Ancient Origins Pre-Release Promo

I 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.
 
Something 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.
 
Something 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.
1 yes the logo is on the left instead of the right and 2 what's a rogue deck
 
I would love for this to be competitively viable, sadly the existence and splashability of bats make it extremely difficult to use effectively. Maybe if Garbotoxin still existed. :/ I do like the art though, seems like he's in the process of actually attacking, where the other one he just kind of popped up and isn't doing anything.
 
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.
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 cape
 
I need 5 of these. Four to make the deck and one to add to my art collection.
 
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.

Secondary issue: Aegislash EX. You could run Silent Lab to get around this, however...
 
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.

I Think about this, if we put 3 Epic Splash Magikarp in the bench and are damaged by an Area Damage like Noivern's Boomburst or Shed's Cursed Rain,AT Gyarados will be helped. Use FULL RETALIATION + 2 Muscle Bands = EPIC DAMAGE (example,if the three Epic Splash Magikarps have 20 damage=2 Dam. Cnt., 30+ (30x6)+40 from 2 muscle bands+the damage can KO Wailord-EX in just one DCE.)
 
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