State of States: An article on the upcoming meta.

Thedrone1man

If you're older, you should remember me.
Member
All right, lets face it. This batch of State Championships are going to be some of the hardest, if not weirdest we have seen in a while. Not only are old decks returning, but all new powerful cards, as well as an entirely new win condition make an appearance. Add those with our already incredible rotation, and you have some potent combinations. Seeing as this site has a lot of newer players(trust me, just look at some of the posts on here), I figured I would take my time to write an article to try to educate the masses on just what could show. I understand that there are already threads with deck discussions and lists for most of these decks, but those are just basic lists. I am writing this article because it gives a much more comprehensive, detailed look at the deck, its main cards, its strategy, and its techs, AS WELL AS a basic list. Therefore, I feel that this article is a qualified article, and that it is all right that I am writing it.

I will provide lists for the decks, but they will probably just be the most basic, because netdecking ruins creativity, and the entire point of this is to educate on how to make your own lists, to suit your metas, and your playing styles, not just copy mine. NOTE: I HAVE NOT, NOR DO I ADMIT THAT THESE LISTS PROVIDED ARE THE BEST THEY CAN BE. DO NOT POST ON THIS ARTICLE ABOUT STRANGE THINGS WITH THESE LISTS. THIS IS SIMPLY A BASE, OR A SKELETON LIST, FOR NEWER PLAYERS TO IDENTIFY. PLEASE KEEP THIS ARTICLE FREE OF DECK DISCUSSION. THERE ARE OTHER FORUMS FOR THAT. THANK YOU.

With each deck, I will be talking about the main combo cards, as well as a few staple tech cards. At the end of the article, I will talk briefly about just overall tech cards that you could or should expect to see from deck to deck. Multiple decks will be covered here, so this could be a long one. Lets get started.

Deck #1: Gengar prime(Lostgar).
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Probably one of, if not THE most hyped card of the season. Is it the hype truly worth it? Only time can truly tell. Even if it doesn't live up to the hype, it still just looks like a great card. What makes it so good?

Gengar prime comes with two attacks, a Poke-body, 130 HP, a X2 weakness to dark, a -20 resistance to colorless, and no retreat cost. Just at first glance, those stats look great. Combine these with a great Lv.X, and you have yourself one menacing pokemon

Gengar prime has two attacks. Its second attack, Cursed Droplets, places four damage counters on any of your opponents pokemon in any way you like. This is a fairly decent attack. Spread one damage counter to four pokemon, then use the X for Compound pain, and attempt to take multiple prizes. Use the four damage counters on an Uxie, and two shot it. All in all, it is a decent attack. Not one you should be charging for constantly, but still a solid fallback option.

Gengar prime's body is a devastating one. Simply put, if Gengar prime is active, and an opponent's pokemon is knocked out while it is, the pokemon that was knocked out goes to the lost zone, instead of the discard. The remaining cards attached to it go to the discard as normal, but that pokemon is removed from play. If an Uxie gets knocked out while he is active, it is lost for the rest of the game, possibly ruining your opponent's chances at drawing. If you are able to finish off a main attacker with Gengar prime, or use some sort of power to do so while he is active, then that pokemon goes away for the rest of the game. Truly, this body is one that should be feared, especially if your side of the board starts to get cluttered with damage. If this is the case, react quickly, as things may turn out very bad for you.

Despite the positives of these attacks and stats, these aren't what made Gengar prime so hyped. Gengar's first attack, Hurl into Darkness, is unlike anything previously seen.
Look at your opponent's hand and choose a number of Pokemon you find there up to the number of {P} Energy attached to Gengar. Put the Pokemon you chose in the Lost Zone.

Wow. This single attack is what makes Gengar prime currently worth $40. For a single psychic, you could remove a pokemon in your opponent's hand from play. There is plenty to talk about this attack as well.

The shear ability to choose your opponent's Pokemon and remove them from the game is unbelievable, and can ruin your opponent's entire strategy. Lv. X's beware, this card can keep you out of the game for good. Add to the fact that if you have multiple psychic, you can remove entire evolution lines? The thought of drawing random Pokemon from your deck with a common Uxie Set-up now becomes a huge problem, if you happen to be playing this deck. Any slip-ups, and Lostgar(as many players are dubbing it) will quickly take advantage of it, possibly stopping your game strategy in its tracks.


However, these attacks alone don't win you games. Expecting to take six prizes with Cursed Droplets? Good luck. Remember that win condition I previously mentioned? That win condition happens to work wonderfully with Gengar prime, and is what makes the deck such a good deck.

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(will add a higher quality scan when it is up)

Lost World, a newly released Stadium to the U.S, contains an all new win condition. If your opponent has six or more pokemon in the Lost Zone, you can simply declare victory. The Lost Zone, a previously unexplored area of the game, has suddenly become one of the fast ways to win, coming in quickly behind Donk decks.

Getting pokemon into the Lost Zone would normally be difficult. Palkia G Lv.X's poke-power, while good, is slow to set up in some games, and doesn't always work. Giratina Lv.X's attack is expensive, and does low damage. If only there was a card that could easily put Pokemon into the Lost Zone-oh wait! There is! Yes, this is the card that makes Gengar prime as good as it is. After a few turns of using Hurl into Darkness, if you are lucky, will enable you to win the game quickly. The more energy on Gengar, the greater potential you have of winning using Lost Zone. Pokemon-heavy decks will definitely need to tweak their lists, as Gengar will have great match ups against them.

Even with this incredible combo, Gengar still can't win on its own. Like every deck, Gengar needs some techs:
Palkia G Lv.X: This was one of the first three Pokemon to incorporate the Lost Zone into the game. Taking the form of a power, Palkia G Lv.X's Lost Cyclone Poke-power allows both players to choose three pokemon on their bench. The remaining pokemon go into the Lost Zone. Originally paired with the Pixie pokemon; Azelf, Mesprit and Uxie, Palkia G is a very good tech for Gengar. This Lv. X allows you to possibly Lost Cyclone, and then Hurl into Darkness in the same turn, nabbing you a good few pokemon in the Lost Zone. This card also allows you to win with Lost World, even if you can't seem to get a Gengar going. Players should always be on the watch, and keep small bench sizes, as Palkia can wreak havoc on unprepared players and decks.

Mr. Mime TM: Similar to the promo Noctowl we received a year ago, Mr. Mime has a very similar power. The only difference between the two is you must reveal your hand as well. Usually, this isn't a big deal, because you are usually in control of players, and seeing your hand and potential ability to bring out a fresh one the moment one of your's dies can strike fear in your opponent. Using this as a tech to look at your opponent's hand before attacking is a great idea, it allows you to make plays accordingly depending on what is in their hand. If they have 10 cards in hand, but no pokemon, you just wasted an attack, but using Mr. Mime will allow you to see what you are getting into before you go through with it.

Spiritomb TM: Having trouble getting pokemon into the Lost Zone with Gengar? Sick of dealing with your opponent having a small hand? Well, you won't have this problem anymore with Spiritomb! Using Spiritomb's handy Poke-power forces your opponent to shuffle his hand into his deck, and draw a fresh six cards. Normally, you wouldn't want your opponent getting an entirely new hand, but the chances of them drawing pokemon are a lot higher, allowing you to continue your destruction of their hand. Trainers can do a lot, but without Pokemon to finish up the trainer's command, there is nothing they can do. A tech that should be used in every Gengar, it allows you to possibly get plenty of new pokemon into the Lost Zone.

Seeker: A very, very obvious card for Gengar, but I feel I should talk about it anyways. Seeker is a Super Scoop up that always flips heads, and it works for both players, but only on their benches. Play Seeker, and both players pick up a Pokemon. When played with Gengar, you ensure that at least one pokemon(if they picked up an Uxie, for example) will be in your opponent's hand, allowing you to put a pokemon in the Lost Zone. Added onto that special effect, you can pick up your own Uxie, and draw more cards.

Mesprit LA: A pokemon with the ability to put your opponent in a one-turn power lockdown is definitely one that is good. While the power only activates the turn you play it, it can be reused. If you run Seeker, you can make your opponent pick up a pokemon, and you pick up your own Mesprit, dropping it again, keeping your opponent in a power lock.

Staraptor FB: Staraptor FB Lv.X is a great tech for Gengar, for a single reason. You can use it to search out supporters from your deck, like Twins, or PONT, or a Collector. This increases the consistency of your deck a lot, and is a definite recommendation for the deck, if you have the chance.

Mew(prime): A special prime that has a very peculiar body and attack, this tech has been talked about as a tech in Gengar, as a tech primarily for the mirror. If one of your Gengars is put into the Lost Zone, you can send up a Mew and use Hurl into Darkness, thanks to its body.

Ditto: Another tech used primarily for mirrors, Ditto does just that. If an enemy Gengar is harassing you, send up this guy if you can't get an actual Gengar set up, and get the same effect, as long as their Gengar is active. Adding Rainbow energy with Ditto allows for a range of enemy attacks that can be copies, like Take out(Machamp SF), Dragon Steam/Pump(Kingdras), Mass attack(Jumpluff), Shadow Room(Gengar SF), and many more. A very versatile tech, and definitely worth a slot in a deck.

Vileplume:
Ah, Vileplume. A card made incredibly popular in Vilegar(Vileplume and Gengar SF), this card can be a tech for Lostgar. Running Vileplume obviously cuts off your supply to trainers, but it is truly a punishing lock that you can put your opponent in. Removing their pokemon from play AND getting rid of their ability to play trainers? That IS mean.

These are just a few of the many techs you could try. Gengar is a great card, no one is doubting that. Like every deck though, Gengar can be beaten, and there will be decks that are created just to beat Gengar. It may not live up to the hype, and even if it doesn't, you should still be prepared. When you think of decks that you can encounter at States, this should be the first deck that comes to your mind when making a list. Keep it low on pokemon, and you just might make it out of this match up alive.

As promised earlier, here is a basic example of what a Lostgar(Gengar prime/Lost World) list would look like:

3-3-3-1 Gengar (SF-SF/SF/TM-Prime)
2-1 Uxie
1 Unown Q
1 Azelf
2-1 Palkia G
1 Mesprit
1 Spiritomb ( TM )
2-1 Staraptor FB
= 23 pokemon

2 Warp energy
2 Rescue energy
6 Psychic
= 10 energy

3 Pokemon Collector
3 Bebes Search
3 Broken Time Space
3 Rare candy
1 Palmer's Contribution
4 Seeker
3 Twins
2 Pokemon Communication
1 Luxury ball
2 Lost World
2 PONT(Professor Oak's New Theory)
= 27 t/s/s

This list seems to be a fairly standard list, using BTS(Broken Time Space) and Rare candy to quickly evolve Gengar, Twins for when they kill a Gengar(seeing as you won't be taking many prizes), and Staraptor FB and Palkia G there to support you for consistency, or for additional Lost Zone. Feel free to use this list as a skeleton, or don't use it at all! However, in my personal opinion, if you copy this list card for card, you should not expect to win States.
~~
Deck #2: Luxchomp(and BLG)

Since the Platinum set was released, there wasn't a single person prepared for the popularity and greatness that would turn out to be SP. A deck that is so good that has made players quit the game surely can't exist, yet it has for the last two years. Out of all the SP decks that are released, there are only a select few that emerge on the top, and stay there. Luxchomp, and its cousin BLG are a prime example of a deck that has dominated, and continues to dominated formats across the world, and with good reason. Being one of the fastest, most versatile deck comes with its privileged, getting the title of BDIF(Best deck in format) by many. So what makes it so good? Lets find out.

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Garchomp C Lv. X. 110 HP. Free retreat. X2 weakness to colorless. A single attack and a single poke-power. Unless you have been living under a rock since August 2010, you should know everything about this card. When you hear the word meta, one of the first cards that should come to your mind is this one. I won't go to in depth about this card, as 99% of people should know what it does, and why it is good.

The ability to do a solid 80 damage snipe anywhere on the field is one of the best attacks in the game. Once a good attack, it gained a near-mythical status thanks to Double Colorless Energy. Drop an Energy-gain and a DCE on Garchomp, and you have a simple, powerful attack. It can one-shot most Stage 1 forms of evolution pokemon, as well as being able to kill any pixies.

Add onto this the ability to heal any and all damage on any of your SP pokemon by simply leveling up Garchomp and using his poke-power Healing Breath(a power that will be discussed later in this article), and you have yourself one of the best Lv. Xs ever created.
~

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Luxray GL Lv.X. Have you ever asked someone how expensive it would be to make a Luxchomp deck? Most people will go into the 100s, and you probably wonder why. Simply put, this card is the sole reason for the high price of the deck. Alone, this card is worth anywhere from $75-$90, on any given site.

110 HP, X2 weakness to fighting, -20 resistance to steel, free retreat, and electric typing can't make this card worth so much. A single attack, and a poke-power. At first glance, anyone would wonder just why this card is so good. Upon closer inspection, you can see just why.

Any old player remembers the card Gust of Wind. You know, that trainer that lets you pick one of your opponent's pokemon and switch it to their active spot(sadly renamed Pokemon Catcher, thanks to Black and White). Luxray GL Lv.X's power is almost a word for word reprint of Gust of Wind, which it is what makes it so good. Being able to pull up any pokemon your opponent has is wonderful. See a pokemon with a big retreat? Pull it up to the active spot and retreat to Garchomp and stall while you take cheap prizes. See a weakened pokemon that retreated away and is trying to get a few moments of peace before returning to the fight? Send up Luxray, and yank it back up to the active spot.

