Grains of Sand Promotion & More!

Celebi23

Aspiring Trainer
Advanced Member
Member
Hey guys, Grains of Sand seemed a little skimpy this month, and even last month. So, I decided to do a promotion. Starting February 21st, I'll be awarding a Grain of Sand every day in The Competitive Collective (since that's the section I run.) I'll re-post each post that gets the award in this thread. If you want Grains of Sand, make high-quality posts in The Competitive Collective this week!

This promotion will end March 1st.


[member]The Yoshi[/member] has started a new weekly activity. The first one is located here (click here), so be sure to check it out!


Lastly, don't forget the TCG gym challenges will be starting very soon. If you don't know about them yet, some details can be found here (click here). I'll make another portal post when it's ready!
 
Day 1: An interesting modification to a card that would give it a place in the metagame.

Zero said:
Are we looking to make the card playable, or just better? Well Uxie X is the natural comparison to this card. Uxie X was a utility card that could attack when necessary. Let's focus a bit on its Ability. Uxie X was basically a free card after Uxie was played. If Uxie X was on its own, it would not have been that good. Even so, we need the essence of the Ability to be the same. To make the ability better, we need to focus on getting more cards or getting better cards. My first intent was to make it along the lines of "look at 4, discard/putback 2". That was too close to Sage's Training for my tastes.

Instead, I decided to go into Magic development space. To make Musharna's ability better, we want it to give you better cards OR more cards. Giving it more cards doesn't change the strategy and it seems lame and common. I wanted to make the card a little bit more special. I finally came to the conclusion to make this card similar to "Gifts Ungiven". I'll post the final Ability in my final card analysis. I'd need to test this ability out to find out if it is too good. I think there are enough checks on Musharna to make it not absurd, but the first thing I would add is a clause that says that the two cards cannot be of the same type (TSS/Pokemon/Energy), but that'd be confusing to word).

Secondly, the retreat minorly holds it back, but I like how most "support" cards are dangerous. Either we would need to change this to a different Pokemon or leave its retreat cost the same. I like this ability for Musharna, so I'm leaving it as it is. I want this card to demand energy, but give you a very good effect.

Moving on, its attack! Uxie X's attack was a silver bullet. It had two or three targets (Uxie X, Machamp, and Toxicroak G) and it stuck with those targets. Musharna's attack is fairly uneventful and boring. I do want to keep the sleep mechanic there, but I want to make it more of a silver bullet similar to Uxie X. In particular, Mewtwo EX is public enemy #1. I really like the "flip two coins" mechanic from days of old for sleep. Musharna's attacks are supposed to be weak, but exciting. I flipped a few times between CC and P for energy costs, but I set the attack cost to P to make it a bit more skill-based. Here is the final card that I came up with. I'd need to play around with the Gifts Ungiven text, but here it is!

Musharna @ 100HP {P}
Stage 1: Evolves from Munna

Ability (Gifts Ungiven): Once during your turn (before your attack), you may search your deck for 2 cards with different names and reveal them to your opponent. Your opponent chooses 1 of them and puts it into your hand. Put the other card in your Discard Pile. Shuffle your Deck. You may only use one Gifts Ungiven Ability per turn.

Ability (Dreamy Sleep): As long as Musharna is your Active Pokemon, each player flips 2 coins for his or her Pokemon that is Asleep between turns. If either coin is tails, that Pokemon is still Asleep.

P Fluffy Dream 20
If the Defending Pokemon is a Basic Pokemon, that Pokemon is now asleep. This Pokemon is now Asleep.

