2012

Double Cities Report with Hydreigon plus Hydreigon Deck Analysis

Hey OneHitKO people, it’s getting to be time where you guys need to see another article, so I thought I may as well do a tournament report like Pikkdogs used to do (Except these will be somewhat successful reports) even though I usually don’t write reports (Although the purpose of the reports are more to show you more about playing the deck), and then so you have something interesting to read about I’ll do a deck analysis of the deck I believe is the BDIF of this format, Hydreigon/Darkrai. Anyway, I feel like getting this started, so here are the reports:

Saturday, November 17th: Cameron Park, CA

I wake up early, make my decklist, and wait for the people who I promised a ride to to show up. Once they both get here, we start the two hour drive to Cameron Park.

When we get there we are greeted by cabd from the SixPrizes forums, and I play some fun games with the people I came with. It turns out that 15 Seniors show up, 1 short of a Top 4. I wait a bit for pairings and I am already paired against someone I’d rather not play early.

Round 1 vs. Emily w/Blastoise

I start Sableye to her Kyurem and she goes first. I have a dead hand, and when she plays a Juniper my hopes sink, but then she plays her Tropical Beach and I’m happy. I play a few cards and Beach, drawing into a Supporter and a Dieno. The next turn I opt to Confuse Ray as I still don’t have Items that would be worth Junk Hunting for, and I get a heads. A Confusion Tails and a Candy to Hydreigon later I Night Spear to KO her Kyurem. I then proceed to take out her Blastoise, and although she manages to get a new one out I still steamroll.

1-0

Round 2 vs. Griffin w/Hydreigon

I start Ditto to his Dark Deino, and I see relief in his eyes when I Transform into a Sableye. I bench a couple Deino and a Darkrai and Junk Hunt for stuff that would net me a Hydreigon next turn. He Ns me, but I still manage to get the Candy-Hydreigon. When he manages to get his Hydreigon out I Dragonblast it. He makes a crucial misplay late game by Max Potioning his Darkrai before retreating, meaning that he no longer can KO my Hydreigon because he has a Darkrai stuck active, and I manage to win from there.

2-0

At this point everyone I had come with was 2-0, while five of the other good Seniors had taken a loss already (including Griffin and Emily). The only other 2-0 at this point is playing a Tornadus Donk deck and we all feel confident. We joke about how height is an advantage in Pokemon (The shortest of us is 5’10), and eat lunch. Lunch then proceeds to end and I get my Round 3 pairing.

Round 3 vs. Blake w/Hydreigon

Blake is the other guy I came with, and I’m 3-1 against him at Premier Events, so I know that at least I’m not facing a donk deck. However, I’m not confident here because I know that he’d been playing Hydreigon a lot longer than me, but I had also been playing it long enough that the Hydreigon mirror is usually determined by who set 2 Hydreigon up and who didn’t. Knowing that, I kind of felt afraid because I had been having some consistency issues recently, but I had cut my 1-0-1 Serperior tech recently as well, hoping that it would help.

However, I start Deino to his Sableye and he gets a T2 Night Spear to kill my only Dieno in play. I make a game out of it for a bit, but when time is called I have no way to take prizes without giving some up.

2-1.

At this point I know I need extremely good resistance to cut, but I feel like I should try to get points out of this at least.

Round 4 vs. Conner w/Mewtwo/Rayquaza/Eels

I start Sableye to his Rayquaza EX and he Celestial Roars, and I’m surprised when he flips over a Double Colorless Lol.Energy. I read the text on Celestial Roar and I laugh a bit when it says that you have to attach the energy, meaning the Rayquaza would have a useless energy attached until it was knocked out. He gets a couple Eels set up, but I Catcher-kill them and he has none left. He can’t power anything up, and I kill a Ray with Dragonblast and a Mewtwo with Cresselia for game.

3-1.

I think it’s the middle of that game when I hear chatter from the next game over about the Fliptini someone teched into their Hydreigon deck for Deino paralysis. Griffin says “Victini is strange. Like a three-legged donkey”. Honestly I don’t know what that has to do with the article, but I thought it was a funny thing for someone to say.

Blake lost against the other guy I came with, Paulo, but I find out that my tough games in the first two rounds paid off as both were 3-1. My tiebreakers consist of 3 3-1s and a 2-2, and Blake’s consist of a 4-0, 3-1, and 2 2-2s, meaning we’re both at 11-5, but because he doesn’t have the 4-0 in his Opponent’s Opponents I sneak into cut. This would have been so much simpler if another Senior had shown up.

Top 2 vs. Paulo w/Klinklang

Game One: We both start with dead hands, but my Sableye start plus Skyla topdeck nets me a Computer Search that I Junk Hunted for about 5 times to get a slow but certain setup. He is finally forced to Juniper 2 Rare Candy and 2 Klinklang away and he draws crap off of it. From there I put Eviolites on board and steamroll.

Game Two: He is unable to evolve his Klinks early game and I kill 3 in two turns. Afterwards I kill his EX’s with Night Spear, and when he Max Potions his active Darkrai when I have two prizes left I Catcher-Dragonblast the other for game.

So I end the day with a win, and while the only good thing I pull is a Ditto, I still get a cool-looking trophy and 50 points (or so I think). Turns out I made a mistake on my POP ID meaning that I don’t get the points from it. Oh well.

In the end, the results looked like this:
1st: Theo S w/Hydreigon
2nd: Paulo A w/Klinklang
3rd: Blake U w/Hydreigon
4th: Emily C w/Blastoise

Friday, November 23rd: Modesto, CA

After my win in Cameron Park I decide I like Hydreigon enough to play it again. I make no changes to my list except that I cut a Catcher for a Golden Catcher I had traded for at league two days before. I meet up with Benjamin, the Junior who I’m giving the ride to today, and we start the hour-and-a-half drive to Modesto.

I meet up with some of the guys from the Sacramento area including Griffin, Connor, and Zachary, and we see that once again only 15 Seniors had shown up. We complain about that until pairings are posted, and I’m paired against Griffin for the second Cities in a row.

Round 1 vs. Griffin w/Hydreigon

This game is fairly uneventful. I get a T2 Night Spear and his Deinos don’t survive very long. When he drops his Mewtwo I have Catcher-Cresselia for my final two prizes.

1-0.

Round 2 vs. Will w/Blastoise

This was one of the most nerve-wrecking games I’d ever played. I get a quick start but he manages to load up a Keldeo with enough energy to one-shot an Eviolited Darkrai. Thankfully I Juniper into the Blend I need to score a KO on the Keldeo as it had been hit with the 30 Night Spear damage, and after that I N him to one to lock his energy and Junk Hunt for the Catcher I need to win. He whiffs both the N and the Energies he needs and I Catcher out his Mewtwo and use Cresselia. It’s safe to say that if I don’t draw that Blend he takes the win.

2-0

Round 3 vs. I don’t remember w/Hydreigon

I get my second T2 Night Spear of the day and kill all his Deinos, and he scoops.

3-0

Round 4 vs. Zachary w/Darkrai/Landorus/Terrakion

I remember actually having an early lead (possibly thanks to another T2 Night Spear maybe), but when he uses Terrakion to take four prizes he’s down to one left to my three. However, I take a prize somewhere (I think on a Sableye), and then time is called. He attacks with Landorus during his turn, and his field consists of the following: A damaged Darkrai with two energy attached, a Keldeo with a Darkness, and an active Landorus with a Fighting. I N him to one and Junk Hunt for the Catcher he needs for the win, and he whiffs the Energy or Energy Switch.

I actually feel bad for him because he whiffs cut on resistance, but I guess it’s what you have to do to guarantee safety. Yay!

Top 2 vs. Will w/Blastoise

I’m surprised to see my Round 2 opponent, but I guess his deck worked against other decks. Anyway, we talk a bit, and then things start.

Game One: I get a quick Hydreigon and I start hitting Keldeos for 90 and 30, after hitting a clutch Tool Scrapper to get rid of both his Eviolites, and his early game pressure doesn’t work as well as 3 EX kills in four turns.

Game Two: This game goes pretty much the same as Game One except that I kill his Blastoise. Sorry man, but that’s the way things work out sometimes.

Hydreigon Deck Analysis

Remember in my Regionals article where I said I had tried and tried to get Hydreigon to work, but I never had? Well, I have. It’s won me two Cities so far, and it’s probably going to be my play for the next few.

My current Hydreigon list is:

3 Hydreigon
1 Zweilous (Draw In)
2 Dragon Deino (Deep Growl)
1 Darkness Deino
4 Sableye DEX
3 Darkrai EX
1 Cresselia EX
-15

4 Pokemon Catcher
4 Max Potion
3 Dark Patch
3 Rare Candy
2 Ultra Ball
2 Random Receiver
2 Eviolite
2 Tool Scrapper
1 Heavy Ball
1 Computer Search
-24

4 N
4 Professor Juniper
2 Skyla
1 Bianca
-11

7 Darkness Energy
3 Blend GRPD
-10

Some of the odd things about this list is the fourth Catcher, fourth Max Potion, and fourth Sableyeas well as the Heavy Ball instead of a third Ultra Ball and the second Tool Scrapper.

The four-of Catcher and Max Potion are mostly so that you have four to use over the course of the game. Getting the game-winning Catcher in a crucial spot where you’ve used 3 already is clutch, and Catchers are great against Eel decks and they are also necessary against Blastoise decks so that you can KO the damaged EX with Hydreigon. Catchers are also your most valuable tool in the mirror (I’ll explain below).

The fourth Sableye is there because Sableye is my ideal starter, and I want to increase the chance of that happening. With the fourth Sableye you have it in your opening hand 40% of the time and if you include mulligans you start Sableye a good amount (I’m bad at math, so I’m not even going to try). I like having it there because starting Sableye is the key to a quick Hydreigon and it also allows you to get back the clutch Catchers and Max Potions you discard with Ultra Ball and Juniper early game assuming you have extra space for Junk Hunting.

The Heavy Ball is so that I can pretty much Skyla for a Hydreigon as well as thinning my deck a bit. I’d prefer to do this without Ultra Ball as most of the time I don’t want to discard anything (I’ll get to this later in the article).

The second Tool Scrapper is there for the mirror. It forces your opponent to retreat their active Darkrai for a new one, and if you’re the player with Hydreigons remaining at the end of the game this can be really clutch. Even if you don’t, you’re a Catcher away from two prizes without having to Dragonblast, an action that can be risky in the mirror.

Matchups

The Mirror – 50/50

When I first started playing Hydreigon (Right after Regionals), I asked my friend who had been playing the deck for three months now “How do you play the mirror?”.

His response was simple: “You win the Hydreigon war”.

After that, I had to ask “What’s the Hydreigon war?”.

His response was “It’s like the Mewtwo war, but a lot more fun”.

Anyway, back to what makes sense: This matchup will come down to one of two things: Either who gets the first Night Spear or who gets the most Hydreigon out. If you can get an early Night Spear plus a clutch Catcher on the Deino or Zweilous your opponent is waiting to evolve, or if both players have Hydreigons out then it results in yes, a Hydreigon war (Which is, if you ask, more fun than a mindless Mewtwo war).

The Hydreigon war is, unlike the Mewtwo war, commonly won by the player who starts it. Why is this? Because the player who starts the Hydreigon war will have the first kill on a Hydreigon, and if both players get the same number of Hydreigon out either before or during the Hydreigon war the player who starts it will commonly win.

