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Pikkdog’s 4 Simple Rules

Hey all members of Omar-Nation.  This is Pikkdogs here with a strategy article.  This seems like a very simple article to write, but it took me a while to come up with the idea.  This article is about the simple rules of the Pokemon TCG that I have learned in the game.  These rules are tips and tricks I have learned that helped me become a better Pokemon Player.  The rules may be simple, but they are trustworthy practices that will help you win more games.

Before we get to the rules, I just wanna remind you of the State Tournaments that are starting this weekend.  Well, State tournaments are starting this weekend.  Even if your state isn’t holding a tournament this weekend, try to sneak across the border to get to another tournament.  They will be a lot of fun and a great way to show off all of your skills.

I have to give mad props to Omar on this article.  This is because most of the simple rules that I have written down here, were taught to me by Omar.  Although he has not played as much since he moved to California, Omar is still one heck of a Pokemon player and could be one of the best if he wasn’t so busy.  So thanks Omar!               

The First Simple Rule- Practice, Practice, Practice.

I hate to start out the article with this rule  because you hear it in every article.  Everyone tells you to test a lot, but it really does make a difference.  The best way to get better at the game is to play every deck and play against every deck.  This way nothing will surprise you in a tournament, and if nothing surprises you you will probably win.

The best way to practice is to get a few friends together for a regularly scheduled testing session.  You each will push each other to become better players and each person will benefit.

But, it doesn’t really matter if you test by yourself, at a league, on Skype, on Redshark/Apprentice, or with a team; testing just makes you a better player.  It’s just like the phrase “basketball players are made in the summer.” The more time you spend practing for a tournament the better you will do at it.

The Second Simple Rule- Don’t Overextend Yourself

This is something that Omar has always harped about, it is one of the fundamental rules of the game.  A lot of Pokemon games now a days are determined by a prize race.  If you make one mistake you can fall behind on a prize race, and lose the game.  One thing that can make you lose a prize race is overextending yourself (using resources when you already have a knock out.)

Overextending yourself is something that is hard not to do.  The setting is this: you have a Luxray Gl Lv. X active with a lightning and an energy gain and your opponent has a Crobat G active.  In you hand you have a Cyrus’s Conspiracy, a DCE, an Energy Gain and an Uxie La with 2 open bench spaces and a Garchomp C.  At this point you would be tempted to put down the DCE and gain on Garchomp C, and “Setup” with Uxie for 6.  But, in most situations this would not be the best play, and here’s why.  Next turn your opponent could “Dragon Rush” your Garchomp C with all the resources for the knockout, and you have lost all of those resources plus you already dropped the Uxie.  If you would have not played down those resources, you would have only lost 1 basic Pokemon, but now you have lost a lot of resources.

The simple rule here is to just get the knock out, do not waste your resources for no reason.  If you play all your trainer cards and get a great hand, your opponent can come back next time and Judge you.  This would force you to return all of your resources to your deck, and you have already used your trainer cards up.  Do everything you need to do to get the knockout, you can worry about you next turn on your next turn.

The Third Simple Rule- Take the easy knockout.

The situation is that you have an active Gengar Sf with 2 energies on it.  Your opponent has a Charizard with 80 Hp remaining and an Uxie on the bench with 1 damage counter on it.  The opponent also has 8 cards in his/her hand, and you have no idea what is in that hand.  So, which attack do you use?  The answer is “Shadow Room” on Uxie La. 

Its almost always better to go for the easy knockout.  This goes back to the principal that most games are prize races.  You need to get a knock out each turn.  It’s true that knocking out the Charizard will be better for you, but its more important to take a prize each turn than to have a shot at getting  a good knockout.  Since you don’t know what is in your opponent’s hand, you may or may not have a knockout.  If you don’t get the knockout it could turn the balance of the game.  In the long run, it’s better to get as many prizes as you can.

The Fourth Rule- Pay Attention

This rule seems like an easy one to do, and you may think you do it, but most players do not.

Heres the situation you and your opponent are playing Luxchomp decks, and you two just unloaded on each other.  You lost two Luxray Gl’s and two Garchomp C’s.  Its your turn and you have 1 prize left, as does your opponent.  You have an active Crobat G and an Uxie and Azelf on the bench, while your opponent has an active Toxicroak G promo.  In your hand you have a DCE, an Energy Gain, a Powerspray, a Cyrus Conspiracy, and a Bebe’s Search.  So whats the play?  If you don’t pay attention to the game state you might think that you don’t have a great choice.  But, if you are paying attention, you would notice that Toxicroak G has a psychic weakness.  So what you can do is retreat for Uxie, attach the DCE to him, Bebe’s for Uxie X, and then “Zen Blade” for the knockout.     

You always need to pay attention to a lot of things. You have to pay attention to how much total HP the Pokemon has left (don’t forget about Expert Belt and resistance, and how much damage you can do (don’t forget about weakness).  Also there are things like effects of previous attacks, Poke-Bodies, Stadiums, Trainers, and Supporters that can effect how much damage is done.  You always have to pay attention to the game state and  about how much damage you need to do to get a knockout and how much HP you need to prevent a KO from your opponent.

I can’t tell you how many times I have seen people say “Dragon Rush” and go to take a prize, only to realize that their opponent has a resistance that prevents the knock out.  It isn’t just on calculating damage either.  I have done this before, I tried to use powers like “Flash Bite” and “Setup” or turns that I was effected  by “Psychic Bind.”  There are a lot of things to pay attention to, so its important not to let your mind wander.  To avoid these embarrassing situations you need to practice hard and pay attention to the game state.

Well those are my simple rules.  4 great rules that can help you win.   If you think I have left out some simple rules please include them in the comments.  Thanks and….

So long and thanks for all the fish.

PokemanDan’s PokeClass Episode 22 – The “State” of the Game!

[youtube width=”640″ height=”480″]http://www.youtube.com/watch?v=vrQsskW2k08[/youtube]

This week, I go over all you need to know about what to expect at States! I’ll give you the ins and outs of pretty much every deck you will encounter including changes post-Call of Legends and how to play against them all.

Let’s hope this ultimate guide helps you to decide what to run at States.