Combine this one-of-a-kind power with Flash Impact, Luxray GL Lv.X's only attack, and you have the ability to take swift and easy "chump" prizes. For a lightning and a colorless, you do 60 damage, with a 30 damage whiplash on any of your pokemon, something that can be healed off later, thanks to Garchomp C Lv.X's poke-power. 60 damage doesn't seem like much, but with starters like Sableye and Spiritomb having only that much, and the Pixies having only 10 more, you can quickly pull them up and clean them off the board, taking a prize in the process. Add Crobat G drops to kill off the Pixies, or any pokemon that you are just short of killing.
~~
(for BLG only)
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BLG is called BLG for a reason: Blaziken, Luxray, Garchomp. This is very close to Luxchomp, so both often use the same techs. BLG is more geared towards disruption, as well as the added bonus of type advantage, thanks to Blaziken's fire type.

Blaziken comes with 110 HP, just like the other Lv. Xs in this deck. Fire type, one retreat cost, a body, X2 weakness to water, and a single attack allow Blaziken to fit so nicely into this deck.

Blaziken's body, Burning Spirit, combos with the basic form of this pokemon. The basic has an attack called Luring Flame, which chooses one of your opponent's benched pokemon, and switch them with their active, burning them. Then, the body adds 40 from attacks to all burned pokemon, be it yours or your opponents. This allows you to pull up big pokemon, burn them, then the next turn hit them for a lot of damage, using Blaziken Lv. X's attack, Jet Shoot.

While Jet Shoot is a powerful attack, it does have a severe draw back that you must be aware of. While it puts out a solid 80 damage for a single fire and a colorless energy, it has a serious recoil factor. The turn after you use Blaziken Lv.X's Jet Shoot, any attack done to the active Blaziken Lv.X is increased by 40. For example: If there is an enemy Azelf active, and I use Jet Shoot to kill it, and they bring up an Uxie Lv.X. They use Zen Blade to attack me, which normally does 60 damage, but thanks to Jet Shoot's recoil of 40 extra damage, Zen Blade will do 100.

This attack makes Blaziken an incredible fragile pokemon. While the damage output on it is incredible, you must be cautious about when you use it, because chances are, you will be trading a prize for a prize with this Blaziken. Generally, save Jet Shoot for knocking out big defensive pokemon, like Steelix or Dialga(with special metals attached), killing pokemon with an Expert belt attached to them, or just putting that giant enemy pokemon out of its misery. You should save it for those situations, as in most matchups, Blaziken can and will be killed in return. Save Jet Shoot on pixies for Luxray or Garchomp, and leave most of the 80 damage attacks to Garchomp, thanks to his snipe. Besides the drawbacks, Jet Shoot is a powerful attack, and one that both you and your opponent should definitely be aware of.

Luxchomp and BLG are common examples of decks that perform well, and have consistently done so. Using one of the most powerful card engines in the game, the Cyrus engine, these SP have made a bold statement, and have been difficult for any deck to topple.

~It all starts with Cyrus's Conspiracy. This is the staple card behind all SP and their success. When you play it, you can search your deck for another supporter, a basic energy, and an SP tool card(all of which will be covered shortly). That supporter you grab can be another Cyrus's Conspiracy, allowing you to start something called the Cyrus chain, which is basically a four-turn chain of you using Cyrus to get Cyrus, and continue on with your SPs powerful domination and control of the game. You can grab any supporter in your deck though; Pokemon Collector, Bebes Search, Aarons Collection, or even stray ones like Looker's Investigation, PONT, or Copycat are all game. Cyrus's Conspiracy is complimented by four simple SP tools.

1. Energy-Gain: Energy-Gain is the first of the four tools. Attaching Energy-Gain to an SP pokemon allows their attack costs to drop by a colorless energy. Attacks that previously needed a fire and a colorless now only need a fire(in the case of Blaziken FB Lv.X's Jet Shoot). This tool allows you to pull off quick kills, while running lower amounts of energy, and still doing lots of damage. This card, combined with DCE(Double Colorless energy), allows you to use Garchomp C. Lv.X's Dragon Rush attack, and do an 80 snipe. That alone makes E-gain(Energy-Gain) a staple, because of the caliber of that single attack. It works wonders with any SP pokemon though, and is needed, in at least three copies, in any SP deck.

2.Power Spray: Power Spray is next. Being the most controversial SP trainer, Power Spray does exactly what you would think: Spray, or stop enemy Poke-powers. Previously, Mesprit's Psychic Bind Poke-Power, or Gardevoir's amazing Psychic Lock attack were the only things that locked powers(in the meta, anyways) in the modified format. Power Spray was released, and changed everything. If you have three SP pokemon on your field, you may play Power-Spray, blocking one of your opponent's powers on their turn. If they play Uxie and use Set-Up and try to draw cards, you can spray it, and it stops them, leaving a useless Uxie on their bench. This card alone has changed how people use powers, with them now using them more carefully, or even using "bait powers", to make you spray them so they can put that extra 10 damage, or draw those crucial cards. Power Spray is another must, in at least three copies in any main-stream SP deck.

3.Poketurn: The third SP tool card is Poketurn. As the most expensive of the SP tool bunch, it proves that it is the best. When you play it, you pick up one of your SP pokemon, and return it, as well as all cards attached to it, to your hand. Energy-Gains, energy, technical machines, anything. All of it goes right back into your hand, free of charge. Think of it as a Super Scoop Up, or a Seeker, that always flips heads for ANY SP pokemon. Obvious combos are using a Bright Look(Luxray GL Lv.X) to pull up a pokemon, then Poketurn Luxray. Use Flash Bite(Crobat G) for that extra 10, then pull it back to your hand. Drop a Garchomp C Lv.X and use Healing Breath, clearing your board of damage before returning it back to the hand. The combinations are endless, but one thing is certain: Poketurn is a MUST, in four copies.

4.SP Radar: The fourth and final SP tool, SP Radar acts as the search card. Energy-Gain is for attacking, Poketurn is for healing, Power Spray is for disruption, and SP Radar is definitely for the search. Almost a word for word reprint of the staple Bebes Search supporter card, SP Radar forces you to put a card back on top of your deck to search out a pokemon. The great thing about it is that it is a trainer, and can be grabbed along with Cyrus's Conspiracy, so you can get a pokemon from Cyrus, all in a single turn. The downside about it(if there hardly is one), is that it can be blocked by trainer lock, as well as the fact that it ONLY grabs SP. Sorry Uxie, no cheap draws yet. Seeing as it is a trainer, you should still run it with Bebes search, in the off chance you run into a trainer lock deck.

~5~Aaron's Collection: Not so much an SP tool, but still needing mention. Aaron's Collection is your primary recovery. When you play this supporter, you can search your discard for any combination of two SP pokemon, or basic energy. This means you can grab that crucial lightning energy again, or grab some SP pokemon. You can even grab SP Lv.X, like Luxray GL Lv.X or Garchomp C Lv.X! At least one copy is a must.


One of the things about Luxchomp and BLG that makes them so great is their ability to disrupt, and their ability to tech out for various metas. What kind of techs can you commonly see among them, and what are some popular options?

In Luxchomp, there are two kinds of "techs". There are the normal techs that you can put in to counter your meta, and there are "staple techs". These are not so much as staples, but are not as important as the main pokemon. There are generally five "staple techs", and I will discuss them below, followed by the actual techs for the meta.

Bronzong G: Not so much a tech as much as a staple, Bronzong should find a way in any SP deck. Used only for its Galactic Switch poke-power, Bronzong G keeps energy on the field, and allows you to "attach" two energy a turn, allowing you to power up your SP pokemon in a single turn, as well as helping charge up some non-SP pokemon in a turn, like Uxie X, or Drifblim.

Crobat G: Another staple SP pokemon, Crobat G is used in any deck, be it non-SP or SP. Simply put, his poke-power is in the deck to nudge those pokemon that are just 10 HP off into a one-hit KO range. Combined with a free retreat cost, Crobat is essential for using Luxray to kill of pixies with Flash Impact, killing pokemon like Regice, Bronzong G or Ninetails with a Garchomp C snipe, or using it to one-shot Gyrados(belted or non), or Machamp. Crobat is essential, and make sure you fit at least one in any list of SP, and in some cases, even non-SP.

Ambipom G: An SP card that has dipped in and out of the public eye for sometime, Ambipom is a solid SP tech. For a single energy, you can move an energy attached to the active pokemon away to one of their benched pokemon. Use Tail-Code(what the attack is called) to move a Double Colorless to a benched Azelf. Move a special metal or dark from a big attacker to one of the benched pokemon. Ambipom's second attack, Snap Attack, does 60 damage for two colorless, but will decrease in damage to 20 if the defending pokemon has energy on it. Use Ambipom to kill enemy Garchomp C Lv.Xs if they use a DCE(Double Colorless) and an E-gain(Energy gain) with your own Double after a snipe. Ambipom can even donk, if you are lucky.

Dragonite FB: The fourth SP staple tech, Dragonite is a pokemon that gained popularity very quickly, and held it tightly. Used for Mach Blow, Dragonite has the ability to one shot 98% of all basic SP, as well as Garchomp C Lv.X. Mach blow does 20 damage normally, but will instead do 80 damage if the defending pokemon is a pokemon SP. for three colorless energy, or a DCE and an E-gain, you can do some serious damage. A card that is very easy to get(it was a league promo!), but is incredibly good. Needed as a one-of in any SP deck.

Lucario GL: The final staple SP pokemon, Lucario GL is used solely for his body. The body turns all weaknesses on the field of all pokemon to X2, instead of what they normally are. Why would you want this to happen to your pokemon? Well, all SP pokemon have an X2 weakness to things anyways, so this just balances the odds. Lucario is used as an assistant to your pokemon. Use Luxray GL Lv.X with Lucario GL to OHKO(One-Hit-Knock-Out) a Gyrados(with a Crobat G Flash-Bite, of course) for a single, or two prizes(if they have an Expert Belt). Use Uxie Lv.X's Zen Blade, with Crobat G and Lucario GL to kill a Take-Out Machamp, which would otherwise cause you serious damage. Lucario is also a must have, and is only used in situations where you can add double weakness for knock-outs in one hit.

Aside from the staple cards, Luxchomp and BLG often have room for some techs.

Drifblim FB: Drifblim is one of those odd-ball SP tech pokemon. For a psychic and two colorless energy, you can do 40 damage to any pokemon on the field. The weird part about Drifblim, is that he is the only pokemon to apply weakness and resistance to benched pokemon, who would otherwise be free from that. This allows Drifblim to kill off pokemon like Uxie and Azelf, as well as causing serious damage to pokemon like Vileplume and Nidoqueen. As an added bonus, Drifblim gains an extra 40 HP if your opponent has taken at least three prizes, turning Drifblim into a tank.

Drifblim(UD): This Drifblim is another tech. For a psychic and a colorless, he does 60 damage, with a 20 recoil. People first looked at this card as the "cheapman's" counter to Machamp. If you cannot afford an Uxie Lv.X, and do not have room for the Toxitank engine(will be discussed in a moment), Drifblim is a strong option that can be used. Aside from the ability to counter Machamp, Drifblim is a good counter to many other things as well. For three colorless energy, you can return Drifblim and all cards attached to it back to your deck. However, you choose the defending pokemon as well, and do the same thing. This can be an effective way to counter pokemon that tank, like Steelix or Dialga, as well as getting rid of stall cards, like Mewtwo Lv.X. They lose a big pokemon, but you still have your own pokemon which can score quick knockouts while they struggle to set up once more.

Promocroak: Toxicroak G promo, commonly referred to as Promocroak, is a tech that is really on-the-fence. Some players love Promocroak, and always fit him into their builds, while others hate him, and would rather run trainers or other pokemon. For a single psychic and a colorless(or an E-gain!), he does 20 damage, with a catch. If one of your pokemon was knocked out last turn, he instead does 60 damage, plus poison. This makes Promocroak the perfect revenge KO pokemon, and probably why his attack is called Revenge Poison. Added with this attack is a power that is a built in Super-Scoop Up. You have the chance of getting him out of the active spot, even without using a Poketurn, returning all the cards attached to him as well. He has to be active to use this power, but he isn't that bad of a starter because of this, even under trainer lock.

Smeargle: Smeargle is a newer tech for SP, and it is used as a tech for consistency. Add Unown Q to this pokemon, and whenever one of your own pokemon die, you can send him up to the active spot, use one of your opponent's supporters, then retreat back and use your own, getting in two supporters a turn. A great pokemon to start with, if they have a Pokemon Collector or other good supporter in their hand.

Toxicroak PT&Skuntank G: Toxitank is a "group tech" that is a well known one. Using Toxicroak G and Skuntank G, you poison your opponent and do some major damage. The reason for the resurgence of this tech is that with Unown G out of the format, Machamp was free to run rampant, and be able to one-shot an entire SP deck, with the ability to win the game in exactly 6 turns. Toxitank changes that entire plan, however. Besides the fact that it can one-shot a Machamp with a Lucario GL, even without Crobat G(thanks to the poison from Toxicroak's attack), Toxicroak's body prevents it from taking any effects of enemy attacks, except straight damage. That means that Machamp cannot use Take-out to kill Toxicroak(and therefore, not do the 40 damage), and must rely on Hurricane Punch(or other pokemon) to kill it. Toxicroak's attack, which normally does 20 damage, will do 40 more damage, if the defending pokemon is poisoned. Combo this with Skuntank G's power, which poisoned both active pokemon that aren't SP if you control a stadium in play, and you can easily do 70 damage, or 130 on an enemy Machamp(with Lucario GL). Because you need stadiums in play, this allows you to run certain stadiums in your deck that benefit SP, but not evolution pokemon, like Snowpoint Temple(gives all basic pokemon +20 HP), or Galactic's HQ(which puts two damage counters on any pokemon that is evolved from the hand, each and every time they do it). Use Toxitank as another cheap counter to Machamp, as well as having a counter to pokemon that are weak to psychic. Skuntank adds that added disruption factor of poison to any of your opponent's pokemon.

