Going Beach-less?

TuxedoBlack said:
Starting with an easily KOd Voltorb is never good.

I suppose not, but it's nowhere near as risky as it was before the rule change. At least the Retreat Cost is very feasible compared to Terrakion starts. Even if it is KO'd, it will usually (depending on the deck you're playing against) become the seventh prize.

TuxedoBlack said:
Electrodes are also easily KOd.

Widely irrelevant unless you plan to be attacking with Electrode. The only time your opponent will be attacking Electrode is with Genesect or with Catcher, and honestly, there are other, more important things to be concerned with than an Electrode. How about the Black Kyurem ready to rip you to shreds that's staring you down from the Active spot?

TuxedoBlack said:
Requires at least 4-6 dedicated deck card slots in order to enhance your chances of getting a 2-2 line onto your bench. These slots could be better served with strong card draw Supporters, IMHO.

It's just four slots. (Maybe even only two. I've seen some people simply play a 1-1.) You should already have Balls to search out the Electrode line. As for stronger draw Supporters, what did you have in mind? Assuming Tropical Beach is out of the question, a Supporter skeleton would look something like this:

4 Juniper; because it's that good.
3 Skyla; also that good.
2 N; not that good because once you set up, you'll be taking a lot of prizes, and you need a larger hand because you need at least three Energy a turn.
2 Colress; really good, but running any more than two, and you seem to start with it more often (which is bad).

That's only 11 Supporters, and I don't know about you, but I'm not comfortable with that. It needs something more.

TuxedoBlack said:
On the other hand, I really like it when my opponent plays them for they take up valuable bench spots too. In so doing, I feel my game-winning chances increase.

In about the same way that Blastoise takes up valuable Bench space. If you can use it at least twice in a game (which should be no sweat late game), then it is already better than 2 Bicycle.

Just my two cents.
 
I get what you both are saying. I still think that the convenience of Bicycle outweighs the opportunity of using electrode more than twice.

What is your guys stance on quadruple bicycle and what counter stadiums should Blastoise and Rayboar run if they are going Beach-Less?
 
You could use Pokecenter. With Blastoise, you can abuse the hell out of it. Sometimes when I'm playing against others, even good players, they'll forget to even use it. Other than that, there's really nothing remotely useful other than *cough* Battle City.

JungleBeatz said:
I still think that the convenience of Bicycle outweighs the opportunity of using electrode more than twice.

That is a fine point.
 
Mora said:
TuxedoBlack said:
Starting with an easily KOd Voltorb is never good.
I suppose not, but it's nowhere near as risky as it was before the rule change. At least the Retreat Cost is very feasible compared to Terrakion starts. Even if it is KO'd, it will usually (depending on the deck you're playing against) become the seventh prize.
My main point being is that a Voltorb cannot even take a "modest" hit (60 damage without Weakness) and survive, whereas a starting Terrakion can. If one can avoid playing from behind T1 (given risk-reward), why not?

Mora said:
TuxedoBlack said:
Electrodes are also easily KOd.
Widely irrelevant unless you plan to be attacking with Electrode. The only time your opponent will be attacking Electrode is with Genesect or with Catcher, and honestly, there are other, more important things to be concerned with than an Electrode. How about the Black Kyurem ready to rip you to shreds that's staring you down from the Active spot?
Completely RELEVANT when you have a number of key Poké being played that can snipe an opponent’s bench, as well as Dusknoir’s Sinister Hand that drop damage counters onto it. Also, a number of players here do play Escape Rope; so, it would not be unlikely that an Electrode would be promoted to the active position to "take one for the team."

Mora said:
TuxedoBlack said:
Requires at least 4-6 dedicated deck card slots in order to enhance your chances of getting a 2-2 line onto your bench. These slots could be better served with strong card draw Supporters, IMHO.
It's just four slots. (Maybe even only two. I've seen some people simply play a 1-1.) You should already have Balls to search out the Electrode line.
Whether it’s 2 or 4 or 6 card slots, one is still sacrificing something more important (IMHO) for the Electrode line(s). In addition, given that you have an Electrode drawing engine, one should(?) also alter the makeup of the deck in order to optimize drawing (as I’ve seen) quickly. You can still accomplish this “style” without the addition of these Poké.

Mora said:
TuxedoBlack said:
On the other hand, I really like it when my opponent plays them for they take up valuable bench spots too. In so doing, I feel my game-winning chances increase.
In about the same way that Blastoise takes up valuable Bench space. If you can use it at least twice in a game (which should be no sweat late game), then it is already better than 2 Bicycle.