Thanks for watching. Read More

What European Challenge Cup Means to State Tournaments

A big hello to everyone in Omar-nation.  This is Pikkdogs here with a report on the upcoming state championships.                         

So I had my preview of states all done and written, and I was ready to make some final tweaks to my deck, and then………………………….. The Europeans screwed it up.

Darn Euros!  They had one tournament and with that turned the Metagame on its side.

In case you haven’t watched PokemonDan’s video on the ECC, the talk of the Benelux region was Italy’s Andrea C. and his Lostgar Lock deck.  Its basically just a trainerlock deck but that exchanges 2 Gengar SF for 2 Gengar Primes.  Even though he was very lucky in the tournament, he was at a place where he should have won the entire tournament, but misplayed at then end.  So he basically should have won the tournament, and turned quite a few heads while he did it.  You can bet this deck will migrate to the U.S. and become the biggest Italian import since the Pizza pie.

So what does this mean for State Championships?              

Well I’m glad you asked that, because it is the topic of this article. We will examine this effect by analyzing what decks have gotten better because of this news, and what decks have gotten worse.

The Winners

Lostgar Lock–  Of course one of the biggest winners of this news is the deck that is sweeping the metagame.  This deck will be played a lot, now that Andrea proved that it can win.  Andrea did not give us a list that can be easily copied, but everyone basically knows how to build a deck like this.  He ran 2 Gengar Primes, 1 Gengar Sf, and 1 Gengar Prime; that seems to be the best play.  A 2-2-2 Vileplume line is standard, as well is at least 3 Spiritomb Ar.  You will also see some new cards like Mr. Mime Cl and Spiritomb Tm.  The reason this deck is so good is because of the Rescue Energy + Broken Time Space Combo.  An SP deck will mostly likely have to take 2 hits to knock out either a Vileplume or Gengar.  When they do knock it out, it just goes back to the player’s hand, and they can lay it all back down thanks to Broken Time Space.  This is an unstoppable combo.                                                                                 

On the downside, a Lostgar Lock player will have to make sure to build the deck so it does not have Split Personality Disorder.  Lostgar Lock is a mix of two decks Lostgar and Vilegar.  You don’t wanna take 3 prizes and put 3 Pokemon in the Lost Zone, that does you no good.  Consistency is big on this deck.

Luxchomp– Luxchomp is a deck that can beat any deck consistently, it just needs to know what deck it will play so that it can tech against it.  What Andrea did in Benelux was that he just tipped his hand and the hand of all Lostgarlock players.  Now Luxchomp knows what the Lost World threat is, and can tech against it.  So what can you put in your SP deck?

To me, there are 4 good techs that you can play to stop Lostgarlock.  I assume that you are starting your deck with a basic Luxchomp list with a 1-1 Blaziken Fb line.                                                                                        

One tech is Dialga G.  If you get an early lead against Lostgarlock, just rid your hand of trainers and use “Deafen” so that your opponent cannot play Lost World down.  It is a simple tech that is useful against a lot of decks, the ability to also shut down Poke-Bodies is amazing.  But, if you can’t rid your hand of trainers, Gengar SF is gonna run over you.

Another tech is Weavile G. Weavile G is a Dark Pokemon that has the “Team Attack” attack.  For DCC you can do 10 damage plus 10 more damage for everyone Pokemon SP you have in play.  That means if you have 4 Pokemon SP on your bench, you will be doing 120 damage to Gengar Prime (thanks to weakness), which leaves you just 1 “Flash Bite” away froma OHKO.  Its “Call For Family” attack also is nice because it has a Call Energy like effect, so it is a good starter.  If you need to get rid of Gengar Prime fast, Weaville G is probably the easiest way to do it, though Absol G Lv.X can also hit for 120.                                                                                 

Weavile G saw some play at the ECC, another card that did as well was Roserade Gl.  Roserade is a card that can be used in conjuction with Luxray Gl Lv. X’s “Bright Look” or Blaziken FB’s “Luring Flame” attack.  You would use these attacks to bring either Spritiomb or Vileplume to the active spot.  Once they are there, you can use Roserade Gl’s “Poison Bind” attack to do 10 damage, plus a poison, and prevent a retreat next turn.  The only way that your opponent would be able to free a Pokemon would be to use Warp Energy.  Even if this does not get you a knock-out, it will help you.  If the Lostgar player is going for the win with Lost World, you just need to get the prize lead, and then stall till time is called.  So Roserade Gl can help you lengthen the game, which is good for you and bad for them.       

The fourth and final tech against Lostgar Lock is Staraptor Fb Lv. X. In my opinion the best thing about Lostgar Lock is not Gengar Prime, nor is it Vilegar, nor is it Gengar Sf, but it is the Rescue Energy+ BTS combo.  This combo is amazing and makes Lostgar Lock such a great deck.   If you knock out a Gengar or Vileplume they just put it back down again and say, “can you do that 5 more times?”  Well SP decks cannot do that 5 more times, so lets stop this combo.  You can go at this 2 ways.  You can get either get rid of the Rescue Energy, with Lost Remover.  Or, you can get rid of the Broke Time Space.  Because of trainerlock, the best way to do this is to get rid of the stadium card.

The easiest way to get rid of the stadium is with Staraptor FB Lv. X.  Staraptor has the “Defog” attack that does 70 damage and discards a stadium for CCC.  Unfortunately this attack only does 50 to Gengar Prime, thanks to resistance but the main part of this attack is the discarding of the stadium.  Without BTS they will need 3 turns to get their Vileplume or Gengar back, which will buy you enough time do get more prizes.  Also, Staraptor’s “Fast Call” Poke-Power will let you get any Stadium from your deck.  This lets you setup a Cyrus Chain very quickly, or be able to get a PONT to refresh your hand.

Gyarados–  This seems like a weird place to put Gyarados.  How will this be good for Gyarados?  It is a trainerlock deck, in which the opponent has a chance at Lost Zoning a Magikarp.  This doesn’t sound good for Gyarados.

