change your luck, you can view it here.

Thank You Pedro.  Since the last article my mind has changed about Mew Prime a couple times.  When I first tested it I thought it was one of the best decks in the post catcher era.  Than I did more testing, built other decks, and played matches against other people.  The final straw with my Mew deck was when Ed’s deck took apart my Mew deck.

If Ed beats you that bad, it indeed is a bad sign.

I agree Pedro.  So after that match I decided to try to find a different deck.  I tried a couple decks but nothing seemed to fit with me.  I know that for Battle Roads I needed something with Vileplume, I thought Pokemon Catcher made Pokemon to complicated.  After failing with a Beartic deck my mind kept on going back to the Mew deck.  I had watched on thetopcut.net’s youtube channel that Jason K. had made a similar deck.  His deck featured Sunflora HGSS and Aipom  as tech cards.

At first I had no confidence in a bad tech for a bad Jumpluff deck and a random common like Aipom.  I just didn’t see how that would work in a deck like Mew.  It was partly my ego, and partly my previous experience with Sunflora.  But eventually I was desperate enough to try the deck out.  Even I was shocked at the results.

Who would have guessed, Jason.K knows more about Pokemon then you.  You won a pre-release and he only won at a little tournament called worlds.

I know weird right? 

Anyway, I studied the videos on thetopcut.net’s youtube site and was able to come up with a rough decklist of what Jason was running.  I made some adjustments for my own playstyle, tweaked a few things, and changed a couple tires.  What I came up with was a deck that was very disruptive and very fast.  It does struggle in certain situations, but I think this version of the deck was one of the best versions that I have tested.  I hope to keep testing the deck and maybe take it to a Battle Roads.

I won’t talk about how this deck works too much because I talked about it in the last article.

Thanks for sparing us.

Your welcome Pedro.  But I must talk about how Sunflora changes the deck.  Sunflora makes the deck a lot faster by letting you search out Vileplume and Yanmega parts from your deck.  It is very important to get a turn 2 Sunflora.  The odds of getting a turn 2 Vileplume goes up by a lot if you get a turn 2 Sunflora. 

Never tell me the odds.

Okay Han Solo. At first I thought that running Sunflora would slow the deck down a little, but I have always been able to get the Sunflora out fast, and the Sunflora always gets Vileplume out faster.  And getting the Vileplume out faster is what will give you success at Battle Roads.

Here is a version of my list that I am working with.  I am probably planning on playing this deck for Battle Roads, but the list is not yet tournament worthy.  It is still just my testing deck so there are some tweaks to be made before a tournament.  It is a decent list to start, but I admit that it is far from perfect.

Pokemon-26

  • 4-Mew Prime
  • 3-Yanma
  • 3-Yanmega Prime
  • 2-Muk Ud
  • 1-Jumpluff HGSS
  • 1-Cleffa HGSS
  • 1-Smoochum HGSS-The idea here is to use Smoochum to deny energies to active Pokemon.  It works against low energy Donphan decks and cards that use more than 1 energy to attack.  It works a lot better than I thought it would.
  • 3-Oddish
  • 1-Gloom
  • 2-Vileplume
  • 1-Jirachi-The idea here is to spread damage with Yanmega and use Jirachi to de-evolve Pokemon for an easy knock-out.
  • 2-Sunkern
  • 2-Sunflora-This card speeds up the deck a lot.  Jumpluff - HGSS

Trainers-22

  • 4-Pokemon Collector
  • 4-Judge
  • 4-Juniper
  • 3-Rare Candy
  • 3-Pokemon Communication
  • 1-Flower Shop Lady
  • 2-Professor Elm’s Training Method
  • 1-Copy Cat

Energy-12

  • Psychic-6
  • Grass-2
  • Rainbow-4

One change from Jason K.’s deck to my version is the substitution of Aipom for Smoochum.

What a coincidence, I used to dance under the name Smoochums.

Really, I used to dance under the name “Spray Splash”. Anyway, back to Smoochum.  As I mentioned he is used to stall the game by moving energy around on your opponent’s side of the field.  I chose to use Smoochum instead of Aipom because they do a similar thing, but Smoochum attacks and retreats for free.  The bad things about Smoochum is that he only has a donkable 30 HP, and has the ability to stay asleep while on your turn.  Using either Aipom or Smoochum would be a good play, which card you play is more of a personal preference.

Testing Results

I didn’t get a lot of testing done with this deck before I went to the Pokebarn to test the deck against Michigan’s finest, but my initial testing was very good.  I thought it was worthwhile to head to the Poekbarn to test against the Team Warp Point guys to see if my version of the Mew Deck is Battle Roads worthy.  I will not be giving names out or explaining rogue decks because I respect the privacy of the players at the barn.  I don’t wanna give anything away because I know we have a lot of readers who live and play in Michigan. 

Since when do we have “A lot of readers” anywhere?

Okay, so maybe be have 1 or 2 people who live and play in Michigan, I still don’t wanna spoil any secrets for BRs.  If this report needs clarification please tell me so in the comment box and I will see what I can do.

Game 1– This game was against a Reshiphlosion player, and it was actually just a fun game played before the tournament started. The game started very well for me.  I started first, and a turn 2 Sunflora led to a turn 2 Vileplume.  Once I setup a Vileplume, all I needed to do was keep on “Sludge Draging” a benched Reshiram, and then snipe around it with Yanmega.  This game was pretty much over from the beginning.  1-0.

Game 2– I don’t remember the first game of the actual tournament very well. I think it was against a Stage 1 Rush deck.  Again I was able to get a turn 2 or 3 Vileplume and bring up a heavy retreater like Donphan.  I then was able to snipe around it, and eventually knock it out for the game. 2-0

Game 3–  This was a really cool game for me.  Again a turn 2 Sunflora led to a turn 2 Vileplume.  The minute I evolved my opponent decided to throw in the towel.

Which is of course the most useful object in the universe

Right you are.  That brought me to   3-0.  This just shows how terrifying an item lock can be.

Game 4–  This was no doubt the match of the night.  It was against a stage 1 Rush deck.  He got an early Donphan, and I got a turn 3 Vileplume.  I ran into an energy drought early, so I used Smoochum to move the energy to the bench a couple times.  Then I sniped around with Yanmega Prime for 6 turns until he was able to kill 2 of them.  I then got a 3rd Yanmega out before time was called.  By that time we were tied on prizes with 2 left for each of us.  I was able to take a prize on turn 1, and he scooped when he was unable to return the favor on turn 2. 4-0

Game 5– I don’t wanna talk too much about this game to protect some secrets.  I will say that I got a terrible start, and he got a great one.  He was able to knock out 3 Oddishes with 2 Pokemon Catchers and a Junk Arm.  I was unable to do too much since my Jumpluff was prized, so the game was pretty lopsided. 4-1.  After the game we decided to play a fun game, as time was called we each had taken 2 or 3 prizes.  I really hope I can play this guy at a Battle Road.  

Game 6-This game was for Top Cut. I honestly can’t remember what deck this was against, but I think it was against a Stage 1 Rush.  I was unable to get a decent setup, I think I had a turn 3 or 4 Vileplume.  He was able to put 2 energies on Donphan, so I was unable to Smoochum the energies off him.

You were unable to Smoochum him?  Is that the kind of thing that usually goes on at the barn?

Oh yeah we are all a bunch of big Smoochum guys. Anyway,  It can be hard to beat a stage 1 Rush if they get a lot of energies quickly and don’t put up anything to trap.  So I ended up at 4-2 including the practice match.  Even though this was an informal tournament, it was still a good testing session. I learned that the deck is pretty good and faster than I thought it would be.  I also learned that some matchups can be very hard to win, a lot of luck goes into winning.

Just a little bit about matchups.  It seems that against Reshiphlosion and Stage 1 Rush decks I should have a slight advantage.  Although the match can turn the other way fairly quickly.  I haven’t played this deck against a Beartic or Gothitelle deck, but I assume that they would be fairly favorable matchups.  However, anything that can attack fast and is hard to trap, will be tough for this deck to play against.

