Pikkdogs

How to Narrow Down a Deck Choice for U.S. Nationals

Hey all you OHKOers this is Pikkdogs here with an article about choosing a deck for nationals. 

Lately when people see me they ask: “Pikkdogs, what are you doing looking in my window?”  And then they ask me, “Which deck should I run for nationals?”  This article will be about the second question.

By the time your read this article, you will probably be celebrating the 4th of July (if your in the U.S. of course), and I will be sitting by a parade and consuming my fair share of adult beverages.  But, it will be just about a week before the start of Nationals.  By this time you should have your deck choice made, and are narrowing down your choices of techs.

But, if your like me, you probably are not on that schedule.  So if you are still trying to figure out which deck to pick, lets look at some principles for choosing a deck for nationals.  Here are six principles that you use to guide you on making a deck choice.

1. Do Something Silly.

By this I mean, don’t just netdeck a deck, put something in it that is uniquely yours.  You will have to be pretty lucky to run a deck that 100 other people are running, and still do well.  Put an interesting tech in your deck that counters the format and the bad matchups that your deck has.  It could be as simple as adding an Elekid, or as complex as adding a 1-0-1 stage 2 card like Kingdra Prime.  You won’t win with a cookie cutter deck, so make sure to test some zany combinations in your deck, and see what you are most comfortable with.

2. Do Little or No Disruption. 

While I’m not saying that a little Judge, Team Rocket’s Trickery, or a 1-1 Weavile line will not be great, but an entire deck built on disruption will not work.  It is not 2010 any more,  and there is no successor to Sabledonk. So if you think you can make an entire deck around disruption and have a chance to win, I think you are mistaken.  Disruption does not disrupt fast enough to make a difference.  Again, this does not mean you shouldn’t add a disruption tech, just don’t try to make an entire deck about it.

3. No Autoloss

The most played decks at Nats will probably be Reshiboar, Magneboar, ZPS, and Donphan.  If at all possible, choose a deck that does not have an  autoloss to any of these decks.  I know it will be hard to do this, but at least try to find a deck that doesn’t have an autoloss to two or more of these decks.  It is also not possisble to play a deck that doesn’t have an auto loss, but try to play one that doesn’t have an autoloss to a popular deck.  The winner of nationals will be lucky in that they will not play their autoloss a lot, but the winner will also have an answer for almost every deck.  Try to make sure that you are ready for each popular matchup.

4.  Stay Away from Lost World

No deck that plays the card “Lost World” will win Nationals.  In my testings, the deck has just been too slow to win at a consistent rate.  A good deck should be able to win the game in 7-8 turns.  While it will probably take a Lost World deck at least 8-9 turns to win.  Couple that with the fact that if the game goes to time, Lost World will almost always lose because it does not take any prize cards, and you have some reasons not to play this card. For right now, I would stay away from a Lost World deck, although they are very fun, and try to find a deck that can OHKO Pokemon. Lost World Clash of Legends

5.  Stay Consistent.

U.S. Nationals will probably be the biggest tournament ever.  It will be a very big tournament with a lot of rounds.  If you play a deck that runs on luck in a Battle Road, there is a decent chance that you will be able to get it to work about 5-7 times.  But, at nationals you will need your deck to work over a dozen times.  This means toning down the riskiness of your deck, and instead using a more consistent deck that is sure to work almost every time.

Decks like Reshiboar and Donphan are not flashy decks, but they setup consistently.  Just getting a deck to work at a high pressure situation like Nationals is a great thing.  Sure, you might be able to get your Lugia Legend deck work 5 times, but that will not be enough to do well in the top cut rounds.  It will take a sound consistent deck to make the top cut rounds and succeed.

6.  Don’t Listen To Me.

If I know anything, I know that I don’t know enough about the top players of this game to predict exactly what will happen.  I try to steer people to use safe consistent decks that will function most of the time.  But, I do not think that any deck like this will win nationals.  Sometimes you gotta take a chance and play a risky deck.  Safe consistent decks might win a lot of games, but probably will not win a lot in the top cut rounds.

So lets spice up your decks and maybe try something a little tricky. The trick is to know when to draw the line between a high reward deck, and  deck that’s just high risk.

I consider myself a knowledgeable player and a good player, but I am far from a great player.  I wouldn’t be surprised if you went against some of my rules (like no Lost World) and still did very very well.  You have to find the best deck for you, regardless about the trends in the meta.  Sometimes you just gotta go with your gut when it comes to deck choices, and not let my rules stop you.