Weakness: {P} Resistance: N/A Retreat Cost: {C}{C}{C}



I really enjoy the skill behind the power of my version of Musharna. It requires an active player and an active opponent. The information your opponent has is very important. I still think the Ability is a tad bit too powerful, but it'd make Stage 2 decks a lot more powerful. Your opponent has to pay attention to which cards you are showing him/her and you have to pay attention to what information you are giving him/her. The card's essence and flavor is still very present, just I tightened it up a bit. :)
http://www.pokebeach.com/forums/thread-tcg-theorymon-exercises-week-1?pid=2213071#pid2213071
 
Day 2: A good analysis of Gothitelle in the new format.

iisnumber12 said:
To start, Gothitelle Reuniclus is practically dead. This has been a deck that was really good during battle roads and even some cities, but now it is dead. The main card that killed it is Mewtwo EX. This card allows the opponent to easily OHKO your Gothitelle that only has 2 Energies on it. Switching to Gothitelle Gardevoir would be a much better idea. This would take out a lot of the locking ability, but that doesn't work anymore anyway. The new deck would have to be based around speed. The only problem is: If you can't set up fast enough, your opponent is going to take out you Gothitelle or Gardevoirs before you can use them to take prize cards. Both decks in my opinion are decent, but they just aren't good enough to handle the Metagame on OHKOs.

If you insist on using a deck like this you can switch to Gardevoir/Mewtwo EX. This deck is a lot better and faster because with Gardevoir Mewtwo can attack for 40+ for one energy. This is great because it allows you to take cheap prizes instead of loading a Gothitelle with Energies and praying your opponent doesn't draw a Mewtwo EX. If you yourself can't get a Mewtwo EX or 2, you can make a fun deck like Darmanitan/Gardevoir/Victini. This would also be a fast, fun deck that could have a chance to do good at a tournament, but is still nowhere near a tier 1 deck. These are only some of the many decks you can make with Gardevoir or Gothitelle, but they will stay Tier 3 decks and will not become BDIF. If you are looking for a decent fun deck, Gardevoir is fine, though.
http://www.pokebeach.com/forums/thread-gothitelle-reuniclus-or-gothitelle-gardevior?pid=2213693#pid2213693
 
Day 3: A good analysis of Zapdos ND and its role in the metagame.

iisnumber12 said:
Zapdos is a very interesting card in Zekeels. I saw someone playing it at our annual Tropical Mega Battle and I was confused at first, but then he went 3-2 and I noticed how good it was. One thing Zapdos is great for in Zekeels is it can snipe 50. That is really good, because many basics have 50 or less HP and are sitting ducks for this card. This adds some early game disruption to Zekeels and makes it a better deck overall. One trick I learned from watching him play was this card is amazing against EXs. He used this card to snipe Mewtwo EXs so he could Bolt Strike it later on like nobody's business. It is also great because it has fighting resistance which helps a lot against decks that commonly run Terrakion. It also has a bad lightning weakness though. If you want to play this card, be careful of Zekroms and Magnezones.

This card is also very easy to fuel. The most common way to power it up (like in Zekeels) is with Eelektrik. This is really good, because you can get it rolling turn 2 for super easy disruption. Another, less common, way to power it up is using the good ol' Pachirisu/Shaymin engine (Which got a ton better with Level Ball and Cilan). This allows you to set it up Turn 1 so you can pick off their basics before the even get a chance to evolve them. This card also takes DCE, which is great, not to mention it's a basic. This allows it to use DCE and Prism Energy which are both really splashable in today's format and makes this a very versatile card. Overall, Zapdos is a great card, and should be played in almost all the decks it fits in. I'm not saying it's broken, but try it, you might like it.
http://www.pokebeach.com/forums/thread-zapdos-nd-in-zekeels?pid=2214565#pid2214565
 
Day 4: A summary of Magneel and Zekeel.
James said:
If you want to do well at states, simply pick the deck you feel most comfortable with. Test both, and after some testing, test them some more. I know this sounds crazy, but this is actually what I do every once in a while to keep my memory fresh of each deck (not only to decide what I will play, but also to keep up to date with how everything else works, and how to possibly counter it).