Dialga G Lv.X: Aside from having a deck built specifically for it, Dialga has been seen teched in Luxchomp builds, as a counter to Vileplume(to free you from the trainer lock), and get rid of annoying healing bodies like Nidoqueen. Surprisingly, Dialga also counters "the rogue". What this means is that usually when you encounter a rogue, they use some sort of weird body, which helps them. This allows you to shut it off, and counter the entire rogue's strategy(in some cases). Prime examples of this would be Ampharos or Monarchy(Nidoqueen and Nidoking).

Honchkrow G: Honchkrow G is one that is used in various decks, if they have room. Not a bad card, Honchkrow G is usually used for his first attack, which searches your deck in any combination of two SP tool cards, or stadium cards. This can search you out some early Poketurns or Powersprays(for example), or get a stadium like Snowpoint Temple.

Below, I will provide two basic lists. One for BLG, and the other for Luxchomp. NOTE: BOTH LISTS USE UXIE LV.X. IF YOU DON'T HAVE ONE OR CAN'T GET ONE, FEEL FREE TO SUB IN DRIFBLIM, TOXITANK, OR NON AT ALL.
Luxchomp:
2-2 Garchomp C Lv.X
2-1 Luxray GL Lv.X
2-1 Uxie Lv.X
1-1 Dialga G Lv.X
1 Azelf
1 Lucario GL
1 Unown Q
1 Dragonite FB
1 Promocroak
1 Ambipom G
1 Bronzong G
1 Crobat G
1 Smeargle
= 21 pokemon

4 Double Colorless energy
3 Electric energy
1 Psychic energy
3 Call energy
2 Warp energy
= 13 energy

4 Cyrus's Conspiracy
4 Poketurn
4 Energy-Gain
3 Power Spray
3 SP radar
3 Pokemon Collector
2 Aaron's Collection
1 Bebe's Search
1 Pokemon Communication
1 Premier Ball
= 26 t/s/s

A fairly standard list, using the Dialga G Lv.X tech as a counter to Vileplume, with Warp Energy to get it back to the bench.
~~
BLG:
2-2 Garchomp C Lv.X
2-1 Luxray GL Lv.X
2-1 Blaziken FB Lv.X
2-1 Uxie Lv.X
1 Azelf
1 Unown Q
1 Smeargle
1 Dragonite FB
1 Lucario GL
1 Bronzong G
1 Crobat G
1 Promocroak
1 Ambipom G
= 22 pokemon

4 Double Colorless Energy
3 Electric energy
1 Psychic energy
2 Fire energy
3 Call energy
= 13 energy

4 Cyrus' Conspiracy
4 Poketurn
4 Energy-Gain
3 Power Spray
3 SP Radar
3 Pokemon Collector
1 Bebe's Search
2 Aaron's Collection
1 Pokemon Communication
= 25 t/s/s

As you can see, both lists are fairly similar. In my honest opinion, I like BLG more than Luxchomp, but Luxchomp is definitely the more consistent of the two.
~
Deck #3: Vilegar
18-gengar.jpg


Vilegar is the other Gengar deck that is in format. Obviously not getting as much hype as Lostgar, Vilegar is still a great deck, and one of the few that puts up a punishing lock unparallel to any other deck.

Vilegar's primary strategy is this: set up a full-game trainer lock, and then use Gengar SF to attack, doing lots and lots of damage. Just how does this combo work? Vilegar uses three primary cards: Gengar SF, Spiritomb AR, and Vileplume UD, all of which will be covered below.

Gengar SF is the main hitter of the deck. 110 HP, free retreat, -20 resistance to colorless, and a +30 weakness to dark. Stat-wise, Gengar doesn't have much going for it. Gengar also comes with two attacks, and a poke-power, all of which are incredible.

Gengar's first attack, Shadow Room, puts three damage counters on any of your opponent's pokemon, for a single psychic energy. If the pokemon you choose has a poke-power though, Shadow Room puts SIX damage counters instead! That puts pokemon like Uxie and Azelf within 10 damage of being knocked out, or cuts the HP of an enemy Gengar by half. An attack that can get you quick knock-outs(and even cheap donks), this is an attack that is a good fall-back for when you can't do any substantial damage, or knock out big pokemon that have powers. However, attaching Expert Belt does not put 8 damage counters on an active pokemon(if they have powers), because they are damage counters, not damage, therefore no resistance, weakness, or any other effects are applied.

Gengar's second attack, Poltergeist, is the main attack of the deck. For a psychic and a colorless, this attack does 30X the number of trainers, supporters and stadiums in your opponent's hand. This would normally be a risky attack, as you can't guarantee there will be those trainers there, but with Vileplume, you permanently lock them in their hand(from being played), so you can ensure that major damage can be done, without risking it. You would be surprised as even the biggest hitters fall to the might of this attack.

Gengar also comes with a very controversial power, and one that has stirred plenty of anger among players. The power is called Fainting Spell. Simply put, if Gengar is killed with damage(not poison, damage counters, or powers), you get to flip a coin. If it's heads, the defending pokemon is knocked out as well. That means you can take a prize, and then you get to attack on your turn as well. This single power can turn the game around entirely. If they have an Expert Belt, and you flip heads, you get to take two prizes as well! This adds to the incredible ability that this power brings to the table. There are ways to get around this, however. Using a status condition(like poison or burn), using a poke-body(one that does damage in between turns, like Bronzong MD for example, or using a "hide attack"(like Uxie's Psychic Restore, or Shuppet's Fade Out) all get around this power. Despite this, it is still a power that is irritating to have to deal with, and one that you should always be prepared to deal with.

Using Poltergeist, you want to ensure that there are trainers there. Vileplume ensures that trainers(not supporters and stadiums) stay in the hand for you to do damage with.

24-vileplume.jpg


Vileplume is the support of the deck, used primarily for, and only for, its poke-body.

Vileplume comes in at 120 HP, with a two retreat cost, an X2 weakness to psychic, a poke-body, and a sub-par attack. Seeing as Vileplume's attack isn't really good at all, because of its high cost, and the fact that you don't run any grass energy, I will not cover it at all. Instead, I will cover it for its body, and only that.

Vileplume's body is just like that of Spiritomb's. When it is in play, neither player can play trainers. That means SP players cannot play their Poke-turns, SP radars, Power Sprays, or Energy-Gains. Speed decks cannot play their rare candies or communications. Gyrados cannot play its junk arms. Not a single trainer can be played the entire game. This can lock up decks tightly, and force a brutal match for your opponent. The unique(and admittedly best) part of Vileplume's body, is that UNLIKE Spiritomb, you do not have to be active to take advantage of it. That means Vileplume can just sit there on the bench, locking trainers, while you are off slugging with Gengar.

Vileplume does have its drawbacks though. It comes with a two retreat cost, which may be costly to retreat, and sometimes, you can't even do it. Luxray GL Lv.X's Bright Look and Blaziken FB's Luring Flame can all cause problems for you and your Vileplume if you are not prepared to deal with them. Add to that fact that Vileplume is in one-shot range from pokemon like Uxie Lv.X, or Drifblim(UD), and Vileplume can be removed from the game rather quickly, if you manage to get it pulled up to the active spot. Dialga G Lv.X also shuts off Vileplume's body, rendering it useless. Despite these drawbacks, Vileplume has shown that it is an amazing tech, and one that can be a pain to deal with.

As I mentioned earlier, Vileplume's body is just like Spiritomb(AR)'s. Lets look at that card as well.

32-spiritomb.jpg


Spiritomb is the definite starter for this deck. Using his body, you stop both players from playing trainers. This doesn't effect you at all(seeing as you won't be running any), and yet it stalls your opponents set up. At first they are staring at a Spiritomb and a few basics, and just a few turns later, they are under the full game lock, wondering just what to do. Spiritomb comes with this body, as well as two attacks.

Spiritomb's body is just like Vileplume's. The only downside is that you must be active to use it. This is unfortunate, but this grants Spiritomb the proper name of starter, even more so than before. You won't be running trainers, so this won't effect you at all.

Spiritomb's second attack, Will-O-Wisp, is awful, and won't be used at all. Therefore, I won't cover it at all. What I WILL cover is Spiritomb's first attack, Darkness Grace.

Darkness Grace costs 0 energy to use(a new feature added into the DP-era of cards), and allows you to search your deck for an evolution of one of the pokemon on your bench, and put it on that pokemon. If you do, you must put a damage counter on Spiritomb. With only 60 HP, these extra damage counters may add up, but in doing so, you prepare yourself for revenge KOs, and allow yourself to get set-up easily. This attack is simply amazing. By taking away your ability to use trainers, you are instead granted the ability to evolve your pokemon multiple times a turn, even without a Broken Time-Space. This attack and the body make Spiritomb as valuable as it is today.

Some would think that Spiritomb is a pricey card to obtain, but it is actually fairly cheap! This is because P!P(Play! Pokemon) recently released it as the first card of its second season of promos. That means all you have to do to get them is just play at a local league!

Like SP, Vilegar(what this deck is commonly referred to as) runs a set of techs, and a set of "staple techs". I will be covering some of both below. Vilegar also runs a set of supporters to assist it, so I will cover those first.

1: #1 on the list is Pokemon Collector. Like any deck in this format, Pokemon Collector is a staple. Use it to grab three basic pokemon. Stuck with a lone Spiritomb active? Just play Collector, grab a Gastly, an Oddish, and an Uxie, and start evolving away, and get set-up! There isn't much else to this card, it is very simple and self-explanatory. Three is the BARE minimum for this card. Don't have three? Try your very hardest to get some, or at least borrow some for a tourney. Running any less is unacceptable.

2: Bebe's Search is next. Again, I will not go into depth much. This is going to be your primary source of getting evolved forms(as Collector can't get them, and you aren't going to be attacking with Spiritomb the ENTIRE game you know...). Put a card from your hand back and grab a pokemon. This can be a Lv.X, or just an evolved form. You can even grab basics with this as well, but try to save those for Collector, if possible.

3: Palmer's Contribution is a very common staple supporter. Its the simple recovery of any evolution deck now. Play it, and choose any combination up to five of pokemon and basic energy, and shuffle them back into the grab. Grab a Gengar line, the Lv.X, and a psychic energy. Grab a Gengar line, an Uxie and an Unown Q. Whatever you grab, know that this is your recovery, so make it count. Rescue energy should limit the amount of Gengars you would take, but it is still a necessity.

4: Professor Oak's New Theory, more commonly referred to as PONT, is a supporter that came out with Pokemon Collector. Interestingly enough, PONT was thought of as a "bad" card by a lot of players, that is until Yuta Komatsuda, the 2010 World Champion took the Masters title with Luxchomp, strangely running three PONT in his deck. Now, PONT is a staple card in Vilegar. Used as a way to get rid of a bad hand to keep up your lock, Vilegar NEEDS PONT. Often times, you will see a player have few cards in his hand, draw, evolve a pokemon, then play PONT, and get a fresh six, while you are still struggling to get going. Very good, and very useful, PONT is a definite must, in at least two copies.

5: Broken Time-Space is the fourth "staple" trainer, and the stadium that is used in this deck. Broken Time-Space(or BTS, as most call it), is used to give this very, very slow deck some much needed speed. Use it to play down an entire Gengar line after it dies and you recovered it with Rescue Energy. Use it to get a turn one Vileplume. Use it to your advantage. If your opponent runs some as well, and you play your own, then you clog their hand even more, despite the fact that you give them the advantage of using it. It doesn't need to be in the deck, but it is strongly advised that you put it in to give this deck the speed to keep up.

6Copycat is a supporter that was reprinted in the HGSS set we had. Why would Copycat be useful in this deck? Well, while you are locking your opponent the entire game, their hand probably would get pretty big. Take advantage of this massive hand by playing Copycat, and getting your own massive hand of your own. Add insult to injury with this card.

7: Twins is the final "staple trainer" used in Vilegar. You can play Twins whenever you are down on prizes, which helps at any point in the game. Specifically though, if you get a Spiritomb and any other basic start(basic meaning one that you can Darkness Grace to evolve), then you automatically get use of Twins. Because whenever Spiritomb dies, you are down on prizes, and get the ability to use Twins. Besides that fact, Twins can bring you back into the game with some much needed cards, like energy, or Gengars, or BTS's, or other useful cards.

As I said before, Vilegar runs a certain amount of "staple techs". There are very few of them, but I feel they should still be covered.

In Vilegar, it is very practical, and sometimes essential to run a healing pokemon. This is for a few reasons. Reason number one is that if a deck comes around that spreads a lot of damage, they can clear your board clean, and there isn't much you can do about it. Number two is that whatever small damage decks can do to Gengar under the lock can be healed away to make the Gengar seem even bigger and more threatening than ever. The third(and final reason) is it just gives Gengar(especially when it is Lv.X'd) that tank factor, which is just a pain in the butt to deal with.