Another clutch factor during the Hydreigon war is energy. For each Hydreigon that goes down you lose 4 energy (with the exception of the first Hydreigon that dies, that one will commonly have none), so you need to have some extra energy on the field at your disposal or have enough Dark Patches to get another Dragonblast off next turn.

One thing I would advise during the Hydreigon war is taking a turn without using a Hydreigon to attack. While this can be a risky play, getting a Night Spear off while you get extra energy into play or Junk Hunting for two Dark Patches to get more energy in play (This will usually net you 1-2 energy unless you get N’d). Unless your opponent has a Catcher you will probably be able to buy a turn (Although it is important not to put ANY energy on your remaining Hydreigon, not necessarily just then but any time you aren’t attacking with it). Doing this buys you a turn to get extra energy on the field. Of course, if you have enough energy to Dragonblast already this is not necessary.

Another thing to note about the mirror is that it is about 70% luck. There is no skill involved in getting a T2 Night Spear and there is little in getting multiple Hydreigons out. The little skill in this matchup is probably the Night Spear damage, knowing whether to Max Potion Hydreigon or Darkrai (Almost always Hydreigon unless you have multiple out) and knowing when to Junk Hunt (Which is fine mid-game in my opinion).

I haven’t played a Hydreigon mirror in a while where both players had Hydreigons out at the end of the game, and I haven’t played in a Hydreigon mirror ever where a player won without Hydreigons (Not that it isn’t possible). The one thing I don’t like about Hydreigon is the luck-based and common mirrors.

Some cards you should include if Hydreigon is popular in your area are:

Zweilous DRX 95

I usually end with the weird techs, but I don’t feel like it today. Zweilous is good in the mirror because it can OHKO an opposing Hydreigon with its second attack for only three Energy and it’s also possible to discard important Blend Energies with a Crunch flip. While it isn’t the best tech, if Hydreigon is common in your area you might consider dropping the Draw In or NVI Zweilous for this.

A Fourth Dark Patch

Dark Patches are really good in the Hydreigon mirror because A: You’ll be discarding energy with Hydreigon’s attack that is incredibly important in the mirror, and because if you’re the player that loses your Hydreigons you still have a separate engine, although you’re still definitely not in a good position.

Blastoise – 75/25 in your favor (If no healing) or 50/50 (If healing)

Keldeo ain’t got nuthin on me.

Unlike the mirror, playing against Blastoise is more about leading Darkrai and finishing Hydreigon than leading Hydreigon and finishing Darkrai. Your best bet is to put Night Spear damage on Keldeos, Tool Scrap Eviolites, and knock out their Blastoise. I believe that in the report I discussed how early game pressure is no match for knockouts on EX’s.

If they manage to load up a Keldeo with enough energy to OHKO anything on your field, do two things: First, knock that Keldeo out as soon as possible, and N them to a low hand. Unless they hit a draw Supporter or a Cilan they will likely energy drought until they topdeck something useful. And since their energy acceleration is from hand and not from field or discard like Hydreigon or Eelektrik, they will likely not have enough energy to attack for the rest of the game, and you can continue to KO three EX’s to win the game.

If they play Super Scoop Up or Max Potions, things could get interesting, however. If they can heal the damage done by Night Spear to any of their Pokemon, you can no longer take three EX kills in four turns. However, most lists I’ve seen that use healing only play 3 Super Scoop Ups or 3 Max Potions, so your goal in the early game should be to do what you can to make them use up the healing. Your win will only be delayed a couple turns barring them hitting heads or Energy Retrievals a lot more frequently than you’d like. If they take a few early prizes, Ning them could be great.

Some players will try to go early game Kyurem against you. Have none of it, Dragonblast that Kyurem right away. If there’s an Eviolite attached, Tool Scrapper is your friend. Max Potion the Darkrais that got hit and then Junk Hunt the Max Potions back. While this does use up a turn and give up a prize, unless you somehow go down four prizes before you start your “3 EX kills in four turns” strategy you usually win from that alone.

Unlike some people, I see no need to tech for this matchup unless your area has a whole lot of it. Seeing as how in 10 matches I played against it 3 times (1 of which was the same player), and how I’ve won all four games I played against it, I see no need to tech a card that, in fun games with my friend, makes him instantly scoop when I start it (about 1 in 10 games, imagine starting Shaymin Round One), and it’s only really been the difference in the game (meaning he won because of it) a couple times. I see no need to tech for a matchup that is 60/40 in your favor at the worst.

I will admit Shaymin has other uses, but I really just don’t like it. If your area is 75% or more Blastoise (The only time I’d tech for it), I’d play Virizion EPO instead. It goes through Eviolite and doesn’t require the opponent to take prizes before you. This is just my opinion, I know some people love Shaymin, but I honestly don’t like it.

RayEels – 60/40 in your favor

RayEels is the BDIF from Cities results so far (although I still say Hydreigon is), so a decent matchup is in order. RayEels is usually based on whether you hit clutch Catchers and whether you set 2 Hydreigon up. Their strategy will to be to use the Shiny Ray to kill Hydreigons and go through Eviolite on Darkrai. Your best bet is to try to hit the Ray with Night Spear damage early game and Catcher-KO their Eels to prevent them from using Rayquaza EX to run through you.

If they drop a Ray EX, use Hydreigon to knock it out. Even if they do kill your Hydreigon, you will have taken two prizes to their one off of that, and you will be able to take more prizes with Darkrai in a turn or two. If you have enough of a prize lead from killing the Eels you should be able to win at the end if they drop a Ray. If you use 3+ Catcher killing Eels you should try to get a Junk Hunt off to get them back, as you will need a game winning Catcher in a lot of games with this deck.

If RayEels is popular enough in your area you could tech Giratina and Giant Cape (Although I wouldn’t recommend it). Giratina OHKOes any Dragon-weak Pokemon and the Giant Cape will prevent mini-Ray from OHKOing it right back.

I honestly don’t know much else about this matchup as RayEels isn’t too popular in my area. There are probably other articles that describe this matchup in more detail, so check those out if you have extra time.

Landorus Decks – 50/50

Dragon Deino is mainly there for the Landorus matchup. It could also be useful in combination with the three legged donkey (If you don’t get that go back and read the article), but I don’t think I would play that. Landorus applies a lot of early game pressure to you, although two Night Spears and a Dragonblast result in two Landorus kills for you if you manage to get a Hydreigon out. One thing to watch for is them using Land’s Judgement, but if you get enough energy in play this shouldn’t matter, and if they can for sure next turn you can always use Cresselia (Sure, you might lose a Darkrai, but you won’t lose the Energy).

If they use Garchomp as a secondary attacker, be sure not to keep Blends on your active as Mach Cut will be bad for you and your ability to Dragonblast.

There aren’t any techs against Landorus that I can think of, but playing more Dark Patch can certainly help because they will probably get a Land’s Judgement off on your Darkrai once or twice a game (Although if it’s twice you’re in trouble), and you need to keep your energy in play.

A Couple Tips and Tricks

A couple things I’ve found while playing Hydreigon are that if you start with Sableye and another Pokemon, it’s often best not to start that Pokemon on your bench. If you go second and your opponent has a Catcher, you will be less likely to have a T1 Junk Hunt, and it’s definitely better to T1 Junk Hunt for sure than a possibility that the Darkrai or Deino you’re holding will be your active Pokemon. Even if they do N, you will be likely to get a Deino playing 2 Ultra Ball, 1 Computer Search, 2 Skyla, 3 Deino, and 11 outs to Supporters that aren’t previously listed.

Another thing is that you don’t want to discard too much energy for Dark Patch early game. Remember that you only have 3 Dark Patch (if you go off of my list), and some of those you’ll want to use to recover from discarding energy because you used Dragonblast. You want to rely more on manual energy drops and less on Dark Patch with Hydreigon because Dark Patch isn’t all that critical to your strategy.

Sometimes leaving Energy on your active so that you can then Max Potion and discard the Darkness so that you can Dark Patch it back is good so that you can play a Dark Patch and make yourself less vulnerable to a late-game N or so that you can draw an extra card with Bianca. This is a pretty rare scenario, but it can be a good play at times. If you don’t have a Dark Patch, however, definitely don’t do that because it’s better to have the energy in play for sure.

One more thing I want to say is that a mid-game Junk Hunt is not always a bad thing. Of course if you need to kill something that turn it’s not the best play, but giving up a turn and a prize for two Trainers you need late game isn’t always the worst possible play. In the late game I oftenly find myself looking for that last Catcher to win the game, so I see no reason not to turn your 1-2 outs to a Catcher into 2-4. In the mirror this is a bit less viable because it gives your opponent another turn to look for the Max Potion, but if you time it right there won’t be damage for your opponent to remove.

What do you guys think about Hydreigon for Cities? I like it right now because it has access to Sableye and you have to OHKO to take prizes most of the time. I also like the favorable Blastoise matchup and favorable Eels matchup. If you guys have questions or comments, feel free to comment below, and I’ll try to get an article out about a deck I played against recently that I found to be fairly interesting. Thanks for reading, and I bid you farewell.

Why You No Run Rayquaza?

Hello it’s me, Prof. SGT Pokedad MD again.  Like I mentioned in my very first article, I’m not the best writer, but thought that this might be an interesting topic to discuss.  Also in my first article, I made it VERY clear that I am not a very good deck builder or player so bear with me on this.  In this article, I’d like to share with you a deck that I am running right now that I really like.  I will share my deck list, why I chose the cards I did, and then share my thoughts on why I am not running a particular card that quite a few people say I should.

I started the year playing the Darkrai-Hydreigon deck list from Japan.  I liked that deck, but it didn’t quite suite my play-style.  I played Zekrom-Eelektrik last year.  My son played the Darkrai deck and loved it, so I traded him the vast majority of my Darkrai deck and decided to move back to Eelektrik.  Starting with the Zekrom-Eelectrik pieces, I looked at the available cards and read through the forums.  It appeared that many were looking to play Rayquaza EX, Rayquaza and a litany of other Pokemon. I researched the other available Pokemon and came up with the list Read More

Working With Ditto: A Review of 1-1 and 1-0-1 Techs

Hey OneHitKO people, it’s me, coolestman22 again, here with another article to try to help keep the site going. I said in my last article that I would try to write about the techs Ditto brings to the table, and I decided to do just that.

Anyway, Esa wrote a neat article about how good Ditto is on his blog (Which I recommend reading if you haven’t), but

Techs.

he didn’t go over the usefulness of the techs you could set up via Ditto. He mentioned a few, and he did a bit of reviewing them, but he didn’t go that much in detail.

So without further ado, I guess I should start the article. Please do note that these are not ranked, they’re just there in the order they came to my head in.

Dusknoir BoC

Dusknoir is probably going to be the most popular Ditto tech. The Ability is just so powerful that if you manage to get a Dusknoir out, it will probably lead to a few prizes by itself. You could also use it to take out your opponent’s all-important Stage Two Energy accelerator, or use the damage from the EX they retreated to kill their active EX with energy.

However, without Ditto, the second a Duskull hits the field, it is very likely to be Catcher-killed, even without Junk Arm in format. That is why you need Ditto to play a Dusknoir tech. If you can get a Dusknoir out, it is a very powerful thing to have on the field.

Zoroark BW

Zoroark is an interesting tech (I wonder how many times I’m gonna say that this article), but it’s not one I’m big on this format. Last Cities I played a 1-1 in my Audino Box deck (That was my crazy stupid rogue that I would have played if I had gone to one more Cities) to hit Chandelure, Magnezone, Cobalion, and other things for “I win”. It was extremely good, but I had to cut it because of space concerns.