Here are a few tips for playing against this deck.  It can be fruitful to put in 1 Mew Prime and some Rainbow Energies.  Then you can use the other player’s Muk to “Sludge Drag” up the Vileplume, in hopes of either stalling or knocking it out.  This should be a pretty easy solution against this deck if the deck is played a lot in your meta game (though I don’t anticipate it to be).  It is also very helpful to not put down anything that can be trapped.  As long as each Pokemon can attack for 60 fairly easily, you should be okay.

Well that’s all we got for today.  I hope you enjoyed the article, feel free to leave your comments and questions in the comment box.  So uhhhhhh we’re all done here, Pedro, how do we usually end articles here.

We usually say goodnight to all of our regular writers like they do in the Waltons.

No, I don’t think we do.

No, we do.

Well alright.  Good Night Ed.  Good Night Joel.  Good Night Misnos.  Good Night PokemanDan.  Good Night Renaecollects. Good Night Andrew.  Good Night people who haven’t written in a long time.  Good Night Writers that came for Guest Writers week who I hope will come back to write again. 

Goodnight John Boy

Good one Pedro, I’m sure a lot of Pokemon players love the Waltons.  Thats the way to hit the big 18-24 demographic.  Bring up something popular with the kids, like the Waltons. 

Goodnight Pedro

Pikkdogs Pikks Three: Vileplume Ud, Great Ball EP, and Hydreigon Red Collection

A big hello to all you OHKOers out there.  This is Pikkdogs here with a Pikk Three Article.  If you haven’t seen this article before….

Yeah, like anyone reads your articles.

True dat, Pedro, but be quite while I’m trying to introduce the article.  Geez its hard to find a good side kick now a days.   Back to the article, some people may have had the unfortunate luck to stumble past this site before and read a Pikk Three article.  Pedro, will you explain the Pikk Three article.

Well, its like a big card of the day article on a site like Pojo, Pokegym, or Sixprizes.  Except this article will review three cards; one that is a popular card, one that the fat guy feels is under-rated, and one that is from a new or unreleased set; and nobody will read this article.

Thank You Pedro…… I think, now lets get on to the article.

Card #1 Vileplume UD

Details– Vileplume is one of the most popular cards in the last couple years.  He first saw play with Gengar Sf as a part of the popular Trainerlock deck.  This deck saw a lot of victories at tournaments, and was something to be feared.  After Gengar SF was rotated out, not many people played Vileplume right away.  Now, we expect to see a lot of Vileplume in the upcoming season.  Either in the deck with Mew Prime, or in a deck with Beartic.  If you do not play Vileplume you still should know all about it because you still will be seeing it around a lot.

It is a stage 2 120 HP Grass Pokemon.  It is weak to psychic and has a 2 retreat cost.  Its attack is pretty lack luster, “Dazzling Pollen” does 50 damage for GGC.  The attack also lets you flip a coin, if heads the attack does 20 more, if tails the defending is confused.  In over a year of playing this card I only used the attack 1 time.  The Poke-Body is what everybody is talking about, the ability to lock all tra…. items is very good.  With most decks running 4 Pokemon Communications, possibly 3 Rare Candies, 4 Pokemon Catchers, and 3-4 Junk Arms; that is about 15 trainers.  The ability to lock 15 important cards is really awesome.  Item lock will be very important in the next season, and Vileplume is the Pokemon that will bring it about.

Analysis– As mentioned, Vileplume will have a big impact on the upcoming season.  It is hard to get Vileplume out really quickly, but once it is out there is a huge advantage.  Just being able to take out Pokemon Catcher from use is quite an amazing thing.  It makes the game a lot simpler and that is to your advantage.  While it is true that decks without a lot of trainers will not be as good, at least your deck will be prepared for the loss of trainers, other decks will not.

As I previously mentioned, the most talked about Vileplume decks have been Mewbox and Beartic.  The strategy of Mewbox is to Lost Zone a Muk and a Jumpluff early.  While you are doing that you can set up the trainer lock.  You can bring up a bench sitter with Muk’s attack and then either snipe around them with Yanmega Prime or use “Mass Attack” to knock them out.  It is fairly slow, but it is very disruptive.   Beartic is a deck that we don’t really have a list for yet.  But, it will probably involve setting up a Vileplume fairly quickly and prevent your opponent from attacking by using Beartic’s “Sheer Cold” attack.  Without the use of Switch, you will not be able to attack or retreat, and will have to watch your Pokemon get beaten on by Beartic.

The drawback to Vileplume is the speed.  Most of the time you will not be able to lock trainers until your opponent has already setup.  Another drawback is the 2 retreat cost, your opponent can tech in a Bellsprout in an attempt to make your Vileplume active.  The Bellsprout can then retreat next turn and then Vileplume will be able to get knocked out.  The last drawback is the meager 40 HP on Oddish.  If you do not setup a Vileplume before your opponent can setup a Yanmega, you may not be able to get Vileplume out.

Final Rating9/10–  Yes there are drawbacks but you just gotta love the best item locker around.

Card #2 Great Ball EP

Details– Great Ball is  an item with a simple effect, look at the top 7 cards of your deck and put any one Pokemon you find there into your hand.

Analysis– If this card came into the format last year, I would not have taken another look at it.  We had cards like Bebe’s Search and Luxury Ball that could do the job better than Great Ball.  But, those cards are now gone and we do not have a lot of search cards.

If you play a deck with a legend in it, the only way to find a Legend Piece is basically to draw into it.  You cannot Elms it, nor can you Dual Ball it.  Now, with Great Ball you can finally grab a legend piece out of your deck.  Legend Pieces usually enter later in the game.  By this time you will have gone through enough of your deck as where the top 7 cards should be about 25-33 percent of your deck, if not more.  While you probably can’t rely on this card to get you the card you need, most of the time you will be able to grab at least 1 Pokemon.

And that is the weakness of this card.  It just is not consistent.  It is very versatile and very useful, but you never know what you are gonna get.  If all you need to do to get your first prize is search for a Yanmega Prime, the chances are you will not get it with Dual Ball.  For that reason I can only recommend this card if your deck has a lot of Pokemon in it.

Final Rating6/10– Nobody is talking about this card, and that is a shame.  It is a good card that deserves some play.  Although it will not be a great card, decks that run about 20 Pokemon should fit this card in.

Card #3- Hydreigon Red Collection

Details– This card is from the Japanese set called Red Collection.  It will probably be in our Noble Victories set.

It is a 150 HP Stage 2 Dark Pokemon with a fighting weakness, psychic resistance, and a 3 retreat cost.  Its ability lets you treat every card attached to it as a Darkness Energy.  Its one attack lets you do 60 damage to the active, and then snipe for 40 to two benched Pokemon! The attack will cost 4 energies.

Analysis– Wow a 150 HP Pokemon that lets you attack for 60 and then snipe twice for 40.  If you are able to attach a couple Special Darkness Energies to this Pokemon, you could be taking 3 prizes every 2 turns!

Of course it is not always as easy as it looks.  Once you are able to pick off 2 Pokemon on the bench it is unlikely that your opponent will then put 2 more Pokemon out there to snipe.  Also, the fighting weakness is a big drawback because of how good Donphan is.  Although it is easy to counter Donphan, it is never nice to have a fighting weakness.

The biggest partner for Hydreigon is Emboar BW.  Emboar lets you attach as many fire energies per turn as you want to whoever you want.  With Hydreigon’s ability, you will be able to make all those fire energies dark, and be able to attack a lot faster.  Even though it is hard to get 2 Stage 2 Pokemon out, the Magneboar deck has proved that 2 Stage 2 Pokemon can work.

Final Rating 8/10– While it is impossible to tell how big of an impact this card will have, I think it will see some play.  Doing 60 damage and sniping twice for 40 is just too good to pass up.