But if you build a decent Gyarados build, you can make a list that has at least a 50% chance of beating any Trainerlock deck.  Where Gyarados really improves is the fact that SP is not thinking about it any more.  We might see some decks losing their Lucario Gl, or at the very least losing consistency. And, if SP decks are not as consistent as possible Gyarados will be able to swoop in and beat SP decks.  With the changing of SP lists, Gyarados now has the chance of winning a lot more tournaments.

The Losers                                                            

Vilegar– Vilegar was already losing to SP decks, now SP decks are really teching against them, this can’t be good.  The number of traditional Vilegar players will drop because of the fact that Lostgar Lock is very similar.  So, I would be surprised if traditional Vilegar does anything at S/T/P Championships.

Uxie Donk–     If you build Uxie Donk really well you can easily beat any deck except any kind of Trainerlock or a deck with sustained Powerlock.  The ECC did nothing if it didn’t reaffirm that trainerlock will be around for a long time.  Unfortunately, Uxie Donk Players will be running into a lot of trainer lock decks.

Rogue Decks– A lot of rogue decks rely on trainers.  And Lostgar Lock stops trainers, so Lostgar Lock will stop a lot of rogue decks.  Its that simple.  Although, there are some rogue decks that don’t rely on a lot of trainers these decks are mostly unaffected.  Unfortunately, it seems like the rise of Lostgar Lock means a lot less original decks.

So thats what I think the ECC means for the Metagame.  I may be over-reacting to the news a little, but I think Andrea’s good showing is a harbinger for things to come.

You Can’t Touch This: Walls in the Pokemon TCG

Hey everyone in Omar-Nation.  This is Pikkdogs here with a strategy article. This article is all about Pokemon that act like walls in the Pokemon TCG. Wall Pokemon are Pokemon that are defensive in nature and either prevent your opponent from attacking you or getting a knockout on one of your Pokemon.   Walls are on of my favorite aspects of a TCG.  I think its great when you can give your opponent a situation in which they can’t hurt you.  It feels deliciously evil.

Before we get started we have some news to deal with first.  Ed and I are happy to announce that we have a new member to the teamomar.com family.  Renae from the “Renae Collects” Youtube show will soon be joining our team.  I think its great that we are getting some more views from collectors, rather then only competitive players.  So expect some collection videos from her in the future.  If you can’t wait for the first video or article, check out her archive of videos on youtube at this link:

http://www.youtube.com/user/RenaeCollects

Okay, so anyway back to the article.  Just a refresher, we are talking about walls.

You might ask ,”Pikkdogs, Why might one want to run a wall Pokemon?  And why aren’t you wearing any pants?”

Well the answer to the first question is that you might need to put up a wall to buy your deck some time to setup, or you might want to try to attack your opponent and then switch your opponent right after you attack (as you can with some Pokemon like Gengar Ar, Magnezone Sf, and Uxie La).  Having an effective wall will frustrate your opponent and hopefully buy you enough time to get you a good prize lead.

Here are a couple of the most used Walls in the current format, listed in no particular order.

Shedinja Sv

The Basics– Shedinja is possibly my favorite wall.  It is a stage 1 Pokemon with 60 HP,a +20 Fire weakness, and a 1 retreat cost.  Those stats are less than stellar, but this card is here for its Poke-Body, called “Marvel Shell.”  This body states that Shedinja cannot be effected by any effects of an attack if it has a Poke-Body or Poke-Power.  It also has an attack called “Spike Wound” that does 30 damage for 1 energy to any of your opponent’s Pokemon, if it already has at least one damage counter on it.  This attack isn’t great, but combined with Crobat G it can be an okay attack if you need to attack with it.

When to use it– Shedinja does have its use in the current metagame.  Although it has below average stats and attacks and has to be evolved, it still works well for what it is.  It also can be played around by using Crobat G “Flash Bite” drops, is unaffected by some Pokemon like Gyarados,  and by sniping around Shedinja.  It is mostly used in a Shuppet/Dunsparce decks as a wall.  But, it can be used in other hit and run decks like Gengar Ar, Quagsire Gl, and Magnezone Sf.

Unfortunately these decks aren’t very successful right now, but as long as you don’t expect to win states you can take a deck like this to States and do fairly well.

Umbreon Cl and Ud

The Basics– Umbreon is a Stage 1 Pokemon with 90 HP, a 1 retreat cost, a fighting weakness, and a -20 resistance to Psychic.  It has two attacks for DC “Quick Blow” (do the TPCI people stay up and night trying to come up with names that have sexual connotations?) will do 30 damage and a chance to hit for 60 if you flip heads on one coin flip.  Its other attack “Moonlight Fang” will do 30 damage for D and not allow you to be effected by any effects of an attack next turn by Pokemon with Poke-Bodies or Poke-Powers.  So its basically like an attack that does the same thing as Shedinja’s  Pokebody but with 30 damage.

When to Use–  A lot of people love the Eevelutions, so they love to play Umbreon.  Me, I’m not so sold on this card, because it can also be played around.  Also it only does 30 damage, which is not substantial.  Yes, more damage can be added with Special Darkness Energy and an Expert Belt, but those things can be harder to setup.

It is mostly used in Machamp Decks.  Why do they use it in Machamp decks? Well the play really doesn’t make much sense, but it does cover Machamp’s Weakness.  It also can be used in certain decks as a tech to give it an advantage against a certain deck.  For example, if you are running a Gyarados deck and are getting run over by Luxray Gl you can try to add in Umbreon to make sure he or Luxray Gl does not bother your active Pokemon.  I don’t think this is a great option, but it’s a card to keep in mind if you ever need a Dark Pokemon that can stall.

Scizor Prime                        

The Basics– Scizor Prime is a Stage 1 Metal Pokemon with 100 HP, a x2 weakness to Fire, a-20 resistance to Psychic, and a 2 retreat cost.  These stats aren’t great, the HP is only average and the weakness is tough to go against.  Its attack is called “Metal Scissors” and does 30 damage for MC plus 20 more damage for each Metal energy attached to Scizor.  This attack isn’t great, but if you can make Scizor Prime a tank with a lot of Special Metal energies you can create quite an effective tank.  Its Poke-Body is called “Red Armor” and prevents damage done to Scizor by any Pokemon with Special Energies.  This means that if your opponent is using Special Energies, they cannot attack Scizor.  And, every time they choose not to attack Scizor you can attach another energy that makes Scizor hit harder.