Well those are my thoughts on narrowing down a deck choice.  If you are headed to Indy for the tournament, good luck.  I hope you complete your preparations and are ready to stay in the game for a long time.  It looks like I will probably be able to play in the main tournament, if I do, stay tuned for updates on how you guys can meet with me at Nats.  I’m hoping to meet a lot of you guys there and have fun, so stay tuned for more details.

So long and thanks for all the fish.

A Second Look at Each Set: Call of Legends and Promos

A big hello to all you OHKOers out there.  This is Pikkdogs here with a second look at the Call of Legends set and the HS  promos. The purpose of this series of articles is to review the playable cards, and take a look at promising cards, to see if they might be playable.  I will not tell you if these cards are playable, for that you must judge yourself.  Its up to you to see if you can make a great deck out of some cards that are under the radar.

Before we get there I just want to remind you guys that unless you guys say you want me to, I will not be doing this with the Black and White set, since it is fresh in our minds.  So that means this is the last of this series of articles………….you guys in Minnesota can stop clapping now.

Call of Legends

There are two schools of thought with Call of Legends.  One school is that it is the worst set ever.  The other school is that it contains a lot of good value cards.  The set was released as a filler set between the HGSS and BW blocks.  It contained cards from the Lost Link mini set, and some cards from the Clash at Summit set.  It also contained many re-prints from other HGSS sets, including 2 versions of a lot of the popular legendary Pokemon.  Like all of these articles, I will not review the baby Pokemon.  Also, I will not review any card that I have reviewed in other articles.  This explains the very short article we have.   So lets see if we can find any  good cards among this small pool.
Read More

A Second Look at Each Set: Triumphant

A big hello to all you OHKOers out there.  This is another continuation in my “Second Look at Each Set” series.  In these articles I go through the playable cards (the ones known and unknown) in each set, and make a case to play them, and a case not to play them.  Hopefully doing this will let you have a greater understanding of the limited card pool that the current modified format offers.

I apologize if these articles seem hurried or are a little messy.  Each article in this series takes a lot of time to put together, so I try to cut a few corners in order to get these articles out fairly quickly.  If you don”t understand something please leave it in the comment box and I will be happy to explain it to you.

Two housekeeping issues to take care of before we start the article.  The first is to tell you guys to watch the site in about a week or so.  I will be starting a raffle fairly soon and have an awesome grand prize to give away.  So stay tuned to hear the details of the contest.  The 2nd item is that I have decided that this series will have just one more article in it, an article looking at the cards in Call of Legends and the Promos that are currently legal.   I decided against doing a Black and White review because its still fresh in our minds.  If you guys would like to see me do a Black and White review, I can do that, just tell me so in the comment box. If we get a couple people who want to see it, then I will do it.    Anyway, on to the article.

I just want to reiterate something that I thought I made clear before, but I guess it Read More

A Second Look at Each Set: Undaunted

Hey all you OHKOers out there.  This is Pikkdogs here continuing my series of reviewing the best cards and hidden gems on each set in the format.  I am already about halfway through the HGSS block, we are now on Undaunted. 

It seems like some people are confused of the aim of this article.  Just because I talk about a card here, does not mean that I think it will win Nationals.  I am just going over the cards in the set that might be playable in the right deck if everything goes right for the deck.  It’s about finding rogues and different ideas.  Yes Reshiram and Magnezone will clean up at this years Nats, but if I talked about them all day, it would be pretty boring.  So this is out to find some fresh new ideas.

Unduanted

Undaunted was released in the U.S. in August of 2010.  It was made up of cards from the previous Japanese set and many different kinds of Japanese decks that were released.  It also featured legend cards from the newest Japanese set.  Like Unleashed, Undaunted was not known as a  very powerful set at the time.  Just a few cards were hyped from the set, and nobody seemed to be in love with the set.

The Most Played Cards Read More

A Second Look at Each Set: Unleashed

Welcome to the second part of this series of articles.  These articles look at each set and take a look at both the most played and mBlastoise - ULost overlooked cards of each set.  We are now on the HS: Unleashed set.  The hope is that by looking at the best cards of each set, we will be able to find some new techs or new deck ideas.

Before the article we have a bit of news.  Last week it was announced that the next English set will be called “Emerging Powers.”  The weird thing about the announcement is that it was announced that the set would include over 90 cards including 25 Pokemon that were never printed before.  Since our Black and White set did not have about 25 Pokemon cards that were not in the Japanese Black and White sets, this means that we probably will not be getting any cards from the Red Collection (the second Japanese Set).  Whats even stranger is the fact that we are getting some cards like Krookodile and Scolipede that have not been released in Japan.  So does that mean that we are getting a lot of new cards that Japan hasn’t received yet?  Anyway, it does seem that the next set will contain a lot of unreleased cards from the Black and White sets and cards from the Coballion, Virizion, and Terrakion decks.  Anyway, lets get on to the article.