Well thats all we have for today.  Pedro, how do we usually end articles here.

Uhhh…. the mister Rogers song?

I don’t think we do, but lets try it anyway.

It’s such a good feeling to know you’re alive.
It’s such a happy feeling
You’re growing inside.
And when you wake up ready to say
I think I’ll make a snappy new day
It’s such a good feeling,
A very good feeling,
The feeling you know that we’re friends.

It’s a good feeling
It’s a happy feeling

It’s such a good feeling
To know you’re in tune.
It’s such a happy feeling to find you’re in bloom
And when you wake up ready to say
I think I’ll make a snappy new day.
It’s such a good feeling,
A very good feeling,
The feeling you know that we’re friends.

And I’ll be back
When the day is new

And I’ll have more ideas for you.
And you’ll have things you’ll want to talk about.
I will too.


No Pedro, I’m almost sure that is not the way we end things here.

Pikkdogs Stupid Deck Idea:Victreebel Lock

A big hello to all you OHKOers out there.  This is Pikkdogs here with a Stupid Deck Idea.  I haven’t done one of these for a while, so I thought I would try something different and throw a stupid deck idea together. 

Before we get to the article, lets go over some news.  The first piece on news is that the Victory Medal is no more.  The card that you won from winning a Battle Roads is now gone and replaced with a card called Victory Cup.  Not much is known about Victory Cup, but sine BR’s are right around the corner I’m sure Tournament Organizers will be getting them in the mail soon and they will let us know when they find out.

I don’t know what Victory Cup will do but I don’t think it could be better than an athletic cup, those things are life savers.

Right you are Pedro (If you have read my last article, first I apologize, but second if you did read it you would have known that Pedro is the name of my sidekick).

The next news article first came out about a month ago, but of course with the speed of this fine site we are just getting it to you now.  The news is that Pokemon EX are coming back.  In the next Japanese set there will be at least 3 EX Pokemon.  We don’t know if there any different other components of EX cards compared to the previous “ex” cards, but we assume its basically the same as the ex cards that were in the format so many years ago.  So far all of the Pokemon revealed have been basic and have had 180 HP.  The attacks have been somewhat lack luster, but the HP has been great.  Right now I don’t see these cards being great, but they seem to remind me of SP Pokemon.  At first they released SP Pokemon with high energy attacks that didn’t really work, and then they released other cards that were broken.  I only hope that Nintendo can have some restraint and not make these Pokemon be unbeatable.  The Pokemon that have currently been revealed are Mewtwo, Regigigas, and Kyurem (the 3rd Pokemon of the Reshiram and Zekrom Energy trio).

The final bit of news is that Pokemon TCG online is progressing very well.  When I played a couple weeks ago, all I could do was play with theme decks and win 1 match before the game froze on me, but that has all changed.  Now, you can build your own deck by purchasing real packs.  With every Emerging Powers pack you open, you will get a code for the game.  If you enter that code online you will be able to “buy” a pack online from any set that is in the format.  After you buy the pack  you will be able to open it, and every card will be sorted and added to your collection.  Once you have enough cards you can build a deck and play against computer or human opponents.  The problem is it will take a long time to build up your collection to the point where you can build a decent deck.  Its sort of like starting out as a new player again, having to build yourself up from a theme deck.  But once you get your collection set, you should be able to do a lot of good testing online.  I think this program could be really valuable.

Okay, now we can get on to the article and the stupid deck idea.

I thought all your deck idea’s were stupid?

Hey, watch it Pedro………okay maybe they are but  that’s not the point.  If you haven’t read one of these article before, a stupid deck idea is an article where I provide a deck analysis and list of a deck that I don’t think will be very good, but it could be pretty fun or cool.  It could just have a fun idea behind it, it could be a league deck, or it could be an okay deck that spotlights one of my favorite Pokemon. Anyway, these decks are not for tournaments but they are fun for talking about and maybe taking to league.

Today’s stupid deck idea is about Victreebel.  From the Triumphant set, Victreebel has been an interesting Pokemon since I first pulled it at a pre-release.  It is a 110 HP Stage 2 Grass Pokemon.  It has a 2 retreat cost and a weakness to fire.  Its Poke-Body adds CC to every Pokemon’s retreat cost.  Its attack, called “Acidic Drain” does 30 damage, poisons and burns the defending, and lets you heal 30 damage off Victreebell.

As you can tell, Victreebel is a locker.  If you get a Pokemon trapped in the active, it is unlikely that it will be able to escape (the number of Switches being played right now is very very very low, almost non-exsistant).

The strategy would be to setup a Victreebel quickly, then use a Pokemon Catcher to put a bench sitter in the active spot.  Once you get the lock on you can either attack it to finish it off.

The main problem with this deck would be fire decks.  Almost anything fire would be able to OHKO it, so it would not matter what you were able to trap.  But since this is only a stupid deck idea we do not care about that as much.

Well we got a Victreebell active, what sort of Pokemon can we use to backup Victreebell?  If we were trying to have a shot at beating fire decks, we might try to look at Zoroark BW or Swanna EP.  Zoroark lets you copy Reshirams attack and do 120 damage to him.  White Swanna lets you OHKO Reshiram because of weakness for WCC.

One other good Pokemon to partner Victreebell could be Yanmega Prime.  Since Yanmega is versatile and disruptive, it would work in this deck.  I would not put this in my list because they is supposed to be a league deck, and shouldn’t have one of the better Pokemon in the set.  But, if you did put it in this deck, the deck would probably be better for it.

So here is a basic thrown together list of a Victreebell deck.  As I said this is not a serious deck, just something fun to play at league.

Pokmeon-18

  • 4-Bellsprout 
  • 2-Weepinbell
  • 4-Victreebell
  • 2-Cleffa
  • 3-Zorua
  • 3-Zoroark BW

Trainers-30

  • Pokemon Collector-4
  • Elms-2
  • Pokemon Communication-4
  • Flowershop Lady-1
  • Professor Juniper-4
  • Judge-4
  • Switch-1
  • Pokemon Catcher-4
  • Junk Arm-4
  • Plus Power-2

Energy-12

  • Grass-8
  • Double Colorless Energy-4

Well, what time is it Pedro?

Time to go home and play with our dolls.

Okay, Pedro said it, lets go home.  If ya have any experience with Victreebell or have a cool fun deck idea please leave your thoughts in the comment box.

So long and thanks for all the fish!

How to Pick a Battle Roads Deck

A big hello to all you OHKOers out there.  This is Pikkdogs here with kind of a strategy article. 

 It may seem like the fourth of July was just a week or two ago, but the summer is now coming to an end.  With the end of summer comes some of my favorite things: cooler weather, cool colored trees, American Football, and Battle Roads.  Although I feel like writing an entire article about fall and how its the best time of the year (except bikini waxing day), I think we should get to the Battle Roads.

Setting the Stage

If you were not able to make it to Nationals, you must feel really out of the loop.  The last time you played you were looking at Garchomp C’s and stuff like that, Battle Roads will be a whole nother animal.  Those of us who made it to nationals, and those that went to world’s, basically know the format.  Stage 1 Rush is good along with decks like Reshiphlosion, Reshiboar, ZPS, and Primetime (Yanmega Prime and Magnezone Prime).  But, thanks to the release of Emerging Powers, Battle Roads will be a little different.  So before you start getting your deck ready for BRs, make sure you know what is coming your way.

The Effect of Pokemon Catcher

The most dramatic change in the game will be the rise of Pokemon Catcher.  Of course, Pokemon Catcher is a card that lets you switch your opponent’s active.  Meaning Knock Outs are easier to get and disruption is easier to do.  There is no question that Pokemon Catcher will be a very popular card, and there will be probably 4 Catchers in just about every deck.  So how will this effect your deck choice.