When to Use– Scizor can be an effective wall.  It is the only wall in the game that can actually hit for a decent amount.  If you are able to get 4 Special Metal energies on him you will be doing the magic number of 110 damage, and will be making it hard to hit Scizor.  Scizor can be used in his own deck, or as a tech in other decks that run Metal energies.

The problem with Scizor is that he can be easily played around.  Although he will stop some decks did in the water, like Steelix Prime, most decks have other options then relying on special energies.  If you play a LuxChomp deck, they will either snipe around you or drag up other Pokemon, you will not have enough time to attach a lot of energies to Scizor.  Scizor can also be burned and poisoned by an effect of an attack, so your opponent could slowly wear down Scizor if they wanted to.   Although it isn’t the best deck around, Scizor Prime can be an effective tech, and may be a good card in the future.

Mamoswine Gl                                                                                             

The Basics– Mamoswine Gl is a basic water type Pokemon with 100 HP, a Metal Weakness, and a resistance to Lightning.  It also has an attack that you will never want to pay for and a retreat cost that you will never pay, but that does not matter.  Mamoswine does have a good solid HP for a basic and a good weakness and resistance.  It will help you in the SP matchup and since there are not many Metal attackers around, the weakness will only hurt you against Dialga G, Steelix Prime, and Scizor Prime.  It has a Poke-Body called “Icy Aura” that puts 1 damage counter on each Pokemon during turns that is not a Water type.   This is a good body because it provides a Poison like effect every turn that he is active.

When to Use- So why is this Pokemon a wall?  It does not block certain effects of an attack or damage.  But, it does have a high HP and can be used with PokeTurn.  So If you are using a Shuppet/Dunsparce or Mamoswine Gl deck, you can attack and then promote Mamoswine Gl.  Hopefully Mamoswine will be able to survive any attack that your opponent throws at you, and you can PokeTurn it next turn and heal all damage.  And, because of “Icy Aura” you will be able to add in a damage counter between turns.

The problem with this wall is the problem that is wrong with the other walls, it can be easily played around.  If you can do 110+ damage you can just run over Mamoswine, or you can snipe around it.  This wall also requires a free Poke-turn which is not easy to come by in Shuppet/Dunsparce decks.  So its not a great card, but it is a decent wall so keep it in mind.

So when it all comes down to it, walls aren’t all that effective in the current format.  Because of how versatile SP cards are, it can be hard to slow down your opponent.  But, I like the idea of walls, and think that after the next rotation comes into effect they could be better.  So keep an eye on these walls they might be effective in the next format.

So long and thanks for all the fish!

The Many Faces of Gengar Prime

Are you guys getting tired of hearing about Gengar Prime?  Well I am getting tired or writing about it.  But I haven’t shared any kind of lists or anything like that, so I thought I would write this one last article.     

I hate to repeat myself, but I probably should explain Lostgar a little.  It is a deck that uses Gengar Prime and Lost World to win the game by getting 6 of your opponent’s Pokemon in the Lost Zone.  This is mostly done by using Gengar Prime’s “Hurl Into Darkness” attack, which lets you put as many Pokemon that your opponent has in his/her hand to his/her Lost Zone up to the amount of energy on Gengar Prime.

Gengar Prime is a card that can be played in many ways.  One way is to play it as a speed deck, another is to play an Anti-Trainerlock Straight Gengar version, a third way to play it is with Cursegar, and a fourth way is to play it with Trainerlock.  Each version of this deck has its own strengths and weaknesses.

Speedlostgar is the fastest version and has the best chance at being a dominant deck.  It works to get a T1 Gengar Prime.  There is no getting around the fact that this build is fast and consistent, but unfortunately it is auto-loss to Trainerlock.  If you want to play Lostgar and still beat Trainerlock, one way is to play a build I call Straightlostgar.  

This version runs a lot of supporters instead of trainers and tries to win a slower game but without sacrificing consistency.  This version could still get a T1 Gengar Prime, and depending on the list could be using Mew Prime to “Hurl Into Darkness” by Turn 2.  Mew Prime is an easy way to use “Hurl Into Darkness” without having to get out the slow Stage 2 Pokemon.  This build can also run a 1-1 Palkia G Lv. X tech.  This tech can put more Pokemon into the Lost Zone thanks to the “Lost Cyclone” Poke-body.   Another way to play this deck is to use last years Cursegar deck as a blueprint.

This build uses the Gengar from Arceus that has the “Curse” Poke-Power.  It’s “Shadow Skip” attack does 60 damage for PPC, and you can switch Gengar with one of your benched Pokemon.  This build relies getting a The last way to play this deck is to merge Lostgar with Trainerlock (the Vilegar version).   If you are able to get a knockout with “Shadow Skip” you can switch Gengar with Gengar Prime and thanks to his “Catastrophe” Poke-Body the Pokemon you just knocked out will go straight to the Lost Zone.  You can do this as well as “Hurl Into Darkness” to get the six Pokemon in the Lost Zone that you need.

In Trainerlock you are already running a Gengar line, so it wouldn’t  be too difficult to add in a Gengar Prime and a Lost World.  This version relies on locking trainers to disrupt the opponent and either attack with Gengar Prime or Gengar SF to defeat the particular deck you are facing.  You can either win on prizes or win by using Lost World.  This build is nice because you will be able to disrupt your opponent significantly.

I mentioned talking about lists.  I haven’t tested a lot  of these lists, but I will give you a skeleton Lostgar list and then give you a list of other cards to fill in the deck for each type of Lostgar build.                                 

Skeleton Build

Pokemon-15

  • 4-Gastly Sf- Nice because of the “Pitch Dark Attack” that can stop speed decks by locking trainers for one turn
  • 3-Haunter TM- free retreat is nice, but you can use other Haunters if you like.
  • 2- Gengar Prime
  • 2-Uxie
  • 1-Spiritomb Tm- This card has a “Spooky Whirlpool” Poke-Power that will make your opponent shuffle his/her hand in to his/her deck and draw 6 cards.  It’s like a Poke-Power version of Imposter Professor Oak, but with 6 cards instead of 7.  This is used because if your opponent is trying to keep the Pokemon in their deck they will most likely draw 1 out of 6.
  • 1-Mr. Mime Cl- For it’s “Expose” Poke-Power.  If your opponent doesn’t have a Pokemon in hand you can attack with “Cursed Droplets instead.