#1: Nidoqueen RR. Nidoqueen RR is the first healing tech. Ran as a 1-1-1 line(usually), Nidoqueen is set up after you have a Gengar and a Vileplume set up. Sitting on the bench the entire game, Nidoqueen will just heal away, clearing any damage from your bench within turns, and healing Gengars quickly. In difficult situations, Nidoqueen can even take advantage of the psychic energy in the deck and use them to attack, if need be.

#2: Blissey PT is the second healing tech. Blissey is a lot less common, and a lot less popular than Nidoqueen, but still good. For a simple discard from your hand, Blissey heals 20 damage from one of your pokemon. A small amount of healing compared to what Nidoqueen can do, Blissey serves a second purpose. In the Vilegar mirror match, Blissey can discard stadiums or supporters, lessening the amount of damage an enemy Poltergeist would do. In matches against Lostgar, Blissey can discard pokemon, lessening the amount of pokemon a Gengar prime could Hurl into Darkness.

These two cards are the healing pokemon you should test between. Others have been tried, but either of these two seem to work most effectively. Besides these two, there are definitely other techs that can be put into lists.

Spiritomb ( TM ): Like in Lostgar, this Spiritomb is a possible option for a single reason. Shuffle your opponents hand into their deck, and give them a fresh six cards, hoping that their new hand is full of trainers, supporters or stadiums for you to use as damage.

Black Belt: A supporter with similar effects of Twins. Instead of searching out two cards from the deck, Black Belt simply adds an extra 40 damage onto whatever attack you do that turn. That means that a Poltergeist could go from 60 damage to 100 damage all in a single turn. This card is a viable option, but since you should be doing plenty of damage anyways, it isn't really needed. Still, it is a viable option, just in case.

Seeker: Seeker is another tech supporter you can run. Use it to re-use one-of poke-powers, like Spiritomb ( TM ), Mesprit, Crobat, Uxie, or any others. Or, use Seeker as a means of instantly healing all damage from a Gengar and putting down a fresh one. Multiple uses. If you can fit in the space, I would advise doing it.

Mr.Mime(CoL): Mr.Mime is another tech option, just like Spiritomb, that is from Lostgar. Use Mr.Mime to look at both hands, and count the trainer before you attack, as well as seeing if your opponent has any counter attacks or tricks up their sleeve.

Smeargle(UD): A tech used for consistency, Smeargle is here to mooch your opponent's supporters, as well as your own. This is very helpful in the mirror, as well as against SP, because you can use their own Cyrus's Conspiracy against them. Smeargle helps against any deck, really.

Ditto: Another tech that is used in the mirror, or against other Gengar decks. Send up Ditto and copy one of an enemy pokemon's attacks(like Shadow Room, for example), without getting any negatives about the pokemon. Copy their HP as well, but don't formulate game plans with him, because he can't copy bodies or powers. Still, Ditto is a useful competent tech for the mirror, and one that any Vilegar player could/should watch out for.

Mesprit: Mesprit is in here to add a crippling component to the already brutal trainer lock. A simple Mesprit drop can halt your opponent's "turn clock" by a turn, essentially putting you one step ahead. In a format like this, powers and trainers are essential. Lock both of them, in a single turn, and you are going to have a problem. Also, if you run Seeker, you can play Mesprit and when you play Seeker, keep dropping Mesprit to ensure the lock just keeps on going.

Slowking HGSS: This is a tech that many have started to use. This tech, which was previously thought of as just weird and for collection purposes only, now has a strong place in this deck. Use it to look at the top three cards of your opponents deck, choose useless cards like trainers or stadiums, and put them on top of your opponents deck. The next turn they draw, its another trainer that they cant use, and that is more damage for you! Definitely a tech that should be used if you want to get angry opponents as well, this is definitely a strong tech.

Crobat G: Crobat G is an obvious tech for any Gengar deck. Many however, do not use it in Vilegar. The reason that it is in here is because if you are having trouble getting lots of energy and can only do Shadow Room, or the opponent just doesn't have any trainers in their hand, this lone Crobat G, when dropped, will allow you to one shot pixies with Shadow Room, and still take prizes. Combo with Seeker, and you can kill off all low HP pokemon on the field.

Rescue energy: More staple than tech, Rescue energy is here for two simple reasons. The first is to provide extra colorless energy for attaching. The second, more obvious one, is that if you attach a rescue and a psychic energy to Gengar and start Poltergeisting, then watch as that Gengar dies, you get the pleasure of picking it up(discarding all cards attaching to it), and returning it back to your hand. Next turn, if you have BTS down, you can return the entire line back down onto the field, continuing your purple onslaught. Very useful, a must in this deck.

Warp energy: Another staple energy for this deck, Warp energy is one, more common, more effective way to deal with the high retreat costs of Vileplume, and Nidoqueen or Blissey. If something with a heavy retreat cost gets dragged active, just attach a warp energy and send it back to the bench. Besides that function, you can use it to help charge a Poltergeist.

Dodrio SV: Not a tech I would prefer over Warp energy, but Dodrio is a tech that many have experimented with to deal with the retreat costs of Vileplume or other heavy-retreat cost pokemon. With this pokemon on your bench, there isn't a pokemon in your deck that can't be retreated for free or with a single energy. This is a free prize for Luxray as well, so be cautious.

Lostgar: I know, I know. You are probably thinking to yourself that I am crazy for suggesting this as a tech. It has its own deck, so why tech it in here? Well, with Vilegar, you can run a 3-3-3-1 Gengar line using all Fainting Spell Gengar, but a lot of people have been opting for a 3-3-2/1-1 Gengar line, using one of the other Gengar's as a tech for their third Gengar. Use this Gengar as a way to get rid of pesky Lv.X or evolution pokemon sitting in your opponents hand, just waiting to be played. Or, if need be, use it to put four damage counters anywhere, and then use Shadow Room the next turn for some quick prizes.

Cursegar(or Gengar AR): Cursegar is a card that used to have a lot of popularity last season, but died out due to Claydol. Well, this Gengar is back, making a tech appearance in Vilegar. This Gengar definitely does the most solid, non-luck based damage out of the three, as well as coming with a neat disruption power, to move damage counters away and get some early spread going. It does have a rather hefty energy cost, but it can be worth your while to run it.


Use caution when choosing your techs with this deck, as it is very pokemon heavy. Make sure your Spiritomb, Gengar, Vileplume and healer lines are all in check before you start throwing in the techs. Techs are good, but if you run to many, that defeats the point of using them. Some Vilegar decks don't have room for any techs(besides a healer) and still do fine. Others have plenty of room. This is a deck that is completely up for interpretation however you like.

Vilegar has many positives going for it. Besides the fact that it is one of the cheaper decks to make(Spiritombs, Uxies, and Azelfs are league promos), it is also one of the easier decks to play. Combine this with the fact that Vilegar is still a good deck that can shred through a deck if not prepared, Vilegar is a great option for states, if you just cannot decide on a deck. Without further ado, the list!
Vilegar:
3-3-3-1 Gengar
4 Spiritomb
2-2-2 Vileplume
1-1-1 Nidoqueen
2 Uxie
1 Unown Q
1 Azelf
1 Smeargle
= 28 pokemon

4 Warp energy
3 Rescue energy
6 Psychic energy
= 12 energy

3 Pokemon Collector
3 Bebe's Search
3 PONT
1 Palmer's Contribution
3 Twins
3 Broken Time-Space
1 Professor Elm's Training Method
2 Copycat
= 20 t/s/s

As I said before, this list is just basic. Edit it as you please. This deck is simple, easy to make, yet still a very good deck. Just watch out, as you do run a lot of pokemon.

This will conclude the end of part 1. Part 2 is right below, with the next set of decks! Keep reading!
~~
 
Deck #4: Gyarados
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You didn't think I would leave out Gyarados, did you? Gyarados is a card, that for a long time, many thought was mediocre. Putting Magikarps in the discard allowed you to do damage, but no one thought of a way to make that work, or even tried to. Then, during the 2009 French Nationals tournament, a man named Fabien decided to take his rogue Gyarados deck, and play in the tourney. No one expected or knew how to beat such a deck, or much less what it was. Fabien ended up going undefeated at that tournament, taking the masters title. Still, it wasn't popular at all, and many still didn't know that it even existed. Fabien took the same deck to Worlds that year, taking 5th place. Then, all at once, everyone knew about the mysterious Gyarados deck, and at Battle Roads the next season, Gyarados was in full swarm, sweeping tournaments, taking wins left and right. Throughout the entirety of the season, Gyarados remained a strong, competent deck. At the end of the season, the rotation got rid of the single card that made Gyarados work: Felicities Drawing. This was your main way of discarding cards, as well as your primary draw power. Without that, many left Gyarados to rot. When HGSS: Triumphant came out, Gyarados received a card that would allow it to discard Magikarps: Junk Arm. This card is what brought Gyarados back into the spotlight.

Well, after that short history lesson, lets take a look at Gyarados.

Gyarados comes with three attacks, three retreat, a +30 weakness to water, -20 resistance to fighting, and 130 HP. Just looking at the basic stats, you can see that Gyarados is a beast. I will only cover the second and third attacks here, very briefly, as they should never, EVER be used.

Gyarados's second attack is called Wreak Havoc. For a water and a colorless, you do 40 damage, and flip a coin until you get tails. For each heads, you discard a card from the top of your opponents deck. This attack is very flippy, and takes two turns to charge, for sub-par damage. His second attack is called Dragon Beat, and does 100 damage, for two water and three colorless. You can flip a coin, and if heads, you can discard an energy attached to all of your opponent's pokemon. This would be good, if it wasn't a flip, or if it didn't cost five energy to use. Never put water energy in the deck, and NEVER try to charge up either of these attacks.

Gyarados's first attack, Tail Revenge, costs 0 energy to use. It does 30X the number of Magikarp's in your discard. That means, with three Magikarp in the discard, you can do 90 damage, or 110 if you have an Expert Belt. This is the attack you use with Gyarados. This attack hits incredibly hard, and there are very few pokemon that can retaliate from such a brutal attack consistently. You can't expect to set up Gyarados first turn to start using Tail Revenge. You need a starter. Spiritomb won't work here, but there is another Dark pokemon that can be used, and is an exceptional starter.

48-sableye.jpg

Sableye is the starter of this deck. With 60 HP, a Poke-body, a -20 resistance to colorless, no weakness, and a single retreat cost, Sableye looks pretty normal.

His Poke-body, Overconfident, is one-of-a-kind. If Sableye is played active at the start of the game, you automatically go first. This means you get the first move. Normally, this would be bad, as you can't play any trainers, supporters or stadiums. However, with Sableye's first attack, Impersonate, that problem is solved.

Impersonate is a free attack, and allows you to search your deck, choose a supporter you find there and discard it. After you do, you can use the effect of it as the effect of your power. Impersonate a Pokemon Collector, and grab three basics. Next turn, start getting set up. This is how you get set up, by using supporters first turn, and then setting up normally the turns afterwards.

Sableye's second attack, Overconfident, does 20 damage. If the defending pokemon has less HP than Sableye, the attack does 40 damage instead. If your opponent starts with a 50 HP pokemon at the beginning of the game, you can simply donk them(if they start with a single pokemon with lower HP than Sableye). A lot of Gyarados lists don't run special darks(to do the donking), but it is an option for a quick win. Sableye is a must, in four copies, for Impersonate.

36-regice.jpg


Regice is the next essential card in the combo. Used for his poke-power, Regice is one of the two staple ways to get Magikarps into the discard. When you use its power, you discard two cards from your hand. If your opponent's pokemon is a basic pokemon, they are forced to switch it with a different pokemon on their bench. The added side effect is nice, but the fact that you can discard two cards make it incredible. This card not only helps you discard the Magikarps to do damage, it allows you to beat other difficult matchups. Pokemon in your hand? Discard them so Lostgar can't put them in the Lost Zone. Playing against Vilegar? Use it to discard trainers and stadiums in your hand, so that enemy Gengars do very little damage.

Regice does have 90 HP, and a hefty retreat cost though. Three retreat cost makes this pokemon a prime target for pokemon like Blaziken FB, or Luxray GL Lv.X. Be prepared to get this pokemon dragged up, and prepare to have a way to get it out of the active spot, if need be.

87-junk-arm.jpg


Like Felicities Drawing last season, Junk Arm fulfills the secondary discarding part of the deck. While Felicities Drawing allowed you to draw cards, Junk Arm has an entirely different, insane effect. If you discard two cards from your hand(like Magikarps!), and if you have a separate trainer in your discard, you can choose it and put it back into your hand. That allows you to return a Poketurn to your hand, or pick up a VS seeker to re-use a supporter again. Use it to grab that Luxury ball and search out another Gyarados, or grab that belt to do the extra 20 damage for that knock out. Junk Arm can help discard cards when you can't use Regice. Be wary though, you can't take a Junk Arm back with Junk Arm, so you only get a max of four chances to re-use trainers. Still, this card is a staple in Gyarados.

In Gyarados, there are a few staple cards that are needed, which I will cover below.

#1: Rescue energy: Like in Gengar, Rescue Energy is used in here as recovery. However, Gyarados uses it much more efficiently. A Gyarados with a rescue energy attached is a scary thought, because you know the turn after you kill it, it will be right back, smashing you for a lot of damage. This card is needed in at least two copies.

#2: Seeker is next. Seeker is your primary way of healing a Gyarados. Just like in other decks, Seeker allows you to re-use powers, or heal your Gyarados. Use this to pick up useless pokemon on your bench(like Azelf) to clear up your bench. Seeker is a must play in Gyarados, at a minimum of three.

