Deck Workshop

The Revival of Empoleon

empoleonHi guys! Today I would like to go look over Empoleon variants.

Before that, I would like to say thanks to Plus Four, Alex, and Jeff C. Because I do not know how to respond to things using this account,(Hit me with your best shot technology lovers.) I would like to respond to your comments here.

Jeff C:
Thanks for the thumbs up on the VGC comment! Also, I forgot to add catchers.Whoops. Four catchers are good catchers!

Alex:
I forgot rare candies too. Oh well. We all make mistakes.

Plus Four:
Thank you very much! I will try to make this and other articles as long as possible, Also, Ed decides who writes on what date. If Tyler, Ed, Owen, and Mike could write again, that would be amazing! Right now, as I write this on Thursday, I am the only active writer. It’s much harder than your think for a seniors player to do this.

Now we return to your regularly scheduled article.

Empoleon Thoughts

I believe Empoleon is a very good deck. It can abuse Max Potion, has amazing draw power, benefits from the new rules, and can make your opponent struggle bench wise. Here is my first deck list for Straight Empoleon. Read More

A Piggyback Ride! Suicune/Terrakion Deck Workshop

Hello once again One Hit KO community! If you saw the last article, there was a pretty interesting deck idea. However, all that Mike did was giving the decklist. So here you are reading this article, while you lazy bums are just waiting to decknet.
Anyways, here is the decklist, as shown in Mike’s mini-article:

7 Pokemon
4 Suicune PLB
3 Terrakion NVI
39 TSS
4 Professor Juniper
4 N
4 Skyla
2 Bianca
2 Tropical Beach
4 Pokemon Catcher
4 Switch
4 Silver Mirror
4 Evolite
2 Ultra Ball
2 Energy Search
1 Super rod
1 Tool Scrapper
1 Dowsing Machine
14 Energies
5 Water Energy
5 Fighting Energy
4 Double Colorless Energy

Alright guys, let’s take a look at the strategy!
Read More

Some Old Deck We All Used to Know: Emboar/Reshiram

emboar113-reshiramHello One Hit Ko community!

My name is Eric, and I am a new writer for One Hit KO. I write every Sunday, so expect an article on that day!

Here is my article, and please add suggestions in the comment section below.

This article is supposed to be about an old deck that pretty much everyone forgot about. That’s right, ReshiBoar.

Today on this fine Sunday, I will show you Reshiboar, the deck most of us hate. Let’s get started, shall we?


15 Pokemon
3 Tepig BCR
1 Pignite BCR
3 Emboar NXD
4 Reshiram NXD
4 Virizion PLB
14 Supporters/Stadiums
4 Juniper
3 N
4 Skyla
3 Virbank
20 Items
3 Catcher
4 Rare Candy
1 Ace Spec Card
2 Silver Mirror
4 Energy Retreival
3 Hypnotoxic Laser
4 Superior Energy Retreival
10 Energy
4 Grass
6 Fire


As you see, this deck is a little out of place, especially Hypnotoxic Laser. Let’s review, shall we? Read More

Deck Workshop: The Unexpected Deck

Hi my name is Owen I am new to this site and hopefully a good addition. I am a senior and this is my first article so please comment and tell me how I did.

Snorlax101Anyway what I am going to talk about is quad Snorlax.
The strategy behind this deck is setting up Snorlax and using the ability “Block” to make it so that the opponents defending Pokémon can’t retreat. This ability is not too beneficial by itself but! combining it with Lasers and Virbank city gym you could have some serious damage and knockouts on the board since the opponent can’t retreat! Now, the only downside is they can switch so that card is being played a lot. But you can just catcher up another Pokémon and laser it. Also the poison damage sets up perfect leaving 180hp and 170hp knocked out after your opponents turn which is great since it leaves them open to catchers then lasers.
The list
Pokémon
4 Snorlax

Total= 4

Supporters
4 Shadow Triad
3 Professor Juniper
2 N
3 Colress
4 Ghetsis
2 Skyla
3 Bianca
3 Hugh

Total= 24

Items
4 Hypnotoxic Laser
1 Rock Guard
4 Team Plasma Ball
4 Pokemon Catcher
4 Max Potion
4 Crushing Hammer
2 Enhanced Hammer
1 Potion
4 Rescue Scarf
2 Tool Scrapper
Total= 30

Stadiums
2 Virbank City Gym
Total=2

 