T/S/S-19

  • 1-Palmers Contribution
  • 4-Pokemon Collector
  • 2-Bebe’s Search
  • 3-Twins (you get to grab any 2 cards you want with this card, and since you most likely won’t be taking many prizes you can use this card a lot)
  • 4-Seeker (a surefire way for you to hit a Pokemon with “Hurl Into Darkness.)
  • 3- Professor Oak’s New Theory.
  • 2-Lost World

Energy-7

  • 7- Psychic                                                       Lost World Clash of Legends

Additional Cards

Well that’s 41 cards.  So you still got 19 left to work with.  Here is how each build might use those 19 Spots.  The numbers listed below are in addition to the ones in the list.

SpeedLostGar

  • 2-Gengar Prime
  • 2- Broken Time Space
  • 3-Pokedex Handy 910’s
  • 4-Pokedrawer +
  • 2-Rare Candies
  • 1-Pokemon Communication
  • 1-Luxury Ball

StraightLostgar

  • 2-Gengar Prime
  • 1 Palkia G
  • 1 Palkia G Lv.X
  • 4- Mew Prime
  • 1-Luxury Ball
  • 2-Pokemon Communication
  • 2-Warp Energy                                                                                   
  • 3-Psychic Energies
  • 1- Lost World
  • 2-Rare Candies

CurseLostgar

  • 2- Curse Gengar Ar
  • 1-Twins
  • 2-Pokemon Communication
  • 3-Rare Candies
  • 3-Broken Time Space
  • 4- Psychic Energies
  • 3- Spiritomb Ar
  • 1-Luxury Ball

Trainerlock LostGar

  • 3-Spiritomb Ar
  • 1- Gengar Sf
  • 1-Gengar Prime
  • 2- Unown Q
  • 1- Uxie Lv.X
  • 2-2-2-Vileplume Ud
  • 2- Bebe’s Search
  • 3-Psychic Energies

So there are some basic lists that you can start testing.  A lot of these lists I haven’t tested yet, so don’t just copy this list and head off to States, its just a jumping off point.  Also, depending on the list you choose you will have to adjust the skeleton build a little.  For example, you will proabably want to adjust the skeleton list to fit in 3 BTS if you are running the Speed build.  Or, perhaps you only want to run 1 Prime in the trainerlock build and you want the Level X instead.  You also might be able to drop a Collector or a Seeker here and there, for a card like V.S. Seeker or other cards that will help your build with consistency.

Best Set Ever, For Pre-Releases: Call of Legends Tourney Report and Tournament Advice.

A big hello to everyone in Omar-Nation, this is Pikkdogs here with a Pre-Release tourney Report and some advice for anyone going to Pre-Release tournaments next weekend.

A lot of people are saying that this is the worst set ever, while I don’t know Pokemon TCG history from Base Set to Diamond and Pearl, I do know that there are not many good cards in this set.  There are 2 good trainer cards, maybe 2 good Pokemon, and a handful of good re-prints; thats it.   No good Primes, Level X’s, or Legend Cards!  These reasons make this set not hugely impactful, but it also does make it one of the best sets ever for Pre-Releases.   

Guide to Winning a Call of Legends Pre-Release

Consistency

This set is full of re-prints of supporters that help in consistency including; Proffesor Oaks New Theory, Copy Cat, Professor Elms Training Method, Sages Training, and Cheerleaders Cheer.  When you combine this with good search/draw Pokemon like Smeargle, Mawile, Pidgey, Ninetails, Relincanth, Skarmory, and Pachirisu; you will get quite the consistent deck.  This means that if you get just a couple good attacking Pokemon, you should be able to get them out fairly quickly.  If you pull any of these cards that I mentioned, it would probably be a good idea to run them in your deck.

Attacking

This set doesn’t have the attacking power like other sets have, but this is sure to make it a fun and competitive tournament.  Most sets have a good basic or stage one Prime or Level X, not this time, you will have to rely on evolution cards.  Here are some good options.

  1. The Eeveelutions– If you get enough Eevee’s and some of its evolutions, they are not a bad play.
  2. The Stage 2 Guys– If you pull a decent line of one stage 2, it is to your advantage to play it.  Ampharos can provide a good attack and great energy acceleration.  While the three GS starters aren’t bad in this format.
  3. Seviper– Possibly the best starter of the bunch.  If you want an early prize leader, Seviper will give it to you.  If its poisoned it can do 80 damage, but it usually takes too long to get it poisoned late game.
  4. The Stage 1’s– There are several stage 1 Pokemon that are good and easy to evolve.  Donphan doesn’t have great stats but he can hit for weakness on a lot of good Pokemon.  Ursaring isn’t great but only uses Colorless energy, so he is very versatile.  And finally, Houndoom is a good card because a lot of people will play with fighting Pokemon, “Fire Counterattack” attack is almost un-matched.  Gyarados takes a lot of energy, but he can come in later for your last knock-out, if needed.
  5. The Big HP basics–  No they aren’t very attractive for Modified play, but they do work well here.  Pokemon like Snorlax, Groudon, Ho-Oh, Lugia, Palkia, and Dialga; aren’t great but can be built up all game when Pokemon like Seviper are attacking, and can provide your 4th and final Knock Out.

Basic Rules for Pre-Releases

Here are some basic rules that you can apply to all pre-releases that you go to.