The Top Cards

These are the top cards that have been talked about and played already.  You should be aware of these guys. Read More

A Second Look at Each Set: Heart Gold Soul Silver

Hey all you OHKOers out there, this is Pikkdogs here with another article for you.  With the upcoming rotation on July 1st, all of the old decks will be replaced by new ones.  And we know which decks will see a lot of play, a lot of people are talking about decks like Reshiboar, Magneboar, Donphan, Feraligatr Prime, Gengar Prime, Donchamp, ZPS, etc… .  But, is that it?  Are those the only decks that will be popular at nationals, or have we missed something?

To make sure that we don’t miss a single card that can help us at Nationals, I will look at each set one by one, and try to find the most playable cards of each set.  Now I know these articles won’t be perfect, but I will try to leave no stone unturned in the search for the hidden gems of the HGSS-on format. I will not be reviewing any Baby Pokemon (except Cleffa) because I did an entire article them.

Set Introduction

Just to be wacky I will start with the oldest set in the format, Heart Gold and Soul Silver, hmmm…… that doesn’t seem very wacky, well okay so maybe its not wacky, but it does make sense.  HGSS is of course the base set in the HGSS series, it was released as a dual set in Japan, one was named “Heart Gold”, and the other “Soul Silver.”  But, us Westerners got the two sets combined as one, minus a couple of the cards.  HGSS is known as the set with some good trainers, and as the set that has some good Primes.  But, lets take a look at it to see what other treasures are inside, and if this set doesn’t have the card that will win you Nationals.

Been There, Done That

In this section we will profile commonly used Pokemon cards from the HGSS Set.

  1. Ninetales

What it does-It is a draw engine.  Discard 1 fire energy a turn, and draw 3 cards.  Its attack does 60 for 3 energies.

Why to play it– Helps consistency in any fire deck.  And with Emboar making fire decks popular, there are a lot of decks that can use this card.  Everyone likes a draw engine, it rarely is a bad thing.

Why not to play it–  Its not really needed.  Since BTS is gone and Rare Candy is weakened, you probably won’t be able to setup Ninetales until you are setup anyway, so its not needed.

2. Noctowl

What it does– Another draw engine, its Poke-Power lets you draw 1 card each turn.  Its attack does 40 damage for CCC, 80 if you and your opponent have an equal number of cards in hand.

Why to play it– Always nice to draw 1 card.  If you have extra room in your deck, Noctowl can always help consistency.

Why not to play it– As with Ninetails, you won’t be able to use Noctowl to help you setup anyway, so its not always needed.  Plus, 1 card is not a lot, you would like to draw a couple more.

3.  Slowking.

What it does– His Poke-Power “Second-Sight” lets you re-arrange the top 3 cards of either deck.  His attack does 30 for PC.

Why to play it– You could either play it just to be mean and disrupt your opponent, or you can run it in conjunction with Mime Jr.  Mime Jr. lets you put the top card of your opponent’s deck in the Lost Zone, and if the top card is a Pokemon, it will help decks that run Lost World.  It is a must play in a disruption or Lost World deck.

Why not to play it–  Lost World decks aren’t the best, and disruption decks don’t have the speed they used to.

4. Cleffa

What it does– Its a starter.  Its attack “eeeeek” lets you shuffle your hand into your deck and draw 6 cards and puts Cleffa to sleep.  Its Poke-Body protects Cleffa from damage when asleep.

Why to play it–  Its a really good starter, and its Poke-Body may help you stall for a turn or two.  If you do not play a lot of eveolutions in your deck, this is probably the best starter around.  Free retreat is always a great thing.

Why not to play it– It only has 30 HP and the whole sleep thing makes Cleffa inconsistent.  It also does not pair well with Donphan Prime.

5. Donphan Prime

What it is– A tanking main attacker.  You can hit 60 for 1 fighting energy, or 90 for 3 fighting energy.  All damage done to Donphan by attacks is also reduced by 20 thanks to his Poke-Body.

Why to play it- A tank that can hit for 1 energy is pretty great.  It is really hard to take down, and can hit for decent damage.  All that adds up to being a great main attacker.  Just pair him with the right partners and I don’t know why you shouldn’t win nats.

Why not to play it–  It can get OHKOed by most water Pokemon thanks to his weakness, and he has a high retreat cost.  Donphan also damages your own bench.

6. Feraligatr Prime    

What it is–  An energy accelerator.  You can attach water energies at will to any water Pokemon thanks to his “Rain Dance” Poke-Power.  He also has an attack that does 60 for 4 water energies, with the ability to do more damaged based on the  number of damage counters on the defending Pokemon.