#3: Expert belt is a card that matches with Gyarados perfectly. Expert belt is in here to turn your already threatening Gyarados(which does 90 damage for 0 energy) into an unstoppable monster, doing 110 damage every turn. Add the fact that Gyarados now has 150 HP, and you are looking at something that is a pure beast. Expert belt puts Gyarados's Tail Revenge in that 110 damage sweet spot, allowing you to one-shot the three most popular SP Lv.Xs. Be careful with the Expert belts though, as even a Luxray GL basic can one-shot a belted Gyarados with Trash Bolt.

#4: Warp energy is next. Warp energy is as essential in Gyarados as it is in something like Vilegar. Warp energy is your answer to the heavy retreat costs of both Gyarados and Regice. If Regice is pulled active by Luxray GL Lv.X or Blaziken FB, you can attach warp energy to get it back to your bench. Combo warp energy with Seeker to repeatedly heal off your Gyarados from damage. Another bonus, besides the healing of doing a Seeker/Warp energy combo is that you get to re-use warp energy, and with VS Seeker and Junk Arms, you can repeatedly use this combo over and over for almost the entire game.

#5: Ditto is popping up everywhere in this article! The reason being is that Ditto just works so darn well as a tech for the mirror. Better than in any other deck though, Ditto works the best in Gyarados. When attacking with Gyarados, you do a base of 90 damage, as that third Magikarp is in use to evolve from. However, when that Gyarados dies, you have four Magikarp in the discard. If you are playing another Gyarados deck, instead of grabbing that fourth Magikarp, just let it sit in your discard, and send up Ditto. Ditto will do a base of 120 damage(if it is another Gyarados that you are attacking, as you need an enemy active Gyarados to copy its attack, Tail Revenge). This is incredible, as you can use Ditto to come back with the revenge KO with Tail Revenge(har har) on that Gyarados. A tried and tested tech, this should find its way into any Gyarados deck.

#6: Crobat G isn't exactly essential to the deck strategy, but should still be in every Gyarados deck. Crobat G is in here to get that extra 10 damage down, to ensure that one-hit KO. With Gyarados, you should be taking a prize every turn. If there are those pokemon that are just outside that one-shit range, use Crobat G and Poketurns to ensure you can kill it. The best part is that you can re-use Poketurns, thanks to Junk Arm.

#7: VS Seeker is next. VS Seeker lets you re-use supporters, like Seeker, Bebe's Search, or Pokemon Collector. Re-using a card like Seeker is great, as you can heal Gyarados again with the Warp energy/Seeker combo. However, one of the best parts about this is that VS Seeker is a trainer, which means you can Junk Arm for it, and use another supporter again. Using that logic, you can theoretically use Seeker a whopping nine times in a single game! That being said, if they cannot one-shot a belted Gyarados, they will never kill a single Gyarados that entire game. Pretty cool, huh? VS Seeker is a definite must in Gyarados.

#8: Combee. What? Why Combee? Its a grass basic pokemon-it won't work at all in Gyarados. Wrong. Combee comes with the special item Honey. When you play Combee down, Honey activates, and lets you put a basic pokemon from your discard onto your bench. Yes, that means you can take that Magikarp that just died, put it onto your bench, evolve, and continue swinging with Gyarados. Combee is one of the main ways you can recover Gyarados under trainer lock. Combee's Honey cannot be stopped by anything either, so you are guaranteed a recovery.

#9: Broken Time-Space, or BTS for short, is essential for Gyarados. The entire ability to get a Gyarados out in a single turn after it dies depends entirely on BTS. If a Gyarados has a rescue energy attached and goes to the hand, you can just lay the thing back down and continue attacking. After your Seeker/Warp energy combo, use BTS to lay down the Gyarados again and continue attack. BTS is a MUST in Gyarados, with a BARE MINIMUM of three. Can't get at leas three? Try harder-there are no exceptions.

#10: Pokemon Rescue is the last "staple" card in Gyarados. Seeing as there aren't many pokemon you will want recovered, and that there are no real energy to recover, Palmer's Contribution isn't needed. However, you do want to recover single pokemon, and this is where Pokemon Rescue comes in. Use it to grab that single Magikarp, or use it to grab that Crobat G that you had to sacrifice. The best part about it is that you can re-use it with Junk Arm, just like a lot of other staple trainers in this deck. Three is a good amount of Rescue to run.

Aside from these staples, it is always good to run tech cards. What kind of cards can work well in Gyarados?

Mesprit: Mesprit is another card that just keeps coming back into the tech section. This is because Mesprit's poke-power is just to good. Putting up a one-turn power lock is incredible. Mesprit is in here specifically because you run Seeker. Whenever you play Seeker, and it isn't to heal a Gyarados, you can pick up Mesprit, and drop it back down, to continue the power lock. Mesprit is a viable tech that runs a heavy amount of Seekers anyways, and is one that you should consider if you have room.

Donphan(Prime): Donphan is a card that has dipped in popularity, but it is still a great card. Donphan is in here as your counter to Luxray GL Lv.X. Not the best counter, but still, it is a good option. Beside being able to retaliate with a powerful Earthquake to knock out Luxray GL Lv.X, Donphan has that strange potential to donk. The chances of doing it are rare, but Donphan DOES have that ability, so you could occasionally get that donk once in a tournament. Donphan also counters those weird electric rogue decks, like Raichu and Ampharos, as well as being a great wall you can sit behind and stall with as you try and set-up.

Mankey: Yes, Mankey. You know, that Mankey that can do 60 damage if the defending pokemon is a Lv.X? You know, that Mankey that is also conveniently fighting type, which Luxray GL Lv.X is conveniently weak to? Yeah, this is why Mankey is mentioned. Obviously the worst out of the three Luxray counter cards, Mankey is also the most compact. While being able to one-shot Luxray GL Lv.X, Mankey can easily be killed with a Garchomp C Earthquake, or by anything, really. The most fragile, but the cheapest way to kill Luxray. Not recommended, but it is still an option.

Relicanth: The third of three Luxray GL Lv.X counters. Relicanth comes through with the knock out if your opponent has two or more stadiums or tools in play. This means an Unown Q on a Uxie, and an Energy-gain on a Luxray is enough to use Relicanth to knock out Luxray GL Lv.X. Besides that fact, Relicanth's attack is not limited to the active spot. If your opponent has a combination of up to three tools or stadiums, Relicanth can do 90 damage anywhere on the field for a single energy! That truly is incredible, and a noteworthy attack. If you cannot secure a Donphan, I strongly suggest Relicanth as your option to tech against Luxray.

Judge: With Lostgar being a viable option for states, that presents a problem for Gyarados. Lostgar prevents you from doing that first turn Impersonate for Collector, as they can lost zone a Magikarp. That being said, Judge is in here as your option of stall for that first turn. It presents you with the option of getting a new hand(and possibly a collector you can use to manually grab pokemon, on your first turn of supporters), as well as shuffling your opponents hand, and possibly disruption their set up and giving them a bad hand.

Super Scoop Up: Super Scoop Up is what Gyarados originally ran as the main way to heal, before Seeker was ever invented. Now that Seeker is invented, Super Scoop Up is outclassed. However, running SSU(as it is abbreviated as) can still be good, in conjunction with Seeker. SSU can get you your heal, as well as allowing you to re-use a poke-power like Set up, or Psychic Bind. SSU can also be re-used with Junk Arm. The only downside to SSU is that you must flip for it, but it is still worth it if you have the space.

PlusPower: PlusPower is in here as a tech because it is more of a substitute for Crobat G. Crobat G is used in conjunction with Poketurns. Poketurns, as we all know, are expensive, even in non-reverse foil. Getting a Crobat G and the four Poketurn can get pricey, and if you can't or aren't willing to shell out the money, PlusPower acts as a cheap, effective substitute. PlusPower can be used in a combo with Junk Arm(well look at that!), so you can get into that high damage ranges with it. If you can get Crobat Gs and Poketurns, I would do it, but if you can't, consider PlusPower instead.

Smeargle: Like in any other deck, Smeargle is in here as a tech for consistency. Mooch on of your opponents supporters, then use your own. There isn't much else to this tech, so I won't go into it more. Consistency man, consistency.

So, after looking at these techs, you are probably wondering what a Gyarados deck looks like. Well, take a look:
Gyarados:
4-3 Gyarados
4 Sableye
1 Unown Q
1-1 Donphan
1 Crobat G
1 Ditto
1 Combee
1 Regice
1 Azelf
2 Uxie
= 21 pokemon

3 Warp energy
3 Rescue energy
2 Fight energy
= 8 energy

4 Pokemon Collector
2 Bebe's Search
4 Junk Arm
4 Poketurn
4 Seeker
1 VS Seeker
3 Broken Time-Space
2 Expert belt
3 Pokemon Rescue
1 Luxury Ball
3 Pokemon Communication
= 31 t/s/s

Obviously, you can change and interpret this list as you please, this list is just a basic one.
~~
Deck #5: Dialgachomp
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Ah, Dialga. A card that has been in the meta since its very creation. A card that meta decks should be aware of. A card that rogue decks should fear. Yes, Dialga. Previously used in a deck called Legos, paired up with its fellow legend, Palkia G Lv.X, the deck was built around a complete and total lockdown of the opponent. The deck locked powers, bodies, the bench, trainers, and stadiums. How do you expect to do anything, let alone win against a deck like that? It was actually so good, that it inspired the creation of the perfect deck to counter it: Luxape. Luxape was the perfect counter to Legos, and consistently beat it. Even so, Legos made a strong showing at nationals, and worlds that very year. Then, Supreme Victors came out, and with it, new treats: Blaziken FB Lv.X and Garchomp C Lv.X. Legos quickly died, as Blaziken was faster, more disruptive, and did more damage. Dialga and Palkia G Lv.X left the spotlight, not showing their faces anymore. Then, a man named Pooka, the guy who decided to just go and win Nationals 2009 with Luxape, decided to pair Dialga G Lv.X with Garchomp C Lv.X. The idea was that you tank Dialga with special metals, and heal off all damage with Garchomp C Lv.X. And what do you know? It worked. It worked so well, that Pooka had an undefeated 26 game win streak. He won all the cities in Wisconsin with it, and clinched the title of Masters champion for Wisconsin states, as well as Midwest regionals. He took T4 at Nationals that same year, single handedly proving that Dialgachomp is a mean, mean deck, and one that can beat just about anything. Dialgachomp made some showings at Battle Roads, but finally stepped aside during cities. Now, with the Lostgar fervor in full swing, Dialgachomp is once again stepping up, ready to prove that it can beat just about anything.

In a Dialgachomp deck, the staple card is obviously Dialga G Lv.X. What makes that card so good? Well, Dialga G Lv.X comes with a poke-body, 120 HP, two retreat cost, a -20 resistance to psychic, a X2 weakness to fire, and a single attack, combined with the two attacks of the basic.

Dialga G Lv.X's body is called Time Crystal. It is truly one of a kind, in that it shuts off all poke-bodies on the field that don't belong to SP pokemon. That means no Rainbow Float(Flygon), no Maternal Comfort(Nidoqueen), no Allergy Flower(Vileplume), no Catastrophe(Lostgar), no Red Armor(Scizor), no bodies whatsoever, as long as they aren't SP pokemon. Any rogue deck that revolves around a creative body will instantly be shut-down. Time Crystal even works while Dialga G Lv.X is on the bench, so the disruption continues. The only way to shut off the body is to kill Dialga, or remove the Lv.X. So as long as the Lv.X is in play, there won't be any bodies. Good luck psychic.

Dialga G Lv.X also comes with a single attack: Remove Lost. For two metals and two colorless, this attack does 80 damage. However, you get to flip a coin until you get tails. For every heads, you put an energy attached to the defending pokemon into the lost zone, so they will never get that energy for the rest of the game. Flip heads on a Garchomp C? Put that double into the lost zone. Other steel pokemon with special metal energy giving you trouble? If you get heads, you lower the amount of damage they can resist. The fact that the added effect of the attack combines with its ability to do high amounts of damage make it truly a stunning attack, and one that every player should be ready to deal with when facing Dialgachomp.

Dialga G also comes with two attacks for its basic form. The first attack, Deafen, does 10 damage for a metal and a colorless. The bonus effect of this attack is that on your opponent's next turn, they cannot play any trainers, or stadium cards. That means supporters only, and that is only the start of a punishing lock. Deafen is one of those game changing attacks. In the middle of an intense SP match, a single Deafen can change the entire outcome of the game. When there aren't many solid plays you can do, or plays where you can take prizes, a well-timed Deafen will work wonders for you.

Dialga's second attack is conveniently called Second Strike. For a metal and two colorless, this attack does 50 damage, but will add 20 more if the defending pokemon already has damage on it. That means Second strike will put a pokemon with 20 damage on it all the way up to 90 in a single turn. Second Strike is a very solid attack that has a high damage output. Definitely a good attack that can score some quick knock-outs, Second Strike is one that will kill off weak pokemon or starters early in the game.


Dialga truly is a beast of a card, but it is only half of the combo.

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Garchomp C Lv.X is the second half of the combo. While Dialga is the attacking half of the combo, Garchomp is the healing part. As I already covered this card previously, I won't go as in-depth. What I will say, is that Garchomp C is really emphasized for his Healing Breath poke-power, and is used to completely heal Dialga, and keep the thing tanking. Garchomp can be used to snipe as well, and that is a fairly common tactic, but if everything is going good for the Dialgachomp deck, you will be staring a giant pokemon in the face.