  1. Use all the use-able trainers you have.  If you pull 6 PONT, then put them all in your deck.  Make room for any trainer or supporter that you can use to improve consistency.  The only drawback is that if you pull a card like Lost World you shouldn’t play it, because theres no way that you could use it to win the game.
  2. Run about 12 energies.  Usually 12 energies is pretty good for this type of tournament, its just enough so that you will seldom be in need of energy, but won’t always draw it.  This pre-release is a little different, there are so many drawing supporters that you don’t have to run this many.  You could probably get away with about 10 or so.
  3. Keep your Pokemon types fairly low.  Its usually best to stick to about 2 or 3 types of Pokemon.  It can be tough to have consistency when you are running 5-6 types of energies.  Pokemon that take only colorless energies are always nice.
  4. When choosing your cards keep consistency in mind.  Try to make a deck that will setup as fast as possible every time.  If you pulled a 1-1-1 line of Feraligatr, its probably not the best idea to run it.  Its better to have a Pokemon that can hit for 50 damage, but sets up faster, then a Pokemon that you will only be able to setup once the entire game.  But, you can only make the deck that you pull, so just try to build the most consistent deck you can.

Pikkdog’s Call of Legends Pre-Release- Okemos (Lansing), Mi.

I go to the event early and meet Cheffords for some play-testing.  He plays a Vespiquen deck against my Absol G Lost World deck (expect a good deck article once I get the deck perfected).  I get, I think, 4 in the lost zone, when the packs start coming to the tables.

Of course I was more excited to pull some good cards, rather then cards for the tournament.  But, I only pulled 1 Lost World and no Mr. Mimes or anything like that.  I did pull Ninetails, Ursaring, Seviper, Mismagius, and Weesing; so those were my main Pokemon.  This let me only run 2 types of energies, and still have a fairly balanced deck.  Before pairings were up, I played Cheffords and he set up Ampharos and made quick work of me.  Thats why I was nervous when I saw the pairings.

Round 1.  vs. Cheffords Ampharos/ Gyarados

I sat down and told Cheffords that now we will see if our decks are consistent.  I start with a lone Pidgey and he starts witha Pidgey and something else.  He uses a Supporter and finds that he has prized a Flaffy, so his strategy is kind of shot.  I then get Ursaring setup and take 3 prizes fairly easily.  Then as I was about to take my last prize, he brings up this Totodile with 4 energies, and just owns everything.

Totodile has an attack, called “Aqua Tail” that for WCC does 30 damage plus 20 more for each heads you get from each water energy you have attached to Totodile.  Cheffords gets like 7 heads in a row, and knocks out everybody he sees.  As he has two prizes left I look at what I have in my hand, and what I have on the field.  I see Weezing on the bench, and a bunch of energies in my hand.  I look at Cheffords and ask him if he’s ready for sudden death.  I load 2 energies on Weezing and do “Super Explosion” for 90 for both actives, and we each take our last prize.  This takes away his Totodile and gives me an advantage, because I have two Sevipers in my deck.

So we shuffle everything and tell Cheffords that I need a Seviper start.  I take 7 cards, and thats exactly what I got.  I start with Seviper and a psychic energy, I start first and poison Seviper.  Next turn I use PONT and find the last energy I need to knock out the defending Pokemon with “Poison Effect.”

1-0, hands down the most exciting Pre-Release game I have played up to this point.  What an amazing game, a great comeback and then sudden death.

Round 2- Robert with Lugia and Houndoom.

I have talked to Robert before, but I have never played him.  He is a Poke-Dad, and is more of a collector then a player. He got a good win over my buddy Andrew last round because of Houndoom.  Too bad for him that I don’t use any fighting Pokemon in my deck.

I start with Seviper and get an early 3 prize lead.  There is nothing he can really do early game.  His Houndoom doesn’t do much against me and Lugia takes about 27 turns to get loaded up.  He stalls with Pineco and knocks out Seviper.  I switch to Ursaring and knock out the Pineco.  But, he brings out Lugia with 2 energies, he attaches 1 and then snipes for 30.  I “Confront” Palkia for 20.  Then he attaches again and hits Ursaring for 30, I miss the coin flip on “Cross Chop” and hit Lugia for 50 more.  Next turn he attaches, and knocks out Ursaring.  Just like last game, I look at my bench, but this time I see a Mismagius.  By this time we have gone to time, and on turn 2 he takes his third prize.  On turn 3 I attach my last energy to Mismagius and hopes he has 1 trainer in his hand.  He then shows an “Interviewer’s Question”, and I jump for joy.                                                 

2-0. I am informed that this is the first Pre-Release game in Michigan to go to +3, so its nice to be a part of history. So far my blood pressure has been rising with a lot of close and intense games.

Round 3- Bruce the Judge with Mightyena and Donphan.

I don’t get a great start here, so I attempt to load a bunch of energies on Snorlax.  I eventually knock out his Houndoom with “Clomp Clomp Clobber” (excellent name for an attack), but then notice that all the attacking Pokemon I have out are weak to fighting, and he has a Donphan out.  I know that I need to stall until I can get something else, but I never can get anything else, but I do stall.  I call out my Mime Jr. and put him to sleep.  His Poke-Body makes him invulnerable to attacks when he his asleep, and since his attack puts him to sleep, he just needs to stay asleep during turns.  Amazingly enough, he stays asleep during each of Bruce’s turns, it must been like 5-8 times.  But I eventually deck myself out.

2-1. I don’t know why, but I feel somewhat of a victory in getting decked out.  Its weird that I didn’t have a normal victory this whole day.  One win in sudden death, one after the +3, and a loss by decking out.  This was no doubt the most fun I had in a pre-release, it was a great day.

After the tournament, I stuck around and made some trades.  Before the game I told Jona that I had a premonition that I was going to pull a RH Lost World.  When I got back to him after my third game, he had a RH Lost World waiting for me.  I then traded him a Jirachi UD and Abamasnow (both RH) for it, awesome trade for us both.  I then trade a get a Lost Remover, a DCE, 2 Junk Arms, and a bunch of other stuff.

When I was driving home I had another Premonition, that of a certain Ghost type Pokemon.  So I stop at the Target by my house and make a purchase of a Porygon 2 Blister pack and 2 Triumphant Booster Packs.  The Boosters turn out to be nothing, and I get nothing in the Platinum pack that was in the Blister pack.  But, in the first Triumphant pack that was in the Blister I got a Gengar Prime, I was really pumped because those things are selling anywhere from 30-50 bones now a days, so I was pretty pumped.  It was a great day, and I had fun with my Michigan pals.