Why to play it– Right now, you don’t play a water deck without Feraligatr Prime.  The ability to attach energies is pretty good.  He has a decent attack, but what is better is his weakness is to grass.

Why not to play it–  There is not really a great water attacker right now, besides possibly Samurott, which means playing 2 stage 2’s.  It is a good Pokemon, but there is not really a good list out there right now.

7.  Jumpluff

What it is– A main attacker that can do 10 damage for every Pokemon that is in play, for just 1 grass energy.  It has 90 HP and a free retreat cost.

Why to play it– It can attack for a lot of damage for just 1 energy.  It is a fun deck that can be paired with Mew Prime for a faster attack.

Why not to play it–  The deck is a little slow, and 90 HP is a little frail.  It seems like Jumpluff is like the guy who is like 35 years old, and all he cares about is drinking and thinking about the good times he had in high school and college.  All Jumpluff is thinking about is the good ole days with Claydol and Uxie.  Well, Claydol and Uxie are gone and Jumpluff needs to make due with draw engines that are not as good.

#8 Typhlosion Prime

What it is– Kind of an energy accelerator.  It puts 1 fire energy from the discard pile to one of your in play Pokemon.  It can attack for 70 for three energies, with both Pokemon discarding an energy.

Why to play it– If you play Ninetails, you might as well play Typhlosion instead of Emboar.  It preserves space in your deck for other cards, since you don’t have to run as many energy recovery cards.

Why not to play it– Emboar is flashier, and who doesn’t like something that sparkles.  Also, Ninetails isn’t played as much anymore.

Hidden Gems

This section will talk about Pokemon cards that are not talked about as much, but could just be the card you are looking for to give you the advantage at Nationals.

1.  Arcanine

What it is– A secondary attacker.  It can do 90 damage for 4 energies.  Its 110 HP is nice.

Why to play it– There are a lot of Emboar’s running around, so it won’t be hard to load up Arcanine.  90 damage is always nice.

Why not to play it– Most Emboar decks don’t need a secondary attacker.  If one is needed in desperation, Emboar can do 80 for 4, so there really is not the need for it right now.   

2. Azumarill

What is it– A stage 1 water Pokemon that can do 60 damage for WCC, it also paralyzes the defending Pokemon.

Why to play it–  It could be a Donphan and Reshiram counter.  You need 1 Plus Power to OHKO Reshiram and Donphan.

Why not to play it– It is a stage 1 Pokemon, so it takes a little while to setup.  And you need Plus Powers to get OHKOs. It is also vulnerable to revenge knock outs with just 60 HP.

3. Hitmontop

What it is– A basic fighting Pokemon with 60 HP. It can do 60 damage for FCC.

Why to play it– It is a good Zekrom counter if you run either fighting energies or Double Colorless Energies.  You just need 1 Plus Power to OHKO Zekrom and Magnezone Prime.  It doesn’t seem very hard to plug this into your deck to give you a better match-up against Zekrom and Magnezone.

Why not to play it–  Just like Azumaril, this card is Plus Power reliant.  If you don’t run already run Plus Powers, its hard to recommend this card.

4. Raichu

What it is– A secondary attacker.  It can do 100 damage for two electric energies.  It also has 90 HP and a free retreat.

Why to play it– Everyone loves Pikachu and Raichu, and everyone loves free retreat.  It also fits well into the ZPS deck, once Zekrom slows down, you can still be doing 100 with Raichu.

Why not to play it– Its a stage 1 and it only has 90 HP.  Even-though 100 damage is nice, its not something you can build around.

5. Exeggutor   

What it is– Either a main or secondary attacker.  A stage 1 Psychic Pokemon with 90 HP and a free retreat cost.  Its attack costs 1 psychic energy, and lets you flip a card for each energy attached to Exeggutor.

Why to play it– This seems like a good combo with Emboar.  Just load up a bunch of energies on Exeggutor, pray that you flip well, and hopefully do about 120 damage.

Why not to play it–  It is not consistent.  It relies on flipping coins, which is never a good thing.  The 90 HP also is not the best thing in the world.

6. Farfetch’d

What it is– A starter.  It has two attacks that require 1 energy.  The first lets you draw 2 cards, the send lets you do 20 damage and switch out Farfetch’d.

Why to play it– A decent starter, that can draw OHKO any baby Pokemon with just 1 Plus Power.  There may be other Pokemon that can be a good starter, or can OHKO babies, but this guy can do both.

Why not to play it– It relies on Plus Power for the knockout, and there are Pokemon like Relicanth that lets you draw 3 cards instead of 2.

7.   Feraligatr

What it is– A secondary attacker in a deck that already runs Feraligatr Prime. It can spread 20 damage for WCC, or 80 damage for WWCC.