Just my two cents.
But Blastoise serves a far more important and valuable purpose: the deck could not function well at all without it. On the other hand, IMHO, either Blastoise or RayBoar can function quite well without Electrode (in a Beach-less deck).

Mora said:
As for stronger draw Supporters, what did you have in mind? Assuming Tropical Beach is out of the question, a Supporter skeleton would look something like this:

4 Juniper; because it's that good.
3 Skyla; also that good.
2 N; not that good because once you set up, you'll be taking a lot of prizes, and you need a larger hand because you need at least three Energy a turn.
2 Colress; really good, but running any more than two, and you seem to start with it more often (which is bad).

That's only 11 Supporters, and I don't know about you, but I'm not comfortable with that. It needs something more.
Personally, my card-drawing "engine" includes the following:
  • 4 Bicycle. In a "Beach-less" deck, I've found this card to be fantastic.
  • 2 Colress. Most players (90%+ I've seen at recent tournaments) tend to run with full benches. However, it is still not such a great card early game when players' benches are not occupied with 4+ Poké.
  • 3 N. Still great.
  • 3 Professor Juniper. Still great and most consistent card-draw Supporter; however, I've been in too many situations where running 4 often led to my discarding other valuable resources.
  • 3 Skyla. May be the best (?) (or at least second best) Supporter in the game.

JungleBeatz said:
I get what you both are saying. I still think that the convenience of Bicycle outweighs the opportunity of using electrode more than twice.
Completely agree. I'd suggest playtesting different combination of Balls, Bicycles and Supporters to arrive at a set that works well for you.

JungleBeatz said:
What is your guys stance on quadruple bicycle and what counter stadiums should Blastoise and Rayboar run if they are going Beach-Less?
Works well for me.

As far as counter Stadiums, I tend to lean towards anything that replaces my opponent's Frozen City or Plasma Frigate, but does not possibly help my opponent (e.g., Pokémon Center), like Skyarrow Bridge.
 
TuxedoBlack said:
Completely RELEVANT when you have a number of key Poké being played that can snipe an opponent’s bench, as well as Dusknoir’s Sinister Hand that drop damage counters onto it. Also, a number of players here do play Escape Rope; so, it would not be unlikely that an Electrode would be promoted to the active position to "take one for the team."

But again, that's assuming your opponent even cares about an Electrode. When your playing against something like Blastoise, sometimes you can't even afford to Catcher Blastoise because they already have enough Energy on the field to run right through you, and Blastoise only gives up one prize anyway. If that's the case with Blastoise, a Pokemon which I recall you even saying is so much more important (and it is), then how much more so with an Electrode. Even if they could afford to do something with Catcher/Sinister Hand/snipe damage, they'll definitely go for Blastoise over Electrode any day. (If you're still worried about snipe damage, Mr. Mime is an option.) As for Escape Rope, you generally have a choice. If you want to promote Electrode, that will be a strategic decision that you will make; it's nothing forced.

TuxedoBlack said:
But Blastoise serves a far more important and valuable purpose: the deck could not function well at all without it. On the other hand, IMHO, either Blastoise or RayBoar can function quite well without Electrode (in a Beach-less deck).

The point wasn't the degree of their usefulness but rather the fact that they both have their uses. I.e. you're not "taking up" valuable Bench space, you're "using" valuable Bench space. You also certainly have room for it unlike some decks like Round or Garchomp/Altaria. Black Kyurem Active, Black Kyurem, Keldeo, Blastoise, Squirtle, and Electrode on the Bench.

TuxedoBlack said:
Whether it’s 2 or 4 or 6 card slots, one is still sacrificing something more important (IMHO) for the Electrode line(s). In addition, given that you have an Electrode drawing engine, one should(?) also alter the makeup of the deck in order to optimize drawing (as I’ve seen) quickly. You can still accomplish this “style” without the addition of these Poké.

Mora's ListTuxedo's List
4 Juniper3 Juniper
2 N3 N
3 Skyla3 Skyla
2 Colress2 Colress
2-2 Electrode4 Bicycle

If the main difference in our lists is 4 Bicycle over 2-2 Electrode, then the only thing I would be sacrificing is 4 Bicycle, which is basically the same thing as 4 Bicycle but in some situations better and in some situations worse. So technically I'm not sacrificing anything. You said, "These slots could be better served with strong card draw Supporters," but really, you're just swapping them for a different brand. It's like Pepsi vs Coke. Not so much Coke vs water.
 