Just like when we had SP decks in the format, you can either use Catcher or plot against it.  If you want to use Pokemon Catcher you will need a fast deck.  Donphan Prime is great because it requires 1 energy to do 60 damage.  That attack will knock out almost all basic Pokemon, so it will be great for disruption.  But on the other hand, Pokemon Catcher is also great for decks that are a little slower like Reshiram based decks.  So although fast decks and Pokemon Catcher are a great fit, you don’t need to run an extremely fast deck.  Just be aware that if you don’t plan for your basics being knocked out and your bench sitters getting dragged into the active, you are in for a long day.

I  do not think that Pokemon Catcher will dramatically change the format.  We will see a lot of the same decks, games just will be a little quicker and we could see more lopsided wins.  We could see less big lumbering Pokemon like Magnezone Prime, and more speedier cards like Yanmega Prime.  We could also see a lot of cards that can stand up against Poekmon Catcher, like Vileplume.

Was that a Segway into the next part of your article?

No, I wouldn’t do that, segway’s are for professionals, I am just a creepy fat guy writing a Pokemon article on a website nobody reads, the only segway I know about is the geeky vehicle.

A Segway isn’t geeky

Of course it is Pedro (of course Pedro is the name of my sidekick who randomly jumps in).  Could you prove it isn’t by showing me a picture of an attractive Woman on a Segway.

Well met Pedro, well met. 

Anyway, we are talking about Vileplume.  Vileplume is great because it sets up an item lock that is very hard to break.  While Gothitelle can put one heck of a nice itemlock on your opponent, it is easy to knock out.  Vileplume might be a better play because it does not have to be active. 

Vileplume will make games a lot simpler because you won’t have to worry about Pokemon Catcher messing things up.  And it will also mess other things up like Pokemon Communication and Super Scoop Up.

The bad thing about Vileplume is that your deck will have Schizophrenia because you need to run trainers like Rare Candy to setup.  If you want to run Vileplume you will need to make sure your list is tight and polished for it to work in this trainer heavy format.

New Emerging Powers Decks!

Emerging Powers does not just have Pokemon Catcher, it has some other decks that might see some play at BRs, and you better know what they are you they don’t end up taking you by surprise.

I do not know of any specific deck lists that I can share right now, but I would at least be prepared to deal with two cards: Gothitelle and Beartic.  Gothitelle is fairly easy to take care of, just have something that doesn’t take a lot of setup to attack, and you will be able to match it blow for blow.  This is another reason to use a deck that is simple and fast.  Donphan is a good candidate here to take care of Gothitelle. I would reccomend Yanmega, but the trainerlock makes it a LOT harder to even your hand size.  

The other big card you might see is Beartic.  Beartic actually won’t be able to hit that hard, or that quickly.  With 3 and 4 energy attacks only doing 50 and 80, it will take a while for damage to add up.  The problem here is that his first attack does not let you attack next turn.  That is not so much of a problem if you have Yanmega Prime, you can just retreat and use another attacker.  However, Beartic could give you fits if you have a high retreat like Donphan, Zekrom, or Reshiram.  If you think a lot of your metagame will be made up of Beartic decks and techs, then make sure to run Yanmega Prime and Max Potion.  If you get 2 Yanmega’s out Beartic will not be able to do anything, and Max Potion will guarantee that the damage will not stack up. 

How to Pick A Deck

Battle Roads are a very tricky tournament to plan for.  Bigger tournaments like Nationals, States, and Regionals are fairly easy to plan for.  For the the bigger tournaments it is all about consistency.  For BR’s there are many ways to skin a cat.  Of course you usually see a lot of the better players do well with consistent decks, but that is not always the best play.  Battle Roads rely on luck a lot of the time since there are usually only 4-5 rounds.

For example, my first tournament was a Spring Battle Road.  I was playing a risky build of Scizor/Cherrim that relied on a lot of luck.  Despite the odds, I was able to grab 2nd place in the tournament, beating a lot more expierenced players on the way.  Sometimes its not all about consitency, sometimes in a BR its better to have a risky deck and a lot of luck.  Though, its always great to have a consistent deck.

So how should you pick your deck?  Well that is hard because even I do not know what I am going to play yet, but I would suggest that you go with a few principles.

1.  Go with what you are familiar with.  There are always growing pains with a deck, so if you haven’t had your growing pains with your deck, don’t take it to a tournament.  Make sure you know your deck in and out before you go.

2.  Be comfortable with Pokemon Catcher.  If you are not comfortable with either blocking this card or using it, you should get familiar very soon.  The card is very powerful, do not be caught un-prepared (see what I did there, “caught” and Catcher, haha).

3.  Consistency is always good.  If you got a really great consistent deck, than by all means play it. 

4.  But you can do well at a BR with luck and a risky deck. A deck that relies on flips and stuff like that could do well, if you are lucky.

5.  Leave disruption alone.  For some reason disruption does well in tournaments like States and Regionals, but does not do well at Battle Roads.  So wait for a while to break out your Ambipoms, Weaviles, and Sharpedos.

Well I wish you all good luck on preparing for states.  Remember make sure to test Pokemon catcher with Pokemon like Reshram, Zekrom, Magnezone Prime, Yanmega Prime, Beartic, Donphan Prime, Zororark Bw, and whatever else you hear will be popular in your metagame.   And if you can’t get your deck to where you want it, it might be best to just go balls to the walls with a risky deck and hope you get lucky. 

So long and thanks for all the fish!

The Structure of the New Season. A News and Opinion Article.

A big hello to all you OHKOers out there.  This is kind of a news/opinion article about the upcoming season.

The Past

The structure of the tournament season has been pretty stagnant for the last couple of years.  The season starts in September and October with Fall Battle Roads, a small local tournament with a small ratings value.  Next we have Cities starting in November and continuing in December.  We then all celebrate Christmas and the New Year, and get ready for State Tournaments in March.  Next we go to one day in April which hold the Regional championships.  Battle Roads show up again in May and June, while Nationals are usually in June or July.  And of course, the World Championships are in August.

So that is what we have been doing for the past couple years.  It seems like a good schedule, lots of events but not too many where people would be spending an excess amount of time and money going to tournaments.  A lot of other card games have more tournaments, but this schedule seems to be pretty good for emphasizing local metagames.  So what’s the problem?

The problem is that when it comes to the bigger tournaments, the best players drop out to protect their ratings so they can be invited to worlds. This leaves the more exciting rounds of the tournament, a lot less exciting.  For example, at U.S. nationals I was excited to see the best players play deep into the day on Sunday.  Instead, most of the top players either dropped after a game or two, or never entered the tournament at all.  They were nice to talk to, but I would rather see them play then talk to them while we watch a league game.

How I Would Change Things.

If the goal is to make bigger events more exciting than one option is to put more emphasis on the bigger events. My favorite events are Battle Roads, but it seems like a lot of players are winning the BR’s and Cities, and using this to take them to Worlds.  I do not want to suggest that these tournaments should not mean anything, but I think if they were only worth about half of what they are worth now (especially Cities) it would be hard for some people to already make it into worlds before Regionals and Worlds.  If the only events that could make a difference in getting to Worlds would be Nationals, Regionals, and States; then I think those events would be a lot more exciting.

If you do not want to devalue the smaller tournaments, which I think might be best, then I think the rating system should be less important.  By this I mean that we should have more spots at Worlds decided by smaller tournaments.  Instead of having 40 invites to worlds (in North America) decided by ratings invites and only a few decided by invites from National tournaments, we should lower the number of ratings invites to about 5 and have invites to Worlds given out at States and Regionals.   

I think it is kind of similar to the problem that NASCAR is having right now.  Most casual fans only care about who wins the races, but the drivers who are doing well in the point standings are not winning races, instead they consistently doing good in races.  Even though consistency is very important in Pokemon, it is more exciting to see the best players win the tournaments.  So if there are only a few spots given out to rating qualifiers, the best players will stay in the bigger tournaments longer, if they don’t they probably won’t be invited to Worlds.  I think Pokemon should stop awarding players who just dominate their local area and instead award people who do well against the best in the country.

