Sablelock (Sablock), Sabledonk, Sableye Honchkrow, Sableye Garchomp, …

by Ed ~ April 8th, 2010.

Sableye - SFSome call it the Secret Florida Deck. Others call it Sablelock (Sablock), Sabledonk, Sableye Honchkrow, or Sableye Garchomp. Does it win by donking? Does it win by locking your opponent? Does it win by starving them of resources? Does it win by controlling their hand? Let’s just say that it wins by making the opponent lose!

I’ve not seen the deck around here, but I can say that it is causing a bit of a stir on the interwebs. There are a bunch of people discussing this deck in various places. Let’s go through the list. No, not the decklist, yet. Here’s the list of who’s talking about the deck:

1) People begging for info about the deck that took 2 of the top 4 spots in Florida and was seen topping at other states.
2) People like Curry/Silvestro that obviously played the deck, but don’t want its secrets made public.
3) People that have played against the deck and either got donked or annoyed to death.
4) Trolls

Now we can add “5) Team Omar” to that list.  I’m not going to pretend that I know the deck.  I just want to fan the flames a bit, and see if we can get something going.  This is going to be a deck workshop, so I’ll post a quick and dirty version of the deck.  Hopefully I’ll get some good ideas from people, and we can fix the deck up.

From what I gather, the deck focuses on 2 things.  The first one is the donk.  Sableye with Special Dark Energy can do 50 on the first turn (under the proper conditions).  If you go second, it can Expert Belt, Crobat, etc for even more nastiness.  Garchomp C with Double Colorless Energy can do 30 on turn 1.  If you go second, an Energy Gain or Expert Belt can move you into the 50 damage category.  With all the Magikarp, Baltoy, Hoppip, Unown Q, etc. floating around these days, there’s a fair chance that you can get a turn 1 KO and maybe even a donk.

Giratina - PLThe second thing the deck seems to do well is limit the opponent’s ability to do anything useful.  This is accomplished by devastating their hand and messing up their draws.  Giratina’s Let Loose ability makes both players shuffle their hands into the deck and draw 4.  To the Giratina player, this is like a mini Uxie Set Up.  To the opponent, this is like a slap in the face (when played on turn 1).  You play your hand out, drop Giratina, get 4 new cards and hopefully the opponent had more than 4 so that it hurts them.  Then, if it’s turn 1, and you can’t donk, you can use Sableye to Impersonate Cyrus’s Initiative causing the opponent to lose between 0 and 2 cards (depending on coin flips).  Then the opponent starts the game with 2 to 4 cards in hand.  If you’re really nasty, you could drop a Chatot G between the Giratina and Impersonate to stop the opponent from drawing anything useful.

It seems that, in some ways, the deck plays like SP Toolbox.  To be honest, that may be because I have a faulty idea of how the deck is built.  At any rate, I think that the deck would play pretty fast and very frustrating (for the opponent).  Here’s the list I came up with.  Let me know what’s wrong with it or the writeup, so that I can improve them.

Cyrus Initiative - SV
Version 5

Pokemon: 19
4 Sableye
3 Crobat G
2 Honchkrow G
2 Garchomp G
2 Garchomp G Lv. X
2 Uxie
2 Giratina (PL – Let Loose)
1 Ambipom G
1 Chatot MD

Trainers: 20
4 Poke Turn
4 Power Spray
3 Energy Gain
4 Super Scoop Up
2 Expert Belt
2 SP Radar
1 Luxury Ball

Supporters: 11
3 Team Galactic’s Wager
2 Cyrus’s Initiative
3 Pokemon Collector
2 Cyrus’s Conspiracy
1 Aaron’s Collection

Energy: 10
4 Special Dark
4 Double Colorless
2 Dark

Option: Remove 1 Crobat G to include Moonlight Stadium or Uxie Lv. X. If you use Uxie Lv. X, I recommend making room for at least one Bebe’s Search by removing a Cyrus’s Conspiracy or maybe a Pokemon Collector. Also, SP Radar can be replaced by Pokemon Communication, because there are so many basics in the deck.

Category: Deck Workshop | Tags: , , , ,