There is a new ruling for Archeops (Proof HERE) that states Rare Candy no longer bypasses Archeops ability. With this new ruling, it makes Archeops an amazing tech when in play.
If you disagree with this ruling, just pretend that this is the final and correct ruling because I want to talk about how Archeops can be used and not get off topic and only discuss the new ruling on his ability.
Just look at that ability. Seems almost broken right? Well that is just about all that is good about Archeops. Yes it does have the magic 130HP, a non-exploitable weakness (remember, Yanmega ignores weakness) and a type advantage against Zekrom, but this Archeopteryx has some problems.
The Problem? Mainly the nerf'd fossil mechanic that makes any fossil pokemon nearly impossible to get into play. I hope that future cards are released that help with the new fossil mechanic because right now it is just Horrible. There are ways around this, but then you are just throwing more card in just to get a tech up. But that should not make us dismiss Archeops automaticly. Vileplume/Reuniclus is a huge tech that takes up half the deck, yet google variants have been successful in our meta. Also posing a problem to Archeops' playability, his attack. His attack cost is high at a {F}{F}{C}. Although it has a type advantage against Zekrom and a non-exploitable weakness, fighting has no energy acceleration. It makes it very difficult to use Archeops' mediocre attack if it was to be catchered. And if he is to be catchered, you need to switch him out, which would cost you a switch or a DCE.
So how could Archeops be used? Well he is an interesting card to say the least. When out, he could stop opponents set up dead in its tracks. Many decks would be hurt by this. I would list them, but it is basically any deck but ZPST and Durant. That said, it is not like you would just be able to start KOing basics like it is nothing. Most basics now have hefty HP that is well over 100, not exactly easy KOs. A deck running Archeops will most likely be running hefty basics of its own. That said, an Archeops deck could still evolve on your side if you make a deck to do so, by either Mew/Leavanny or Accelgor/Escavalier. Both of these combinations will allow you to evolve from the deck, bypassing Archeops' ability. It probably is not the best way to play an Archeops deck, but it is still something to think about. Another interesting card is Jirachi, who can de-evolve pokemon that were set up before Archeops went into play.
How would an Archeops deck run? Well you would want to concentrate on getting Archeops up as soon as possible. So you would not want to run any pokemon that evolve. If you did, then you would want to get them up first before Archeops, and in doing that you are just giving your opponent more time to evolve themselfs. That takes out the use of Electrode Prime, which also removes the possibility of using Fighting Energy, considering that is the best way to accelerate the Fighting energy. So we need Basic pokemon that do not use fighting energy.
So what could we do? Well there is a Mewbox option with Jirachi to de-evolve. I have seen this combination being played a few times online, but the problem is that the Archeops set up is just too slow because of the amount of cards Mew needs included to survive. I have tested it myself and it is a pretty good way to play, but I went looking for something better.
I decided to go with {M}. Skarmory, which is a basic that accelerates Metal Energy, can be used with Cobalion from Noble Victories which is a basic that takes advantage of Skarmory's Steel Coat. There is also Tornadus, who is a colorless basic who can take advantage of DCE, which would want to be run with Archeops' {C}{C} retreat cost. Here is a deck that I have been testing on PlayTCG.com.
Pokemon: 17
4-2 Archeops
4 Skarmory
3 Cobalion
3 Tornadus
1 Cleffa
T/S/S: 32
4 Plume Fossil
4 Research Record
4 Communication
2 Dual Ball
2 Junk Arm
2 Evolite
4 Oak
3 Cheren
3 Twins
2 Collector
2 Flower Shop Lady
Energy: 11
3 Metal Energy
4 Special Metal
4 Double Colorless
The Strategy:
Concentrate on getting Archen Turn 1. Collector is lowered to just two cards for this reason. You want to spend your Turn 1 Supporter on refreshing your hand to try to get this set up, and Dual Ball is used instead to get the basics out. Cheren is chosen instead of Sages because a discarded Archen is worse than an Archen in your hand, because you can always communicate the Archen back into the deck. Once Archen is on the bench, then it is time to search for an Archeops for the evolution lock. During the Archeops set up, Any basic I start with would be ideal, but Skarmory is preferred.
The deck does Okay, better than the Jirachi variant but reguardless who is used with Archeops, him being up by turn 2 is about 50/50, and not nearly as useful if you go second. Archeops has some problems, but he is playable and most importantly, a FUN deck to play with.