Why to play it– If you play a deck with Feraligatr and want a decent attacker that is not weak to lightning, this guy is for you.  It is easy to splash into any Feraligatr Prime deck, so why not?

Why not to play it–  I’ll tell you why not, it doesn’t really add too much to the deck.  The Prime is already a decent secondary attacker, and is not weak to lightning.

8. Lapras

What it is– Lapras is a baby killer. For two water energies you can snipe for 30 HP.  This means that if your opponent has a Baby Pokemon on the bench, you can take it out, for an easy prize.

Why to play it– For some reason Lapras is weak to Steel Pokemon, that means that hitting for weakness is not likely.

Why not to play it– If you don’t play Feraligatr Prime, this card is pretty much worthless.  Also, it is worthless if your opponent does not play Babies, or did not drop it on the bench.  Its not a consistent prize, and it stinks to start with it.

9.  Hypno  

What it is– A Poke-Power that puts the defending Pokemon to sleep for a coin flip.  An attack that does 30 damage and snipes for 10 for PCC.

Why to play it– Really no reason right now, unless you wanna use Musharna, which I don’t know why you would.

Why not to play it–  Right now there is every reason in the world not to play it, but its a cool card so keep it in mind.

10. Sunflora

What it is– It has a Poke-Power that is like Poke-Ball, but it only works on Grass Pokemon.  The attack is really crappy and does 40 damage for GGC.

Why to play it– It is good for a Jumpluff deck or a Yanmega deck.  The ability to get a free Pokemon each turn is pretty good. If you run grass Pokemon, you must take a look at Sunflora.

Why not to play it– Cause nobody plays Grass, duh.

11.  Typhlosion

What it is– Its like a Stage 2 Reshiram.  Except instead of having the “Outrage” attack, it has an attack that does 50 for a fire energy and a colorless.

Why to play it– It is a really hard hitting card that can easily fit into any deck that runs Typhlosion Prime.  A really ferocious fire attacker.

Why not to play it– Do you really want a stage 2 Reshiram?  A basic one is better.

12. Delibird

What it is– Kind of a weird starter, that could be a recovery Pokemon.  Its attack called “Snowy Present” lets you draw 1 card for every water energy you have on the field, the attack costs 1 water energy.

Why to play it– Im not sure, Relicanth is a better water starter.  I guess Delibird only has a 1 retreat and is weak to Metal.  If during the middle of the game you have a lot of energy attached, but no main attacker, it would be very handy.  

Why not to play it–  Right now, Delibird is too situational to play.

13. Mantine

What it is– A starter for Water deck.  “Group Swim” is not what happens when all the old people get into the pool, its an attack that costs 1 water energy and lets you look for any water Pokemon in your deck and put it into your hand.

Why to play it– A very overlooked starter.  If you are playing a Water deck, especially one with Kyogre/Groudon Legend, this card could be very helpful.    I would test it in my deck if I had a water deck.

Why not to play it–  Relicanth might be your preferred starter because he lets you draw cards.

14. Metapod

What it is– A grass tech that gives all Grass Pokemon no weakness.

Why to play it–  If you are having trouble with Fire decks, which I would assume you would, Metapod is a quick fix.  It is something every grass deck should consider.

Why not to play it–  There is still nobody who plays grass.

15. The Unown’s    

What are they– Two Pokemon with two different Poke-Powers.  “Return” lets you return all energy cards from one Pokemon to your hand.  “Flash” lets you rearrange the top 5 cards of your deck.

Why to play it– Return is nice because it works well with Emboar and the Shuckle Promo, talk about a draw engine tha’ts twice as nice.  I’m sure you will find a combo for “Flash” eventually, right now I can’t think of one.

Why not to play it– If you start with them, you gotta waste  a Seeker on them to use them.  They are also unique to one or two decks.

16. Girafarig

What it is– It is starter that is a gopher for energies. His attack, “Show Off” lets you search for any 2 basic energies from your deck and put it in your hand, for just 1 energy.

Why to play it– If you don’t have the first turn Zekrom attack, then why not setup for it next turn with Girafarig?  It could work well in a ZPS deck or any deck that needs lots of energy fast.

Why not to play it– You are just basically using your attack and at least 1 spot in your deck for the ability to trade 1 energy for 2.  It may not be worth it.

17. Ampharos Prime   

What it is– An anti Emboar and Feraligatr card.  It puts 1 damage counter for each energy attached.  Its attack does 40 damage for LCC and lets you flip a coin.  If heads you do an extra 40, if tails you discard an energy attached to the active.