I don’t think I like Zoroark all too much now, however, because nowadays it just doesn’t have anything to hit for either weakness, OHKOes, or an effect. The main meta things now are Rayquaza, Landorus, Darkrai, and Keldeo, and Zoroark just isn’t good against any of those.

Maybe in another format, Zoroark will be really good, but I doubt that will happen any time soon. It does have a secret rare in NXD, so if the rotation is NXD-on maybe Ditto will allow for it to be good.

Ninetales DRX

Ninetales serves as a 5th Catcher. If your opponent sees four Catcher in your discard pile, they will probably play differently until you Junk Hunt them back (if you do). However, if you play a Ninetales you’ll be able to use a Catcher

The Other 5th Catcher

that they likely won’t see coming, and therefore it will probably be much more devastating.

Also, who wouldn’t want an extra Catcher? If you have space for a 1-1 Ninetales tech and you don’t play Rare Candy, Ninetales might just be the best possible tech you can play with Ditto. I really like the surprise factor it has, and having a 5th Catcher can win games.

The reason that Ninetales wasn’t played in BW-DRX is, of course, there was no surprise factor, and the Vulpix is likely to be Catcher-KOed. With Ditto, you get the surprise factor as well as a higher HP basic to sit there instead of a Vulpix (Which matters in the case of Mewtwo or Darkrai), and if they put enough damage on the Ditto you can Transform it into something else.

Serperior BW

Serperior is an interesting tech indeed, and it’s one I have experimented with in my Hydreigon deck with success. It brings me back to the days where 1-0-1 Nidoqueen RR techs were a thing because of the old Rare Candy rules. Serperior is just a stackable version of that, and in Darkrai mirrors it can be devastating (It’s practically an Eviolite that can’t be Tool Scrapped and reduces more damage the longer it goes unattacked). I have found that with Serperior you can switch Darkrais around via Dark Trance, and then slowly heal all of them when they get damaged.

It’s also really good against the Night Spear damage that Darkrai does to the bench. Suddenly, that 30 becomes 10 before your opponent can do anything. So with Serperior in play that 90-30 becomes a 70-10, and if you retreat to a fresh Darkrai it will become a 50-0 or 50-20 depending on whether they Night Spear the same Pokemon.

Against other decks it isn’t too shabby either if you’re using Darkrai. If you Eviolite your Darkrai the Keldeo is only doing 90 (Assuming 3 waters) or 110 (Assuming four waters), and then you make that 70 or 90. If you retreat to a fresh Darkrai that turns into 50 and 70.

I’m not going to keep talking about Serperior, but I have found it’s great in any Darkrai deck, especially Darkrai/Hydreigon. With Ditto, you can disguise your Serperior tech as something more prominent and then go Transform-Rare Candy-Serperior.

Krookodile DEX

This tech probably isn’t as legitimate as the others, but I feel like giving it a shout-out. What it does is that it has an attack called Bombast that does 40 damage for each prize card you’ve taken. What this does is that if you’ve already taken five prizes, it will OHKO anything barring Wailord with Giant Cape and Regigigas EX/Tornadus EX with Asperita City Gym and either Eviolite or Giant Cape.

This pretty much cancels the need for a game-winning Catcher because you have a card that can OHKO everything meta regardless. However, the attack costs four energy (Two Darks included) and in any Darkrai deck you’re likely to have extra Night Spear damage somewhere that can be moved around with the most likely better Dusknoir tech. So unless you’re playing some weird Zoroark variant, Dusknoir is likely the better call if you have the Darks to make playing Krookodile somewhat reasonable.

However, it does have a cool shiny version from Dragons Exalted, so for league play if you want to use your shiny Krookodile you can.

Bronzong NXD

This would be the anti-Max Potion tech that the format needs so much. It has existed, but it’s always been Catcher bait. However, with Ditto a 1-1 Bronzong NXD tech could turn your Hydreigon match in the right direction seeing as they need to attack with Hydreigon to OHKO unless they have a Dark Claw, and if you can hit the Hydreigon somehow first they will have to either retreat and not OHKO Bronzong and instead try to Night Spear it to death, and even then you can either power up a Raikou or other sniper or Catcher it out. If they only have one Hydreigon in play this could win you the game.

Leavanny NVI

Leavanny is probably not the best tech you can play, but it certainly has its ups.

Imagine you’re playing Hydreigon/Darkrai and your opponent is playing Terrakion EX/Terrakion with at least 2 Tool Scrapper. You’re not going to be able to keep your Eviolites when you need them, so what do you do? Get your Leavanny out. Leavanny will single-handedly win you the matchup against any deck with Terrakion if you manage to get it out, and it also makes benching Cresselia/Mewtwo/etc. a less risky decision. However, it isn’t something I’d recommend unless your meta is full of Terrakion.

Reuniclus BW

Reuniclus is an interesting tech, and I can see a couple of uses for it. Imagine you’re playing Blastoise/Keldeo, and you need to heal your Keldeos. Reuniclus can give you a turn or two of invincibility before it gets Catcher-killed, and you can put the damage pretty much anywhere you want, meaning that the damage you have in play can be spread out to 10 or 20 everywhere and likely not making any difference. Since Reuniclus is going to get Catcher-killed anyway, you won’t get your field flooded.

Another play is that if your opponent uses all four Catcher, you can Transform-Rare Candy-Reuniclus and gain invincibility until they either use a Ninetales, Junk Hunt, or your field floods.

You should probably put 80 damage on Reuniclus itself unless you’re playing against Darkrai, Chandelure, or Flygon, because the Reuniclus is going to get knocked out, so you may as well heal 80 (Even if your opponent has used all of their Catcher, it’s still the safe play).

Reuniclus is certainly an interesting tech, but it will likely take a back seat to Dusknoir and Ninetales, and other preferred Ditto techs. It’s something to experiment with in any deck that plays the Ditto and Rare Candy already, and it may end up being the tech you like the most.

Empoleon DEX

Empoleon is basically a draw engine if you get it out. If you run Waters or Blends for Attack Command it’s useful too, but Empoleon is mostly just a way to discard useless cards and get out of N lock.

However, this is a lot more useful than that paragraph makes it out to be. N lock can be the difference between a clutch win and a devastating loss. Hand-reliant decks that play Ditto and Rare Candy such as Blastoise and GothGor should definitely consider Empoleon as a tech to not only provide a draw engine to get out of N lock but to also to use Attack Command in clutch spots.

Salamence DV

Salamence was probably the only hyped Pokemon from Dragon Vault unless you count Rayquaza, but it probably isn’t going to live up to the hype. However, it does make for an interesting 1-0-1 tech for its Ability. While you don’t have Hooligan’s or other things to reduce it more, forcing your opponent to discard until they have four is really good, especially if you force them to draw cards somehow. However, there are much better techs to use, and Salamence is probably best used as a fun thing for league.

Milotic DRX

Milotic is an interesting tech because it’s not for the late game, but instead more of an early game set-up assister. Having a triple Computer Search can be great for slow decks and it’s something I would consider in any slow deck.

However, starting with a 30 HP Feebas isn’t something I would look forward to.

Shiftry NXD

Giant Fan.

Oh, god. This would be hilarious if someone pulled this off. However, Shiftry’s flippyness makes it unviable for anything other than league play.

But it would be hilarious if someone pulled off a Giant Fan. I think I’ll play a 1-0-1 line at league just for the lolz (However, I don’t think I’ll ever top my Carnivine DEX tech in Hydreigon)

Toxicroak BoC

Toxicroak is like a Psychic-type Terrakion, except it uses any energy. This is great against Mewtwo if you manage to surprise your opponent with it, because it will OHKO any non-Eviolited Mewtwo and with a PlusPower or Tool Scrapper you can get around that.

Toxicroak is an interesting tech in any deck that has a hard time against Mewtwo, and the surprise factor works really well with it. I think I’m gonna test Toxicroak a bit in some decks, and you certainly should too.

Chandelure NVI

Chandelure is another interesting tech that would see zero play without Ditto. I felt it was worth a mention, but as I described it I thought of more and more uses for it and now I think I’m gonna try it out.

Remember back in the day when Kingdra Prime was considered a tech? Well, this is like a triple Kingdra Prime when you can somehow get it active, whether it’s via knockout, or whatever. A Chandelure tech combined with Night Spear can get the OHKO on more things and it can also get knockouts on the bench, and it’s also useful for knocking out EX’s with either Dragon Blast alone or extra Night Spear damage, and it can serve as the single or triple PlusPower you need for the knockout when your active gets killed. And because Hydreigon can give anything free retreat, it’s no big deal to get it out of the way.

It’s also useful in Blastoise because whenever you need extra damage you can either retreat or use a Switch if you play it, and go to Chandelure, get extra damage on the board, and Step In. I could see someone playing either Hydreigon or Blastoise variants with a 1-0-1 or 2-0-2 Chandelure line just because of the lack of need to worry about retreating Chandelure.

Vanilluxe NXD

Vanilluxe is probably going to be another rarely-played one, but I can see people liking a Warp Point a turn. Not only is Vanilluxe a free Switch whenever you need it, meaning that it’s not only whatever you want active when you want it and an out of special conditions, but it also puts pressure on the opponent. For instance, let’s say you’re playing against Darkrai/Hydreigon and they just whiffed the Max Potion and only have two Darkrais out. They are forced to either promote the damaged Darkrai, give you a free hit at their Hydreigon (Remember that they whiffed the Max Potion last turn, which means they only have one hand to get it if any unless they Skyla for it),or give you a free prize on a Sableye or something else with low HP, and you can always Catcher something else up if you don’t like what they gave you.

Drifblim DRX

Drifblim is an interesting tech that I would consider in any metagame with a bunch of Special Energy, because it can hit really hard once some hit the discard pile. It is a good tech in either Hammertime or Garchomp decks because they both run cards that discard Special Energy. When you get 3 Special Energy in the discard pile suddenly Drifblim is swinging for 150, and with Enhanced Hammer and Mach Cut you can usually discard your opponent’s specials. Now with Ditto it’s more of a surprise tech and you can get away with a 1-1 line if you can hide it.

Well, that wraps up this article. You guys know I like when you leave comments, so any discussion is welcome. I’ll try to get another article out sometime this week. So ta-ta for now, and I’ll try to get something out soon.

Bold Predictions for Cities Format

Hey OneHitKO, it’s me, coolestman22, trying to get another article out for the site because I have some free time and an idea. I figured I may as well write about my predictions for the format created by the new set, and we’ll see how many of them end up being legit.

I had to sit down and think for a bit about these before I actually wrote anything, but there might be a couple that slipped my mind. If I remember anything, I’ll edit it into the article.

Prediction 1: Darkrai/Hydreigon is BDIF

Of the decks we had in BW-DRX, Hydreigon is probably the one that benefits the most from new cards. Skyla is great for searching out Rare Candies or Ultra Balls that get you the Hydreigon right away, and Computer Search benefits Hydreigon more than anything else because you can Junk Hunt for it and create a chain of Computer Search.

It also has easy access to Sableye DEX (Which most decks don’t because they don’t run Darkness Energy), probably the best starter in the game right now, which can turn bad hands into T2 set-ups and bait N’s that get you a brand new, better hand. It allows you to reuse your Catchers and Max Potions late game, and it can get back Dark Patches for extra energy acceleration.