So long and thanks for all the fish.

The Techs of Luxchomp

Hey all members of Omar-Nation, Pikkdogs here with a little bit of a strategy article.  This site hasn’t had a Luxchomp article posted here for quite sometime, and I am pretty proud of it.  But alas, we can’t ignore it forever, so here is an article about Luxchomp.                       

We all know that since it became popular, Luxchomp has been the winning-est deck in the format.  It is a great deck that is lightning quick and features a lot of elements of disruption.  Of course it features the Pokemon Luxray Gl and Garchomp C, which gives the deck a lot of advantages.  But to give it even more advantages, Luxchomp players have teched out their decks with a lot of different cards.  There are too many cards to include them all in every deck.  So to make things easier, this article will tell you a little more about the techs, and you can include the techs that fit your metagame the best.

The Staples– Before we talk about techs, lets first look at staples.  I consider that Luxchomp has 5 staple Pokemon cards.  1. Luxray Gl (usually a 2-1. 3-1. or 2-2 line), 2.Garchomp C (usually a 2-2 or 3-1 line), 3. Bronzong G (just 1), Lucario Gl, and 4. The pixies (usually a 2-1 Uxie line and 1 Azelf).

Your Mirror Techs– Since the mirror matchup is one of the most important Luxchomp matchups, it is important that Luxchomp decks tech against each other.  Garchomp C and Luxray Gl are  great Pokemon but they are susceptible to revenge knock-outs.                               

Ambipom G– Ambipom G is a diverse little card, it can do a lot of things, but is not very flashy.  It has 80 HP and is weak to fighting.  Its first attack, called “Tail Code” lets you move an energy from your opponent’s active to a bench for just 1 energy.  Even though this is a pretty pitiful attack, it is fairly good against speed decks, because they don’t run many energies.  But, the reason this card is here is because its second attack, called “Snap Attack.”  For CC it can do 60 damage if the defending Pokemon has no energy attached to it.  That means you can do 120 damage to a Garchomp C for just 1 DCE, and “Snap Attack” adds donking ability.

Dragonite FB– Dragonite FB is also a diverse card.  It has 100 HP, and is weak to colorless.  It has more HP then Ambipom, it can always knockout Garchomp C, and can attack better then Ambipom; but it takes more energy, requires a coin flip on one of its attack, and can be hit by Garchomp C for weakness.  Its first attack, called “Mach Blow,” does 80 damage to any SP, this will be the attack you use the most.  It requires an energy gain and 1 DCE to attack, so it does take resources, but can be up and running in one turn.  Its second attack, “Giant Tail”, can do 100 damage, but it requires a coin flip, and another energy.         

Toxicroak G Promo– I feel like a broken record, but this card is very diverse.  Any time your opponent knocks out a Pokemon, Toxicroak can be called up and do 60 damage plus poison.  So this gives you a bunch of options, plus it is a fighting type so it can OHKO Luxray Gl.  As mentioned, “Poison Revenge” can do 60 damage and poison the defending for PC.  The bad part of this card is that you will need to include a psychic energy to use this card. Toxicroak G comes complete with his own built in Super Scoop Up, in the form of a Poke-Power called “Leap Away.”  Why I don’t like cards who’s sole purpose is to go away, it does have its uses.

If you don’t have Toxicroak G promo, you could use Mankey SV as a tech against Luxray Gl.  It can do 60 damage for just 1 fighting energy, but it only has 60 HP.  The problem with this card is that unless you use Mankey to take the last prize, your opponent will be able to knock out Mankey, so its use doesn’t really make any sense.

The other techs-

Dialga G– Last years worlds winner had a lot of people looking at his deck for obvious reasons, and one of the things they noticed was that he ran Dialga G and Warp Energies.  Dialga G is not a staple tech now adays, if you want Dialga G you might as well run Dialgachomp, but there are reasons to run this card in a Luxchomp deck.  It is an excellent card to go against decks that run a lot Pokebodies; like Trainerlock varieties, Donphan Prime, and Mewtwo techs.  It is an excellent play for bigger tournaments that have lots of deck variety.  Though you will need to include some Warp Energies.  If you use Dialga G, you would only use the Pokebody, you would most likely not want to attack with it.

Blaziken FB– Like Dialga G, Blaziken FB is very versatile.  For one fire energy you can pick your opponent’s benched Pokemon, make him active and burn him.  Then next turn you can level up and hit that Pokemon for 120 with “Jet Shoot” and the “Burning Spirit” Poke-Body.  It can help you do a lot of things against a lot of different decks.  It can be used against Gyarados, to bring up Regice and stall or snipe around.  It is also a good tech against Vileplume, you can make him active, then attach another energy next turn and knock him out.

Drifblim Ud– Drifblim is a card that is not versatile, it is only good against tanking cards.  If you don’t run Blaziken FB you will automatically lose to decks like Steelix Prime.  So to counter big tanking decks, you can use Drifblim to get rid of the tanking card.  Drifblim’s second attack, “Take Away” that costs CCC and its effect shuffles in both active Pokemon into their respective decks.  The bad thing about this tech is that you need two spots for this card you need to evolve.  Most Luxchomp decks should be able to work well without Drifblim, but you can include it in your deck if your format is full of tanking decks.

Mewtwo Lv.X– Mewtwo will be a good tech if you are playing a deck that does not have any evolution lines.  Its Poke-Body “Psybarrier” prevents all attacks from Pokemon that aren’t evolved.  It’s one attack, “Giga Burn”, does 120 damage for PPC, but you must discard all energy attached.  This means that you will need to include at least 2 Psychic energies to be able to use this card.  Though 120 damage is a good number.  The problem about using Mewtwo Lv.X is that there are too many ways for your opponent to play around it.  Some Luxchomp decks play an evolved Pokemon like Mismagius SF to counter Mewtwo, while others play Dialga G Lv. X.  Or, Garchomp C LV. X can be used to knock out Mewtwo before it can be a Lv. X.  I would only suggest Mewtwo if you know that most of the other SP decks in the format do not run a counter.

So that is all for this article.  There are a few more techs like Mismagius, Skuntank Gl, Staraptor FB, and Smeargle UD.  But these cards are either pretty self explanatory or not used very much.