Why to play it–  It is a perfect counter to the meta.  Shuckle won’t last more than a turn or two with this guy around.  There is another Ampharos in this set that can do 80 damage for LCC, so at least you can have a decent attacker with an Ampharos line.  Ampharos will at least give Emboar trouble, if it can’t beat Emboar.

Why not to play it–  A low damage output and a weakness to Donphan are not the best things to have.  Even though it is a counter to Emboar, do you really wanna play every game with this card?

18. Blissey Prime

What it is– A healer.  “Blissful Nurse” lets you remove all damage counters on all of your Pokemon, you must also remove all energy cards attached to those Pokemon that were healed.  Its attack does 60 damage for CCC.

Why  to play it–  If you have a 1 energy attacker, just run Energy Retrieval, and you are set.  It makes 2HKOing something very hard to do.  If your attacker can take a hit, its nice to be able to heal him and have him take another hit.

Why not to play it-It only seems to pair up well with one Pokemon (Donphan Prime).  Chansey is not fun to start with.

19. HO-OH Legend

What it is– A secondary fire attacker.  For 4 fire energies you can do 100 damage.  It also has a Poke-Body that turns all energy attached to HO-OH to fire.

Why to play it–  It could work out well in a fire deck, if you play it the right way.  It also could be a fire attacker in a non fire deck, if you ever find a way to put 4 energies on it.   It also is one of only 2 Legend cards that do not give your opponent 2 prizes when its knocked out.

Why not to play it–  Three letters: R-D-L.

20. Lugia Legend  

What it is– I don’t know, maybe a primary attacker?  It can do an amazing 200 damage for FLE- but you must discard the energy required for the attack.  It has a Poke-Power that lets you attach any energy in the top 5 cards of your deck, when you lay Lugia down.

Why to play it– 200 damage aint too shabby.  If you can find a way to get three energies on the top of your deck by turn 3, I suggest you play Lugia Legend in your deck.  It can be a devastating Pokemon.

Why not to play it–  Its good for 1 knockout maybe.  Theoretically this Pokemon is amazing, in reality this card is like a piece of fine art, its pretty but what can you do with it?

Trainer Cards

Here is a look at the trainer cards from this set that aren’t talked about a lot.

1.  Copycat

What it is– Shuffle your hand into your deck and draw the same number of cards as your opponent currently has in his/her hand.

Why to play it– Works well with Yanmega Prime or Vileplume.  Its a pretty good hand refresher that does not deserve to get overlooked.  The best players seem to play this card.

Why not to play it– Its a little inconsistent for play in all decks.  It seems to only work well in a few decks.

Closing Remarks on HGSS

Wow that was a tough article to write.  This was a long article, but I hope it brought you up to speed on this set.  You should be prepared now to start thinking about some rogue decks.

Deck Analysis: Kyogre/Groudon Legend

A big hello to all you OHKOers out there.  This is Pikkdogs here with a deck analysis.  I was struggling on whether I should call this article a “Deck Analysis” or a “Stupid Deck Idea.”  The reason I wasn’t sure whether what to name it was because it is an all or nothing deck, it either works really well or falls flat on its face, but we can talk about that later.  The deck that I will be spotlighting is a Kyogre/Groudon Legend build.

What the Deck Does

As far as I know, KGL builds can trace their history to an article on Pokegym by Elekid 957. KGL was a hyped card when it was released, so I’m sure it did see some play before the article, but that was the first time a real playable list was released to the masses.  The problem with this decklist is that it is for the MD-CL format, meaning the list lost a lot of cards.  This loss could have broken the playability of the deck, extensive testing has yet to show if a KGL build can survive in the HGSS-on format.

I made a KGL deck because I love the Ruby and Sapphire generation.  To me, those games were the best Pokemon games, so the legendary Pokemon from that generation have always been special to me.  Another reason why I like the deck is that I like the milling strategy (discarding cards from your opponent’s deck).  The strategy of the deck is to use KGL’s “Mega Title Wave” attack to mill the opponent’s deck.  Read More

Opinion: the SP Mistake

A big hello to all you OHKOers out there, this is Pikkdogs here with another opinion article.  This article is all about the choice to add SP Pokemon to the Pokemon TCG game.  

Lately it has been a popular thing to pick on TPCI and Play Pokemon.  Most people have been bashing them for handling the mid-season rotation poorly.  Just about anything other than what they did to handle the rule changes and rotation would have been better than what they actually did.  But, this is not the blunder I will be talking about, I will  be talking about their choice to put SP Pokemon into the format, and their choice to not ban SP cards.