It’s also good for taking out your opponent’s energy acceleration. You have Darkrai, which can take out 3 Eels with 2 Catchers over the course of 3 turns and leave your opponent with nothing to power up attackers with, or you can use Dragonblast on your opponent’s Hydreigons or Blastoises. Decks generally need an engine in play to function right, and if you take those out it can often be the difference between winning and losing.

I also like how you can’t really Catcher-stall against it when it sets up a Hydreigon because you can Dark Trance the energy to your active and free retreat with Dark Cloak. Against Eel decks, most decks can Catcher up Eels, and if the Eel player doesn’t have a Switch (Or Double Colorless Energy) they can’t attack that turn. With Hydreigon, that isn’t the case, and that’s another reason I think it’s the BDIF.

Hydreigon also has Blends to play techs like Shaymin EX, Virizion EPO, Cresselia EX, and some other cards that either do something or counter something. In my opinion Cresselia is the best Mewtwo counter there is right now if you can manage to set it up, and Hydreigon can providing it has the right energy on the field (Which it does most of the time). Cresselia isn’t vulnerable to another Cresselia and is less vulnerable to a Mewtwo as well because it loses its Psychic Weakness when it attacks.

Perhaps the thing I like best about Hydreigon decks, however, is that the deck is both offensive and defensive. Most decks usually either focus on doing a bunch of damage or tanking, but the thing I like about Hydreigon decks is that it can do either, or both. You can be aggressive with Darkrai and deny your opponent prizes because of Max Potion. You also have a heavy hitter in Hydreigon that, combined with the 30 damage to the bench from Night Spear, can knock out Keldeos and other 170 HP EX’s in one hit.

Prediction 2: Landorus decks will be Top Tier

Let me say this: Landorus is a great card if you find a deck that works with it. The problem is that because Ether was cut, Landorus won’t see as much play because Ether could fuel other attackers faster.

I can see three Landorus decks working: Landorus/Garchomp, Landorus/Empoleon, and Landorus/Terrakion EX/Terrakion NVI (With or without Garbodor). These three decks will be at a huge advantage just because they get donks and apply early game pressure so easily. The best of the three in my opinion is Landorus/Empoleon simply because in the late game it has the best damage output of the three, however if Hydreigon and Eel decks are Tier 1 the Fighting-based variant may end up being preferred.

The reason Landorus is such a great card is that not only does it apply early-game pressure to your opponent, get you a potential donk, and hit two Pokemon at once, the cost is extremely easy to pay. One Fighting Energy is a lot easier to have in hand on Turn One than a Double Colorless Energy that Mewtwo EX or Tornadus EX would require, and the attack is a lot better on Turn One as well under non-donk circumstances.

Land’s Judgement is also a good attack to draw that last prize (Or two prizes), and combined with the 30 from Hammerhead has the potential to KO any non-Eviolited, non-Cresselia EX in at most two hits.

The discarding of the energy isn’t as big a deal as people say because if you just attach one more Fighting you’re attacking again, but it’s still not great. It also hinders your ability to retreat, but you should be running a decent Switch count anyway.

Prediction 3: Dusknoir will be a good tech in anything with Ditto and Rare Candy, and other 1-1 or 1-0-1 techs will be popular as well.

I’ve been doing some testing with Dusknoir, and I’d rank it as one of the three most powerful Pokemon to have in play

Get used to seeing a lot more 1’s and 0’s in decklists again.

(Reuniclus and Serperior would be on that list, too), plus it’s likely to stick around for a couple turns if not for the rest of the game.

Moving your opponent’s damage around is just so powerful in any format. In an older format with un-nerfed Rare Candy and Broken Time-Space Dusknoir would be amazing. Even now, Ditto is amazing for 1-0-1 techs. I will expect to see some tournament winning decks play Ditto and surprise techs like Dusknoir (Ninetales and Reuniclus are some other ideas), and then they become more and more popular as Cities goes on. (I really wish Ditto had been out sooner, 1-0-1 Kingdra Prime anyone?)

Just the other day I was playing a game at league where I was up 2 prizes to 5, and my opponent managed to get a Dusknoir in play and won by moving my damage around and drawing a bunch of prizes in one turn. If you’re playing Ditto and Rare Candy, Dusknoir will be something to consider, just because it’s surprise factor is worth the two spaces.

Prediction 4: Ho-oh’s popularity will slightly decrease, but will still be just as good.

I’ve been hearing a lot of “Ho-oh EX is weak to water, so Keldeo will destroy it” lately.
However, that isn’t the only thing to consider. Kyogre EX was written off because of the Lightning Weakness, and it was in the deck that won Nationals. Darkrai EX is amazing even with all the Terrakion running around.

Ho-oh also has an amazing ability to tech for any matchup because it runs all types of energy and accelerates. Ho-oh is a very versatile deck, and one bad matchup won’t really set it back too much. All I would expect is that people will play more Virizion EPO or NVI and Shaymin EX to make the matchup a bit better.

Blastoise probably isn’t even the BDIF! There’s a possibility that it is, but people don’t need to be scared of one bad matchup out of three Tier One decks, especially when the others are fairly decent. Chandelure was a Tier One deck even though it had a terrible matchup against Durant. I don’t see why Ho-oh is any different.

The other thing is that I’m not hearing that much about how Landorus is unplayable because of Blastoise. All I’m hearing on the forums is “Landorus donks Dark Deino. Switching to Dragon Deino” or “Better not play Eels or I’ll get my Tynamos donked”. Especially when Shiny Rayquaza already donks Tynamos and donks Dragon Deinos and isn’t an EX x2 weak to a Tier One deck! Ho-oh is also a donk threat, so why is it that Landorus is all the hype when they have the exact same weakness?

What I mean by the popularity will slightly decrease is that people will still be afraid to play it because it has a bad matchup to a legitimate deck. John Roberts saw past that and played Kyogre, and he won Nationals with it. People need to see that a weakness to a major type doesn’t make a card unplayable, it is merely a setback to it.

Alright guys, that’s gonna wrap up this article. I know it’s been fairly short, but I ran out of predictions. I’ll try to get

another article out soon, but last minute Cities testing is probably gonna get in the way. Maybe I’ll write an article about the different techs that go with Ditto.

As always, feel free to leave a comment, and I’ll try to respond to it. I’m open to discussion, and if there’s something about the upcoming format that you want to hear my opinion on, feel free to ask and I’ll tell you!

Stupid Deck Idea: Stoutland

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

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

Like Gothitelle, but for Supporters.

to.

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

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

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

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

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

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

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

0-1 Asperita City Gym
-0-1

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

Total – 53-62

Lillipup

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

Herdier

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

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

4 Juniper, 4 N

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

Skyla

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

Hugh

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

Rare Candy

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

Pokemon Catcher

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

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

Level Ball/Heavy Ball over Ultra Ball

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

Switch

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

Rescue Scarf

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

Hammers

The third picture in a row that starts with S.

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

Super Rod

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

Computer Search

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

Asperita City Gym

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

Double Colorless Energy

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

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

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

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

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

It’s not this one-sided, though.

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

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

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

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

Boundaries Crossed Set (P)review

Hey OneHitKO, it’s me, coolestman22 again. After a fairly good Regionals run (I posted a report on the SixPrizes forums, if you want to check that out), I felt like I needed to write another article. Since I wanted to test the Boundaries Crossed metagame before I write an article about any of those decks, I may as well do an article similar to my first ever OneHitKO article, but for Boundaries Crossed.

One thing I want to say before I start this article is that I am very, very disappointed in TPCi for cutting Bike, Ether, and

Why, TPCi?

Escape Rope from Boundaries Crossed. Virbank isn’t so important to me, as the only decks that would play it would be Tier 3 stuff like Scolipede/Celebi EX and Amoongus NXD decks. Escape Rope I wasn’t expecting to see too much play either, mostly because a lot of decks liked to Catcher-stall and it would force you to play your Escape Rope before your Catcher for plays to KO a bench-sitter. There would be some decks that played it, but most of the time it would take a back seat to Catcher. I was only testing it in one deck, and that deck was one I wanted to run more than 4 Switch in.

Bicycle I am disappointed with, but I can live without Bicycle for 3 months. It would have been nice to play Skyla and draw in the same turn, but I feel that Bike isn’t the worst of our wounds.

Ether is the card that I am furious with TPCi for cutting. Ether was going to be great for our format. It would open up a lot of possibilities for Quad decks, and it is amazing for a lot of decks. I was testing a Quad Kyurem NVI deck that relied on EtherDex and Exp. Share, and it was incredibly fun to play. In my first 5 games, I got a T2 Glaciate in 4 of them. I almost never got a T1, so a donk was unlikely (although not out of the possibility). Ether would allow Quad Terrakion to be good once again and keep Darkrai and Eels in check. Ether would allow for a bunch of fun Tier 2 options, such as Quad Keldeo, and it makes Landorus EX a lot more viable. Ether makes the meta way better instead of a stale Blastoise/Hydreigon/Eelektrik meta we’re probably going to have.

Don’t get me wrong, Boundaries Crossed is still a great set. We have a lot of cool Tier 2-3 attackers coming out, such as Charizard and Flygon, as well as a couple good new archetypes, such as Blastoise, Stoutland, and Vileplume. I am happy with PCL for potentially giving us such a great metagame, and I am unhappy with TPCi for taking away 50% of it.

So with that, let’s get this set review underway.

Vileplume

I really like the idea of a Vileplume Box deck. What it does is it forces your opponent to get OHKOes starting really quickly and not drop an EX, or else it will go down in one hit.

The issue I’m seeing with this deck is the reliance on Special Energy. If your opponent has metal, water, or lightning weakness your best attacker uses a DCE. After four KO’s you will have run out of energy. The answer to this would be Recycle, but that is a flippy card that makes the deck significantly more clunky.

Here are the attackers that a Vileplume box deck would probably run:

Grass – Maractus BW 12

Fire – Larvesta NVI 20

Water – Lapras NXD 25 (Plus you get a Call for Family attack for a WLFM or Prism with this)

Lightning – Emolga EPO

Psychic – Mewtwo EX/Mew EX

Fighting – Landorus EX

Dark – There really isn’t a good dark attacker for Vileplume box. Hopefully you won’t play against Chandelure NVI decks or Cofagrigus DEX tool chuck decks (And if you do you can always go aggro Durant NVI deckout)

Metal – Durant NVI (Yes, you do get to use Vice Grip for something other than donks. Take that, Kyurem EX).

Dragon – SR Rayquaza

And I don’t believe there is a single card in BW-DRX with Colorless weakness. The only legit card last format that did was RDL, but before that we would need something to take care of Garchomp C Lv. X. Ah, the good old days where Ambipom G was good.

Most of these are only hitting for 160 max, meaning we need something to boost the damage output a bit, such as PlusPower or Aerodactyl DEX. If I end up liking VileBox, I’ll write an article about it.

I think Vileplume is going to be a Tier 2 deck that people will test against, but it won’t necessarily do too well at Cities. If it wins a Winter Regionals in Masters, tell me and I’ll eat my hat.

Celebi EX

I’m honestly not too big a fan of a bench-sitting EX with 110 HP. Even with an Eviolite attached, Hydreigon and Keldeo EX still easily OHKO it. Without an Eviolite, you can add Zekrom BW and Darkrai EX with a Dark Claw attached to that list.