What do you favor in a deck though? Do you like to go all fancy and evolve your entire field into some killing machines that will give your opponent the shivers by just looking at your field? Do you prefer a much faster play, needing only to evolve a few of your pokémon (or even none at all) before you get rolling? Do you draw your cards with Supporters and the likes, or do you rather search/shuffle with your Supporters, leaving the draw aspect to something completely else? These are all just small examples, but when picking your deck these can be some crucial facts for your final choice. The only way to be sure what to play is simply testing it all, look at what takes your fancy, and adjust it to suit your playstyle. While I discourage it, you could always look up some sample lists, test those, and adjust them to your prefference. Eventually you'll know which one you like better, and you can make your choice.

To get back on topic, I think the States meta will mainly consist of these decks:

- MTC (seeing how it won the ECC, I think people will want to copycat this)
- MEZ / ZekEels (very consistent and populair as seen on the ECC)
- ReshiBoarEX (a lot of people will consider this ''rogue'', but the deck has some potentional, and I think more people will notice this. I expect this to be the ''underdog'' of the states)
- Zebstrika (some people will try it out, and while not abig threat, you better be prepared for it)
- Donphan (yes, I said it. I think Donphan will be tried out again simply due to the dominant Electric types. Maybe Donphan won't be the direct answer, but I guess some people will try it anyways)
- Durant (everyone knows Heatmor will be coming out soon, so Durant will enjoy it's glory as long as it can)
- 6 Corners (Though less viable than before, some people will still be trying it out. Not a bad play imo, but to me 6 Corners lost it's shine a bit)
- Team White.deck (Can't spill any info on this, but Im sure a few people will be playing it)

Im sorry if I forgot anything, but I think I summed it up quite nicely.

~ James
http://www.pokebeach.com/forums/thread-states-predictions?pid=2214831#pid2214831
 
Day 5: Another fairly interesting card modification that sprouted from The Yoshi's weekly TCG theorymon exercises.
iisnumber12 said:
This is already a pretty good card to begin with. But, to make it part of a tier one deck, we'd have to change it up a bunch.

First, it's HP is terrible. Victini is a bench sitter, so you want it to have a decent amount of HP so it can survive a little bit longer. 60 HP is perfect KO for Kyurem, Zekrom (with Outrage after a Bolt Strike), and Mewtwo EX with 3 Energies. To fix its HP< I think we should bring it up to 90. This seems a lot higher, but compared to the huge basics in toady's format, it is minimal. This would put it out of a lot of Pokemon's OHKO range, which would make it a much better tech overall.

Second, its ability only works on attacks. That is fine, but it'd be a much more metagame card if it could be used on cards like Dual Ball and Confusion. I think the attack should read: "Once during your turn, when you flip one or more coins as an effect of the same card, you may restart those flips and use the new results instead." This would allow this card to be a decent tech in any decks that use flippy cards. That would make Victini a very versatile card and would allow it to become metagame. I also think you should be allowed use the Ability for each Victini you have in play. This would make it need to be played more strategically and some decks would leave their bench free for several Victinis at once instead of the usual 1.

Third, its attack is plain out horrible. This card is already a bad start, so I think it would be better if it had an attack that let you get out of the terrible start. Instead of a Fire and a Colorless to attack, I think it should be one Colorless, so it can be used to set up on turn 1. If your Victini gets Catchered up, you want to retreat or attack immediately. No one wants to have to spend 2 turns charging up for a lousy attack. So, I think the attack should be changed to: "Search your deck for a basic pokemon with less than 70 HP and put it onto your bench." This would make its attack decent, but still nowhere near broken.

I still don't think this card needs any resistance because resistance is really rare anyway nowadays and with the new 90 HP we gave it, it should have no need to survive hits from a certain type. It is also fire type, which never has resistance.

So, in conclusion, this card is already pretty good, but there are ways to make it metagame or even tier one. The final product would look like this:

Basic-Victini-90HP-{R}

Ability-Victory Star- Once during your turn, when you flip one or more coins as an effect of the same card, you may restart those flips and use the new results instead.

{C} V-Call- Search your deck for a basic pokemon with less than 70 HP and put it onto your bench.

