Prerelease Pathfinder: Everything You Need To Know About Constructed

Celebi23

Aspiring Trainer
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Prerelease Pathfinder: Everything You Need To Know About Constructed
[smod]Celebi23[/smod]



Table of Contents:
Introduction
Preparation
Deckbuilding
Playing
Preconstructed/Booster Drafting
Conclusion


Introduction:

A Prerelease is a unique event because players build their decks as part of the event, not before the event. Decks consist of 40 cards instead of 60, and consequently players start with four prizes instead of six. Players are not only restricted not only to using cards from one set, but also to using the cards they pull in six packs (note that basic energy are provided.) All of these factors combined make for a very unique and fun experience. Prereleases aren’t premier rated because there tends to be a lot of luck involved in both deck construction and actual playing. However, it still takes a decent amount of skill and understanding of the prerelease format to be able to do well.

Players get two extra packs and various other promotional items after the Prerelease is over regardless of how well they do. Generally there is no physical benefit to winning a Prerelease. However, occasionally, if there are extra products left over, the players who finish best get them. Regardless of what’s at stake, everybody knows it’s more fun to win. Those interested in doing well at Prereleases will want to read this article, as it contains some good tips for doing so.


Preparation:

It’s easy to remember to pack a lunch, bring the money necessary to play in a Prerelease ($25 but some places charge tax), bring sleeves to put your deck/ultra rares in, etc. However, it’s harder to figure out how to prepare for the actual deckbuilding and playing in the event since it is impossible to predict what cards you will pull.

The card pool for a Prerelease is very small. Furthermore, cards that are good in a Prerelease often differ from cards that are good in competitive play. For example, Pidgey and Audino were both very good cards in their respective Prereleases yet saw little to no competitive play. Therefore, it the best way to be prepared for a Prerelease is to have most of the cards in the set memorized and know which ones are threats.

Normally, I would consider it tedious and pointless to memorize an entire set of cards just for an event that has no affect on my rating. However, knowing the cards in the “normal” format is very important as well, and all of the cards in a Prerelease bleed into modified a couple weeks later.

There are three basic categories of Pokémon that can be good in a Prerelease.

Attackers: These cards are generally Stage 1’s or Basics as they are the easiest cards to get out with limited search and draw. Attackers capable of healing themselves and your field are especially good in Prereleases since the average damage output per turn is generally very low. Audino is a great example of a good attacker. It does big damage if given time to setup, it’s a Basic, it can heal itself, it doesn’t require type specific energy, and as an added bonus it’s an Uncommon, making it fairly easy to pull.

Most sets have their Audino. Indentifying these one or two exceptionally good attackers before the Prerelease is a huge advantage. For example, if you went to an Emerging Powers Prerelease now, with the knowledge Audino is amazing, you may opt to include a few Fighting types just to counter it. Being able to take out a “staple” attacker is huge.

Searchers: Search and draw is scarce in Prereleases. Therefore, any card capable of giving you more cards is almost automatically good. Pidgey is a great example, as is Mawile. Being able to do big damage to these cards is also important, since it can prevent your opponent from setting up.

Cards with Abilities: Most Abilities are exceptionally good in Prereleases. Being able to move damage around your field or attach extra energy each turn can be huge. Take note of what all of the cards with Abilities do so you can be prepared if your opponent drops one of these cards.

While planning your “counter cards”, look mostly at the Commons and Uncommons. You’re much more likely to pull these rarities than the Holofoil Mewtwo-EX.

Additionally, make sure you’ve memorized all of the Trainer cards in the set. Trainers are very popular since any card that gives you extra options during a game is especially important in a Prerelease game. Memorizing the Special Energy, if any, never hurts either.


Deckbuilding:

Designing a deck in a Prerelease is unique because you only get one shot at doing it. You get little to no time to playtest, so you either build a good deck or you don’t. Hence, it’s important to know how to build a 40-card deck before the tournament starts.

After opening all your packs, it’s best to sort all the cards by type. Make one pile with all of the Grass cards, one pile with all the Fire cards, one pile with all the Trainer cards, one pile with the Energy, etc. Once this is done, remove any evolution cards you didn’t get the Basic form of.

A deck in a Prerelease should generally consist of two types. There will be one primary type, one secondary type, and a few Colorless attackers. This should total 17-20 Pokémon. Trainers usually take up 3-5 spaces (depending on how many you pull), so Energy make up the remaining 15-20 spots.

Look at the piles of Pokémon that have the most cards in them. Choose one type that has strong attackers and a large number of attackers. These attackers should generally be Stage 1 or Basic, since they are the easiest to get out with minimal search or draw.

An important factor to consider when choosing your types is which types have support cards. Any card that lets you search or draw cards should be included if it doesn’t conflict with the energy. Even an attack as simple as “Collect – Draw 1 Card” can win you Prerelease games. It’s often best to choose types that have support cards, if they’re any good.