The Ability is really nice, however. It’s the first card that lets us use our prevo’s attacks since Platinum (Memory Berry). It is necessary for Scolipede to ever work competitively, however. I don’t think Scolipede will ever be a good deck, but if it is then you can say I told you so.

Charizard

I really like Charizard, although I don’t see it ever being good enough, especially with a Water weakness. Although I

It’s CCHHAARRIIZZAARRDD!!

don’t like it as a partner with Celebi or Emboar (shudder), I do feel that its first attack deserves a mention.

With Split Bomb you can hit two EX’s, Tynamos, or other things. If you hit EX’s, you are two Flamethrowers away from taking four prizes. After that, if you can keep Charizard alive long enough, you can take a couple more prizes via Flamethrower or Split Bomb. The deck is extremely fragile and I don’t think it would work at all, but I feel like taking prizes that fast deserves a mention. Charizard will probably never enter a Tier One deck, however.

Blastoise

Blastoise is in my opinion the best evolved Pokemon in Boundaries Crossed. Getting Rain Dance back into the game is huge in my opinion, especially because it has a legitimate partner, unlike all of the previous Rain Dancers we’ve had (That includes you, Emboar), with the exception of possibly the Base Set one. I feel that Blastoise will have the largest impact on the format of any of the Pokemon, and possibly any of the cards in Boundaries Crossed.

With Cilan and Energy Retrieval in the format, and a respectable partner in Keldeo, it is probably going to be the first Tier One Rain Dance since Base Set.

Keldeo EX

I honestly don’t think I can write anything here that I wouldn’t have said in the Blastoise section except for how amazing I believe Step In is. Step In makes it so that it is nearly impossible to Catcher stall against a Blastoise deck. Even if you have a different main attacker, Keldeo is just amazing and it should be played in any Blastoise variant.

Step In also allows you to run Musharna NXD as extra draw support. One of the main problems for Rain Dance is that if you don’t have any energy in hand, you don’t have acceleration. If you get N’d late in the game down to 1 or 2 cards, Musharna can give you the extra draw support that can change the outcome of the game.

Step In also increases the viability of a Klinklang BW deck. If they try to Catcher-stall, you can Step In, move a Prism to Keldeo, and free retreat via Dark Cloak. Keldeo is also a decent attacker in Klinklang because Water and Metal are together on the same Blend.

Psyduck

No, I’m not kidding. Psyduck seriously trolls Rayquaza/Eels decks. For one water energy, it discards a fire energy attached to the defending Pokemon. This means that if they were attacking with Rayquaza EX and they just discarded all their Lightnings and they only had one fire attached, they have a couple turns to replace it or else they are stuck not attacking every other turn.

If you could pull off an Extinguish, that means that they would likely have a benched Ray that still had a fire energy, and that could come in and OHKO Psyduck. Whoop-de-doo. They would have two turns to get a fire back or else they would be forced to attack with something else.

Against Rayquaza Dragon Vault, it gets better. If they used Shred last turn, they have 3 energy attached, one of which was a fire. If you could discard their fire, they would be forced to either get a new fire or retreat, burning both their energy and forcing them to waste Dynamotors later just to get them back instead of using them to power up something more worthwhile.

I don’t think Psyduck will be a serious option, but it is an interesting card and if you could pull of enough Extinguishes you could seriously limit your opponent’s attacking options.

Jellicent

The last water-type I want to cover is one that hasn’t been getting much hype, but I feel like it might have some sort of impact on competitive play in the future. Jellicent is a Stage One that increases the retreat cost of all of your opponent’s Pokemon by one.

Some people may remember Ariados MT and how this is pretty much exactly this, and Ariados did see some play in Flygon Lv. X mill decks. The problem with Jellicent in this format is that we have Darkrai EX and Keldeo EX that pretty much just nullify Jellicent. I do believe that if mill becomes good once again, Jellicent might see some play in mill decks (Durant/Jellicent?), but right now the metagame is just not in Jellicent’s favor.

There is a Bellossom from this set that does 10 damage plus 20 more for each energy in the defending Pokemon’s retreat cost, so if your meta is shifted towards Blastoise decks instead of Hydreigon ones Bellicent might be a decent call for a Cities or two. Bellossom can OHKO a Keldeo if there are two Jellicents in play, and always OHKOes Blastoise. The problem is that against Darkrai decks, anything with a Dark Energy attached automatically has 0 retreat, meaning Bellossom only does 10 damage.

Electivire

Electivire has an attack for LCC that does 30 to each of your opponent’s benched Pokemon. This probably isn’t going to ever be competitive, but this combined with Eelektrik NVI for an engine could make a decent Tier 3 spread deck. Spread is nice to have, and in a format with big EX’s you are six spreads away from an OHKO on them. I think I might test this for a bit.

Dusknoir

Dusknoir has an Ability that is basically Darkrai and Cresselia LEGEND’s Moon Invite attack, just in the form of an Ability. This is amazing if you can ever get it out because if your opponent has an engine of some sort that you want to make disappear, you can KO it and then attack later on. It also works pretty good against Hydreigon decks because if they retreat to another Darkrai instead of Max Potioning, you can move all the damage to the new Darkrai (Or enough for an OHKO) and then take two prizes and three energy off your opponent’s side of the field.

With the Trainers in Boundaries Crossed, I could see 1-0-1 or 1-1-1 techs becoming a thing again, although I don’t expect every deck to play them. Although I would much rather play a Serperior BW, that might just be because I like defensive decks.

People are also suggesting playing Dusknoir alongside stuff with spreading-like attacks such as Groudon EX, Kyurem NVI, or Flygon (Which I will cover later). The only one of these I see potential in is the Flygon one because it doesn’t rely on a nonexistent EtherDex engine.

Swoobat

Swoobat is a card from Boundaries Crossed with an interesting attack that mills one for each Psychic Energy it has attached. People are talking about pairing this with Gardevoir NXD, but honestly I’m not seeing it. I would much rather play Durant if I were to play a mill deck because it can attack from T1 and has a much more powerful mill.

Cresselia EX

Cresselia EX is probably my favorite of all the EX’s from Boundaries Crossed. It OHKOes Mewtwo, tanks, and has no weakness when you attack with it. If you could get it going early enough it could be devastating, especially with an Eviolite.

Just think about this: Darkrai does 90. With an Eviolite, that’s immediately reduced down to 70. Then, with the Ability that goes down to 50. Factor in one Potion and all of a sudden Night Spear only did 20 damage to you.

Start playing a thick line of Serperior BW, and you got yourself one big tank. Even if your opponent attacked with a heavier hitter, like say Hydreigon, that does 140. Eviolite and it’s down to 120. After a single Royal Heal and Sparkling Particles (Yes, that is the name of the Ability), it’s 80. Add 1 Potion, you’re back down to 50. Set up 2 Serperior, that’s 30. Another Potion, it’s all gone.

CressTank is going to be pretty good, but I feel like it’s missing something big. Oh yeah, Ether.

Munna

Munna is a basic Pokemon with an Ability that flips a coin. If heads, your opponent’s active is asleep, but if it’s tails your active is asleep.

Right now I don’t think a card that has a 25% chance of working for you, a 25% chance of doing nothing, and a 50% chance of making it so that you need a Switch to attack this turn isn’t very good. However, there may be a use for it later on.

Scolipede

Scolipede is a Stage Two from this set that has an Ability, Poison Point, which Poisons the defending Pokemon when Scolipede is attacked.

Whirlipede EPO has an attack for one energy that does 10, and then 60 more if the defending Pokemon is Poisoned. Meaning that hits for 70, and 20 more from Poison damage, if Scolipede was attacked last turn. That’s 90 damage for one energy. If Virbank City Gym were in the set, that’s 130 right there, so maybe they had a good reason to cut it. (Of course you would need to have Celebi EX out for this to work right).

Landorus EX

Landorus EX is really good in the early game. It donks Tynamos and Dark Deinos, and hits for 30 on a benched

The DCIF.

Pokemon. If you do this twice early on, you’ve got yourself 120 damage on the board, which is amazing if you set up a Dusknoir later on, or you can hit EX’s and take 2 easy prizes via something later. You also can OHKO a Hydreigon or Blastoise with the second attack if you end up using it.

If they hadn’t cut Ether, Landorus would be a lot more prominent because Quad Fighting would be a lot better. Right now, though, Landorus might not be as good in everything. Anything running Fighting, Prism, or the appropriate Blend should at least consider Landorus, though, as it gets a bunch of donks and opens the door for big plays later on.

Skarmory

No, once again I’m not kidding. Skarmory OHKOes Kyurem NVI for 3 of any energy, meaning that if you’re playing Eels or Hydreigon and are having trouble with Kyurem techs in Blastoise decks, you’ve found your guy. Kyurem shouldn’t be that prominent, though, but PCL needed a way to keep it in check.

Flygon

Flygon is one of my favorite cards from the new set. The Ability I like, and the fact that it needs no energy I like. I feel that if TPCi had given it 20 more HP it would be able to compete more in this format. As it is,.though, it’s a Stage Two that spreads and can abuse Max Potion and Tropical Beach.

I have been testing Flygon/Dusknoir for about a week now, and it doesn’t have the best matchups, but it gets set up faster than you would expect. Your opponent is forced to be careful playing benched Pokemon, and you can take out crucial support Pokemon. You can almost always get a Switch if they Catcher-stall.

The problem? You can only run 4 Rare Candy, which is huge. To get a T2 Flygon and T2 Dusknoir, you’ve already used 2 of your Rare Candy, meaning that you only have two more to set up a backup Dusknoir and extra Flygons. This usually leads to running out of Rare Candy and not being able to set up any more Flygon.

I am still trying to work with Flygon, however. I don’t feel like I should give up quite yet, because if it ends up working I have myself a deck with a built-in draw engine that can abuse Max Potion that most people won’t test against. I hope I can get it to work, but right now I’m pretty doubtful about it.

Black Kyurem EX

I’m not big on the idea of this. Even with your 300 HP, you’re still down your Ace Spec and a Tool Scrapper away from being a normal EX again. If Gothitelle/Reuniclus were to suddenly become viable again, I might consider this with my Ace Spec being devoted to this just for the sake of being able to Max Potion 290 off, but otherwise it just looks pretty and is screwed over by a staple Trainer.

White Kyurem EX

Pretty much the same as above, except that there is a little bit of hope in being able to do 200. Still not convinced, though. Steer clear, people.

Raticate

I remember back when this card was revealed, everyone was hyping it to death. It was going to be paired with Rocky Helmet, Amoonguss, all that stuff. The hype has significantly died down as people realize that a Stage One with 60 HP just might not cut it.

The best part is that it has synergy with Shedinja DRX, another Stage One with 60 HP. Honestly I’d rather use Raticate with Eels and Rocky Helmet, and then with Poison Hypnotic Beam once it comes out. Raticate will be Tier 3, but until PHB is out I don’t see Raticate being that good.

Ditto

Ditto is a pretty good card, in my opinion. It increases your odds of starting with what you want, and the ruling is that if you wait a turn and then Transform you can go directly to the Stage One (I’m not sure about this with Rare Candy and Stage Twos, or going Ditto-wait a turn-Basic-Stage One-Stage Two), so you could use Ditto with Milotic DRX to skip the 30 HP Feebas phase.

However, I’m not sure that many decks will have the space for Ditto. It’s a great card and all, but most of the time I’d rather have that fourth Catcher or Skyla.

I’m assuming the ruling is that you can’t Transform into a Restored Pokemon, but if you can, please tell me so that I can troll you with Archeops.