Fortunately, SP decks will soon lose a lot of their luster, because a lot of the key cards will be rotated out next season.  But, until then you can learn how to play this Luxchomp deck and be successful at your State and Regional Championships with it.

Preservation of Pokemon Cards.

As many of you probably do not know, I am in the Masters of Library Sciences Program at Wayne State University.  In short, I am going to school to be a librarian.                  

Why should I care about that?

You shouldn’t.

So why are you telling me this?

Well, if you will let me finish my story, I’ll tell you.

Anyway, last semester I was in a class that was being given a presentation about the preservation of books.  While I was listening to what kind of things can ruin books, I was thinking of how this kind of stuff can apply to cards as well.  After class, I went online and learned a lot of stuff about card preservation.

While I will admit that I don’t practice great preservation, it is an important concept to anyone in the game.  Preservation is one of the most important things about maintaining a card collection, no matter how big or how small.  In this article I will tell you why you should preserve your cards and how you can do it.

Why You Should do It.

There are two main reasons to preserve your Pokemon card collection.

  1. To preserve its value for trading purposes                                              
  2. To preserve it to pass on to a younger generation.

Even though you may not care about keeping your cards in mint condition, a lot of people out there do.  They are not going to want to buy your damaged cards.  The last thing you want is your poor preservation techniques getting in the way of getting a good deal on a trade.

One great thing about Pokemon is that you can share it with a younger generation.  Whether it is your son, daughter, cousin, niece, or nephew; Pokemon is a game that people of all ages can enjoy.  If you do not have children yet but will in the future, you can preserve your collection for later.  It is a great thing to be able to pass on one of your passion to another generation, that is why preservation is important.  But what good will it be when you go on to play with your son in 10 years, and find that your collection has been damaged by a flood?

For both of these reasons it is important to store your Pokemon cards in a good manner but how can you do it?  Before we answer this, we should look at what we can protect our cards from.

  1. Wear and Tear–  This is perhaps the most common damage done to cards.  Whenever you play with or touch a card you have a chance at damaging it.  There is a good chance that this card will still be playable after this damage, but its trade value will plummet.
  2. Water Damage– My favorite story of water damage is from when I was in college.  My roommate used to play Magic, and would routinely leave tins filled with cards all around the apartment.  One day he decided to put a tin in a windowsill, later he opened the window.  One thunderstorm later he had a tin full of worthless cards.  Water is a  big threat to cards, whether it comes from a leaky roof, an open window, a water glass, or a flood; you must protect your cards from them.  Water can easily make your cards unplayable.
  3. Smoke damage– This one is easy, don’t smoke in your house.  If you do your cards will get yellow spots on them.
  4. Damage from food– Another one, that is easy to fix.  Don’t eat any food by your cards.  You can stain them, or make them sticky, or a lot of other things that aren’t good for card.  Food can either make your cards un-tradeable, or un-playable.
  5. Sunlight– Overtime, Sunlight will start to fade your cards, and you don’t want to have to play with a bunch of faded cards.                                                  

How do we do it?

So now we know what can hurt your cards.  How do we keep them safe?  Here are a couple suggestions

  1. Store all of your important card singles in a three ring binder.  If you use a basic three ring binder and basic plastic pages, you can store a lot of cards for a low price.  Make sure you don’t shove too many cards in one slot, that can damage your cards.  If you don’t overflow the binder, it can be a cheap good way to store your cards.
  2. Use Screw and Non-Screw Holders.  You know these, these are like plaques.  This can be an expensive way to store cards.  It is also one of the better ways, because it protects the cards from dust along with water, food, and smoke.  I would recommend this for only your most prized cards, like ones that are autographed.  Of course when a card is in this holder, it is no longer playable when its in the holder, so this is not a good strategy for all cards.
  3. Pack them, and store them in cardboard card boxes.  Don’t just throw them in a shoebox, though.  Pack all of your cards individually in sleeves and toploaders, and then in specially designed card boxes.  This will keep them away from outside influences like sunlight, smoke, and food.
  4. Put whatever you use in a plastic storage container and store in a cool dry place.  Put all of your binders and boxes in a plastic storage box, to protect it from water and dust.  Then put your container in a cool dry place where it won’t be subject to temperature changes or floods.  Ideally you would also be able to store them in a place that is free of air pollution, but this is not always possible.                                                   

What not to Do

Now you know what to do, just for reinforcement, here are some things that you should not do.

  1. Store decks with a rubber band.  The band hurts the cards, and does not protect it from the elements like a deckbox does.
  2. Eat/smoke while playing the game.  Its not a good thing to do.  It hurts the condition of your cards.
  3. Not using sleeves.  Even though I don’t like sleeves, they are a must for anyone that wants to have some trade value in their cards.  They are worth the investment.

Now you guys know a little bit about preservation  enough to have your cards keep their value, and know how to keep your cards for the future. If you guys have any other preservation secrets, or horror stories, please put them in the comment box.

So long and thanks for all the fish.

Results of teamomar.com First Anniversary Contest.

A big hello to everyone from Omarnation.  This is Pikkdogs here with a quick house cleaning article.

As most of you know, a few weeks ago we started our first contest to celebrate our first anniversary.  Now that the results are back, we can finally share them with all of our readers.

Ed and I were excited to run the contest, but unfortunately it did not go as well as we hoped.  We didn’t get half the entries as we thought we would.  But, we still did get some entries and got to  connect with a few of our readers.  Here are the winners of the contest:

1. Evan C.-winner of a Pokemon TCG Tin

2. Alan T.-winner of a 2010 Play Pokemon Energy Pack

3. Myles D.-winner of a Ho-oh Legend.

The winners have all been contacted and the prizes are on their way.

Since we did not get the amount of entries that we thought we would, we would like to know why.  This input would be very helpful in making our website better, especially if we ever decided to have another contest.  Are you guys interested in contests?  Was this specific contest not interesting enough?  Was the contest ran at an inconvenient time?  What would you like to see in another contest?  If you could leave some of your thoughts on these questions in the comment box Ed and I would greatly appreciate it.

Thank You all and congratulations to the winners.