What Changes Have Been Made

So that is what I think should happen to solve the problem, lets look at what Pokemon has done so far.  We do not know exactly what Pokemon has up their sleeves, but they have tipped their hands a little.  This is the schedule that has so far been released for the upcoming season.

Battle Roads: Sept. 17-Oct.16th

Fall Regionals: Nov. 12-13.

Cities: Nov. 25- Jan 8.

As you can see, there is a new tournament added in, Fall Regionals.  This means that the regionals will be split between Spring and Fall.  This could mean that you will have a chance at going to 2 regionals this year instead of just 1.

I don’t think that this will solve the problem of having people qualify for Worlds before Nationals, it will probably just make it worse.  Now people can go to 2 regionals instead of 1, another reason not to play at Nationals.  I do not like this decision for another reason, if I were go to a second regionals, it would take me about 6 hours to drive there.  I do not like having to drive that far for a tournament that is not Nationals, and I am sure a lot of people feel the same way.  And if nobody goes to the 2nd regionals, why have them on different days?  Another bad thing about this decision is that it is taking another weekend in fall away.  Even though Pokemon is important to me, I live for watching football.  And this new regionals will take another day of football away from me.  Why should Pokemon try to play against the most popular game in the civilized world (that’s right Europe, I’m talking to you)?

I do not think that the new regionals will be the only change.  I do think we will see changes to the ratings system in the next few weeks in an attempt to keep the bigger tournaments more interesting.  Hopefully they will gives us more invites from tournaments and less from the rating system.

So, Will These Changes Be Enough?

Well it is too early to say if the changes Pokemon has made will fix the problem because they have not announced all the changes.  But, Pokemon has seemed to be open to change in the past, so lets hope they can think of a cool new system that gives us a cool local game while still making Nationals important.

Sorry about that European joke before, I do like Europe.  I’ll prove it to you, I enjoy many European things like Doctor Who…….ahhhhh….Danishes…..and………um…..wearing very small underwear.

If you have any thoughts about how to better fix the tournament season schedule, or my underwear choices, please leave your thoughts in the comment box.

So long and thanks for all the fish.

Pikkdogs Pikks Three: Typhlosion Prime, Ruins of Alph, and Durant

A big hello to all you OHKOers out there.  This is Pikkdogs here with a Pikk Three article for you.  If you are not a frequent reader of this site I will explain this article series for you.  I will review three cards for you, one card is a commonly used card, another card is one that I think is under-used, and the third is a card that is from a new or yet un-released set.  Does anyone need to go the bathroom?  If not, we can start the show.

Card #1-The Staple-Typhlosion Prime

Description– Typhlosion is a stage 2 140 HP Fire Pokemon with a weakness to water and a 2 retreat cost.  Its Poke-Power afterburner lets you attach an energy card from the discard pile, and a damage counter to any of your Pokemon.  Its attack, called “Flare Destroy” does a lackluster 70 damage for FFC, but it has the awesome effect of requiring a discard from each of the active Pokemon.  The best part is that you get to choose which energy goes in both circumstances, that means you can discard the DCE on pesky Pokemon like Zoroark and Boufallant.

Analysis– Typhlosion saw a heck of a lot of play at U.S. Nationals this year with his buddy Reshiram.  Before that it was just a card that was used in rogue Ursaring Prime decks.

This card has a lot of synergy with the best draw Pokemon in the format, Ninetails HGSS, and one of the best basic attackers ever, in Reshiram BW.  Those buddies make Typhlosion pretty powerful.

Reshiphlosion did have a lot of success at both nationals and worlds, but some people doubt that it can succede with Pokemon Catcher.  In my testing I have found that Pokemon Catcher does not really hurt this deck, so I think this deck will still be powerful in the next season.

One knock on this card is that it is not the best attacker. 70 damage for 3 energies is not that great.  But, it is great to be able to disrput with the energy discard while attacking.  It can be game changing to discard an important DCE.  I know this firsthand, as I was crushing everything at Nats until Typhlosion discarded my DCE.

Final Rating8.5/10– Ya gotta love this card as a freind for Ninetails and Reshiram.  Because of this card, the deck can keep on re-using energy making the deck very hard to beat late game.

Card #2-The Underdog-Ruins of Alph

Description– Ruins of Alph is a stadium card, you know a stadium card, its like a trainer but it always stays in play.  We have seen so little decent stadium cards lately that I am afraid for the most part that stadiums are dead.  This little card does still have a use.  The effect of Ruins of Alph lets you ignore resistance on every Pokemon in play.

Analysis– Being able to stop resistance could be good, or it could be bad, you just need to use it in the right situation.  So what is the right situation?  I think this card is best used with Donphan Prime.  If Donphan Prime were to attack Yanmega Prime with “Earthquake”, it would only do 40 damage, and would setup Yanmega for a 3HKO.  But if Ruins of Alph is in play, “Earthquake” does 60 damage to Yanmega, setting it up for a more manageable 2HKO.

Sure there are drawbacks, if your opponent is playing Primetime they can bait you into playing this card, and then attack Donphan Prime with Magnezone Prime.  This move would allow the Magnezone player to do an extra 20 damage to Donphan and probably save an energy from going into the Lost Zone.

But I think for the most part, Ruins of Alph works very well with Donphan Prime.   I played 1 Ruins of Alph in my Donphan/Samurott deck at Nationals and the card saved me in about 2-3 of my games.

The uses for this card basically stop there.  Sure other cards do have resistance that it would be nice to take away, but the main use of Ruins of Alph would be for a Donphan deck against Yanmega.

Final Rating- 8/10-In this format the ability to run over Yanmega’s like Omar’s car (see out nationals reports for the story) is very impressive.  Yanmega is probably the most popular Pokemon out there, so if you can win that matchup you should have an easy time at winning the game.

Card #3- The Young Gun-Durant

Description– The next thing up for review is Durant

No, not that Durant, this Durant.

It is a basic Metal Pokemon, it has 70 HP, a weakness to fire, a resistance to psychic, and a 1 retreat cost.  This Pokemon will probably be featured in the Noble Victories expansion.  Its first attack is what everyone is talking about, it is called “Devour” and it lets you mill (or discard from the top of your opponent’s deck) an amount of cards equal to the amount of Durants that you have in play for 1 metal energy.  His second attack, “Vicegrip”, is not very good, it only does 30 for CC.

Analysis– One of my favorite aspects of this game is milling.  I love discarding cards from my opponent’s deck.  It just makes me feel good.  So I always like when a quick and easy milling card comes into the format.  But will it be any good?

Well first lets take a look at what it does.  It lets you mill a card for each Durant you have in play for just 1 metal energy.  Now, that doesn’t sound too hard to get out.  Just run 4 Collectors and 3  Dual Balls, and you should be able to get 4 Durants in play on turn 1 no problem (as long as they aren’t prized).  And the metal energy could be a special one, which takes you away from the OHKO range of Yanmega Prime.

That all sounds well and good, but things get worse from there.  Milling 4 cards a turn is not really that much.  If you mill 4 cards a turn for 7 turns (the time it will probably take your opponent to knock 6 Durant’s out) you will have only milled 28 cards.  If your opponent started with 7 cards, 6 prizes, drew 6 cards, that will leave him with 13 cards.  Now I know some of those 13 cards will get drawn with draw/hand refresh supporters, and others will get searched out, but I think leaving 13 cards in the pile is just too much.  Its hard to say exactly because with cards like Judge you will be putting cards you drew from your deck and as prizes back into your deck, and that to the effect of cards like Flowre Shop Lady and it is so hard to say exactly how many you need to mill. But, I think if you mill 28 cards with Durant (and I am being generous with 28) you still will be a little shrot, so lets look at other cards that can partner up with Durant.