Exploud

Exploud is a Stage Two that just happens to evolve from my favorite Pokemon. It also has the Round attack, which is pretty good. Its Round does 50 per Round, so that means that you’re OHKOing an EX with a couple Wigglytuffs. I doubt that Round will get much better because of this, however.

The attack I’m more interested in is actually the first attack, Roar of Destruction, which discards all the Items in your opponent’s hand. This could be really good if you manage to set this up as it completely wrecks Sableye and screws over anyone hoping to get a Rare Candy to a Stage Two next turn. You can argue that Sableye will just get them back, but then Exploud will wreck them again. Sure, they could Catcher-stall you, but the Catcher gets wrecked first. I am actually really interested in this attack, and I want to have some fun trolling my league with it. Especially since it evolves from my favorite Pokemon.

Stoutland

I remember looking through the Freeze Bolt and Cold Flare scans, and I saw a Stoutland. I thought to myself “Maybe we’ll finally get a good one”.

I looked at it, said “That’s pretty interesting, but Catcher screws it over”.

Then about two weeks later I was at league, and then I just randomly realized how good that Ability actually is. It completely shuts off your opponent’s draw power. Sure, they can Catcher, but getting a Catcher involves drawing Catcher. Drawing cards becomes significantly harder without a Supporter. You could just sit there bashing with Stoutland all day, and your opponent would dead draw all game.

Well, now that Bike and Escape Rope aren’t in the set, two cards that pose threats to Stoutland are just gone. Meaning that Stoutland might actually be good.

Stoutland also has something really rare in this format: Options for prevos. The ones I’ve determined as the best are Lillipup BW 80, which PUTS AN ITEM CARD FROM YOUR DISCARD PILE INTO YOUR HAND, and Herdier BW 82, which draws 3 for a DCE. These two are just, well, amazing. They make a Stoutland deck a lot less stupid of an idea, in my opinion. Skyla and Computer Search help a good deal, too.

I haven’t started testing Stoutland yet, but I have a feeling I’m gonna like it a great deal.

Audino

As we wrap up the Pokemon in the set, we get to one I’m not particularly fond of, which is Audino. Audino has an Ability where you discard it from your hand and heal 10 damage and a Special Condition from your Active Pokemon. The only use for this I’m seeing right away is as another way to heal in CressTank. If the meta gets too full of paralysis, Espeon DEX is a much better answer. If there is ever a format where Espeon is rotated and paralysis is legit, Audino may be our answer, but until then I think I’m going with Espeon.

Town Map

Town Map is an interesting card that lets you flip your prizes over. Honestly I think this won’t see too much play, but in Dusknoir and Chandelure decks where you can take prizes mid-turn it’s huge. Take a prize to get the Max Potion or Juniper or whatever for a fact, I’ll take that.

Hugh

Hugh is a Supporter that makes both players either draw or discard cards from their hand until they have five left. I’m honestly not too big on this card, and if it gets big enough I’ll start anticipating it and minimizing my hand size. It will see a bit of play early on and then take a back seat to cards like Bianca and Skyla.

Skyla

Skyla is one of my favorite cards from Boundaries Crossed. Searching for the game winning Catcher, that Rare Candy or Ultra Ball to get your Stage Two engine out, or grabbing a game-changing N for next turn is just so good. (Sure, they could N, but you could bet they wouldn’t be drawing many cards if the N you would play is game changing). People who aren’t playing it as a 4-of should consider starting.

Asperita City Gym

I’m not really big on this card right now, seeing as there aren’t any dominant Colorless Pokemon in the format right now. It will make a fun Tier 3 deck with Regigigas EX and will be a 1-2 of in Stoutland. Other than that, it will just be something that sits in your binder.

Computer Search

Computer Search is my preferred Ace Spec. Discarding cards is big in 2 of the 3 Tier One decks, and it can lead to some big plays in the third. Getting cards is always nice, especially when you’re trying to set up your Stage Two engine. This will be the Ace Spec most decks play, so expect to see a bunch of this.

Gold Potion

I really like Gold Potion. I really do.

I just think that Computer Search is just so much better in anything not involving all basics or discarding cards.

This card basically says “You didn’t attack last turn”.

The problem is that Computer Search helps consistency, which is the #1 thing in most decks.

If you play Roserade DRX 15, I would have to say Gold Potion is the way to go.

Well that’s about it for this article, thanks for visiting OneHitKO and taking the time to read this article, and feel free to leave a comment. As always, I’m open for some discussion, because I know everyone has their opinion. I think Cities are going to have a great format for the third year in a row (At least), and I am really looking forward to it. I’ll try to get some deck analysis articles out soon so that you can read about how awesome the decks for this format are. Good luck at Cities, and thanks for reading!

Regionals Preview

Hey OHKO people, it’s me, coolestman22 again. I wanted to get something out before Regionals, so I thought I’d do something like the Battle Roads preview I did back in May or something like that. I think what I’ll do is review the dominant decks from Autumn Battle Roads and then give you guys lists or something like that, so, without further ado, let’s get started.

Before I review any decks, I’ll post some results of Battle Roads. The results of the Battle Roads that The Top Cut has followed are the following (To save time I’m only doing the decks I’m covering):

Eels: 25 wins, 21 2nd, 45 3rd-4th.

Hydreigon: 24 wins, 26 2nd, 34 3rd-4th.

Ho-oh: 7 wins, 6 2nd, 4 3rd-4th.

Hydreigon

In my opinion, Hydreigon has proven itself to be the BDIF of this format. Why I never got the deck to work is beyond me, Darkrai must just not like me. Even though the numbers show Eels as the top deck, Eels also has two different variants, and Hydreigon has only one.

The basic strategy of the deck is to use Darkrai EX to attack and use Hydreigon DRX 97 to move energy from one Darkrai to another, or to do 140 with Hydreigon’s attack. With Dark Trance, not only can you free retreat everything for no cost, you can also abuse max Potion and attack with anything without having to attach an energy. You can use Dark Patch to get energy flowing around, and you can use techs so long as they comply with Blend Energy GRPD, such as Siglyph or Shaymin EX.

In short, the deck functions a lot like the Klinklang BW deck that won U.S. Nationals. I always liked that deck, and I was happy when I heard it had won. I’m glad Hydreigon has proven to be good even though I didn’t get it to work.

Here is a skeleton list for Hydreigon decks:

Pokemon – 12
2 Hydreigon DRX 97
1 Zwelious (Either NVI or DRX 96)
3 Deino NVI
3 Darkrai EX
3 Sableye DEXT/S/S – 32
4 Professor Juniper
4 N
3 Bianca/Cheren
3 Random Receiver
4 Max Potion
3 Dark Patch
3 Rare Candy
3 Pokemon Catcher
3 Ultra Ball
2 Eviolite
1 Super Rod
1 Tool ScrapperEnergy – 11
7 Darkness Energy
4 Blend Energy GRPDTotal Cards – 57
Open Space – 3

Techs

Shaymin EX

To be honest, I’m not a big fan of Shaymin EX. My reasoning behind this is that for every game Shaymin is a big help and you wouldn’t have won without it, you’ll start with it. You’ll probably start with it a bit less, which means that yes, it would win you games to have the Shaymin.

However, it might win you more games to not have the Shaymin and to play another tech or Supporter or Dark Patch instead. If you opt to play a Supporter over the Shaymin and you just happen to have that Supporter and no other Supporter, then having that Supporter might be the difference between winning and losing.

However, I did say that I haven’t tested the deck, and I know people who do play it and say they like Shaymin a lot. If you want to play the deck I would suggest trying Shaymin out and seeing if it’s worth the deck spot and occasional lone Shaymin start.

Siglyph DRX

Of all the techs I’m going to mention, Siglyph is probably the one I like the most. It’s the only tech I play in the build I have online that I use to test against (Which honestly isn’t that good). Without Siglyph, a Mewtwo with a lot of energy will run you over, and you need a response to that. the only time I beat a Hydreigon deck with an Eels build all BR’s long was the time I played against a build without Siglyph, that I knew beforehand had no Siglyph.

However, earlier in the tournament that player played against a Hydreigon build that used two Siglyph, and won. It may be that he got lucky, or, more likely, the two consistency spots he had that his opponent had devoted to Siglyph, which was a relatively useless card in the matchup to my knowledge, might have been the difference between a win and a loss.

I think it definitely is worth playing Siglyph in a Hydreigon build if you don’t have a different response to Mewtwo, but if your area has more Hydreigon than Eels it might be wise not to play it, and instead play a Mewtwo counter that helps in the Hydreigon matchup more, such as, I don’t know. You’ll have to think this up yourself.

Giratina EX

Giratina EX is an interesting tech option in a Hydreigon deck. The place where I bvelieve it would help the most is against a Terrakion deck or any deck involving Terrakion, but honestly I don’t know what it’s for. All I know is that there are people who play Giratina EX in their Hydreigon build.

Reshiram EX

Reshiram is another one of those techs that doesn’t make sense to me. I know it would be helpful in the Hydreigon mirror match, and honestly that’s all I know. What you could do is, out of nowhere, drop your Reshiram, Dark Trance to it, move it up because all of your Pokemon have free retreat with the combination of Dark Trance and Dark Cloak, Catcher your opponent’s Hydreigon, and take a prize. However, if you don’t manage to get an Eviolite on your Reshiram and flip tails for the self damage, you could get one-shot right back and lose 2 prizes, 2 Blend, and 2 Dark if your opponent was able to either get another Hydreigon out or use a Giratina or Shaymin EX to get a knockout. Honestly though I don’t think it’s too likely you’ll be OHKOed unless you whiff on the Catcher and attack anyway.

Hydreigon NVI

The last tech I want to review is the Hydreigon from Noble Victories. While it isn’t too likely you’ll set it up, it is a good card and when you do set it up its attack is pretty good, but it’s also fairly situational.

I remember reading somewhere about the combination between Night Spear and Dragon Blast (Or whatever Hydreigon’s attack is called). Basically what you can do is if your opponent drops an EX with 160 or 170 HP, you can Night Spear and put the bonus damage on that. Then, you can Catcher that EX up and hit it for 140 and the knockout, and essentially draw two prizes with one attack (Especially if you drew a prize with the 90 from Night Spear). Well, with the NVI Hydreigon you can essentially use the same combination on any non-Eviolited EX. You can also snipe something else, either that has low HP, 130 and you want it to be within Night Spear range, or another EX to Dragonblast later.

If you can get an early Hydreigon NVI, that also helps big, because you can snipe two Swablu or Tynamo or other low HP basics of support Pokemon. If you don’t draw a prize with it off the basic, it puts pressure on them to evolve it next turn or have it knocked out. This might force them to play a Juniper over an N, discarding some key resources and thinning out the deck. If they don’t hit it, they will have wasted the resources and they won’t be able to get their support Pokemon out.

To learn more about Hydreigon decks, as i don’t know all about Hydreigon, here is a link to a very well-written article about Hydreigon.

Eelektrik

Eel decks are decks that I am much more comfortable with. I played Eels for all four of my Battle Roads and I escaped with 25 Championship Points, so I can definitely provide more insight on Eels than any other deck.