Mora said:
TuxedoBlack said:
Completely RELEVANT when you have a number of key Poké being played that can snipe an opponent’s bench, as well as Dusknoir’s Sinister Hand that drop damage counters onto it. Also, a number of players here do play Escape Rope; so, it would not be unlikely that an Electrode would be promoted to the active position to "take one for the team."

But again, that's assuming your opponent even cares about an Electrode. When your playing against something like Blastoise, sometimes you can't even afford to Catcher Blastoise because they already have enough Energy on the field to run right through you, and Blastoise only gives up one prize anyway. If that's the case with Blastoise, a Pokemon which I recall you even saying is so much more important (and it is), then how much more so with an Electrode. Even if they could afford to do something with Catcher/Sinister Hand/snipe damage, they'll definitely go for Blastoise over Electrode any day. (If you're still worried about snipe damage, Mr. Mime is an option.) As for Escape Rope, you generally have a choice. If you want to promote Electrode, that will be a strategic decision that you will make; it's nothing forced.
Agreed that the Blastoise would most definitely be a strategic target, but the Electrode(s) are also targets that become, more often than not, potential game-losing liabilities due to their relative low HP. For example, I will deliberately set the game board such that I can Sinister Hand damage counter onto the Electrodes for the game win.

Mora said:
TuxedoBlack said:
Whether it’s 2 or 4 or 6 card slots, one is still sacrificing something more important (IMHO) for the Electrode line(s). In addition, given that you have an Electrode drawing engine, one should(?) also alter the makeup of the deck in order to optimize drawing (as I’ve seen) quickly. You can still accomplish this “style” without the addition of these Poké.
Mora's ListTuxedo's List
4 Juniper3 Juniper
2 N3 N
3 Skyla3 Skyla
2 Colress2 Colress
2-2 Electrode4 Bicycle

If the main difference in our lists is 4 Bicycle over 2-2 Electrode, then the only thing I would be sacrificing is 4 Bicycle, which is basically the same thing as 4 Bicycle but in some situations better and in some situations worse. So technically I'm not sacrificing anything. You said, "These slots could be better served with strong card draw Supporters," but really, you're just swapping them for a different brand. It's like Pepsi vs Coke. Not so much Coke vs water.

(By the way, the Table construct is very cool.)

I don’t believe the main differences lie in the above listed Trainers, but elsewhere. Consider the following:
  • From my experience, the “typical” Blastoise Poke lineup includes the following Poke: 1 Black Kyurem, 3/2 Black Kyurem EX, 3 Blastoise, 1 Exeggcute, 2/3 Keldeo EX, and 3 Squirtle. In addition, let’s incorporate the 2-2 Electrode line. This totals 17 Poke.
  • For energy, the “typical” list utilizes a total of 12 energy comprised of: 3 L and 9 W.
  • Of the remaining 31 card slots, the Trainers would possibly consist of: 1 Cilan, 2 Colress, 1 Dowsing Machine, 2 Energy Retrieval, 2 N, 4 PJ, 4 Rare Candy, 3 Skyla, 1 Super Rod, 3 Superior Energy Retrieval, 2 Switch, 2 Tool Scrapper, and 3 Stadiums (non-Tropical Beach).
As you can see, there is only 1 card slot remaining, but no Level nor Ultra Balls are listed. One can disagree with the above Trainer mix as being essential or critical and possibly exclude the 2 Switch and 1 Tool Scrapper (for example) in order to add 2 Level and 2 Ultra balls, but that decision sacrifices some advantages in certain matchups e.g., Big Basics or Darkrai with Garbodor. For any other Trainers replacement, I've found similar concerns in key game matchups.

I believe therein lies some potential differences when incorporating the Electrode line(s). If the Poke, Energy, and ”main” Trainers (i.e., 2 Colress, 1 DM, 2 ER, 2 N, 4 PJ, 4 RC, 3 Skyla, 1 Super Rod, 3 SER, 2 TS and 3 Stadiums) are considered “fixed,” some trade-offs/sacrifices need to be made in the Trainer mix in order to incorporate the Electrode line(s). My observations noted "few" Level and Ultra Balls in players’ decks or other key Trainers that seem to "hurt" the deck's operations more than "help," IMHO.

From what I’ve seen in actual tournament play (2 players ran Beach-less stage 2 decks with Electrodes), as well as, my discussions with some top players, the sacrifices/trade-offs one needs to make to incorporate Electrode lines do not provide enough reward vs. risk, at least for me.
 
