What do you guys think is good in expanded now?
just curious, what's everyone's opinion on malamar/ultra/dusk necrozma's standing in expanded? i stepped away from the game for a minute and haven't seen any talk of it when the expanded meta is brought up but also haven't found any serious issues it has w new decks yet
I've hit a fair bit of Zoroark/Greninja tag team on ladder, built like the old darkrai decks otherwise, and it looks solid. That 30x reduces the amount of energy it needs to sweep the board to a reasonable level, and between Darkrai-GX's ability, elixir, and dark patch, it's not at all hard to get to that 7 for a GX, and probably not too challenging (can't verify though, not running them personally) to get up to the 9 or 10 for even the beefier tag teams.
just curious, what's everyone's opinion on malamar/ultra/dusk necrozma's standing in expanded? i stepped away from the game for a minute and haven't seen any talk of it when the expanded meta is brought up but also haven't found any serious issues it has w new decks yet
Malamar has problems in Expanded.
We can start with Malamar's 90 HP and Archie's Blastoise with the whole Towering Splash GX thing.
Ultra Necrozma-GX does seem appealing, but I fear that you'd need to get a good draw and set up quickly to do it and it seems like it'd need to start T1 to stand a chance, otherwise, it'll always be a turn too slow and not be able to keep up.
If Malamar is going to see any play, it'll be when Mew and Mewtwo-GX is released in the next set. And thats assuming you stick to a Psychic Energy-based plan. But I've seen M&M-GX use a few other ideas that are easier to implement with a fraction of the setup.
I don't want to say, "This can't work" in a format as big as Expanded is, but it seems like Tag Teams are well in the future of Expanded and I don't see how Malamar can combat it effectively. When I was in Dallas, I saw a few Malamar decks and they didn't do so hot--and this was before Tag Teams. And I'm not sure what they have gained in Expanded that would give them a significant boost.
The other problem is that Expanded Malamar would be considered rogue, in which any case with rogue, there's not a lot of information for it and you'll have to do a lot of experimentation and research on your end to see if it'll work.
When you say "haven't found any serious issues with the new decks" what decks are you referring to?
i'm curious about your remark re: malamar's hp being problematic, is that to say that viable decks won't use any tech w/ hp below 100? or just that its risky to have lower-hp cards be the core of the deck.
as far as tag teams, i'm definitely still getting used to having them around, but have not seen them as too much of a threat against anything i'm playing. in my malamar i usually just stall a few turns until i can get enough energy on a ultra necrozma to ohko, or i guzma around them and target leles or whatever else they're playing.
As a big fan of Archie's it doesn't need Quag with a big part of that being it makes the deck a bit harder to Archie on T1. I do like the 1 of buzzmosa in the deck it gives the deck another TTGX that they can abuse.I believe that Archies Blastoise might be able to team up w/ Pheramosa&Buzzwole TTGX AND Quagsire from DRM to make its tier higher w/ the possibility of 2TKO on Shaymin-EX when going first, Beast Energy, Beast Bringer, AND Laserbank, but until legit proof of strength shows, I may think it's worth league testing, but I don't think of that deck as Expanded tier 1... Is QuagNag a thong in expanded? Can Blastoise PLB replace the Nag part of that deck in Expanded?
Mega ray's issue hasn't been energy (it's had mega-turbo with DCE which has been plenty good) but all the GRI sudowoodo being teched for Zoro decksAn idea that I keep coming back to is MegaRay since TAE is now a thing and in expanded we have special charge. A full sky field hits for 240 which is enough to OHKO everything but Karplord, Eevlax and Zard.