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Actually, I lied when I said Dialga G Lv.X and Garchomp C Lv.X made up the combo. The combo is truly Dialga G Lv.X, Garchomp C Lv.X, Warp energy, Poketurn, Bronzong G, and Special Metal energy.

In any case, Warp energy was made famous here, in this deck. Use Warp energy to bring Dialga G Lv.X to the bench when it is heavily damaged. Then, send up a basic Garchomp C. Use Bronzong G's Galactic Switch to move the warp energy to Garchomp C. Level up Garchomp C to Garchomp C Lv.X, and use Healing Breath, healing off all damage from Bronzong G, and Dialga G Lv.X. Then, play Poketurn, returning Garchomp to your hand. Play the basic down on the bench, send up Dialga, and continue beating your opponent's face in with Dialga. The next time they try to kill Dialga, and they bring it close to death, repeat the process. You can heal a Dialga up to five times a game(using just Poketurns), making Dialga nearly impossible to kill. That is why Warp energy is here, and this is the deck that made it so famous. Two warp energy is the standard play for Dialga.

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(That's right, I picked the old school holo energy. Whats up.)

Special Metal energy are the last important part of Dialgachomp. Normally, people were against running special metal energy in decks involving Dialga, because there was no way to search them out. However, the original Dialgachomp decks would run Claydol(yes, Pooka ran Claydol in here, just like he did in the original Luxapes) to try and cycle through to get the special metals. Ever since Pooka showed that a Dialga G Lv.X with special metals can get really, REALLY big and difficult to kill, everyone realized just how good they are. A Dialga G Lv.X with an Expert belt(will be covered momentarily) and four special metals can survive a hit from Blaziken FB Lv.X and his Jet-Shoot attack. Normally, this would be incredibly difficult to do, but you would be surprised just how many games you charge up that Dialga to get really big. Special Metal energy is a MUST for Dialga, in four copies.

Besides these crucial cards, Dialga also needs a few other cards.

Bronzong G: Bronzong G is a staple in here, just like in other SP decks. In decks like Luxchomp, you will see Bronzong G saving energy so you can attach two energy in a turn and use Dragon Rush, or Flash Impact. In Dialgachomp, aside from doing that kind of thing, you will see Bronzong G moving the warp energy from Dialgachomp to Garchomp C before the leveling up, and the poketurn-ing, to continue the combo. Bronzong is essential to the repeated healing of Dialga G Lv.X.

Expert belt: Expert belt is in here for one single reason: to turn your Dialga into the ultimate tanking machine. This card turns Deafen from a weak 10 damage to a strong 30 damage. This turns Second Strike to a base of 70, plus the 20 later. This card turns Remove Lost into a 100 damage attack. This card adds 20 HP to Dialga. There are many, MANY more reasons to play this card. It is a staple in Dialga. When you are tanking with the special metals in Dialga, AND you have an Expert belt attached, there are very few things that can do enough damage to kill off that Dialga. This makes it a very, very useful card.

Crobat G: Crobat G is a staple in here, just like any other SP deck. Crobat G helps your Dialga one-shot other SP Lv.Xs, as long as you have an Expert belt and are doing Remove Lost. Otherwise, Crobat is a neat way to kill off enemy Gengars without activating Fainting Spell, right after you use Remove Lost on them. Crobat helps with Garchomp snipes. There isn't anything Crobat DOESN'T help with, and for that reason, it is a staple in this deck.

Toxicroak PT&Skuntank G: The Toxitank engine returns as a staple in this deck. Ever since the loss of Unown G, Machamp has been a big threat to SP pokemon. However, not only does Toxicroak have the weakness bonus on Machamp and cannot be Taken-out(to dinner), it just fits so darn well in Dialgachomp. Not as big of a problem anymore, but Machamp Lv.X can one-shot Toxicroak G with a single heads on Hurricane Punch, thanks to its No-Guard poke-body. However, with Dialga G Lv.X on the field, preferably on your bench(after you warped it to your bench with warp energy), you can send up Toxicroak G and do some work with it. This will make a Take-Out Machamp need three heads on Hurricane Punch to knock out Toxicroak G. An added bonus is that Skuntank helps against decks like Gengar, helps with killing off Spiritombs faster, or just always adds that poison disruption factor. Being poisoned while being hit with 100 damage every turn against a pokemon that resists damage by 40 from every attack you make as well as being able to heal whenever it gets close to being killed...is well...yeah. That in itself sounds really appealing, no?

Dragonite FB: Dragonite FB, just like in Luxchomp or BLG, finds a nice home here. This is your counter to other SP decks. This is your counter to Garchomp C(aside from...well, your own Garchomp C). This is your counter to Crobat G, Luxray GL(basic), Blaziken FB(basic), and pretty much any basic SP pokemon. This card is a fantastic card, and definitely should find its way into your Dialgachomp deck.

Looker's Investigation: This is a card that is incredibly good. Often times, you will be using Cyrus, and starting up your chain. When that chain ends, you obviously want a good supporter to finish up with. Looker's Investigation is just the supporter you need. Look at your opponent's hand, then choose either your's or their's, and the person chosen shuffles their hand back into their deck, drawing up to five new cards. This card can also help when you have an inconsistent start, or can help with the disruption fact. For example, if you have a Power Spray in your hand, you can play Looker's Investigation, make your opponent draw a new hand, then use Deafen. Next turn, they have to deal with a trainer and stadium lock, as well as the fact that you can spray any power they try and use. Looker's Investigation is definitely a useful card, and should be included as a one-of in Dialgachomp.

In addition to these pokemon, Dialgachomp runs off of the incredible Cyrus engine, which I covered previously. However, if you are running the Toxitank engine(which you should be), then you are going to need stadiums. So which stadiums are worth the space for Dialgachomp?

#1: Galactic HQ: This is the original SP stadium. Whenever an opponent evolves a pokemon(from their hand), it takes damage. They evolve a Gastly into a Haunter, and take two damage. The next turn they evolve again, and they take another two damage. This helps against pokemon that have a lot of HP, or pokemon that would rely on speed trainers and stadiums, like Rare Candy and BTS. However, they will not take two damage if they evolve using Spiritomb. Still, this combined with a few turns of Deafen should spread the damage around and speak for itself.

#2: Pokemon Contest Hall is up next. You are probably wondering why this would be in here at all? This card just allows both players to grab a pokemon, and attach a tool to them. Well, this card is incredibly helpful in a meta full of Vilegar. When they start Spiritomb, you can't use trainers, like Energy-gain or Expert belt. With this, you can search out the pokemon, AND attach the tool you need, and it is legal, because you aren't playing the trainer from your hand. This allows you to still keep up speed with trainer lock decks, even when you can't play the trainers you need.

#3: Conductive Quarry is an option for your stadium because it allows you to get metal energy back. More specifically, it allows you to get those special metal energy back, and possibly set up another big Dialga, if you get the chance. A flippy stadium, but a decent one none-the-less. Keep in mind though: generally, once your big guy(Dialga with all of those metals) dies, you probably lost, unless you need just a few more prizes to go and can get them with Garchomp snipes or something. Still, this can give you the chance to get another guy going and possibly take the game with not one, but two giant Dialgas.

#4: Snowpoint Temple is the final stadium worth mentioning. It gives all basic pokemon +20 HP. This is a great stadium for use against evolution decks, as they wont get the bonus, but you will. The real positive about Dialga is this. Think about it, you have a Dialga G Lv.X in the active spot, with four special metals and an Expert belt attached. Then, you lay down Snowpoint temple. That idea will put your Dialga G Lv.X at a theoretical 200 HP. The only other pokemon that can reach that are Steelix(with four special metals and an expert belt), Torterra Lv.X(with Shaymin Lv.X on the bench), and Wailord. That is a pretty elite club, and one Dialga leads in. Given your massive HP, you also have the added bonus of having three of the better attacks in the game. There aren't many pokemon that can shell out 200 damage really. That means Gengar would need eight trainers in your hand to kill you with Poltergeist(counting resistance). That is kind of a scary thought, knowing something can get that big and then heal everything off.

Aside from these cards, Dialga often has room for other tech cards as well.

Drifblim FB: Like in Luxchomp, Drifblim FB is a great tech for Dialgachomp. Use this in conjunction with Dialga G Lv.X to hit Vileplume's and kill them. Take quick prizes on the pixies with this attack. If you run Promocroak, then you already run the necessary energy requirement to run this card. This card is just a good card, and can help you in a tight spot with Dialgachomp. Heck, even Pooka ran one in his original list. That is proof enough that it works in here, as the creator even ran it. :p.

Promocroak: Often times, Dialgachomp will run very small energy lines, with usually enough room to fit in a single of another color energy. This spot usually goes to psychic, and the reason is for Promocroak. Promocroak is your answer to Luxray GL Lv.X. Luxray has a resistance to steel, which is the type Dialga is, meaning Luxray can just wall against you. Well, if something a pokemon kills Dialga while Luxray is there, or if Luxray itself does the killing, you can bet that your Promocroak will give the Luxray the boot.

Now, this list of techs is obviously a lot smaller than other decks, but that is because Dialga doesn't need many techs. The thing about Dialga is that it doesn't have many good match-ups. The flip side of that coin is that it doesn't have many bad match-ups either, meaning that you don't need to tech against many things. Still, these two can help you in tight situations.

Dialgachomp(NOTE: THIS LIST WILL USE UXIE X, AS WELL AS TOXITANK ENGINE. ALSO, THE STADIUMS I CHOOSE ARE PERSONAL PREFERENCE. FEEL FREE TO CHANGE THEM UP AS YOU LIKE.)
3-1 Dialga Lv.X
2-2 Garchomp C Lv.X
2-1 Uxie Lv.X
1 Unown Q
1 Azelf
1 Crobat G
1 Bronzong G
1 Dragonite FB
1 Toxiroak G
1 Skuntank G
1 Promocroak(Toxicroak G promo)
= 19 pokemon

4 Double Colorless Energy
4 Special Metal
2 Basic Metal
2 Warp energy
1 Psychic energy
= 13 energy

4 Cyrus's Conspiracy
4 Poke-turn
3 Power Spray
3 Energy-Gain
2 Aaron's Collection
2 SP Radar
1 Bebe's Search
3 Pokemon Collector
1 Looker's Investigation
2 Pokemon Contest Hall
1 Snowpoint Temple
2 Expert belt
= 28 t/s/s

This list uses the stadiums I choose, but you can change them as you like. Also, if you can't get an Uxie X, feel free to sub in something like Smeargle, or add in another trainer, pokemon, or energy of your choosing. Enjoy!
~~
Deck #6: Machamp(Variants)
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Machamp. There isn't much to say that can sum up the things that this card has done. Basically, for a single energy, Machamp can one-shot any basic pokemon in the game, except one. Machamp has a Lv.X which allows him to do incredible amounts of damage. Machamp has a prime which can tag out with other fighting pokemon. There are so many things Machamp can do that it is difficult to sum him up entirely. However, I'll do my best. Machamp from Stormfront will be referred to as the "basic" Machamp. Every other one is a special Machamp, but this is the "core" Machamp.

Machamp comes in at 130 HP, two retreat, a +30 weakness to psychic, and three attacks.

Machamp's first attack, Take Out, is what makes this Machamp so popular. For a single fighting energy, this attack does 40 damage. As an added bonus, if the defending pokemon is an UN-EVOLVED pokemon, they are instantly knocked out instead of damage being applied. Un-evolved is the key word here. This means that SP pokemon, and their Lv.X can be killed in one hit with Take Out. All basic pokemon can be killed with Take Out(except Toxicroak G, of course). All basic Lv.Xs can be killed in one hit with Take Out. However, there are exceptions to this rule. Pokemon that evolved from baby pokemon, like a Pichu from AR evolving into a Pikachu from AR, are not killed in one hit, as they are evolved(from baby pokemon). Exceptions like this result in the pokemon taking 40 damage instead of being knocked out. However, a Pikachu that was simply laid on the bench and NOT evolved from a Pichu can be killed with Take Out. Also, Toxicroak G cannot be killed with Take Out, as the effect of killing an un-evolved pokemon is an effect of an attack, and therefore does not affect Toxicroak G. Since Toxicroak G is a basic though, he will not take the 40 damage. This is complicated, I know, but just know this: Toxicroak G cannot be affected, AT ALL, by Machamp's Take Out attack. NOTHING WILL HAPPEN to Toxcroak G by Take Out.

That being said, this Machamp has two other attacks. For two colorless energy, you can use Hurricane Punch. This attack makes you flip four coins, and for each heads, you do 30 damage. That means a Hurricane Punch can kill a Toxicroak G with three heads. This was the main attack used with the Lv.X, except for Strong-Willed. There isn't much else to this attack. Don't count to much on this though, as it is luck based.

Machamp's third attack is called Rage. For two fighting and two colorless, you do 60 damage. However, for each damage counter on Machamp, you do 10 more damage. That means if there is 120 damage counters on Machamp, you do 180 damage, which is a lot of damage. Combine that with the Lv.X, and you could do a max of 260 damage(not counting Expert belts or anything). This is incredibly appealing, if it weren't for the fact that it takes a minimum of three turns to charge, and that generally a Machamp won't get to take advantage of it to much. Not an attack you should be trying to charge at all, but I have seen games where there was that odd Lucian's Assignment to a Machamp and Rage for the game winning KO. Still, don't try and attack with Rage all the time, or really even at all. Take Out and Hurricane Punch are the main attractions here.

