Apparently the Chandelure matchup is also horribly annoying.
Captoats said:I've played a ton of mirrior matches lately and have found them to be pretty even. Doesn't matter who goes first, both players have a good shot at winning. Normally it just comes down to who knows how to use their deck better, not who goes first. I've been T1 milled for 4 with nothing but rotom starting and have come back for a win multiple times. LR/CH/catcher are all godly in the mirror.
Celebi23 said:^That's basically how it works with Durant. It does a very good job of capitalizing on an opponent's bad hand, but if their hand is good enough to get setup quickly without burning resources, you usually lose.
It's a great deck, but it's stupidly luck-based. Adding Weavile, Spiritomb, N, etc make the deck a little more skill-based, but it's not enough to take away the initial luck factor.
Celebi23 said:I've tested the deck plenty, and I stand by my analysis of it. Besides, at least I made an argument, silly as it apparently is.
It just scoops to both Reshiram and Zekrom if they get a good enough opening hand. The only way out at that point is to hit an insane amount of Crushing Hammer heads; not something I would base my game on. Not to mention that you pretty much always start with one basic. I've been donked countless times with this deck.
I thought the same about Spiritomb and Weavile at first, but after testing Spiritomb, I refuse to drop it. Adding it in, however, makes Weavile somewhat necessary to avoid starting with Spiritomb/Rotom. Weavile has also won me a good few games; not as many as I would have liked, but more than any other free retreating starter would have. The deck does need a free retreating starter; having 2/6 of your basics being unsafe starts is bad.
Other decks have the ability to outplay an opponent, or at least overpower them, regardless of their opening hand. With Durant, your entire game plan relies on your opponent. It completely depends on how many cards they opt to discard/draw, and how quickly and consistently they can knock out your Durants. There is only one usable attack in the deck, and if they successfully mess with that attack enough, you're going to lose.
Good to see you contributing again, btw.
This is basically the right analysis of it.esperante said:I think it's pretty much a joke deck, but it's actually a pretty respectable joke deck. in a lot of matchups if you don't know what you're doing and/or don't get a supremely ideal opening hand, it will tear you apart. it's like SF machamp but backwards.
and im playing it for a cities regardless because idgaf
I have three N in mine. Basically, I did -1 N, +1 Spiritomb. It didn't hurt consistency at all.esperante said:I don't know about you, but even without running spiritomb and weavile in mine with something like 45 trainers in the list, I have to make cuts that i'm not overly happy about. I'm maxed out on N in my list, and i've never felt the need for more shuffle-my-opponent cards than that. What are you using to get weaviles out of your deck? twins? Or are you playing another specific trainer to get them out that you wouldnt be using otherwise? regardless it seems like you're losing a lot of resource space just to discard a couple cards over the course of a game. resource space that from my testing, the deck can't afford to lose.
In my opinion, the only ABSOLUTE AUTO LOSS this deck has is vs. a turn 2 typhlosion. The deck is also more susceptible to zekrom donks than most due to its low basic count, but the amount of resources it requires to pull of turn 1 means that if you DO go first or start with 2+ basics, you have a good chance of putting them in a more difficult position after that whether by catchers, crushing hammers, etc.