Right now, there are three different ways to play an Eel deck: Zekeels with Mewtwo, which is the box version, Rayquaza/Eels, and TerraEels. I have played all three variations and the one I like the best right now is the Terrakion version. Here is a basic list you can use, and then you can build on to it which variation you like the best:

This is what a Shiny Eel would look like.
Pokemon – 13
4 Eelektrik NVI
4 Tynamo Split (NVI 38, NVI 39, DEX 45)
2 Zekrom BW
1 Raikou EX
2 Emolga DRXT/S/S – 31
4 Professor Juniper
4 N
3 Cheren/Bianca
3 Random Receiver
4 Ultra Ball
3 Switch
3 Pokemon Catcher
2 Tools (Eviolite, Rocky Helmet, etc.)
2 Tool Scrapper
2 Level Ball
1 Super RodEnergy – 12
8 Lightning Energy
4 Tech Energy (Depending on your variant)Total – 56
Open Space – 4

To make it a straight Zekeels variant, you would add 2 Mewtwo EX and then either more consistency cards or a few techs, and make the tech Energy Double Colorless. To make it RayEels you would add two Rayquaza EX and 2 Shiny Rayquaza. For the Terrakion variant, you would add 2 Terrakion, a single Mewtwo, and something else.

Techs

Thundurus EPO

Thundurus was considered necessary in an Eel deck during the HS-NXD format, but I played without it to success. In this format it is a good idea, though, because of the format’s dependence on basics that turn into Stage Ones and Stage Twos. if you get a T1 Charge off and hit both of your manual energy attachments you can, on Turn Two, Catcher-KO a Deino, Tynamo, Swablu, Shelmet, Gible, Piplup, or whatever. It allows you to take an early lead, as well, which could help you out a lot in the prize race later on. It also discards energy for Dynamotor later on.

The problem with Thundurus is that it doesn’t have quite high enough of a damage output to be good in the late game. Unless your opponent is playing Quad Tornadus Thundurus just doesn’t get the OHKOes you need to win games later on. So to play Thundurus effectively, I have found you need to run enough to consistently start with it. You also need to use Call For Family on Turn One a lot, meaning that a T1 Charge can be, well, a bad idea sometimes.

Zapdos NXD

Zapdos is another one of those early-game cards, but there are a few things that separate Zapdos from Thundurus.

The first is that Zapdos requires a Double Colorless Energy to attack on Turn Two without support from Eels, whereas Thundurus doesn’t. This means that your energy attachments aren’t going to be as easy as they are on Thundurus.

The second is that Zapdos doesn’t require a Pokemon Catcher to attack what you want to attack (Unless you want to hit for Weakness or get around Resistance). In a format without Junk Arm this is a big deal, because you only get to use 4 a game. Not using them in the early game will not only mean that you have them later, but you also have a larger number of them later, meaning you are more likely to draw the Catcher to get the Shaymin EX or Eelektrik active to KO it and win the game. Conserving resources is important in this format, especially in a deck like this without access to Sableye DEX.

The third is that Thundurus puts your energy in the discard pile, while Zapdos doesn’t. While this does seem like a positive at first (And it mostly is), keep in mind that also means you’ll need to hit your manual energy attachment next turn and use it on Thundurus. This is mostly good, though, as discarding energy in this format is extremely hard without Junk Arm.

The fourth is that Thundurus has a higher damage output than Zapdos does. The 30 more means that Thundurus OHKOes the Deinos, Gibles, Shelmets, Archens, etc. that Zapdos doesn’t without some sort of damage support such as PlusPower.

Tornadus EX

Tornadus EX is mainly used in Eel decks as a counter to Fighting. if your meta has a lot of Terrakion EX decks or Terrakion decks, Tornadus EX is a good option. Otherwise, it’s bad in the mirror and you should steer clear.

Zekrom EX

Zekrom EX is another tech I don’t like. I was big on it last format, but this one it just isn’t as useful. The only Stage Two deck you’re likely to have troubles with is Hydreigon, and they will usually Catcher-kill your Eels and make it so that you can’t use Zekrom EX effectively, and Rocky Helmet (I played this last season in Eels) will just get Tool Scrapped, making it no longer very good against Mewtwo for these sort of situations.. If your meta is full of Garchomp, though, it’s a decent idea.

Energy Switch

Energy Switch isn’t a card I’ve experimented with yet, but it could be good in some situations. It’s good for getting the energy attached to your Emolga somewhere more useful. You can also pull some good plays with Mewtwo with it, and move the third energy from Zekrom BW after retreating it.

To learn more about Eel decks with a more in-depth article, I found a pretty good Eel deck article here. This article definitely isn’t as good as the Hydreigon one, but it provides you with wwhat you need to know. I do think 4-4 Eels is necessary in BW-on, however, and that’s the one part of the article I disagree with. (Do note that the article was written before Dragons Exalted came out, however).

Ho-oh EX

Ho-oh EX is a really cool deck. It has built-in energy acceleration, can hit for 180 with some effort, and is fast with the right list.

I haven’t been able to get the deck to work properly, but I am able to provide some sort of list:

Phoenix? More like Scottsdale.
Pokemon – 10-11
3 Ho-oh EX
3 Sableye DEX
4-5 Tech AttackersT/S/S – 32
4 Professor Juniper
4 N
3 Bianca
3 Random Receiver
4 Ultra Ball
4 Pokemon Catcher
4 Energy Switch
3 Switch
2 Tool Scrapper
1 Super RodEnergy – 17
4 Double Colorless Energy
3 Darkness Energy
10 other Basic Energy (At least one of each)Total – 59-60
Free Space – 0-1

Techs

Mewtwo EX

Mewtwo EX is probably the best tech to put in here. It can get a T1 donk, and it helps a lot against Mewtwo coming in and OHKOing Ho-oh. Mewtwo is Mewtwo, and it’s pretty necessary in a deck like this.

Tornadus EX

Tornadus EX is a tech that a lot of people like, but I don’t see a reason for. Ho-oh already has a Fighting Resistance, and it just gets zapped by Eel decks for 2 prizes. It is good with Stadiums for a T1 60, but unless you choose to run SAB you don’t run any Stadiums.

Darkrai EX

Since you’re already running all those darks for Sableye, why not give all your Pokemon free retreat? It seems logical enough. If you have space for a Darkrai, I’d suggest playing one.

Sigilyph DRX

Sigilyph would serve two purposes in the deck: countering EX’s, and countering Sigilyph. If you play a Sigilyph you can stall for a bit, especially against Eel variants that are a bit teched out. They would be forced to use Eelektrik’s attack, which is a 2HKO on Sigilyph, and in the process possibly lose an Eel.

Terrakion NVI                                                                                                                

Ah, Fighting, the meta’s weakness, and Terrakion does the best job of capitalizing on that of anything in the modified format. With a Tool Scrapper it can OHKO any Fighting-weak EX with an Eviolite attached, and it does so for only two energy assuming your opponent got an OHKO the following turn. If they don’t KO it back, you can attach another Fighting and OHKO another EX (With the help of a Tool Scrapper or Catcher in most scenarios). If that happens, which is pretty likely, you will have taken four prizes while only giving up one. Terrakion is just that good.

There are so many techs I could talk about, but since I need to get this article published before Regionals, I’m just going to link you to another article that talks about them. There weren’t many Ho-oh articles to choose from, but I feel the Skittles part of this 6P article did a good job:

I would love to cover some more decks, but I started this article way too late and I need to get it published now, so I’m going to hold off on them. Those are the three main decks of the format and if I wanted to win a tournament I would play one of those three, so I feel like that’s enough.

Anyway, as always, leave a comment below if you have a comment, I’m open to any feedback, discussion, or whatever else. And, of course, good luck at Regionals!

Okemos 1st Place Battle Road Report and Ho-oh EX Deck Analysis

Hello everyone at OneHitKO! Today I’ve got a tournament report for you with none other than Ho-oh EX, which has been seeing some success at this season’s Battle Roads and is a very fun deck to play.

That’s me, Jared, with the “Michigan Pokemon” shirt.
Before that, my name is Jared Weiss and I play out of Michigan. I started playing last summer, after a friend and I jokingly picked up a theme deck. I learned about the big mid-season rotation that had happened the previous season, so I was glad to start fresh into the HGSS-on format. I’d like to thank Josh, as he was one of the first people I met playing the game, so it’s sad that he won’t be around much anymore, but I’m glad to be writing for the site. Besides Pokémon though, I’m a college student and competitive figure skater which I’ve been doing for 10 years, and have been a national competitor among many other accomplishments in the sport.

Anyways last season I had started out playing Reshiram/Typhlosion, a great beginner’s deck, and netted me my first top cut. From there, I proceeded to play strictly Tier 1 decks that I knew were doing well like ZPST, CMT, and a Darkrai/Terrakion variant through nationals, which gave me a 6-3 record at nationals (after going 6-1 and then having to face some brutal trainer lock decks).

However, since this would be my second season, I wanted to branch out a bit more and be more creative with deck choice. Of course that went right on the afterburner when I started testing Darkrai/Hydreigon at the rotation to BW-on, and instantly loved it. It’s what I would end playing for my first couple BR’s of season, having a 4-1 bubble at the first, and then 4-2 for a top 8 and championship points finish at the second. Even though I still loved the deck, but I was very curious to try Ho-oh EX after some friend’s success and losing to it in the last round of the previous BR’s. So I threw it together and tested it a bit with fellow OHKO writer Joel the week of, and had a blast playing it (I mean, how can’t you with a deck that has every single energy type)! Here’s the list I took to the tournament:
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Team High Tables and Why I Love the Game

There are many leagues and teams out there and many have cool yells and chants. Many have cool shirts and mascots. Some even do very well at premiere events. My league; Summit City Pokémon doesn’t have those things and some of us do pretty well at premiere events. What we do have though is an unofficial, sub-league team and I am its undisputed president: “Team High Tables.”

If you go to any premiere event; you will find my reserved table.  Just look for the highest numbered table and that’s where you will most likely find me. Stop by some time on your way to the lower numbers and say hello! If I am not there, wait a round, I’ll get there soon enough. Our unofficial sub-league team membership varies but I appear to be the solid foundation. You can give me the exact same deck that is destroying any event, and I will find a way to make it not work, misplay and have EVERY needed card prized. I am a horrible deck builder, a mediocre player yet I LOVE THE GAME.

Why on earth would I still play this game if I am that bad? Well, I can’t say I fully understand it myself, but I will attempt to share some of my thoughts with you about the lighter side of Pokémon and competitive play. I didn’t grow up with Pokémon and my first introduction to competitive play was at US Nationals 2011 in Indianapolis. As a passing target of something to do with my two young boys, we drove down from Fort Wayne on a Sunday afternoon, “Just to see what Pokémon was all about.” A couple hours later, our whole lives were changed.

When we got there, my oldest son had a VERY OLD deck made from some cards given to us. We didn’t know how to play and didn’t know what to expect in Indy. We wandered a bit during league play and the final matches of the TCG and the Video Game championships. We took the obligatory pictures with Snivy and Pikachu. As we were watching some league event players play some pick up games, an event organizer came over and asked us if we were playing. I mumbled that I have NO IDEA what is going on, that my oldest had an old deck, and that my youngest and I had nothing. He simply smiled, said, “Let’s take care of that” and off we went.

From there, he took us to the head table. He had someone produce for us a Tangrowth theme deck and some large number of booster packs. He sent my oldest off to play TCG and video games with others since he was eager and had some sense of how to play. Then, he sat my youngest down with a very young master player. He told him to show my son how to modify his deck, play with him and take him through the league line. My youngest played his first game ever and “won” while my oldest jumped from game to game playing anyone who would look his way. Four or five hours later, we emerged from the convention center with bags, cards, mats, boxes, hats, lots more swag and a lifetime of memories.