First you got Kyorge/Groudon Legend.  It has an attack that lets you mill 5 cards.  This could be a good finisher for this deck.  There is also a Magmortar that allows you to mill based on the number of fire energies attached to him.  You could add an Emboar tech, and try to finish off with Magmortar.  But, because of energy requirments I do not like any of these cards.  I think that Durant does not have the partner he needs yet to be good.

Perhaps I will play this deck if the format changes so it is easier to trap things in the active spot, but until then I think this card juts has too much going against it.

Final Rating6/10- The format is not ready for Durant yet.

Well, thats all I got for ya guys today.  Please feel free to tell us what you think about this card in the comment box.

So long and thanks for all the fish!

Deck Analysis: What a Rush! (Donphan Prime, Yanmega Prime, and Zoroark BW)

A big hello to all you OHKOers out there.  This is Pikkdogs here with a deck analysis for you guys.  This deck has been called many things: Megazord, Stage 1 Rush, and others.  I call my deck “what a rush” because it is an easier take off of Stage 1 Rush, and of course who doesn’t like the Legion of Doom?  The deck was popularized at Nationals by Kyle “Pooka” Sucevich, a tournament at which he narrowly lost in the finals.

The three attackers featured in this deck make the deck versatile, and add a toolbox like quality to the deck.  Here is a basic over view of the deck.  Donphan Prime is a great primary attacker.  It is tough to knock out, and can attack for just 1 energy.  It also has a type advantage over Mangezone and Zekrom.  Yanmega Prime is a versatile attacker that can snipe for 40 damage or attack for 70 damage.  The best part of Yanmega Prime is that he can attack for free (if you and your opponent have the same hand size) because of his “Insight” Poke-Body.  Yanmega is both disruptive and versaitle.  Zoroark BW is a card that I don’t really like, but it does work because it is a great Reshiram/Zekrom counter.  Zoroark is also fairly versatile and can do damage to most Pokemon, not including Mew Prime.  The goal of this deck is to adapt to the deck that your opponent is playing, and be able to take advantage of your ………………. advantage.

This is the part where I usually talk about how to setup the deck.  The problem is that this deck does not have a regular setup.  It all depends on what you are playing against.  If you are playing Zekrom, Mew, or a Mangezone based deck, I would lead with Donphan Prime.  The early Donphan start will allow you to get type advantage on the main attacker, and will give you a good front-man on which to get some easy knock outs on basics with Pokemon Catcher.  If you are playing a Reshiram based deck, I would instead try to setup a couple Zororarks because those will be your only answer to Reshiram.  I would also setup a quick Yanmega Prime to take some easy prizes with Pokemon Catcher.  Of course, no matter what Pokemon you lead with it is a good idea to get a couple Judges in to disrupt your opponent’s hand.

Matchups

Lets look at some of the matchups out there.

ZekromFavorable. Zekrom won’t be able to do much if you lead with Donphan and then finish it up with Zoroark.  Of course things will change based on the list of the Zekrom play, but in theory this should be a favorable matchup.

Reshiphlosion or Reshiboar-Even to Slightly Unfavorable.  Reshiphlosion is a really tough deck to beat, but I think that the Stage 1 Rush deck should be fairly even.  The matchup should be decided early in the game based on how many knock outs this deck can do against the basics of the Reshiboar or Reshiphlosion player.  Hopefully you should be able to cause some chaos early in the game, and it will be enough to get you an early lead that you can’t lose.  The winner is decided based upon what the exact lists are.

Mew and Trainerlockslightly favorable.  Donphan is pretty tough for Mew to deal with.  While Mew decks are very diverse, the list does not change the fact that Donphan is Mew’s worst nightmare.  The mew player can do well by establishing an item lock, as long as they can get it done early.  The matchup will probably be decided early, I don’t think that either deck will be able to come down from a large lead, unless the Mew deck is more lock based.

The List.

I know I say this almost every article, but I will provide a list that will not be perfect.  It is just a list to start testing with.  It is not a polished list that is ready for a tournament, but it will get you testing some new ideas.

Pokemon-15

  • 2-2 Donphan Prime- You might wanna go to a 3-3 line depending on your metagame.  If you expect Zekroms and Magnezones, make sure to go to 3-3.  The Phanpy you run does not really matter, thought I think the HGSS might be the play, because of the extra 10 HP.
  • 3-3 Yanmega Prime.
  • 3-3 Zoroark- You can drop to 2-2 with 3 DCE’s if you don’t expect a lot of Reshirams.
  • 1- Bellsprout-Your only hope if you do not have the game in hand by the time an item lock is put in place.

Trainers-35

  • 4-Pokemon Collector
  • 2-Professor Elms Training Method
  • 4-Judge
  • 4-Professor Juniper
  • 4-Pokemon Communication
  • 3-Junk Arm
  • 3-Max Potion
  • 2-Plus Power
  • 1-Switch
  • 1-Energy Retrieval
  • 1-Flowershop Lady
  • 1- Switch
  • 4-Pokemon Catcher

Energy-10

  • Fighting-6-If you play 3-3 Donphan, I would play 7 fighting energies.
  • Double Colorless Energy-4

So there is my list.  Of course don’t bash it too hard, I acknowledge that its not tournament ready I just wanted to provide a list so you can test this deck if you want to.  I am not sure how good this deck is because it struggles a little against Reshiram.  But it is one of the best contenders coming into the Battle Roads, so you better be familiar with this deck.  Please share any thoughts you have about this list in the comment box.

So long and thanks for all the fish!

Deck Analysis: Reshiphlosion

A big hello to all you OHKOers out there.  This is Pikkdogs here with a deck analysis.  The deck we will be spotlighting is Reshiphlosion, a very consistent and hard hitting deck in the current format.  Some are wandering if it can stand up to Pokemon Catcher, so lets find out.

I had realized a couple days ago that this website has not had a Reshiphlosion list on it.  So I thought I would change that.  I will be happy when this article is published because people always come up to me and shout, “Hey,when are you going to write a Reshiphlosion article? and stop staring down my shirt!”  Sometimes even girls say this.

Anyway, The deck was popularized at U.S. Nationals.  It seemed like everybody was going to play Reshiboar, and then everyone showed up with Reshiphlosion.  The deck is really powerful and really consistent because it can manipulate energies very well.  Just about every energy that you draw will be used and re-used thanks to Typhlosion Prime.  Its that energy manipulation that makes Reshiphlosion really good.

If you do not know the deck I will try my best to explain it.  The first goal of the deck is to get as many Typhlosion Primes out as possible.  His “Afterburner” Poke-Power lets you attach a fire energy from the discard pile to any of your Pokemon, and you also place a damage counter on that Pokemon.  Fire energies get discarded in two major ways, either from the discarding required from Reshiram’s “Blue Flame” attack or from Ninetales HGSS’s “Roast Reveal” Poke-Power.  “Roast Reveal” lets you discard a fire energy and discard 3 cards.  This is great for both drawing and energy acceleration.

When I play this deck I usually try to get at least 2 Typhlosions out and a Reshiram active.  If you have to sacrifice a couple prizes to get the primes out, it is no big deal, those cards are that important.  If possible I will try to get out the Ninetales once I get the Reshirams on the right track.

One unique thing about my Reshiphlosion that I haven’t really since in other decks is the inclusion of Sucine/Entei Legend.  Since it is a dual Water/Fire type, it can hit Reshiram for weakness making it a good tech against the mirror matchup.  It can also hit Donphan Prime for weakness, this is great because it is tough for Reshiram to OHKO Reshiram.  SEL has the “Bursting Inferno” attack that does 80 damage and causes the burn special condition.  This 80 is enough to OHKO Donphan Prime, Reshiram, Emboar, and Typhlosion Prime.  The only draw back is that if SEL gets knocked out your opponent takes 2 prizes, so make sure you use SEL in a wise way so it does not get knocked out.

I will now provide the list that I am testing with.  Just to let you know, this list is just a rough draft of what I am working with. It is not yet polished enough to be taken to a tournament.  I only provide the list to give you something to test with.