The cards

  •  4 Snorlax obviously
  •  4 Hypnotoxic lasers to get the max use
  •  2 Virbank City Gym to counter Beaches and to help the laser
  •  4 Shadow Triad to get even more use of Hypnotoxic laser
  •  2 Skyla can help get lasers into play can be switched with Cherens but I think this deck already has draw power
  •  4 Max potion, because this deck has no energy so it is essential and very helpful
  •  1 potion just extra healing
  • 4 Rescue Scarf  since Block is the main point in this deck you want to keep it going
  • Hugh to level the playing field if you mulligan since you only have 4 basics (maybe more)
  • 1 Rock guard to add more damage
  • 2  Tool Scrapper since the Garbodor matchup would be pretty bad without it

 

Techs

There are not too many good techs in quad Snorlax but you can play  Audino from boundaries crossed since the laserbank combo is so big right now. You can also play Double colorless energy to use teampact for faster knockouts.

Notes

This deck is very fun to play and very cheap compared to decks like plasma rush.

 

see ya

-Owen

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.

Deck Workshop: Chandelure/Leafeon/Samurott

This one came to me a bit out of left field.  This guy named Rafal sent me an email, because he was excited about my OneHitKO.com Challenge.  The problem is that, because my final City Championship is in 2 days from now, I couldn’t really justify having him send me cards.  They probably wouldn’t even arrive in time.  I started discussing things with him about building decks on a budget and under other constraints, and it came up that him and his friends were finding themselves in a similar position.

Rafal himself was in a good position, because he had been able to trade and borrow into cards good enough to build a workable 6 Corners style deck.  He said that, other than a Cobalion and a second Kyurem, he’s got it pretty set already.

However, he has 2 friends that are finding it difficult to build a competitive deck.  He was able to send me one of the lists, so we’ll talk about that one here.  The other, by chance, is a Raichu Prime / Eelektrik deck, which I have personal experience with.  Maybe we’ll get to that deck at a later date.  For now, let’s talk about Chandelure/Leafeon/Samurott.

We should get straight to the decklist, and then we can discuss how this deck can be improved.  I’d like lots of comments on this article, so maybe we can help get this guy sorted out.  Remember that he’s on a budget, so stuff like “add 4 Catcher” might be useless.  I’ll try to get some info on what his restrictions are, but for now, just try to keep “cheap” in mind.

Read More

Stupid Deck Idea inspired by PTCGO!

Hello OHKOers, Joel here with a stupid deck article.

But Joel, aren’t all of your decks stupid? 

What the…… Who let Pedro in here? Anyway, I would like to discuss a deck that I have been playing on the Pokemon Trading Card Game Online program. The deck revolves around Accelgor and Cinccino, and has a very fast setup. Now before I share the list, I would like to remind you that I’m not Pooka, therefore I don’t have all the good cards at my disposal like he does.

And that also makes you less interesting as well. 

Wow, I really need to talk to Pikkdogs about this, anyway, here is my deck.
Read More

Deck Workshop: Bear Hug: Beartic, Ursaring, and Vileplume

A big hello to all you OHKOers out there, this is Pikkdogs and his sidekick Pedro here with a deck analysis for you.

Before we get to the article, Pedro, I have some news for you.

Some news.  Hmmmm…… is it good news, like…….are you quitting writing?

No I’m not quitting, but it is good news.   The man, Ed, and I call him the man not because he is especially masculine but because he is the authority figure of which he can rebel against, has told us that we can start using more adult humor.

So we are no longer bound  by the rules of the PG rating?

Exactly.

So we can say naughty things……… like dry hump?

Well yes i suppose so.

Dry hump, dry hump.

Well, Pedro.  Just because we can say dry hump, does not mean we should just say it.  It should make sense, you know so it’s comedy.

Comedy, when did we start that?

Well Pedro-

Urethra.

Hey you interrupted me with another dirty word that doesn’t even make sense.  In fact Urethra isn’t even a dirty word, its a part of the human anatomy.

Like coccyx? 

Coccyx is not a dirty word, it’s another word for your tail bone.  Though it is fun to say.  Well this conversation is going no where,  lets just go on to the article.

Uranus

Again, not a dirty word, just a planet, try again.  Wait, don’t try again, just let me talk about the article.

The deck we will be talking about today features Beartic.  While I have not used this deck very much, I thought I should talk about it because everybody is talking about Beartic, but nobody is talking about a list.

So you thought you would screw people up by talking about your stupid version of the deck?

