Giratina

Stupid Deck Idea: Lost Junior (Mime Jr., Lost World)

Mime Jr - CL 47Alright, so maybe this deck idea isn’t utterly stupid. In fact, I think there is a lot going for it. It does, however, still fall under what I laid out for our “Stupid Deck Idea” article guidelines. I built it on paper (actually on the computer). I obsessed over it for a while. Ultimately, I decided that I won’t be building a physical version of the deck anytime real soon, so instead I’m posting it here for all of you to ponder.

I think it’s the type of deck that can just win any matchup. Unfortunately, it’s also the type of deck that can lose any matchup. It’s got a luck component to it that can end up in either player’s favor. So, take a look at the article/decklists. Maybe you want to build the deck and test it out. Optimizing the lists might just make it competitive. At any rate, I think it would be a fun (and annoying to the opponent) league deck. At least comment and let me know what you think about the idea (or decks like this).

The basic idea here is to exploit the new Mime Jr. from Clash of Legends. He has two features that we want to make use of. First, his FREE attack puts the top card of your opponent’s deck into the lost zone and puts Mime Jr. to sleep. Normally, this would just be disruptive to the opponent, but combined with the new Lost World stadium, this can win games. Second, his PokeBody prevents all damage to Mime Jr. if he’s asleep. Obviously, this can save him from being KO’d.
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Pikkdog’s Stupid Deck Idea-World B. Free-A Yanmega Prime Deck

Hey all members of Omar Nation, this is Pikkdogs here with a Stupid Deck Idea.  As most of you know, our Stupid Deck Ideas are basically fun decks that either show a little promise or are just fun to play.  This deck fits in the former category, and features Yanmega Prime.

I call this deck World B. Free, after one of the craziest named NBA players.  The name kind of fits because Yanmega Prime can attack without any energies, or for free.       

First I got to give props to Cheffords and his buddies at work.  While they did not help me with this deck, they are the only other people I know with a similar deck.

So, on to the deck strategy.  The strategy of this deck is to have the same number of cards in your hand as your opponent does, so you do not need to pay for any of Yanmega Prime’s attacks, thanks to his “Insight” Pokebody.  Yanmega Prime has two attacks.  With “Linear Attack” you can snipe for 40 damage, and with “Sonicboom” you can do 70 damage.  While 70 damage isn’t a great attack, if you can combine it with disruption it may be enough.

To make sure you have the same number of cards as your opponent does you can use either Judge or Giratina Pt #9.  Both of these cards have the same effect, each player shuffles their hand in their deck and draws 4 cards.  This not only lets you attack for free, but provides hand disruption.  To further the disruption I have added Mesprit La to this deck.  Its Poke Power “Psychic Bind” forbids your opponent from using Poke Powers on his/her next turn.  This can be very disruptive, especially when used with “Let-Loose” or Judge.

Things to Remember

  1. Keep an early powerlock on the opponent, don’t let them use any powers until their 4th or 5th turns, you should have a prize lead by then.
  2. Don’t play any cards after you “Let Loose” or Judge.  After you use these effects, the only thing you can do is attack.  If you use any cards you may not be able to attack on this turn, because you won’t have exactly 4 cards in your hand.
  3. Make sure you keep an eye on everyone’s hand size.  You may not need to waste a Super Scoop Up or Seeker on Giratina.

The List

Here is my list- along with some insights on the cards.

Pokemon-20

  • 4- Yanma- Any set as long as it isn’t Triumphant.  The extra 20 HP and the lack of a x2 weakness is nice
  • 4-Yanmega Prime
  • 3-Giratina Pt #9
  • 3-Mesprit La
  • 1- Uxie
  • 4-Sableye Sf- You really need to start this game off with a Pokemon Collector, so just use “Impersonate” to get one.
  • 1- Giratina Lv.X.  This card isn’t pivotal to this deck, but since you are running Giratina and 4 Warp Energies, there is no reason not to.

Energies-6

  • 4-Warp- This card saves you from a bad start, and if someone decides to pull up Giratina to the active spot.  You could switch this to Warp Points, but for some reason I liked Warp Energies.
  • 2-Rescue Energies- Not needed, but these are good for an obvious reason, and can help you retreat if needed.

Trainers/Supporters/Stadiums-34

  • 4- Junk Arms- This card lets you re-use all the trainers you have.
  • 4- Super Scoop Up- Lets you create bench space or re-use “Let Loose” or “Psychic Bind.”
  • 3- Pokemon Collector
  • 3-Pokemon Communication- This card is key because you will sometimes have to use Seeker or Judge as your supporters.
  • 2-Expert Belt- 70 damage isn’t enough.
  • 4- Plus Powers- These cards could be substituted out, but they can help you add the damage you need to KO the defending opponent.
  • 4-Judge- After your bench space is gone, you will need to use this a lot.   Giratina - PL
  • 3-Seeker.  Same as Super Scoop Up.
  • 2- Bebe’s Search
  • 1- Luxury Ball
  • 2- V.S. Seeker- key to re-using Judge or Seeker late game.
  • 2- Pokemon Rescue- kind of used as a place holder for now.

As you can see this list is not as tight as it should be.  There is room to add in some new techs.  Here are a few

  1. Exploud SV- This card can negate your lightning weakness, though it will slow your deck down.
  2. Regice– This card will let you discard cards from your hand, it might help you equal the number of cards in your opponents hand without using a Power or Supporter.
  3. Pokemon Reversal– You can use this card to target any benched Pokemon, and make it active.  It can be used to knock out a Dialga G before it becomes a Lv.X.

Matchups

A deck is only as good as its matchups, so here are a list of a few matchups.         

  • Luxchomp– Unfavorable.  You can provide a lot of disruption with Mesprit and Judges, they will have a hard time getting their Cyrus chain.  But the fact is, your weakness makes sure that Luxchomp will almost never lose.
  • Gyarados– Favorable.  The rule of thumb here is to Judge early and often.  While you powerlock and Judge, your opponent will find it hard to get setup.  Hopefully you can get a big enough prize lead before they finally get setup.
  • Dialgachomp– Autoloss. Right now you have no counter to Dialga G. “Time Crystal” negates “Insight” so you cannot even attack.
  • Uxie Donk– Balanced.  You do run a lot of basics, so that is good.  But you never know how things will work out.
  • Trainerlock– Unfavorable.  You run a lot of trainers, so you need a lot of luck to be able to survive.
  • Machamp– Favorable.  Yanmega is an evolved Pokemon that has a resistance to fighting, two things that help against Machamp.  You will have a hard time getting a OHKO on Machamp, but they will be in the same boat.  So as long as you Powerlock first, your opponent will not be able to setup as fast.  If you setup faster, you win.
  • Regigas– Balanced. You both powerlock, so whoever gets the better setup will probably win.  Regigas has the better attack, but you can Judge and setup faster; its fairly even.
  • Random Stuff– Favorable.  Given that this category contains a lot of random rogue decks, it is hard to predict whats coming.  But your disruption will keep most rogue decks at bay.

So there is a run down of this deck.  It is a fun deck that will probably shock your freinds at league.  But, I wouldn’t count on it as saving you at a State or Regional tournament.  If your bored throw this deck together, it does work fairly well. Thats it for now, have fun in your initial testings for States.

So Long and Thanks for all the fish.

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

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

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

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

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

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

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

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

Cyrus Initiative - SV
Version 5

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

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

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

Energy: 10
4 Special Dark
4 Double Colorless
2 Dark

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