Pokemon-14

  • 4-Reshiram BW
  • 3-Cyndaquil
  • 2-Quilava
  • 3-Typhlosion Prime
  • 1-Vulpix
  • 1-Ninetales HGSS- I would like to get a 2-2 line, but so far 1-1 has been working.  If I did take this to a big tournament, I would go 2-2.
  • 1-Bottom Half of Suicine/Entei Legend
  • 1-Top Half of Suicine/Entei Legend.  I sometimes think of going 2-2 for SEL. I guess it depends on your metagame.

Trainers-32

  • 4-Professor Juniper-There are some people who don’t like to have 4 Professor Junipers in every deck,  these are what I like to call members of Al-Qaeda.
  • 2-Engineer’s Adjustments- Nice for getting energy in the discard.
  • 2-Professor Elms Training Method-  2-3 will be standard if Trainerlock is as prevalent as I think it will be.
  • 1-Energy Retrieval
  • 4-Pokemon Communication
  • 3-Junk Arm
  • 3-Pokemon Catcher
  • 1-Switch
  • 4-Pokemon Collector
  • 1-Dual Ball
  • 3-Rare Candy
  • 3-Plus Power
  • 1-Max Potion

Energy-14

  • Fire-14

So here is a some-what modified version of the Reshiphlosion deck that I am playing.  Of course my lists tend to have a lot of cards that have just 1 or 2 copies, just so I can see if I like the card.  If I were to make this a tournament list, I would probably play 2-3 of everything or take it out.  And of course, this list is adjusted to my weird play-style. So you are gonna have to adjust it to yours.

I will not do a matchup analysis for this deck because it is pretty simple.  Reshiram is great against almost everything, especially Yanmega Prime.  Use SEL wisely against the mirror and Donphan.  Against Trainerlock you might only get to have 1 or 2 Typhlosions.  This makes it tougher, but the situation is the same, you just need to hope they cannot match you blow for blow.  Against a disruption deck you should just use “Outrage” to knock out Ambipom or Sharpedo.  That is basically all you need to do.

Well that’s all for today.  If you would like to post your list in the comment box, everybody will be very appreciative for sharing your ideas.

So long and thanks for all the fish.

The Top 10 Impactful Cards of Emerging Powers

Hey all you OHKOers!  Yes, it is finally time for Pikkdogs to release his list of the top 10 impactful cards of the next set.

Emerging Powers is your 2nd Black and White Set.  It is made up of cards that were in the Japanese Black and White sets, along with cards from the “Battle Strength Decks” and random Promotional cards.  A lot of people are a little upset about this set because the current Japanese set seems to be a lot better than our Emerging Powers set.  But, there are some good and impactful cards in this set. It is not one of the better sets we have seen in a while, but at least it’s better than Call of Legends.  The thing I hate most about this set is that there is that it has another rare Unfezant that is useless.  It seems like I pulled just about all of the BW Unfeazants, and now I feel like I’m about to get 150 more crappy Unfezants.  But enough about my hatred of Unfeazant, let’s take a closer look at the set to get at the best cards.

Honorable Mention (#12) Thundurus

Our first honorable mention of the countdown is Thundurus.  Thundrus has 110 HP, a 1 retreat, and a fighting weakness.  It’s first attack, “Charge” lets you attach a lightning energy from your deck to this Pokemon. Its second attack, “Disaster Bolt”, does 80 damage for LLC and a one energy discard.

At this moment I do not really see Thundurus as a great Pokemon in the modified format.  Some people have been talking about Thundurus being a secondary attacker in a Zekrom deck, but I don’t see that either.  It is OHKOable by Donphan Prime, and it takes 2 turns in the active spot to get charged up.  Perhaps later next year if Donphan Prime gets rotated this card could become good, but right now it’s too fragile and too slow.

Honorable Mention (#11) Cheren

Cheren is a supporter that lets you draw 3 cards.  It is kind of like Cheerleaders Cheer, except your opponent does not get the option of drawing 1 card.  I think this is a pretty good card and will see decent play.  If Cheerleaders Cheer were not in the format I think this card would be ranked around #6.  The reason why it is not is because this card will only replace C.C.  If a deck does not run C.C. they will not decide to run Cheren.  Cheren will just be switched in to decks that currently run C.C.  If I thought Cheren was a huge set above C.C. I would asl put it in, but it doesn’t seem to be that much better.

The format right now is really draw/hand referesh supporter heavy.  Cheren comes into a format where Professor Juniper, Professor Oak’s New Theory, and Judge are used a lot.  Cheren is really not in a position to challenge any of these supporters.  I don’t think that Cheren will see a lot more play then Cheerleaders Cheer has, just about the same.  For that reason although Cheren is a good card, it is not very impactful.

#10- Leavanny #7

At first glance Leavanny does not seem like a very impactful card.  It is a stage 2 Grass Pokemon with 130 HP, a fire weakness, and a 1 retreat cost.  Its second attack, “X-scissor” does 30 damage for GC and lets you flip a coin, if heads you can do 50 more damage.  But this card is possibly impactful because of it’s first attack.  “Nurturing” lets you search your deck for a Pokemon that evolves from one of the Pokemon on your bench, and put it on that Pokemon.  The current rules for this type of attack only allow you to place the next evolution line on the benched Pokemon.  This means that you can only go from basic to stage 1, not basic to stage 2 (even though the stage 2 does evolve from the basic).

This means that Leavanny is like a Spiritomb Ar with the “Darkness Grace” like attack.  This attack does not seem to great coming from a stage 2, but if put in the Lost Zone, Mew Prime can use “Nurturing.”  I’m not sure if this is a great startegy with Mew, but it does make it faster to evolve Vileplume, and Vileplume will be very important in the next season.  I am not sold on this card, but it could be somewhat impactful. 

#9-  Swanna

Swanna is a card that has received no hype, but it is good because it is a Donphan counter.  For WCC you can do 70 damage and a discard, with the “Air Slash” attack.  This makes it a pretty good Donphan counter.  Its stats are not all that great.  It has 90 HP, a 1 retreat cost, and a lightning weakness.

This will not be a great card, but if you need a Donphan counter, this card will take it out in one hit.  It also uses DCE, so it hits well into decks that already use that card.

#8- Recycle

Recycle is a simple Item card.  It lets you flip a coin, if you get heads you can put 1 card from your discard pile to the top of your deck.

This is not a great card considering the card does not go to your hand, and you have to flip.  But, this format is seriously thin on recovery cards.  If you do not use a supporter, you cannot get back evolution cards without Recycle.  I could see a lot of people running at least 1 Recycle since you can re-use it when needed with Junk Arm.

It will not change the format, but I think it will see some play initially.  When we get some better recovery cards you probably will never see this card, but I think a lot of Battle Roads decks will run at least 1 Recycle.

#7- Tornadus

Tornadus is a Donphan counter.  It has 110 HP, a 1 retreat cost,a resistance to fighting, and a weakness to lightning. Its first attack, “Energy Wheel”, lets you move an energy from your bench to Tornadus.  This attack doesn’t seem great, but it does work well with Manaphy.  You can use Manaphy’s attack to refresh your hand, then retreat and move the energy to Tornadus.  His second attack does 80 damage for CCC and you must move an energy from Tornadus to a benched Pokemon.

The good thing about Tornadus is that unlike the other BW high HP Pokemon, it can use DCE.  It can also benefit from Emboar BW.  Tornadus’s main job is to stop Donphan Prime, which it can do.  Donphan can only do 40 damage to it with “Earthquake”, and Tornadus can 2HKO it.  Tornadus can be used in almost every deck, and fits well into a Reshiboar or any deck with DCE.

#6- Beartic #30

Beartic is one of the cards that has received a lot of hype since its Japanese release.  I for one am not drinking the Beartic Kool-Aid (and not just because upon searching for the card on Google I once stumbled on a gay pornography site), I just don’t think that it can make a good consistent deck in this format, but I have been wrong in the past.