Similarly to support cards, if you pull a brokenly good attacker like Reshiram-EX, it might be a good idea to base your deck around the Fire type even if it’s not your strongest. In a Prerelease, getting a fully charged power attacker like Reshiram-EX can easily give you the win. It’s generally better to have one or two powerful attackers of the same type than four or five weak ones of the same type.

Another important factor to consider is Weakness. If possible, your secondary type should cover the primary type’s Weakness. For example, using a Grass/Steel deck would be a bad idea since they’re both weak to Fire. However, using a Grass/Water deck is a great idea. For reference, here is a list of each type’s general weakness (note that Weakness varies card by card, not type by type):

Grass – Fire
Fire – Water
Water – Electric
Electric – Fighting
Fighting – Psychic/Water
Psychic – Psychic
Darkness – Fighting
Steel – Fire
Colorless – Fighting

Choosing your secondary type based on your first type’s Weakness is a great idea, provided it doesn’t sacrifice too much power or support.

After deciding which Pokémon of your primary and secondary types belong in the deck, add in the best Colorless types/attackers you pulled until your deck has 17+ Pokémon.

Include all the Trainers you get unless you pull some that would have no effect. For example, using a Beginning Door if you didn’t get any Arceus would be a terrible idea. Any way to make additional moves on your turn is good in any format, but especially in a Prerelease. Therefore, it’s important to include all of your Trainers. Similarly, include any Special Energy that could have an effect during a match.

This should leave you with 15-20 spots for Basic Energies, which are provided. It makes the most sense to use energy colors proportionate to the colors of your Pokémon. This means whatever the primary type of your deck is should have the most energy. I tend to favor a 12/8 split between your primary type and your secondary type if you’re running 20 energy. If you’re running 15, something like an 8/7 split is best since you want to have the right type of energy when you need it.


Playing:

Actually playing in a Prerelease is very simple since you get very few options in a turn. The moves you make are generally very straightforward. You should almost always evolve if you’re given the opportunity to, you should always attach for your turn if it offers any benefit, etc. There generally aren’t any resources to conserve.

The complicated part about playing is managing the prize count. Prereleases generally have very few bench manipulators/snipers. A card like Pokémon Catcher is very unlikely to plague you. In other words, the bench is a safe haven of sorts. Furthermore, OHKOs are rare in most Prereleases, since big damage is harder to set up consistently without support. This makes prize denial very easy, yet very important since there are only four prizes.

Early game, it’s best to start searching/drawing cards any way possible. This increases the chance you’ll draw your trainers, and gives you more options mid to late game. Make sure you don’t draw too many cards, however, because it’s fairly easy to deck out in a close game given the format is slow and contains 40-card decks. If you aren’t given any search/draw options, just start hammering away with whatever cheap attacker you can.

While doing this, attach as many energy as you can to benched attackers, building them up for mid to late game. Try not to let your starter get Knocked Out. Giving your opponent one of their four prizes before you’ve damaged their board at all can put you at a huge disadvantage. When your starter gets heavily damaged, retreat it and start attacking with something you’ve built on the bench.

This rule generally applies throughout the game. If something starts to take too much damage, move it to the Bench. Of course, don’t do this if it means giving up a key Knock Out or if you don’t have another attacker to promote.

Lastly, be prepared for your opponent’s Trainers. An unexpected Max Potion can be devastating. With only five or six Trainers in the average set, it’s easy to keep all of their effects in the back of your mind.


Preconstructed/Booster Drafting:

Note that not all Prereleases offer Preconstructed or Booster Draft tournaments.

Preconstructed is a very simple format. Basically, you are given a 60-card theme deck from the set to play with. You play against other opponents also using a theme deck from the set. In Preconstructed, if you simply memorize each theme deck’s list, you’re at a big advantage since decks are only played with, not built. Most of the playing tips listed above apply to Preconstructed as well.

Booster Drafting, on the other hand, is much more complicated and (in my opinion) much more fun. Just like in a Prerelease, players are given six packs to build a 40-card deck with. However, the packs are not just opened. After a pack is opened, you take one card from it, and pass it to the person next to you. Everybody does the same, and you end up with a new pack (now of nine cards). You take one card from this pack as well, then pass it. This cycle continues until there are no more cards left. This process is done for all six packs. There is actually a lot of skill in deciding what to take.

Note that some people just draft for money, pulling out all the rare cards they see. This is generally what I do, since winning a tournament that doesn’t go onto my ranking means very little to me in comparison to permanently owning valuable cards.

Those who do want to draft to win are looking at a tough challenge. While choosing cards to take in a draft, it’s important to think not only about making your deck as strong as possible, but also about making your opponent’s deck as weak as possible.

