Discussion Best Kind of Locks in the Current Meta

The Pokemon Dictionary

Aspiring Trainer
Member
In the current meta, I believe that there are 4 kinds of locks present. I think that these locks are trainer locks, energy locks, hand locks, and Pokemon locks.

Trainer Locks:
Trainer locks are locks that do not allow the opponent, and sometimes yourself, to play any trainer cards. Some examples of these cards are Vileplume, Trevenant, Seismatoad-EX, and Giratina-EX. Another example of a trainer lock card is Vanilluxe (BKT 45/162) because it does not allow the opponent to play Stadium cards or Supporter cards. These kinds of cards are viable in the meta because the meta is focused on speed. A deck relies on trainer cards in order to be quick in setting up. Therefore, a trainer lock could slow opponents down and be quite annoying. This kind of lock is very effective in the first turn because it does not give your opponent a chance to set up. However, the trainer lock will be less effective as the game progresses because your opponent has a couple of chances to set up. One weakness of these kinds of decks is that they are reliant on getting the trainer lock first turn. If the opponent has a chance to set up, cards like Night March, could be reaching up to 180 damage.

Energy Locks:
Energy locks are locks that discard the opponent's energies. Some examples of these cards are Crushing Hammer, Enhanced Hammer, Xerosic, and Team Flare Grunt. The reason why this kind of lock is viable is because an average "meta" deck has around 8-12 energies. Also, many "meta" decks are reliant on special energy. These decks are successful because they discard energies until the opponent has no more energies to attach to their Pokemon. This lock's weaknesses are Pokemon that need low energy set up, such as Lucario-EX. Also, it can falter under constant energy placement. Cards like Blastoise and Magnezone allow more than one energy to be attached per turn. This lock's final weakness is if energies are recycled. They can be recycled into the deck, or they can be put into play. Since resources were used in order to discard the energies in the first place, it would be harder to be as effective in discarding energies.

Hand Locks:
Hand locks are locks that discard cards from the opponent's hand, or make the opponent's hand smaller. Some examples of these cards are Delinquent, N, Ace Trainer, and Red Card. These cards minimize the opponent's hand, so it makes it harder to have an explosive start. This can be really annoying to some decks that need all of their cards to set up. Though this kind of lock does not have many downsides, one downside that it has is that many "meta" decks have cards, such as Trainer Mail, that can look through the deck and get the card that is needed.

Pokemon Locks:
Pokemon locks are locks that use Abilities and attacks to be "immune" to the opponent's attacks. Some examples of this are Glaceon-EX, Jolteon-EX, Regice, Aegislash-EX, Pyroar, and Carbink. The fact that makes this deck so lethal is that one present Pokemon can win the whole game. For example, Vespiquen is almost like an auto loss when Glaceon-EX uses Crystal Ray. A downside of this deck is that the cards that run on Abilities are weak to cards, such as Garbodor, Wobbuffet, and Hex Maniac, which shut off Abilities. Cards like Regice and Jolteon-EX that use attacks are weak to being Lysandred off the bench and being KOed. Also, the affects of the attack wear off once it goes to the bench.

After looking at the kinds of locks, which do you think would be the best in the meta?
 
What about ability locks? like m sceptile has theta stop, we have hex maniac, and we also have slient lab.
 
I don't think of all of these as "locks," exactly. Item lock is definitely a thing in the form of Trevenant XY, Vileplume, and Seismitoad-EX and has been one of the most powerful strategies in the game for some time.

I typically see what you describe as "Energy lock" referred to as Energy denial - you don't "lock" your opponent out of anything, but you prevent them from building up more than a couple Energy at a time. Same goes for "hand lock," which given the cards you mentioned is usually known as "hand disruption." Again, nothing is "locked," but the goal is to deny resources and prevent opponents from playing anything they were holding for the next turn. And what you're calling "Pokemon lock" is more commonly known as walling.

Ability lock via Garbodor or Silent Lab is the other big "lock" that I think of and has been making a pretty big showing in Standard recently. Combinations of these strategies have done very well in the past by denying multiple resources at once - think Seismitoad-EX / Garbodor / Hammers.
 
I wish to second @Asclepius24 on this. I am not opposed to discussing the matter, but we have a situation where the terminology suggested by @The Pokemon Dictionary for some of these makes as much or more sense when applied to other aspects of the game. To share what I have heard used before and how:

  • A "lock" means preventing a card from being played, and/or its effects are negated. Not limited to this TCG.
  • A "walling" technically doesn't require being immune to damage or the like, but that effect aids it quite a bit. Not limited to this TCG.
  • Pokémon locks, where all Pokémon are blocked from being played or have their presence in the game negated does not exist, but we do see an "Evolution lock" in the current card pool. We also see Ability locks and sometimes even attack locks. There are tactics that lock an opponent's Active Pokémon into place as well, and these have been referred to as Pokémon locks.
  • True Trainer lock does exist in Unlimited. Right now we have Item, Stadium, and Supporter locks, though if those cards are already in play their in play effects still function. They are not reliant upon getting set up first turn, but their efficacy does diminish the more time passes, which is true of all locks.
  • What you refer to as "Hand lock" is usually termed hand control or disruption. This may be because truly locking down an opponent's hand is difficult in the Pokémon TCG. Also bear in mind that locks in general are a part of control/disruption.
  • Control is when you can influence (at least partially) what the opponent is doing. Not limited to this TCG.
  • Disruption is when you disrupt their resources and/or plans. Not limited to this TCG.
If you disagree with me, feel free to present your case as to why your terminology and approach is better; it just might be! :)
 
Back
Top