Weakness: {W}x2
Resistance: N/A
Retreat: {C}

EDIT: I was ninja'd twice on that post, lol.
http://www.pokebeach.com/forums/thread-tcg-theorymon-exercises-week-2?pid=2215456#pid2215456
 
Day 6: A good analysis of why Donphan is bad, despite the numerous spelling and grammar errors.
iisnumber12 said:
Let's start by saying: Donphan Prime was great when Heart Gold Soul Silver came out. Now, it has begun to die down a bit. The reason of its decrease in playability is because 60 damage is becoming too little with the spike in HP that has happened recently. Look, all the basic legendaries are being prited with 110-180 HP. 60 damage barely makes a dent in these cards especially because the format is mainly OHKOs now. Yes, catcher looked good with Donphan, but there are only so many Pokemon you can catcher that Donphan can KO. Even the biggest Lightning Pokemon in the format, Magnezone Prime, can take a hit from Donphan. Donphan's retreat cost also makes it worse because you can't run another attacker with it without running Dodrio of a full line of Switch. This makes Donphan nearly unplayable.

Many still think it is the best Fighting type in the format, but they are wrong. Terrakion is replacing Donphan for several reasons. First, it does 90 instead of 60. This is a huge difference because it allows it to OHKO Zekrom EX with only 2 Energy. Yes, Donphan can do that, but 3 Fighting Energy! That's insane with the amount of speed needed to win in this format. Terrakion also can take a colorless which allows it to be teched in decks much easier. Terrakion is also a basic, so it can be dropped down with a Shaymin UL to surprise your opponent for a great revenge KO.

In conclusion, Terrakion has outshined Donphan and made donphan a Tier 3 card. So, my answer is, no, Donphan can't find his place in a Tier 1 deck, and it will not win any tournaments anytime soon.
http://www.pokebeach.com/forums/thread-is-donphan-good-anymore?pid=2216870#pid2216870
 
And our last day: An analysis of six corners post-ND. Also, congrats to issnumber12 for completely dominating this promotion.

iisnumber12 said:
To start, Six Corners is a totally viable deck. Recently, Six Corners has been put off to the side. Many of the decks in today's format consist of energy accelerating cards. Energy Acceleration is the use of a Pokemon to attach many energies to use great attacks that are a little costly. Some of the main accelerators are Celebi Prime, Electrode Prime, Emboar, and Eelektrik. These make the format really fast and hard to keep up with. Six Corners rarely runs Energy Acceleration, with the exception of an occasional Electrode Prime, which makes it hard to keep up while taking important KOs. 6 Corners usually gets around this by hitting for weakness on popular cards. This has become much harder recently because approximately 80 damage a turn can't win you the game anymore. 6 Corners has also been helped little by the recent release of Next Destinies. It has been helped because it doesn't need to take as many KOs because of EXs. Six Corners usually needs to win in the first 6-8 turns before your opponent can set up and run through you relatively weak pokemon.

How can 6 Corners keep up anymore? The answer is more strategies. The trick to winning with 6 Corners is taking advantage by countering your opponent's entire deck with 1-2 cards. That is really easy to do with a deck like 6 Corners because you can run 4 copies of both Prism and Rainbow Energy which gives you a huge diversity of cards you can use. Even though you can use a huge variety of cards, you need to make sure you don't over-tech. Test all of your matchups before making any serious changes to your list. Another way to win with this deck is add energy acceleration. This may change your list a ton, but if you can't beat them, join them. I personally like Electrode in 6 Corners, but some others (including [member]Rougechomp[/member]) like to use other like to use Celebi Prime to fuel their entire deck.

In conclusion, this deck is still very viable, but it needs to be changed a little bit from last format. This deck also needs tons of skill to play it, so don't be discouraged if it doesn't work out at first. :)

-iisnumber12
http://www.pokebeach.com/forums/thread-is-6-corners-viable?pid=2215168#pid2215168
 
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