It’s important to have a fairly good idea of what you want your deck to look like before you start the draft. The two-type rule still applies, as does pretty much everything listed in the Deckbuilding section.

Pulling any good Trainer you see is generally a good idea, since having a deck of 10 Trainers puts you at a huge advantage, especially when it means your opponents end up with less Trainers.

While drafting, also pay attention to the types you’re seeing go by. If you notice very few cards of one type, say Water, pull out any cards of that type when given the chance. This “starves” whatever player is building their deck around that type of important cards, making their deck worse. Because there are usually only two or players in the draft who are drafting to win, weakening one of them can put you at a big advantage.

Also, pull out any powerful Basics you can. These cards are incredibly powerful in Prereleases and drafts since they require very little setup and generally very little support. Even if you won’t be able to supply it with the necessary energy to attack, prevent an opponent from using it can be a huge advantage.

Playing games in the draft is usually very similar to games you’ll play in a Prerelease. However, the deck you’re using, and the decks you’re playing against are much more focused in a Prerelease. All of a sudden, it might not be unreasonable to assume your opponent has that Pokémon Catcher, or that second Reuniclus. For this reason, games played in a draft are often much more interesting than those played in a Prerelease.


Conclusion:

Hopefully you picked up a few useful tips throughout the article. This article was a little shorter and briefer than my standard article, but for a good reason. About a week ago, I was half done with a much more detailed version. Unfortunately, my computer crashed and I stupidly didn’t save any of it, forcing me to start over completely. I had to rush to get a new version out while it was still relevant (with only one weekend of Prereleases left, I just got done in time.) Hopefully this version was still satisfactory. Thanks for reading!

Also, if you haven’t already, be sure to check out our Pre-States Article Run information page. That should be great! [member]Zorua[/member]'s article about the EX cards will be coming out next week as well. Stay tuned!
 
Great article Celebi! This is going to be a really interesting prerelease, all of the EXs being basics means that anyone who pulls an EX is going to be at an immediate advantage because they can easily play which ever one they pull without needing any other cards. The regular dragon reprints, legendary birds, Cilan and Double Colorless Energy are going to be amazing as well, if anyone pulls any of those cards, I would highly recommend playing them, they are going to be the "Audinos of the set". Anyways, awesome article, you got me excited for the prerelease :)
 
Vulpix Yolk said:
Great article Celebi! This is going to be a really interesting prerelease, all of the EXs being basics means that anyone who pulls an EX is going to be at an immediate advantage because they can easily play which ever one they pull without needing any other cards. The regular dragon reprints, legendary birds, Cilan and Double Colorless Energy are going to be amazing as well, if anyone pulls any of those cards, I would highly recommend playing them, they are going to be the "Audinos of the set". Anyways, awesome article, you got me excited for the prerelease :)

I agree. The regular dragons will be good, but their side effects are painful, especially for a Prerelaese (no energy acceleration or Eviolite). Anyone who gets an EX probably not me will have an advantage because of the high HP an good attacks. I would base a deck around an EX if I got it.
 
Well written :).

It's not that hard to browse around and find tidbits of information here and there about the pre-release events, but it's extremely nice to have almost all of it in once place. I'll be keeping a few tips in mind as I go to a pre-release near me this Saturday~
 
So how bored were you to do this?
I'm just wondering because prereases have no point value or prizes.
But then fun hasn't mattered for this in a long time.
 
Abomasnow-Man29 said:
So how bored were you to do this?
I'm just wondering because prereases have no point value or prizes.
But then fun hasn't mattered for this in a long time.
Nothing wrong with having a little fun. It's completely possible to have fun competing even if there's nothing at stake. I find that kind of competition the most fun, because you don't have to sweat losing.

After all, there's only so much competitive content to write about.
 
Celebi23 said:
Nothing wrong with having a little fun. It's completely possible to have fun competing even if there's nothing at stake. I find that kind of competition the most fun, because you don't have to sweat losing.

After all, there's only so much competitive content to write about.

Or Spam about.
 
One of my articles not being relevant to you in particular doesn't make it spam. You'll notice this article got a generally warm reception, as did my last article. Chill. ;)
 
Celebi23 said:
One of my articles not being relevant to you in particular doesn't make it spam. You'll notice this article got a generally warm reception, as did my last article. Chill. ;)

I am I'm just wanting to know who thought this was needed?

All you need for prerelese is
1. Make what you like.
2. If you can't make something you like on your own you should not be playing.
 
All you need to play in a States event is a 60-card deck with one Basic Pokémon in it. That won't win you the event.

People can play competitively in an event even if there's no prizes or rewards at steak. There's recreational sports leagues all over. YOU don't play at Prereleases competitively? Fine. Don't go around trying to spoil everybody else's fun.