Beartic is a 130 HP Water Pokemon with a weakness to metal.  His first attack costs WCC, is named “Sheer Cold”, and does 50 damage and prevents the defending Pokemon from attacking next turn.  Its second attack, “Icicle Crash”, does 80 damage for WWCC. 

Now not allowing the defending Pokemon to attack is really useful.  It will not be as good against Yanmega since it has free retreat, but it is harder to retreat Pokemon like Magnezone, Reshiram, Zekrom, and Donphan.  I could see a lot of people running this card in a BR deck.  I’m still not sold on it being a great card, but I think it will be impactful in the short term. But the lesson we learned today about Beartic is that if you do a Google search for the card make sure to spell the name of the card right, awful things can happen if you don’t.

#5- Great Ball

The #5 card is Great Ball…………..well sort of.  Great Ball was a card that I knew from the LA set that let you search your deck for a basic and put it straight to your bench.  This card was fairly good until most decks used Pokemon like Uxie, Mesprit, Azelf, Crobat G, and Chatot G that had coming into play Poke-Powers.  But this card is not your father’s Great Ball, it is actually your father’s Master Ball.

The text on this Great Ball allows you to look at the top 7 cards of your deck and grab a Pokemon you find there.  If this card came out a year ago I would not even consider running this card.  We had other trainer/item cards like Pokedex, Luxury Ball, Premier Ball, and Bebe’s Search that let you get the cards you wanted fairly easily.  Now a days those trainer/item cards are all gone, all we have is Dual Ball which only works on basic Pokemon and requires a flip.

If you have a deck that has about 20 Pokemon in it, and a lot of them are Legend Pieces or Evolution cards, then this card would work fairly well.  If you are just running a Yanmega deck, your proabably will not look twice at this card.  But, I could see this card being used throughout the time that it is in the format.  It will not be a staple card, but I could see it being used in some decks.  

#4- Crushing Hammer

Our #4 card is Crushing Hammer, which is again just a reprint of another card from our past.  This time it is a reprint of Energy Removal 2.  The text is simple, you flip a coin, and if heads you can discard an energy attached to any of your opponent’s Pokemon.

Now we have a similar card in the format, “Lost Remover”.  Lost Remover also lets you take an energy away from any of your opponent’s P0kemon.  But there are three differences; the first is that thre is no flip involved, the second is that Lost Remover only works on Special Energies, and the third is that energies that have been removed by Lost Remover go to the Lost Zone while Crushing Hammer puts them in the discard.  These differences are very significant.

A lot of people have complained about Pokemon Reversal because it was a very powerful card that required a flip.  If you weren’t happy about that, you probably won’t be happy about Crushing Hammer.  It will be frustrating having a game come down to a coin flip (because that is what removing an energy can do, especially in a format with Pokemon Catcher), but that is what I think will be happening.  Crushing Hammer is much more playable than Lost Remover thanks to the fact that it works on all energies.  I know that I was very skeptical of using Lost Remover because I never knew for sure if it was going to be useful.  You now know that Crushing Hammer will be useful because every deck plays energies of some kind.  The difference in where the energies go is not very substantial because it is hard to get Special Energies back from the discard pile anyway.  The chances are that it will not matter whether you put a DCE in the Lost Zone or the discard pile, your opponent will most likely never get it back.

So after all that discussion do I think it will see some play, yes I do.  I am not sure how much play it will receive, but I’m sure it will at least be in disruption decks.  I could also see it becoming a staple, with Junk Arm being so popular.

#3- Gothitelle #47

The only actual Pokemon to be in the top 5 is Gothitelle.  It has 130 HP, a 2 retreat cost, and a weakness to psychic.  Its ability, “Magic Room”, prevents your opponent from play item cards when Gothitelle is active.  Its attack, “Mad Kinesis” does 30 damage for CCC, and will do 20 more damage for each psychic energy attached.

Decks next season will be unbeliebably trainer heavy, so having a trainer lock will be amazing.  I think trainer lock will be perhaps the best strategy in the next format, but I do not see Gothitelle in those plans.  I think that Vileplume is the way to go.

Even though Gothitelle does not item lock you, it does restrict the amount of damage you can do.  You will never realistically get 3 Psychic energies on it, and if you do that still will not even be 100 damage.  Realistically you are looking at a Psychic and a DCE on Gothitelle by turn 3, this means that your opponent has probably already setup and will probably be able to knock out Gothitelle. This is why I favor Vileplume, you can still attack with whatever Pokemon you want to attack with and have the item lock on.

But a lot of people are eying Gothitelle as a deck worthy card.  You will have the ability to have an item lock, while still use items yourself.  This means you can slow them down by not letting your opponent use Rare Candy, and then Pokemon Catcher up a basic to knock it out.  I think this card will see play early in the season and I think it will see play later, possibly 2 seasons from now when it gets a proper supporting Pokemon to go with it. 

#2- Max Potion

The second to the most impactful card in this set is Max Potion.  This card lets you remove all damage counters and energies on any one of your Pokemon.  While removing the energies is not good, it does work well with low energy attackers like Yanmega and Donphan Prime.

The Stage 1 Rush deck gets a lot better in this set because of trainers like Max Potion.  It is very hard to OHKO Donphan Prime, now with Max Potion most decks can only hope to 3HKO it.

I have tested this card, and although it is very hard to get the card when you really need it, it still is an amazing card.  The only problems I have with this card is that it increases your reliance on trainers and it along with Pokemon Catcher hurt the consistency of decks by making less room for cards like Professor Elms Training Method and Pokemon Communication.

Despite these weaknesses, I think I can still say that this card will see a lot of play and become a staple in a lot of decks.  This card will live up to the hype that people are giving it.

#1- Pokemon Catcher

Of course the most impactful card of this set is Pokemon Catcher.  Heck, Catcher is the most impactful new card since Garchomp C.  Not only will it be a staple, but it will change the way that people play the game.  Of course, like Crushing Hammer, Pokemon Catcher is a reprint of a card that was formally in the modified format.  That card was called Gust of Wind.  Pokemon Catcher is just like Pokemon Circulator in the effect that you get to change your opponent’s active, but this time you can choose which Pokemon gets switched in.

This dyanmic creates a lot scenarios.  You can bring up something that has a high retreat and then attack your opponents bench.  You can bring up something that has a high retreat and then attempt to mill your opponent’s deck.  You can also bring up techs and knock them out before they can serve their purporse.  Or, you can bring up a basic Pokemon and knock it our before it comes a scary stage 2 Pokemon.

I wish I could say more about this card, but all I can say that it is huge.  Catcher will be one of the most important cards in the format.  It will help usher in the rise of Vileplume and item lock, and it will see a lot of success in tournaments.  Pokemon Catcher is kind of like SP Pokemon in the fact that you either have to play it or play against it (item lock).

A lot of people are against Pokemon Catcher, but although it will be very impactful, it will not be bad for the game.  Because the format is relatively slow, it is hard to get Catcher when you need it.  This means that as long as each player is prepared  by either playing 3-4 catchers or playing Vileplume, the game will not be unbalanced. 

Overview of the Impactfullness of Emerging Powers.

Unlike Black and White, there are no big Pokemon in this set to build your deck around.  But, that does not mean that this set is not impactful.  Just one card can change the format around, and that is what we got with Pokemon Catcher.  It may not turn the game on its side, but Catcher will be in all non item lock decks.

Besides Catcher, cards like Crushing Hammer, Great Ball, Max Potion, and Recycle could be very impactful in this trainer heavy format.  And although I do not think they are the best cards, Pokemon like Beartic and Gothitelle could see play in some moderately successful decks.  This set may not be the best, but I would say thanks to Pokemon Catcher this set is very impactful. Feel free to leave your top 10 in the comment box.

So long and thanks for all the fish.