Well I guess you could say it that way.  As I was trying to say, I will talk about the deck and then hopefully people will talk about their own Beartic decks in the comment box at the end of the article.  Hopefully at the end we can get to a Beartic list that is kind of playable.  But, before we get there, lets talk about Beartic and how my Bear Hug deck works.

The Bears

There are two bears in this deck, one of these is Beartic from Emerging Powers.  Let’s talk a little about the basic stats of Beartic.  It is a 130 HP stage 1 Water (Ice) Pokemon.  It has a 3 retreat cost and a weakness to metal.  It has two attacks.  The first attack, “Sheer Cold” is the one that everyone is talking about.  It lets you do 50 damage for WCC, and prevents the defending Pokemon from attacking next turn.  It’s second attack, “Icy Wind” costs WWCC and does 80 damage.

As you can tell, the second attack is nice, but nothing to exciting.  The first attack is what all the fuss is about.  The ability to hit for 50 damage and prevent the defending Pokemon from attacking next turn is great.  The problem is that it is not impossible to switch your active Pokemon with a benched one.  You can just retreat, or you can use a card like Switch. 

If you use Vileplume, you will be able to stop the use of Switch, meaning the only way they can escape from a “Sheer Cold” lock would be to get knocked out or to retreat.  Now there are some good free retreaters like the prime versions of Mew and Yanmega.  But, there are also Pokemon like Donphan Prime that have high retreat cost.  So Beartic will stop a lot of the Pokemon in the format but it will not stop all, so what can we do if we run into Yanmega?

I don’t care, but I have a feeling you are going to tell us.  Also, can I add just one more thing…. Dry Hump.

Just ignore him, he got a little excited when he learned that he can say dirty words.

I was going to say that a good pair for Beartic would be another Bear Pokemon, Ursraing Prime.  It can hit for 120 damage, and Teddiursa can provide an Item Lock until Vileplume gets setup.  Although there is an Item Lock in this evolution line, the main reason to use this Pokemon is because Ursaring Prime can do some damage.

Ursaring has very meager stats, compared to that of Beartic.  He only has 110 HP, and has a fighting weakness.  What is good about Ursaring, however, is that he has the “Berserk” Poke-Body.  It lets him do 60 more damage on each of his attacks if he has a damage counter on him.  His first attack, “Hammer Arm”, does a base damage of 30 damage for CCC, and lets you mill one card from your opponent’s deck.  It’s second attack, “Megaton Lariat,” does 60 damage for CCCC.

I also mentioned that Teddiursa wasn’t a terrible Pokemon.  He does only have 50 HP, but in this format that is not really that donkable.  The good thing about Teddiursa is that it has the “Fake Tears” attack.  This attack lets you flip a coin, and if heads  you can prevent your opponent from using items next turn and prevent 30 damage from any damage done to Teddirua next turn.

These Pokemon work together by each using Double Colorless Energy.  They also work well in regards to weaknesses.  Ursaring is weak to Donphan Prime, but Donphan Prime is weak to Beartic.  So even though these Pokemon may seem a little clunky, they do have some basic things in common.  If we ever do get this deck in working order, I am not sure that we will want to keep Ursaring, but it seems like a good idea to start with him.

How to Set it Up.

This deck is a little bit clunky right now, and does not have a typical setup, but the number 1 thing you should think about when setting up this deck is to lock trainers.  Make sure to have an active Teddiursa (and hope you flip heads) and at least 2 Oddishes on the bench with a way to get a Vileplume in a turn or two.  Next you can think about a main attacker.  You will probably want to start with Beartic.  This means getting  a water energy and a DCE on Beartic.  The hardest thing is consistently finding a DCE.  You might want to play Twins in your deck to setup faster after you lose a Teddiursa.

The List.

As mentioned before this list is very early in testing. 

Pokemon-20

  • 3-Beartic #30 EP
  • 3-Cubchoo #28 EP
  • 4-Teddiursa Cl
  • 3-Ursaring Prime
  • 1-Cleffa
  • 3-Oddish
  • 1-Gloom
  • 2-Vileplume

Trainers-26

  • 4-Juniper
  • 4-Pokemon Collector
  • 3-Elms
  • 4-Twins
  • 3-PONT
  • 1- Flower Shop Lady
  • 3-Pokemon Communication
  • 4-Rare Candy

Energy-14

  • 4-DCE
  • 4-Rainbow Energy- For getting damage counters on Ursraing
  • 6-Water

You know what Pikkdogs-

Do you have another comment about boobies or Uranaus?

Well now that you mentioned it, coccyx.  But, I was going to say that this deck is kinda sucky, it looks a little too slow.