I remember that day very clearly, because I had found a Trading Card Game that was very kid friendly with a player base and staff that appeared to be open, honest and focused on having fun. After our trip I found Summit City Pokémon and signed us all up. We started to attend league and even I got into playing. The more I played and got involved, the more I was hooked. Now, with anything in life, you will come across a few people who aren’t as nice, but I can honestly say that I have had a hard time finding people who really ruin the game for me.

Over time with Summit City, I got more and more involved and finally became a Professor and League Leader.  I also am a member of the Safari Zone league and help with that league from time to time as well.   I don’t just help run leagues, but I TRY to play well, and I also TRY to build decks that might actually work. Through everything though, I stay involved because it is FUN and it is good to see the juniors and seniors and the masters for that matter, enjoying themselves.

Now, I won’t say that I never get frustrated when I am not playing well. It happens, A LOT, but that is ok. By keeping my focus on the fun, and not the winning, I am able to meet some incredible folks and have some awesome times. How many people can say that they went to a Spring Battle Roads and lost to a “Baby Six Corners” deck that was put together literally with spare cards and even included a Grimer with no Muk?  I can and it was HILARIOUS! We were near the end of Swiss and I “technically” won at the end of 30 plus 3 on prizes, but we were having so much fun and a crowd had gathered, because I was laughing so hard I was crying.  I eventually decked out with an Eelectrik stuck active and Mime Jr. using “sleepy lost” to eat my cards away.

By focusing in on the fun, I am able to have a great conversation, and fun match while still losing. I am able to return that awesome hospitality shown to my family when I see other new players. I am able to trade my Secret Rare Rayquaza with my son for a decent trade of some cards I needed/wanted even though I was a little on the short end of the trade.

I love the challenge of the game. I love the puzzle of trying to find the best 60 card combination that will yield consistency and victory. I have more failures than successes, but it is the fun that keeps me going. The friends I have made and the smiles I see on the kids faces is like Thanksgiving with the family combined with Christmas morning every time I go to League or a premiere event.

While we may, “!want to be the very best!” we need to keep in sight the Spirit of the Game Tenents: Fun, Fairness, Honesty, Respect, Sportsmanship and Learning. With these in mind, no matter how poorly you may play, you will have fun. We run across many people who get wrapped up in rankings, or championships points.  We run across even more people who complain about prize support from time to time.  Prizes are great and often help keep people stay involved; but for me, more than anything, it is the fun an adventures that keeps me involved.

This past Nationals was even more fun and exciting for me, even though I went 2-4 drop.  I even got donked in the 6th round by a Durant deck.  Yeah, I said Durant.  Lone Tynamo start he goes first.  Flips over Mewtwo EX and either had the DCE or top decks it.  Can’t remember either way, but oh well.  Some would get mad and express their frustration; me? I thought it was hilarious and couldn’t wait to tell all my friends from league.  Now, like I said before, I still get frustrated and can be a realist.  I decided after that donk, that I would drop and focus on side events. It was in the side events where I started to have some real fun.  I played some pick up games and entered some 8 man pods with varying luck. Regardless of the outcome, I had some fun matches and even more fun talking with others.  We chatted about where we were from, poked fun at each other, but still had a great time.

Perhaps the most memorable event for me though was my first professor cup.  My first round I was paired up with Big Daddy Snorlax from the PokeGym.  While at the time, I had no idea who he was, we had a battle for the ages, coming down to the wire and some lucky draws.  What I enjoyed he most, was seeing the juniors who were judging, remind me that I needed to spread out my prizes, watching them monitor the game play and enjoying their authority over a bunch of professors! After that round, he game me a PokeGym die and to this day it is my favorite. I didn’t care if I won or lost, the game was awesome.

I apologize for my ramblings, but I struggled to really explain why it is that I like the game when I am SO bad at it. But, if you follow my thoughts from above, you will see that it is the journey that keeps me engaged.  It is the people I’ve met and will meet, the challenges that get put in front of me. It is the smile on the faces of the other players I battle. It is being able to give back to the community and help others grow in return for all the generosity that I’ve received. It is the sense of extended community and family that I’ve built over the last15 months.

I’ve enjoyed watching my friends and family grow and have fun. I look forward to every new set, to every challenge put in front of me. I watch all the major sites, and read almost everything that gets posted.  I love the hints, thoughts and theories.  I am going to try and write some more articles. Now since I am not very good, I will most likely do tournament reports, random thoughts, and stupid deck ideas.  I look forward to meeting you all in person, so stop by the bottom of the rankings and say hello some time!  Of course you can also leave a comment below if you want to chat and let me know what to write my next article about.

Prof. SGT Pokedad MD

Is It Playable? Blastoise Cold Flare

Hey OneHitKO people, it’s me, coolestman22, trying to get out another article because of the absence of our good friend, Pikkdogs. Today I will do another of my Is It Playable? articles where I review a somewhat controversial card from an upcoming set and try to determine whether it’s playable or not.

But you ask “What controversy is there around Blastoise?”. Well, remember back in the Summer of 2011 when Emboar had just come out and we were about to rotate to HS-on? Remember how everyone had said “ReshiBoar and MagneBoar are BDIF!”

I assume you also remember how wrong they were. Yes, MagneBoar did win Worlds, but only after a very poor U.S. Nationals performance. And ReshiBoar was never good. Never ever. Reshiram found a partner with Typhlosion Prime HS and Emboar BW 20 became the laughingstock of the Pokemon community. In fact, the best Emboar deck ever may have been the Foretress LA/Emboar deck that revolves around using Inferno Fandango to attach fires to Foretress and using its Poke-Body to hit for 20 against everything on the field.

Well, now that a fairly similar card is coming out we must once again ask ourselves “Is this actually good, or does it just look good on paper, like the last two?” Well, let’s look at Blastoise (again):

Blastoise – Water – HP140
Stage 1 – Evolves from Wartortle
Ability: Bursting Stream
As often as you like during your turn (before your attack), you may attach 1 [W] Energy card to 1 of your Pokemon. (This doesn’t use up your 1 Energy card attachment for the turn.)
[C][C][C][C] Hydro Pump: 60+ damage. This attack does 10 more damage for each [W] Energy attached to this Pokemon.
Weakness: Grass (x2)
Resistance: none
Retreat: 4

Well, let’s review the stats first: 140 HP is good, but it is still within OHKO range of Hydreigon DRX 97. Not something you want your Stage Two engine to have to deal with, but in BW-BoC I would assume it’s easier to set up an additional Stage Two.

The Weakness to grass is good. While it does mean it gets OHKOed by Virizion NVI with either Vileplume Freeze Bolt or an attack last turn, it also means that the Lightning attackers don’t hit it for weakness. This is why Kyogre EX was looked at as pish-posh by the community, because without the Lightning weakness it’s a very good card against Zekeels (I think John Roberts II proved this to some extent).

The No Resistance is fairly common. After all, what would the Resistance be on a water Pokemon? It might be fire in the VG, but in the TCG I don’t believe that has happened once (Except the random Quagsire or Swampert with the Lightning Resistance).

The Four retreat is less than optimal, but if you’re playing the variant with Keldeo EX that everyone is hyping, Keldeo’s Step In Ability will solve this problem for you.

The Ability, Bursting Stream, is pretty good. We have only had three other power/abilities like this ever. Blastoise Base Set had this as a Pokemon Power, and then Feraligatr Prime had a version of it that only attached to water types in HG/SS. Then, Emboar BW had a version that used fires that could go anywhere, and now the new Blastoise. Sure, there have been others like it (Blastoise ex, where you have Rain Dance but you put 10 damage where you dropped the energy, comes to mind), but these are the only four that I’ve heard of that have no drawbacks.

The Attack is probably the best ever from something with “Rain Dance”, which includes the Emboar. Being able to attack with Blastoise is a nice option to have, even though you generally only will against Sigilyph DRX.

Ability – Step In: Once during your turn, if this Pokemon is on your bench, you may switch it with your Active Pokemon.
CCC – Hydro Pump 50+
Does 20 more damage for each W energy attached to this Pokemon.

So, let’s move on to the question that’s on everyone’s mind: Is it playable?

Well, there were three main reasons that Emboar BW wasn’t playable:

The first was that with both ReshiBoar and MagneBoar you had to replace some energy almost every turn. Whether you used Blue Flare or Lost Burn, you were still using up energy, and at some points it could be fairly hard to replace. With the main partners people are playing Blastoise with, whether it’s Keldeo EX, Kyurem NVI, or even Wailord DRX, you don’t discard or lost zone energy to attack. While you may need to replace them due to a knockout or other reasons, you won’t need to every turn. With Emboar you did, and at some points in the game you missed your attack because of it.

The second was that Emboar had a retreat cost of four. Well, if you look at Blastoise’s retreat cost, it’s also four, so how do you solve this problem?

The answer is, of course, Keldeo EX’s Ability, Step In. Step In means that you can’t really Catcher-stall anything with

Blastoise, because the Keldeo you want attacking will always be able to attack providing there’s no Garbodor DRX with a tool on the field, at which point you aren’t in good shape anyway because you won’t be able to Rain Dance. But, there’s always a couple Tool Scrapper in most decks to counter Garbodor, and if you manage to get a Scrapper then you can again use Step In, and because of Skyla you will frequently be able to get a Scrapper in these sort of situations.

The third problem was Judge and N, which got rid of the energy from hand that Emboar would be attaching. At first you may think that there’s nothing that Blastoise can do about this, but remember Step In? If you play Musharna NXD your odds of drawing into a Supporter increase, and you will have more cards to look through to draw into an energy. While this doesn’t very effectively solve the problem, it still somewhat does. And not all Keldeo variants will play Musharna, but this would make it more of something to keep in mind while building any Keldeo variant. While this doesn’t completely solve the problem, it definitely does more than Emboar which had no answer to the problem other than having a higher retreat cost than Musharna.

Another thing to remember is that by solving problem one, you also somewhat solve problem three. By not needing to attach the energy, you don’t have the problem of needing to attach the energy. Unless your Keldeo just got knocked out and you need a replacement Keldeo, you won’t have to draw into energy right away off of the N. You can sit in topdeck mode a couple more turns while you Hydro Pump away, and when you draw the Bianca or Juniper or Bicycle you can play it and draw into what you need.

Another thing I want to take a brief look at why Feraligatr Prime was never good.

Well, you ask, why wasn’t it good? Well, it just never had a good partner. It never had a partner quite like Keldeo EX, and among the best it had were Lumineon MT, Lanturn Prime, and Blastoise UL. As you can see, none of those were particularly appealing to play, unlike Keldeo for Blastoise. As for Kyurem/Feraligatr, well, Kyurem was instead played in CaKE, because that was a faster option, and Kyurem was one of those things that you wanted attacking ASAP. In HS-NXD Kyurem saw a bit of play with Exp. Share when 30 HP Tynamo was the norm, and that was considered a better way to play it than Feraligatr.

Blastoise will have a better partner right off the bat in Keldeo, and it will also see some play with Kyurem NVI (Although I would prefer the Ether/Exp. Share variant or the Dusknoir variant) and possibly even Wailord DRX and Fliptini.

So I do think Blastoise will be good, however that doesn’t necessarily mean it will be. This hasn’t been a good game mechanic since Base Set, but I guess everything is good at some point.

What do you guys think of Blastoise? All discussion is welcomed in the comments below, and thanks for reading!