EDIT: We have scans on PokeBeach for a reason. Use 'em. ~Serperior.
If you disagree with this ruling, just pretend that this is the final and correct ruling because I want to talk about how Archeops can be used and not get off topic and only discuss the new ruling on his ability.
Just look at that ability. Seems almost broken right? Well that is just about all that is good about Archeops. Yes it does have the magic 130HP, a non-exploitable weakness (remember, Yanmega ignores weakness) and a type advantage against Zekrom, but this Archeopteryx has some problems.
The Problem? Mainly the nerf'd fossil mechanic that makes any fossil pokemon nearly impossible to get into play. I hope that future cards are released that help with the new fossil mechanic because right now it is just Horrible. There are ways around this, but then you are just throwing more card in just to get a tech up. But that should not make us dismiss Archeops automaticly. Vileplume/Reuniclus is a huge tech that takes up half the deck, yet google variants have been successful in our meta. Also posing a problem to Archeops' playability, his attack. His attack cost is high at a {F}{F}{C}. Although it has a type advantage against Zekrom and a non-exploitable weakness, fighting has no energy acceleration. It makes it very difficult to use Archeops' mediocre attack if it was to be catchered. And if he is to be catchered, you need to switch him out, which would cost you a switch or a DCE.
So how could Archeops be used? Well he is an interesting card to say the least. When out, he could stop opponents set up dead in its tracks. Many decks would be hurt by this. I would list them, but it is basically any deck but ZPST and Durant. That said, it is not like you would just be able to start KOing basics like it is nothing. Most basics now have hefty HP that is well over 100, not exactly easy KOs. A deck running Archeops will most likely be running hefty basics of its own. That said, an Archeops deck could still evolve on your side if you make a deck to do so, by either Mew/Leavanny or Accelgor/Escavalier. Both of these combinations will allow you to evolve from the deck, bypassing Archeops' ability. It probably is not the best way to play an Archeops deck, but it is still something to think about. Another interesting card is Jirachi, who can de-evolve pokemon that were set up before Archeops went into play.
How would an Archeops deck run? Well you would want to concentrate on getting Archeops up as soon as possible. So you would not want to run any pokemon that evolve. If you did, then you would want to get them up first before Archeops, and in doing that you are just giving your opponent more time to evolve themselfs. That takes out the use of Electrode Prime, which also removes the possibility of using Fighting Energy, considering that is the best way to accelerate the Fighting energy. So we need Basic pokemon that do not use fighting energy.
So what could we do? Well there is a Mewbox option with Jirachi to de-evolve. I have seen this combination being played a few times online, but the problem is that the Archeops set up is just too slow because of the amount of cards Mew needs included to survive. I have tested it myself and it is a pretty good way to play, but I went looking for something better.
I decided to go with {M}. Skarmory, which is a basic that accelerates Metal Energy, can be used with Cobalion from Noble Victories which is a basic that takes advantage of Skarmory's Steel Coat. There is also Tornadus, who is a colorless basic who can take advantage of DCE, which would want to be run with Archeops' {C}{C} retreat cost. Here is a deck that I have been testing on PlayTCG.com.
Pokemon: 17
4-2 Archeops
4 Skarmory
3 Cobalion
3 Tornadus
1 Cleffa
T/S/S: 32
4 Plume Fossil
4 Research Record
4 Communication
2 Dual Ball
2 Junk Arm
2 Evolite
4 Oak
3 Cheren
3 Twins
2 Collector
2 Flower Shop Lady
Energy: 11
3 Metal Energy
4 Special Metal
4 Double Colorless
The Strategy:
Concentrate on getting Archen Turn 1. Collector is lowered to just two cards for this reason. You want to spend your Turn 1 Supporter on refreshing your hand to try to get this set up, and Dual Ball is used instead to get the basics out. Cheren is chosen instead of Sages because a discarded Archen is worse than an Archen in your hand, because you can always communicate the Archen back into the deck. Once Archen is on the bench, then it is time to search for an Archeops for the evolution lock. During the Archeops set up, Any basic I start with would be ideal, but Skarmory is preferred.
The deck does Okay, better than the Jirachi variant but reguardless who is used with Archeops, him being up by turn 2 is about 50/50, and not nearly as useful if you go second. Archeops has some problems, but he is playable and most importantly, a FUN deck to play with.
EDIT: We have scans on PokeBeach for a reason. Use 'em. ~Serperior.