I am afraid of that too.  How would you fix it?

How would I know, I’m a freaking extra dimensional being, how would I know how to fix a deck?   Why don’t you ask the people who read the site to give feedback on the deck, to see if we can get a decent Beartic list?

The Future of the Deck

As you can see, my list is not all that tested, or all that good.  Hopefully you guys can leave comments on this article, to try to improve the list.  There has been talk about Bearitc, but nothing in the way of a workable list.  Maybe we can change that.

Is Ursaring the right play here?  Or should something more orthodox to be used instead?  Is there just not enough DCE to spare?  Or can the two bears co-exsist?  So please leave your thoughts in the comment box so we can try to fix this list up and get a good Beartic list out there.

So Pedro, how do we normally end articles….. So Long and Thanks for all the fish!

Haha I remembered how we normally end articles here and I said it before you could think of something silly like the Teletubbies thing you did last time.

Ahhhhh stick it in your Coccyx.

Revisions to the Deck

As people have commented, I can change the decklist around.  It does seem clear that Reuniclus could be better than Ursaring in this deck.  It does leave the deck with less trainer deck and less heavy hitters.  But, it does make the deck more consistent.  Here are some changes.

Subtractions

-4 Teddirursa

-3 Ursaring Prime

-4 Rainbow Energy

Additions

+3 Solosis

+1 Duosion

+2 Reuniclus

+1 Chansey

+1 Blissey

+3 Water Energy

Green Light Gridlock! Lilligant/Vileplume/Yanmega

Hello All and welcome to my first Article! 

Biography

Allow me to briefly introduce myself, My name is Mark McDonald. I am a native of Detroit, Mi. I am a member of the Michigan based Team Warp Point, and friend of the well known Pikkdogs. I’m relatively new to the card game. Nationals 2010 was my first tournament ever. I hadn’t even seen a battle roads, and there i was in the largest tournament of pokemon history. I ended 6-3 with dialgachomp (that i learned how to play a week prior) missing top cut in 75th place of my flight. In 2011, nationals saw me  ending with a  5-4 record with zekrom. But that’s enough about me. Today’s topic is lilligant!

The Idea:

On the horizon of the 2012 tournament seasons start we all have been in search of the deck that will handle the various threats the current format pose. The obvious presence of Pokemon catcher is definitely not being overlooked and the hype of gothitelle is spreading like wildfire. The release of Emerging Powers brought some interesting cards into the format with the potential to stir up our competitive meta game and question deck choices for events. Lilligant is an interesting card to say the least.

In a format with such huge early game damage output and massive HP basics, Lilligant brings a high degree of potential disruption. First lets ‘go over Lilligant. With a not so impressive 90 hp for a stage 1 Lilligant is pretty frail, however, it makes up for it with  low energy attacks that can be devastating for the opponent. For 1 grass energy Bemusing Aroma does 20 damage to the defending pokemon with the chance to poison AND paralyze the defending Pokemon with a heads on a  coin flip. With a result of tails the defending pokemon becomes confused. Lilligant has a good retreat cost of only 1, a x2 fire weakness, and decent water resistance (for beartic). At first glance this seems decent and not really ground breaking due to the heavy play of free retreat pokemon such as mew and yanmega. But that’s where Vilplume comes into play. With a benched Vileplume in play you are able to not only eliminate trainers but ensure that the active pokemon cant be switched by any means other than paying retreat cost. When matched up with popular decks such as donphan, magnezone, zekrom, reshiram, beartic, gothitelle or anything with a 2 or more retreat cost, Lilligant can render them useless for several turns if not the entire game. Yanmega Prime also serves as a secondary attacker, given its ability to snipe around stuck active pokemon for easy ko’s or simply deal good damage in general for no energy.

Paralysis and Poison Or Confusion:

With only 20 damage output, Lilligant is far from 1 shotting a Pokemon but it’s the residual damage that makes it such a scary card. By paralyzing the opponent it ensures that during the following turn, that particular Pokemon cant attack or retreat. Since trainer lock is present, it means that there is absolutely nothing the opponent can do. Since the defending Pokemon is also poisoned the attack technically does 30 damage because of the 1 damage poison adds. with a guaranteed damage after the opponents turn that equals a total of 40 damage and without the opponent being able to respond. In the case that confusion occurs, it presents the chance that the opponent can inflict 30 damage to itself by attempting to attack which in a way increases the initial damage output to 50, the downside is in this case the defending Pokemon can retreat. Confusion isn’t really the ideal result. but is relatively disruptive due to the current structure of decks relying on benched supporting Pokemon that rarely, if ever, attack. Lilligants second attack, “Cut”, does 60 damage for 1 grass and a DCE, and isn’t really worth using but it has potential to finish off a  crippled Pokemon after the status effects have taken its toll. Overall the point is to get vileplume up as early as possible preventing the opponents accelerated setup and catchers while getting early K.O.’s with Yanmega Prime and stalling out Pokemon that need to set up to attack with Lilligant.