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Machamp prime was recently released in our Triumphant set. This Machamp is what replaced Machamp Lv.X, and it seems to be filling the spot nicely.

Machamp prime has 150 HP, a poke-power, two attacks, three retreat, and an X2 weakness to psychic. These stats seem all right, but the power and attacks is really what makes Machamp shine.

Machamp's power, Fighting Tag, is a unique power. If Machamp prime is on your bench, and you have a pokemon in the active spot, with at least one fighting energy attached, you can switch Machamp prime with it, and move all fighting energy from the old active pokemon to your Machamp prime. This doesn't even count as the attaching of energy for the turn, so if you moved three fighting energy, you could still attach one more. This power is very helpful, because if you have a TO(Take Out) Machamp active, and they bring out a pokemon that is an evolved pokemon, you can Fighting Tag active, attach energy, and start attacking with Machamp prime. Machamp prime's attacks aren't that bad, either.

The first attack on the card is called Crushing Punch. For a fight and two colorless, you do 60 damage, and can discard a special energy attached to the defending pokemon. This can be any special energy of your choosing. Discard Double Colorless from enemy Garchomp C Lv.Xs. Discard special metals attached to Dialga G Lv.X. Discard special dark from a Tyranitar. Any special metal attached can be destroyed along with your 60 damage. This attack is definitely a solid attack, and can allow you to disrupt your opponents ability to wall, or dish out damage.

The second attack, Champ Buster, does 100 damage for two fight and two colorless, just like Rage. It even has a similar effect. This attack does a base of 100, and adds 10 damage for each of the pokemon on your bench that have damage counters. This damage can start to add up, really quickly. That means if you used a pokemon like Donphan to do early damage to your opponent as well as spread 10 on your bench, you can send up a Machamp prime and use Champ Buster for some massive damage. Even without damage counters on the bench, Champ Buster still does a solid 100, which can knock out a good chunk of SP pokemon, and if you have just one pokemon with damage counters on it, you can KO all three of the popular SP Lv.X cards. Even if you can't KO a pokemon, putting 100 damage on them sure does help.

With these two, you have the core of your Machamp deck. Still, you would need to run Machamp with something. There are a few common variants that are popular in todays meta.

#1: Kingdra Machamp

Making a very strong showing at last years nationals, Kingdra Machamp is back. The entire theory of the deck was that Kingdra could beat a lot of stage two pokemon, but it just couldn't beat SP. Machamp could beat SP, but not a lot of stage two pokemon. Combine them, and they cover each others weaknesses, to create an incredibly fast, hard hitting combination that was tough for any deck to beat.

Kingdra Machamp makes a showing in todays format for those same reasons. All of the pokemon in the deck can attack for little energy, and all of them do either high damage, or knock out pokemon immediately.

Kingdra(prime): Generally, Kingdra prime is the Kingdra part of the deck. Doing a solid 60 damage for one water(with the downside of a base 20 if the opponent has fire pokemon in play), this is the pokemon that battles other evolution pokemon. With this Kingdra, you should be able to put a lot of quick damage on your opponent's pokemon before they can retaliate.

130 HP, X2 weakness to electric, one retreat, and a power also come with this Kingdra. The poke-power, Spray Splash, acts exactly like Crobat G, with an almost word for word reprint of Crobat G's poke-power. Once during your turn, you can put a damage counter anywhere on your opponent's side of the field. Unlike Crobat G, you can do every turn though, without having to scoop it or anything. This allows you to put quick kills on enemy pokemon, adding that extra 10 damage to any of Machamp's attacks.

This Machamp variant is a decent one, but it definitely has a lot of problems with Luxray, so be careful with your Kingdras.
~~

#2: Donphan Machamp

Donphan Machamp is variant #2. The entire idea behind this deck is very, very simple. Both Donphan and Machamp can do a lot of damage for little energy, both are fighting type, and both are fast. Simple as that.

Donphan(prime): The secondary attacker of Donphan Machamp(shocker). Donphan provides that extra donk option, and with a strengthened Machamp/Candy/BTS/Donphan line, donking could be a lot easier. Donphan is a great attacker, able to do 60 for one, with a small drawback of 10 spread on the bench. His second attack does 90 for three, which is great, because with an Expert belt, you can one-shot the SP Lv.Xs.

Another great option with this deck, is that if you use Donphan first(at the start of the game), and use Earthquake to spread a little damage, the on the third turn you can use Fighting Tag to switch to a Machamp prime(after sufficient energy has been attached), and use Champ Buster. Fighting Tag eliminates Donphan's massive retreat cost, and definitely allows for a lot of heavy damage. Donphan also makes a great wall of a pokemon, allowing to take a lot of hits without dying. Don't Earthquake to much though, as that 10 damage spread backlash can add up fairly quickly.
~~

These are just two options for Machamp variants, and I covered those two as they seem to be the most popular. However, there is plenty of room in Machamp for techs, which I will cover below.

Regirock&Stark Mountain: Regirock is a card that hasn't received much popularity. Acting in a similar way to Regice, Regirock discards two cards from your hand, and attaches a fighting energy to Regirock. With Stark Mountain in play though, you can move the fighting energy to an active Machamp, as well as attach a regular energy, giving you the ability to attach two energy a turn. Aside from the Registark(Regirock and Stark Mountain, as the combo is dubbed), you have the Regitag engine. After a pokemon dies, send up Regirock, use the power, and then use Machamp prime's fighting tag to switch Regirock out of active spot, and then attach manually. Both of these combos are very good, and are worth a shot when testing.

Machamp Lv.X: If you don't have or don't want to run Machamp prime, then Machamp Lv.X is the alternate route. Machamp Lv.X has 150 HP, a +40 weakness to psychic, and three retreat, as well as an attack and a pokebody. Machamp Lv.X's pokebody allows any of your attacks to do 60 more damage to the defending pokemon(as long as the Machamp Lv.X is active). On the flip side of the coin, all damage done to Machamp(Lv.X, active) is increased by 60. That means that an attack that previously did 10 damage now does 70. Machamp prime is useful for that revenge KO(the surefire thing), or taking down those massive pokemon like Steelix, or Tyranitar. Be careful with the body, you shouldn't lay it unless you absolutely need it, as your Machamp will die fairly quickly.

Going into the tech section of Machamp is actually kind of difficult, really. Seeing as there is so much open space, there are just so many different kinds of ways to tech Machamp out that I just won't go into depth with it. One thing you should know is that a lot of techs have the tendency to look good on paper with Machamp, but need testing in real life. More often than not, you will see Machamp as a tech in other decks, not as a standalone deck. A simple 1-0-1 Machamp with Rainbow energy could fit in a lot of speed decks, and because of this you should always be prepared and wary of it.

The list provided will be a Donphan Machamp list.
Machamp:
4-3-2/2 Machamp(SF/SF/Prime/Prime)
2-2 Donphan
1 Unown Q
3 Uxie
1 Regirock
1 Azelf
1 Smeargle
= 22 pokemon

4 Double Colorless energy
3 Warp energy energy
7 fight energy
= 14 energy

3 Rare candy
3 BTS
2 Stark Mountain
1 Palmers
3 Pokemon Collector
3 Bebes search
3 Pokemon Communication
3 Seeker
1 Luxury ball
2 Expert belt
= 22 t/s/s

The list is a fairly standard Machamp Donphan list. Edit it as much as you like, or don't even use it at all!

Now, onto section 3!
~~
 
Deck #7: Sablelock(Chenlock)
48-sableye.jpg


Yep, another double deck, just like Luxchomp(BLG).

Sablelock was "invented" by Steven Silvestro last year, during the 2010 states season. Many simply referred to it as the "Florida secret deck", until it quickly opened up and was explained. The deck focuses entirely on disruption. Using a combination of Team Galactic's Wager and Cyrus's Initiative, Sablelock quickly proved to be a great deck. It wasn't until 2010 nationals that Sableye was truly proven to be a great deck, being the deck that won the masters title. However, at nationals that same year, a man named Jason Chen brought with him a deck called Chenlock(named after him, whaddya know?), which was essentially Sablelock, with a teched in Blaziken line. In any case, Sablelock and Chenlock both established themselves as top tier decks, and ones that are very difficult to beat.

The starter of the deck is Sableye, just like in Gyarados. Unlike Gyarados though, Sableye is used more for disruption. Sure, you can impersonate a Pokemon Collector to help you set up, but if you have other basic pokemon, you can impersonate other, more menacing supporters, like Judge, or Cyrus's Initiative.

Sableye has 60 HP, one retreat cost, no weakness, -20 to colorless, and a pokebody which makes Sableye(and the respective player) always start first. You already know that, if you read the Gyarados part of the article.

Sableye's second attack, Overconfident, does 10 damage for a single dark. It will do 40 damage if Sableye has more HP than the defending pokemon. Add a special dark to the mix, and you can do 50 damage to a basic that has less HP than Sableye. What really makes this appealing is that if your opponent starts with a single basic pokemon that has 50 HP or lower, and you start with a Sableye and a special dark energy, you can donk your opponent without them even getting a single turn. If they start with a pokemon like Spiritomb, or other 60 HP pokemon, you run Crobat G to try and donk them, provided you start with one in your opening hand. Overconfident also can be responsible for a lot of surprise knock outs late in the game. For example, its the middle of the game, and your opponent's active pokemon has only 50 HP left, you can simply drop a Sableye, attach a special dark, and use Overconfident for the KO. Believe it or not, you could encounter plenty of situations like this throughout your games.

Sableye's first attack, Impersonate, serves multiple functions. If you have a bad start, you can impersonate a Pokemon Collector, so that next turn you start to get set up. Or, if you have a decent start, you can Impersonate something else. Want to start the Cyrus chain early? Use Sableye to Impersonate that first Cyrus. If you have three SP pokemon, you can even Impersonate and grab a power spray, to ensure some early game disruption. Or, even better, you can Impersonate something like Judge, so that both players get a fresh hand of four. This can be great, because if your opponent has a great opening hand(they make some gesture or facial expression to indicate this), you can take that joy away. A third option would be to Impersonate a Cyrus's Initiative, and flip two coins. For the heads you do get, you can remove a card from their hand to the bottom of their deck, so they wont get to use it. The possibilities are endless with Impersonate, and that is what makes it truly potent.

137.jpg


One of the two main disruptive supporters in the deck, Cyrus's Initiative was once thought of as awful. "What supporter did you pull in your pack?" "Oh, I just got a dumb Cyrus's Initiative." This was the general attitude of all players, until Steven won his states. All of a sudden, just like PONT, the card suddenly became very good. When you play it, you flip two coins. For each heads, you put a card from your opponent's hand on the bottom of their deck. You also get to look at their hand. With this card, you can remove early good cards like Pokemon Collector, or Cyrus's Conspiracy, if you are lucky, or get rid of other crucial cards to get an early disruption strategy. This card also works wonders late in the game, like if you use it right before you use a Dragon Rush snipe attack to remove a sort of counter-attack your opponent was creating in their hand after the knock out. In any situation, Cyrus's Initiative is definitely helpful with the disruption. Running two is the minimum.

78-judge.jpg


The second of the two disruption supporters is Judge. When you play it, both players shuffle their hands into their decks and draw four new cards. This card is primarily helpful if you have a bad hand, and it gives you the bonus of taking what could possibly be a great hand for your opponent(one that could be full of different plays), and turning it into a very, very bad one. At the start of the game, if you have multiple basics and don't want to chance Initiative, or you see that your hand could be better, you can Impersonate a Judge, and get a fresh hand, with new possibilities. Judge also helps right before a knock out as well, because any recovery your opponent might have will get shuffled away, and then their pokemon is knocked out, so they won't be sure what to do.

145-garchomp-c-lv.x.jpg


What else is there to say about Garchomp C Lv.X? I have covered everything there is to know about him, but he is still one of the crucial parts of the deck. Used more for the ability to kill off enemy attackers before they can become fully charged, Garchomp C is part of the core of the deck, and half of what makes it so good.
~~
(For Chenlock only)
142-blaziken-fb-lv.x.jpg


Back, and with a vengeance, Blaziken FB Lv.X returns from BLG into this deck. Now, I'm not entirely sure what Jason Chen thought of when he decided to put Blaziken FB into Sablelock, but it for sure was a smart decision. Not only does Blaziken FB give you to ability to trump strong steel and grass pokemon, but it also gives you the bonus of having Luring Flame added to your arsenal of disruption tools, allowing you to stall and burn pokemon while your opponent struggles to get set up already. He still has that same frailness though, so be careful with him. Still, a great pokemon for the deck, and part of what makes Chenlock so good.

Besides these three, there are still a few staple cards needed.

#1: Cyrus engine. Sablelock and Chenlock, while they have a non-SP starter, are still treated as SP decks. Therefore, they run of the Cyrus engine, which consists of Cyrus's Conspiracy, Energy-Gain, Power Spray, Poketurn, and SP Radar to get set up, and stay set up. Using the Cyrus engine, both Sablelock and Chenlock are both very fast, and very consistent. Check out the Luxchomp/BLG section of the article for more in depth analysis on the cards that make up this one of a kind engine.