Before we talk about how SP Pokemon were terrible for the format, lets look at what they were.  SP Pokemon  were all basic forms of Pokemon (mostly Pokemon that are usually stage 2 Pokemon) that  by themselves did not look to menacing.  Most SP Pokemon had about 80 HP and attack costs that were not extremely cheap.  But, when one took advantage of the SP engine, SP decks began to be very fast and very disruptive.  SP decks were very tough to beat, because they were toolbox decks that could tech against almost anything.  An SP player could beat any deck, he/she just needed to know what decks they were going to play against.

As we all know, come July 1st, all SP Pokemon will be rotated from the format, ending their dominant streak in tournaments.  During their time in the format, SP Pokemon Read More

Deck Analysis: Healphan- Donphan and Blissey Prime

A big hello to all you OHKOers out there, this is Pikkdogs here with a deck analysis.  The deck that I will spotlight is a Donphan variant.  Donphan has been a deck that people have talked about, but few people have shown a good list.  Donphan Prime is kind of like Lebron James.  They’re both great early game, but tend to fizzle out in the 4th quarter.  The challenge is to create a deck that will be able to last the entire game.

Most people play it with Machamp Prime. In hopes that they could have Donphan attack early, and then switch to the hard hitting Machamp later in the game.  However, every time I have tried to make the change between a full powered Donphan and a Machamp with DCE, the opponent ends up knocking out the Donphan before  the switch.  Because of its vulnerability in the tag between Machamp and Donphan, I have given up on this combo.  However, I have not given up on Donphan.  I think it is still a good fast tanking deck that can take a hit and do damage.

When I first began building HGSS-on decks, I knew that I needed to take a look at Donphan.  Its ability to withstand almost any hit is pretty crazy.  I first paired Donphan with Noctowl HGSS and Zekrom.   Noctowl made the deck a little faster later game, and Zekrom was there to absorb the damage counters from “Earth Quake”  and then send it back at the opponent later in the game.  The deck worked fairly well, but it did not blow me away.  It was a good deck, but nothing I was thinking of bring to Nats.  So I began to think of other combos.

Eventually I thought of paring Donphan with Blissey Prime.  Blissey helps Donphan because after Donphan absorbs a big hit, Blissey can heal all the damage counters.  The deck that I made is all about keeping Donphan alive for as long as possible.

How the Deck Works  

The deck is pretty self explanatory, not a very complicated deck, but I will give you a basic explanation.  Donphan Prime has the “Earthquake” attack that does 60 damage for only 1 fighting energy.  With the help of  a Plus Power, Donphan should be able to 2HKO must every Pokemon in the format.  It also has weakness on popular Pokemon like Cincinno, Magnezone Prime, and Zekrom.  It can OHKO all three of those Pokemon with the help of a Plus Power or two.  Donphan also has the “Heavy Impact” attack that does 90 damage for three fighting energies.  If you can get 3 energies on Donphan it will be helpful, but this deck rarely gets that much energy in play at one time.
Donphan also has the “Exoskeleton” Poke-Body that reduces all damage done to Donphan by 20.  That means that if you want to OHKO Donphan you need to do 140 damage to him.  This deck also uses Defender, which is like another “Exoskeleton” Poke-Body in trainer form.  Because of all this, Donphan should be able to take a hit.  To help Donphan take two hits, this deck adds in Blissey Prime.  Blissey has the “Blissful Nurse” Poke-Power, which lets you remove all damage counters from all of your Pokemon that are damaged, you then must discard all energies attached to any Pokemon that was healed.  This deck seeks to force your opponent to take 3 turns to knock out a Donphan.  Do the math if you are 2HKOing the opponent, and they are 3HKOing you, the game will be in your favor.  If you add that fact to the fact that you are probably setting up a turn before your opponent, the facts are pretty good for Donphan.

“Earthquake” also adds 10 damage to your benched Pokemon, but with Blissey Prime healing your bench, the chances are the damage counters will not stack up.

The List

I will give you a version of the deck that I am currently working with.  Since I just created this deck the other day, the deck is far from polished.  It is not a list you can netdeck and take to a tournament, but it is a deck you can copy and start testing it yourself.  Once again, if there are some weird cards in the list, don’t complain about it, it is not a tournament ready list.

Pokemon-15

  • 4-Phanpy-either HGSS or Cl, both have good things about them.    Blissey Prime - GS
  • 4-Donphan Prime
  • 3-Chansey HGSS
  • 3-Blissey Prime
  • 1-Smeargle-  A decent starter that can be used late game, unlike the babies, Smeargle can survive some Earthquakes.