Other cards that make this deck a force to be reckoned with:

A few techs that i have been trying out include Smoochum from HGSS, for it’s the ability to additionally disrupt the opponent by moving energy from any Pokemon on they’re field to any other Pokemon. By doing this you can target their main attackers early while you set up and render valuable energy drops useless as you stall them in return. Another benefit of moving an energy to another [Pokemon is, if you plan to snipe that Pokemon with Yanmega or especially if the Pokemon can’t utilize the type of energy moved.

Sunflora from HGSS is another option for this deck, for it s ability to search out grass Pokemon with it’s Poke Power “Sunshine Grace”.  You can use the power to search things  such as Vileplume, Yanmega or Lilligant. With no Pokemon Communication in the deck, this method of search is great for helping you set up.

Spinarak is an amazing tech to completely lock the opponent from retreating a Pokemon that can’t attack, which buys you more time to set up. Since the deck is all grass, it will be easy to find the correct energy for Spinorak to attack with.

The last tech I will talk about is Bellsprout from Triumphant. Bellsprout has an extremely useful Pokemon Catcher like attack built into it that can provide disruption and set up the defending pokemon for Lilligant on your following turn. For 1 colorless energy Bellsprout’s ‘Inviting Scent” simply allows you to switch the defending Pokemon with a Pokemon of your choice on the opponent’s bench. This works great with Yanmega and Lilligant.

My list for you to reference:

Lilligant can be partnered with other Pokemon for different variants of this deck but i feel this version with Vileplume and Yanmega is the most consistent. Here’s the list I’ve been trying.

27 Pokemon 23 Trainers/Supporters 10 Energy
3-4 Yanma
3 Yanmega Prime
3 Petilil
3 Lilligant Emerging Powers
3 Oddish
2 Gloom
2 Vileplume
2 Sunkern
2 Sunflora
1 Cleffa
1 Smoochum
1 Bellsprout
1 Spinarak
4 Pokemon Collector
4 Twins
3 Copycat
3 PONT
2 Sages Training
2 Juniper
2 Judge
3 Rare Candy
7 grass
3 Rescue

In conclusion:

By no means am i trying to convince anyone this deck is the BDIF but i believe it could be a lot of fun to play. It has the potential to lock the opponent in multiple ways, It can hit hard or snipe the bench and lock trainers also. Again the biggest weakness is its frailty and sort of luck reliance on coin flips.

 Definitely consider trying it out, and please comment below and give any advice that you think would help this deck. I hope i did okay for my first article and I plan on getting better to provide my perspective on different ideas. Thanks for reading!

A new take on Gyarados

Hey everyone enjoying TeamOmar.com, Joel here with a new take on a popular favorite: Gyarados. With the new Black & White rules coming into effect, there has been lots of discussion on how the game will change. In my opinion, fast decks will be faster, slow decks will still be slow, and Sableye is going to see a lot of play. I figured with the new rules, I would go back to testing an old classic: Gyarados. Gyarados has proved to be a strong deck that can hold it’s own against SP’s, and has seen a lot of play over the past year, top cutting at many Battle Roads, Cities, Regionals, Nationals and Worlds. With the new first turn trainer rule, Gyarados can be a force to be reckoned with. I put together a Gyarados list and tested the deck under Black and White rules and the deck has brought me good results. I’ll share my list and discuss how I play it.

Pokemon:
4 Magikarp (SF)
3 Gyarados (SF)
4 Sableye (SF)
1 Ditto (LA)
1 Crobat G (PT)
2 Uxie (LA)
2 Mesprit (LA)
1 Azelf (LA)
1 Combee (SF)
2 Regice (LA)
Trainer/Supporter/Stadiums
3 Broken Time Space
2 Pokemon Communication
3 Expert Belt
4 Super Scoop Up
4 Pokemon Collector
2 VS Seeker
2 Energy Exchanger
4 PokeTurn
3 Seeker
3 Junk Arm
Energy
3 Rescue Energy
3 Dark (special)
3 Warp Energy
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