Well guys the promo has been revealed here http://www.pokemon.com/us/play-pokemon/pokemon-events/pre-release-tournaments/ here is a picture of the Ancient trait Gyarados
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I agree with you thereI have to say this is the first pre release promo in the XY series where I didn't like the pre release artwork over the actual card set artwork.
1 yes the logo is on the left instead of the right and 2 what's a rogue deckSomething about the placement of the Ancient Origins logo bugs me, and Gyarados looks more bored than angry in this picture.
...this'll still make for a pretty funny Rogue deck.
OhA Rogue deck is a deck that isn't one of the top tier decks, i.e. it's not Donphan, a Dark variant, M-Ray Turbo, etc.
Well This may sound a little strange but to get the Magikarps back you could use AT Bunnelby and to help Karp survive attach a Giant capeTeam Magma's Secret base works wonders with this. Get 3 Magikarp on your bench with that out, and Gyarados does 210 damage for a DCE. Only thing is, after every KO, you need to be able to get a Magikarp back from your discard (Revive won't trigger Secret Base), search it out again, and evolve your new active Magikarp. Max Revive and Swampert could get the Magikarp back... Or just a heavy Acro Bike/Level Ball count with Max Revive/Sacred Ash. If you use Archie to get out the Gyarados, well, that gets around a Magikarp being prized and/or makes it easier to keep the stream of Gyarados's coming without needing to get back a Magikarp every turn.
As a deck itself, it has some benefits. It's a non-EX that can OHKO most Megas with Muscle Band or damage from Secret Base, and only needs a single attachment to do so. The two tool thing is nice; since it's not an EX it doesn't have to worry about Head Ringer and doesn't need a Spirit Link, which means if a Magikarp is prized, you can still do heavy damage by attaching two Muscle Bands. If not checked, it can be quite the force to deal with.
The downside, as you've all said before, is bats destroy those Magikarps. I'm not sure if there's anything to really be done about that besides spamming Hex Maniac, but that doesn't leave you much time to use Archie. The other problem is having 1-2 Magikarps prized. That'll make any game an uphill battle, and hurts this more than any other deck.
Team Magma's Secret base works wonders with this. Get 3 Magikarp on your bench with that out, and Gyarados does 210 damage for a DCE. Only thing is, after every KO, you need to be able to get a Magikarp back from your discard (Revive won't trigger Secret Base), search it out again, and evolve your new active Magikarp. Max Revive and Swampert could get the Magikarp back... Or just a heavy Acro Bike/Level Ball count with Max Revive/Sacred Ash. If you use Archie to get out the Gyarados, well, that gets around a Magikarp being prized and/or makes it easier to keep the stream of Gyarados's coming without needing to get back a Magikarp every turn.
As a deck itself, it has some benefits. It's a non-EX that can OHKO most Megas with Muscle Band or damage from Secret Base, and only needs a single attachment to do so. The two tool thing is nice; since it's not an EX it doesn't have to worry about Head Ringer and doesn't need a Spirit Link, which means if a Magikarp is prized, you can still do heavy damage by attaching two Muscle Bands. If not checked, it can be quite the force to deal with.
The downside, as you've all said before, is bats destroy those Magikarps. I'm not sure if there's anything to really be done about that besides spamming Hex Maniac, but that doesn't leave you much time to use Archie. The other problem is having 1-2 Magikarps prized. That'll make any game an uphill battle, and hurts this more than any other deck.
Team Magma's Secret base works wonders with this. Get 3 Magikarp on your bench with that out, and Gyarados does 210 damage for a DCE. Only thing is, after every KO, you need to be able to get a Magikarp back from your discard (Revive won't trigger Secret Base), search it out again, and evolve your new active Magikarp. Max Revive and Swampert could get the Magikarp back... Or just a heavy Acro Bike/Level Ball count with Max Revive/Sacred Ash. If you use Archie to get out the Gyarados, well, that gets around a Magikarp being prized and/or makes it easier to keep the stream of Gyarados's coming without needing to get back a Magikarp every turn.
As a deck itself, it has some benefits. It's a non-EX that can OHKO most Megas with Muscle Band or damage from Secret Base, and only needs a single attachment to do so. The two tool thing is nice; since it's not an EX it doesn't have to worry about Head Ringer and doesn't need a Spirit Link, which means if a Magikarp is prized, you can still do heavy damage by attaching two Muscle Bands. If not checked, it can be quite the force to deal with.
The downside, as you've all said before, is bats destroy those Magikarps. I'm not sure if there's anything to really be done about that besides spamming Hex Maniac, but that doesn't leave you much time to use Archie. The other problem is having 1-2 Magikarps prized. That'll make any game an uphill battle, and hurts this more than any other deck.