Energies-9

  • Fighting-9

Trainers- 36

  • 4-Professor Junipers- The major draw engine of the deck
  • 4-Pokemon Collector- perhaps you could lose a copy of this card
  • 1-Judge
  • 2- Professor Oak’s  New Theory
  • 1- Flower Shop Lady- a very important card that lets you get a 5th Donphan
  • 2- Professor Elms-pretty much standard in all of my decks
  • 4-Pokemon Reversal- if you can get heads, you can provide some early game disruption or some cheap Knock Outs
  • 4-Pokemon Communication
  • 3-Junk Arm- Essential for re-using communications, Plus Powers, Defenders, or Energy Retrievals.
  • 2-Defender- if you use this card at the right time, it can be very pivotal
  • 3-Plus Power
  • 2-Energy Retrieval- crucial for getting energies that you discarded with “Blissful Nurse” or Juniper.
  • 2-Switch- used if you get a Chansey Start, want to use “Portrait”, or want to hide a damaged Donphan.
  • 2-Dual Ball

Techs

Here are some possible techs that you can use in this deck

  • Zekrom– Its a good counter to a deck that has a water tech in it for the Donphan matchup.
  • Machamp– you could probably fit in a 1-1-1 or 2-2-2 line in without causing too much trouble.
  • Starting Pokemon– You could add in more Smeargles or another starter.

Matchups

I like to say that a deck is only as good as its matchups, so lets look at them.

Reshiboar– This matchup is about even or a little favorable for Donphan.  Reshiram cannot really OHKO Donphan, and “Outrage” is not really a huge problem for Donphan.  Donphan should be setup on turn 2, while Reshiram should take an extra turn to setup.  That gives Donphan a little advantage.  Another advantage is that Healphan has a healing element, where Reshiram does not.  This matchup should go to Healphan most of the time.

Magneboar– This matchup favors Healphan.  It will take 4 energies for Magnezone to OHKO Donphan, and Donphan will be able to at least 2HKO Magnezone.  Because of the weakness and resistance, Donphan should be able to win most of the time.

Vileplume– I would give this matchup to the Vileplume deck.  Healphan is so reliant on trainers that it will not be able to function without it.  Healphan will be hardpressed to win this matchup unless it can use Pokemon Reversal to take out Oddishes and Glooms before they can setup a Vileplume.

Lost Zone Decks– I would say Healphan has a favorable matchup with Lost Zone decks.  This deck does not run a lot of Pokemon, so it should be easier to work around “Hurl Into Darkness.”  If the deck attacks with Mew Prime, this deck should only take 7 turns.  If the deck actually attacks with Gengar Prime, it should be a longer game, but still favorable.

ZPS– I would also say that this matchup is slightly favorable for Donphan.  I admit that this is not a matchup that I have tested, but I think I know what would happen.  If the Donphan deck can survive the first 2-3 turns, I think the weakness of Zekrom will be too much for Healphan.  The ZPS player might be able to keep the lead for most of the matchups, but by the time the judges yell “Time!!!”, Healphan should have the lead.

Feraligatr Prime Decks– Again, I have not tested this matchup, but it is not a hard one to predict.  Because of Donpahn’s weakness, it will not be able to survive a hit.  And this deck cannot exchange OHKOs for OHKOs, so the matchup against water will be an unfavorable one.

Concluding Remarks

I would say that the matchups for Healphan is pretty good.  You will be in a close game with most of the decks out there, with water and trainerlock decks being the only decks that are auto-loss matchups.  I think that this deck is a good well rounded deck that has a good matchup versus most decks.  It also has room for techs in it that you can tailor against your metagame.

So what do you guys think of this deck?  What is your favorite Donphan variant?  Please leave your thoughts in the comment box.

So long and thanks for all the fish!

Your First U.S. Nationals Preview

A big hello to all you OHKOers out there, this is Pikkdogs here with your first preview of the 2011 U.S. Nationals.  Battle Road tournaments are now over so it is now time to look ahead to Indianapolis and the 2011 Nationals tournament.

News and Introduction

Last night Play Pokemon gave us some big news, they are instituting a mid-season rotation to the HGSS-on format.  While this is not exactly a shock, it is disturbing to  alot of people.  While I would say that most people welcomed the news, a lot of people are not huge fans of the HGSS-on format, and are not happy of how Play Pokemon handled the rotation and rules changes.  I guess you are never going to please everyone, but I think for once Play Pokemon is making the right move.  The rotation freshens the format and puts a lot less emphasis on luck and starting first.  I for one will be happy if I never had to look at another SP card in my life.

So what does this mean for Nationals?  Well, it means a heck of a lot.  It drastically changes the format, all the top 1 or 2 tier decks will be rotated out in favor of new decks.  So now is the time to get your practice with the new format.

Battle Roads Wrap Up

Even though the Spring Battle Roads will not impact Nationals whatsoever, it is still nice to take a look at what happened.

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