#2: Crobat G returns, but this time, with greater emphasis. Seeing as one of the core aspects of Sablelock/Chenlock is to donk the opponent, you may need that extra damage to donk them. Crobat G is here, in multiples, to provide that damage. Also, Crobat helps when killing off things that have 90 HP with Dragon Rush, or Jet Shoot. If you choose to run the tech Honchkrow G, Crobat G can help you take some quick and easy prizes with that. Simply put, the uses Crobat G provides to this deck are like any other, but since you run multiple copies of him, he is even better in here.

#3: VS Seeker is in here for the same reason that it is in Gyarados: to re-use supporters. However, instead of re-using a Seeker to heal, you use it to re-use a Judge, or an Initiative to continue the disruption. A late game Initiative or Judge can really wreck your opponent, and this is VS Seeker helps you accomplish that. Can also let you re-use a Cyrus to grab that last crucial poketurn or something. Whatever the situation, just know that VS Seeker should be in the deck.

Those three are really the only NEEDED cards for Sable/Chenlock, but there is plenty of room for other tech cards.

Chatot G: Chatot G is in this deck for that added lock factor. The turn you are about to do something like Cyrus's Initiative, you can play Chatot G, and rearrange your opponent's top decks, making them draw something bad, and then remove a card from their hand. Chatot G also has a neat attack, allowing you to grab any one trainer from your deck and put it into your hand, shuffling Chatot G back into the deck. If you have the space, Chatot G is a great tech. Beware, a Bite attack from a Luxray GL, as well as a single Shadow Room KO Chatot G, so be careful.

Honch-"Big Daddy"-krow: At the 2010 nationals tournament, Con Le ran this Honchkrow, paired with the SP version in his Sablelock deck. Honchkrow is a great tech in Sablelock, for a few reasons. First off, it helps in your Gyarados match up, allowing you to consistently put Magikarps on your opponent's bench, eventually "flooding it", reducing Gyarados's damage to near nothing. Second, Honchkrow has the ability to do a lot of damage with its attack, because you will obviously have all basics on your field, and your opponent probably has a couple of his/her own. Also, Honchkrow functions as a great Machamp counter. It is an evolved pokemon, so Take Out won't kill it, and it has resistance to fighting type, which hurts Machamp's damage output. Also, Honchkrow can retaliate with knock outs on its own, which is always a good thing. Honchkrow is definitely a great tech to use, if you have the space.

Honchkrow G: Another tech for Sablelock, and another tech that Con Le conveniently ran in his deck. Honchkrow is a good choice for the deck for a few reasons. First off, if you start with it, you can search out some early SP tools, allowing you to start getting set up. The second reason is Honchkrow can provide a lot of quick, cheap KOs on weak basic pokemon, or pokemon that have retreated to the bench for "safety". While Garchomp requires two energy and an Energy-Gain to snipe, Honchkrow only requires a dark energy and an Energy-Gain. Honchkrow can pick off those stragglers that you wouldn't want to waste a Dragon Rush on, as well as even getting some quick donks with Crobat G.

Dragonite FB: Seeing as the deck is considered SP, meaning you run the Cyrus engine, and the fact that you already run Double Colorless Energy makes Dragonite FB a great deck choice. Use this as a counter to other Garchomp Cs, or to just kill off basic SP pokemon. A great choice to strengthen your SP mirror match up.

Giratina(Let Loose): Giratina Let Loose is a poke-power version of Judge. When you just can't Impersonate that Judge, or just don't have anymore, Giratina can help you, by still performing that shuffling situation. If you decide to tech in that Seeker into your deck, you can re-use Giratina, and continue the hand shuffle and deck lock-down. Giratina does have some downsides though, one of them being that Giratina has a three retreat cost. When it gets pulled active, you won't be retreating it any time soon. When playing against decks that use Luxray or Blaziken, try to refrain from using Giratina, or they will stall you with it, and that will probably be game over.

Seeker: A tech more of as a one-of in Sable/Chenlock, Seeker is here to re-use that crucial poke-power(like Set up, or Let Loose), or to act as the "fifth poketurn". Also, Seeker can help you win the game on first turn, or late game "donks". If your opponent only has two pokemon on the field, play Seeker, and they will be forced to pick up their benched pokemon while you kill their active pokemon. If you have the open space, Seeker is a decent choice.

Ambipom G: Another option to tech against your SP mirrors, Ambipom G is a great card to put in Sable/Chenlock. This card will allow you to kill Garchomp C Lv.Xs after they snipe, if they don't have any energy. Also, this will allow you to move energy away from the attacker your opponent has to pokemon like Azelf or other tech pokemon where the energy would be useless. Another bonus with running Ambipoms and Double Colorless Energy is that Ambipom has the potential to donk, which is just another thing your opponent will fear in your deck of horrors and disruption.

Without further ado, the lists you have been waiting for!
Sablelock:
4 Sableye
2-2 Garchomp C Lv.X
2-1 Uxie Lv.X
3 Crobat G
1 Azelf
1 Unown Q
2-2 Honchkrow(Big daddy)
1 Dragonite FB
1 Giratina(Let Loose)
= 22 pokemon

4 Special dark
4 Double colorless energy
4 Basic dark
= 12 energy

4 Cyrus's Conspiracy
4 Poketurn
3 Energy-Gain
3 Power spray
2 SP radar
3 Pokemon Collector
1 VS Seeker
2 Judge
2 Cyrus's Initiative
2 Aaron's Collection
1 Bebe's Search
= 26 t/s/s
~
Chenlock:
4 Sableye
2-2 Garchomp C Lv.X
2-2 Blaziken FB Lv.X
2 Crobat G
1 Giratina(Let Loose)
1 Azelf
2-1 Uxie Lv.X
1 Unown Q
1 Dragonite FB
= 21 pokemon

4 Special dark
4 Double colorless
3 Fire
1 Basic dark
= 12 energy

4 Cyrus's Conspiracy
4 Poketurn
4 Energy-Gain
3 Power spray
2 SP Radar
3 Pokemon Collector
2 Judge
2 Cyrus's Initiative
1 Bebe's Search
2 Aaron's Collection
= 27 t/s/s

Granted, both of these lists(more Chenlock than Sablelock) will have a difficult time with Machamp, but the entire idea is that you prevent them from getting a Machamp at all that entire game. These lists are up for editting as you please.
~~~

In all of these meta decks, or pretty much any deck, there are a lot of similar cards you will see. I won't go into detail about them, but I will just briefly(very briefly) explain them.

Seeker: The card that lets you pick up stuff on your bench. Often times you will see it to heal pokemon, or re-use special poke-powers.

Twins: When down on prizes, or decks that are generally slow, Twins shines through. Use it to snag two crucial cards and start your comeback to victory.

Rescue energy: Grabs a pokemon or a pokemon line from the discard without you even doing a thing, and returning the entire thing back to your hand.

Expert belt: Allows you that extra 20 HP and extra 20 damage boost. Turns things from big hitters into massive hitters, and Tiger tanks into Panzer tanks(or vice versa, whichever is the bigger, badder German tank).

Azelf: Grab that crucial pokemon from your prizes, be it a Lv.X, a basic, or something inbetween, Azelf is pretty common in nearly any deck that has a Lv.X, and even in those that don't.

Pokemon Communication: Fairly standard search power in evolution decks, as well as SP decks. Grabs pokemon you need in exchange for those you don't. Simple as that.

Pokemon Collector: If you DON'T see this in your opponent's deck, then something is wrong. If they don't run them at all, then you know they are bad. Its the standard basic pokemon search power. Run three, bare minimum, in every deck.

These are just a few of the cards you need to always be prepared and be on the lookout for.
~~

At every tournament, there is always someone who brings that rogue deck to the tourney. What are some noteworthy cards that could be "rogue'd"?

Tangrowth: With that new Tangrowth released, there has been some stir about Tangrowth making a showing at this years states. When you face on, be prepared to deal with a pokemon that you probably wont ever kill in the span of the game. It will get really, really, REALLY big, and heal off a LOT of damage in one turn.

Tyranitar: Everyone's favorite big bad dino, Tyranitar. With Gengar getting bigger than before, people are looking for a strong dark pokemon to counter, and Tyranitar is just the card to do it. Tyranitar can get swinging really, REALLY big, one-shotting pokemon(others besides Gengar) in no time, and is so big that there isn't much you can do to kill him.

Other dark pokemon: You know, like Absol, or Houndoom, or Drapion. All of these are dark pokemon, and all of them are looked at as ways to counter Lostgar. Not saying they are good, or that they are bad, but you could see some rogue dark decks making a showing.

Feraligatr: Not speaking of this pokemon himself, but other water pokemon that have big water costs, or pokemon that do a lot of energy based on the amount of water energy attached to them. Not that good, but there is always that one water fan-boy who will bring Feraligatr to the tourney.

Now, I am not saying any of these rogues are good, or that any of them will even show up at states. Heck, your states may have 100 players, and all 100 of them are playing Lostgar. You may go to states, and find that all 100 players are playing completely different decks(is that even possible?). I'm just mentioning a few noteworthy ones that I have seen around forums and websites. I'm just telling you to keep an open mind, and to be prepared for anything that comes your way.
~~

All of these things aside: I understand there are other threads in this forum that deals with a lot of the decks covered. However, those are merely for discussion, and a lot of newer players(while they would appreciate the list) probably won't go through and read a bunch of forum posts to get educated. So, I decided to take the initiative(Cyrus did) and make this massive thread, in hopes that newer players will read this, and learn more about the game. Even if they only come for the lists, at least they will understand what else they should look out for. I feel that this article can help anyone, whether they are a pro or a novice, because there are always new things people can learn at this game. Who knew that Spiritomb( TM ) could be a tech in Vilegar? Who knew Drifblim FB would work in Dialga? Even small details like this can expand your knowledge of the game. And so it is that I depart, and I let you enjoy this article that I have crafted with my own two bloodied hands, and my drained mind. If this article helps you in any way at all, then I am happy, knowing I helped you. After all, isn't that the point of articles like this?

*PANT PANT* All done! Enjoy!
 
Hey, guys. This is what we need more of in here ;D

I'm not saying that you have to add it, but Gigas should be in here. It has solid matchups against SP, and with a good list, can even beat Lostgar and Vilegar. Of course, Donphan and Machamp will have to be teched against.
 
I knew there were a few decks I forgot! However, I didn't want to put Gigas in as I just don't know how to make a decklist for it at all. Also, Gigas is one of, if not THE most skill based deck in the format, and I'm not sure new players could play it as exceptionally well as a pro. Not saying they couldn't, but knowing the decklist and knowing the deck are two different things. But yeah, I totally agree with you on Gigas.
 
Very nice articles, no suggestions since they are skeletons.

Does anyone else think that this should be on the front page?
 
I am thinking the same thing. This gives big insight on a general states meta with room for changes. I am already considering some deck changes. Fantastic work my friend.
 
Thank you for not posting about the lists. I had a feeling that the first post would be:
"omg in X list you should take out X and put in X omg", because there are other forums for that. Thank you for actually realizing that these are just basic skeleton lists. Ug.

Also, that would be really cool if my post could go on the first page. Then a lot of people would see it.

EDIT: Thank you, AreoLive. This is the kind of reaction I was going for, so you are more educated on your own deck, and are open to new changes and new ideas.
 
I belive that this article is amzing. Thanks for posting it, it has given me a huge insight on whats going to be at states and what to play. This should totally be front Page.
 
Great article, definitely suggested for the Front Page. Solid lists, excellent writing, overall just a fantastic article. Many, many props.
 
Hey, thanks guys! This is the reception I was hoping for. Also, Ironman, I am very glad I could help, this is exactly what I was going for when I was writing this: to help new, and even experienced players with analysis of different decks and strategies.
 
awesome stuff man, its all really detailed and would be really helpful for a new player and your writing style is quite enjoyable,

may I make a suggestion you could make another article focusing on new(ish) upcoming decks that you think could make an impact on states but will be better next rotation. These decks could include Steelix Prime, Feraligatr prime variants, scizor prime, seviper/skuntank g and maybe charizard or fire decks in general.
 
Electabuzzy, this article was for predicting which decks will be the most commonly played deck this States format. Adding in lists on the next rotation wouldn't help us at all, and the decks you listed aren't being predicted as a well-played deck.
 
Great work and a very nice read. I would love to see more people do stuff like this. I definitely suggestest this for Front Page.
 
@Electabuzzy: I'm not one for doing articles on future decks really, because we don't even know the rotation. If its HGSS-on, then Charizard obviously wont make an appearance. I think I will leave it at this. Maybe around August, after worlds I might write an article, but we will see.

In any case, glad you guys like it!
 
I appreciate the amount of effort that you put into this....Great job!!

but while reading, i've noticed that you made a weakness mistake.....kingdra's weakness is x2 lightning
 
Thedrone1man -- I am very, very impressed - great work!

This is a wonderful post full of so much helpful information -- I'm going to use it to help prepare my son (Junior) for the upcoming State tournaments.

Thank you for your time and hard work!
 
this will also help with my little prodigy(not my son) he wants to run dialgachomp and it just wsnt consistent enough until we tried staraptor fb(which your list saying getting the lookers would be good but we needed something to get supporters) also where is the palkia lock
 
First point-
Wow, this a great article, some are saying Gigas should be there and i tend to agree, but it is a hard deck to play etc.
Also most of these lists are good enough that little teching will make them worthy of being played(which i would assume was part of the goal of the article)

Second Point
electabuzzy-IDK but of the decks you mentioned I'd say one of them is playable next year and that's Gatr but w/ Zone, next year(most likely) will be ruled by LostGar, Magnezone, Enboar and Mew+XYZ.
 
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