TuxedoBlack said:
Agreed that the Blastoise would most definitely be a strategic target, but the Electrode(s) are also targets that become, more often than not, potential game-losing liabilities due to their relative low HP. For example, I will deliberately set the game board such that I can Sinister Hand damage counter onto the Electrodes for the game win.

If you used Sinister Hand to move damage counters to knock out two Electrodes for two prizes for the win, then you also could have used Sinister Hand to move the damage onto an EX for two prizes for the win. As for the generality, your opponent will usually only be taking prizes in twos. That's what will be Active a huge majority of the time, and even if you're opponent is playing with Genesect or Dusknoir, he'll want to trade OHKO's or 2HKO's for OHKO's respectively on EX's anyway so that he doesn't fall behind on prizes. Because of this, I don't think Electrode is anywhere near the liability that Jirachi EX would be. Electrode will most often be the seventh prize.

TuxedoBlack said:
(By the way, the Table construct is very cool.)

Thanks. You've no idea how long I've waited for the opportunity to use it :p

TuxedoBlack said:
I don’t believe the main differences lie in the above listed Trainers, but elsewhere. Consider the following:
  • From my experience, the “typical” Blastoise Poke lineup includes the following Poke: 1 Black Kyurem, 3/2 Black Kyurem EX, 3 Blastoise, 1 Exeggcute, 2/3 Keldeo EX, and 3 Squirtle. In addition, let’s incorporate the 2-2 Electrode line. This totals 17 Poke.
  • For energy, the “typical” list utilizes a total of 12 energy comprised of: 3 L and 9 W.
  • Of the remaining 31 card slots, the Trainers would possibly consist of: 1 Cilan, 2 Colress, 1 Dowsing Machine, 2 Energy Retrieval, 2 N, 4 PJ, 4 Rare Candy, 3 Skyla, 1 Super Rod, 3 Superior Energy Retrieval, 2 Switch, 2 Tool Scrapper, and 3 Stadiums (non-Tropical Beach).
As you can see, there is only 1 card slot remaining, but no Level nor Ultra Balls are listed. One can disagree with the above Trainer mix as being essential or critical and possibly exclude the 2 Switch and 1 Tool Scrapper (for example) in order to add 2 Level and 2 Ultra balls, but that decision sacrifices some advantages in certain matchups e.g., Big Basics or Darkrai with Garbodor. For any other Trainers replacement, I've found similar concerns in key game matchups.

I'd like to avoid getting into the specifics of a list if we can help it because I don't believe we need to in order to construct arguments. Since we're focusing on the point of Electrode vs Bicycle, we can hold everything else constant. For example, we have an average Keldeo list that uses four Tropical Beach, but no longer has access to them so we are deciding whether or not to use Bicycle or Electrode. We can imagine that it has typical Keldeo stuff like Superior Energy Retreival (and Ultra Balls), but we don't need to know the specifics because a 1-1 Electrode takes up as much space as 2 Bicycle.

TuxedoBlack said:
I believe therein lies some potential differences when incorporating the Electrode line(s). If the Poke, Energy, and ”main” Trainers (i.e., 2 Colress, 1 DM, 2 ER, 2 N, 4 PJ, 4 RC, 3 Skyla, 1 Super Rod, 3 SER, 2 TS and 3 Stadiums) are considered “fixed,” some trade-offs/sacrifices need to be made in the Trainer mix in order to incorporate the Electrode line(s). My observations noted "few" Level and Ultra Balls in players’ decks or other key Trainers that seem to "hurt" the deck's operations more than "help," IMHO.

This does contradict what I've just said, but the only other change I've heard that you would need to make with Electrode but not with Bicycle was that with Electrode, you'd need a Ball engine. Keldeo already has Balls. Some lists even have a Level Ball or two, and I don't think that adding Pokemon means that you necessarily should add more Balls as long as your Ball engine is adequate. Are there any other changes I might be missing that you would need to make with Electrode that you otherwise wouldn't if you went with Bicycles?
 
Here's my bottom line: Of the Beach-less Blastoise/Emboar decks I've examined that ran a 2-2 Electrode line, there were some "deficiencies" (IMHO) typically in the Trainers in order to accommodate those Poke. Personally, I've found a Ball engine to work more efficiently.
 
TuxedoBlack said:
Here's my bottom line: of the Beach-less Blastoise/Emboar decks I've examined that ran a 2-2 Electrode line, there were some "deficiencies" (IMHO) typically in the Trainers in order to accommodate those Poke. Personally, I've found a Ball engine to work more efficiently.

But what would you have to make room for in order to accommodate Electrode (that you you wouldn't need for Bicycle)? I just can't think of anything.
 
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