An article doesn't have to completely necessary to be written. We're saving a lot of the ultra-competitive articles for the Pre-States Run. Is ANY article necessary? Certainly not. Are articles about SotG, the metagame, or anything else necessary? No... Articles are supposed to be read for fun/entertainment, and for information. Look at all the adventure/action/etc books people write. Those don't further the readers in their lives. That doesn't mean people can't enjoy reading them. Not everything has to be about prizes and rewards. Loosen up.

This is getting very off topic. PM me if you want to continue this discussion.
 
Well this does help me in one thing, there is less respect for others then when I left.

You don't seem too respectful yourself. Take a chill pill. - SR
 
Good read! I went to my first pre-release last Saturday. The matches were fun, mostly due to the inherent silliness of the decks. I brought a friend who is somewhat interested in the game and paid his way so I could get some extra cards (this paid off--he pulled me a Mewtwo). He loved it, more so than he did any of the cities we went to. Although perhaps this is because he loves winning too... and when you're the only one with a Mewtwo, winning is not too hard to manage.
 
Pre-releases are among the most fun sorts of tournaments I go to because I see the most variety in them. On the other hand, the way I build a deck is that I just see whatever I can use and put it together, as long as it doesn't exceed 3 types. Generally, what's mostly responsible for helping me win is not what I expected--in the Next Destinies pre-release last week that I went to, for instance, it wound up being that Lapras with Surf for 60 damage. The deckbuilding tips in this article are stuff that never even occurred to me. Then again, more often than not I get evolution cards up the wazoo with nothing for it to evolve from and barely any trainers. I will definitely see if I can apply these pointers the next time I go to a pre-release.

Booster drafts aren't done at the pre-releases I go to though. I would like to do it sometime, but if you share the cards in 6 packs among a bunch of people, would you have enough to build a deck from, let alone one that makes any kind of sense?
 
Abomasnow-Man29 said:
Well this does help me in one thing, there is less respect for others then when I left.
Give and you shall receive.

leonardbatfish said:
Good read! I went to my first pre-release last Saturday. The matches were fun, mostly due to the inherent silliness of the decks. I brought a friend who is somewhat interested in the game and paid his way so I could get some extra cards (this paid off--he pulled me a Mewtwo). He loved it, more so than he did any of the cities we went to. Although perhaps this is because he loves winning too... and when you're the only one with a Mewtwo, winning is not too hard to manage.
Wow, lucky. I've never gotten an ultra-rare at any Prerelease I've been to. :/

ArceusTrainer said:
In Norway we have always played with 40 card deck at prerelease! ^^

Oh well, good Article! :D
Yeah, that's what we do in the U.S.A. as well. Did I mess that up in the article somewhere?

Ophie said:
Booster drafts aren't done at the pre-releases I go to though. I would like to do it sometime, but if you share the cards in 6 packs among a bunch of people, would you have enough to build a deck from, let alone one that makes any kind of sense?
Yeah, it seems like drafts have gotten a lot rarer these past couple years. I'm not sure why. But there are enough cards. I think you misunderstood. Each person starts with six packs. They all open one, then everybody shares every pack. So after the first group of packs have been split, everybody ends up with 10 cards (the same number they started with.) Then this is done for the remaining five packs, leaving everybody with 60 cards to build a deck with.
 
A good article. My friend and I can't attend a Pre-release, so we are splitting a box. We plan to do three 6-pack 40 card battles. Best 2/3 wins. :)
 
Now I'm upset, because I had hoped you would have posted this before I went to my PR. XP Oh well.

I have a few questions about booster drafts, however.

1) Do they generally take longer than prereleases?
2) Is knowing the card trick a good idea?
3) Where should you sit at the table during the draft (like, should I be at the front or the end of the table)?
4) Which cards do you pick to make the most money?

Thanks if you can answer these questions. I'd like to attempt the draft at the next PR I go to, so thanks again.
 
^Yeah, I was hoping to get this up earlier, but I lost all the work I did on my first version. I had to rush to get this up before all the PRs were over. Next time I'll save my work as I go. :/ In response to your questions:

1) This really depends on the area. When I used to do them, there was much less interest in them than in the main event. Because there were less rounds, it would end up being about the same time as the main event since it takes longer to build a deck in a draft.

2) What do you mean?

3) It doesn't matter. Everybody gets the same number of cards, and the same opportunity to get the good ones. Unless there's a part of the table where you can see other peoples' pulls, it doesn't matter at all where you sit. :p

4) The ones that are worth the most. Look on TnT or another website beforehand, so you know which cards out of the set are selling for the most. In this upcoming set, obviously pull Mewtwo (or any other EX), then the better rares/holos/trainers (Skyarrow, Prism, Musharna, etc), then just any rares/holos you see. People often pass up the chance to get a rare in exchange for a common/uncommon pre-evolution they need. Just keep your eyes open.

Also, just remember that drafts aren't offered at every PR. Unless your TO has confirmed there is one, there probably isn't.
 
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