So as many of you know (or maybe not!), I've been playing Buzzwole-GX/Lycanroc-GX extensively lately, taking it to two tournaments and seeing decent success with it. Up until my League Cup this past weekend, I knew that the deck had some issues, but felt that because it had the ability to be so dominant, whatever concerns I had were able to be overlooked. However, many of the issues I was able to overcome at my fourth place ARG Circuit Series finish resurfaced at my League Cup where I just barely missed Top Cut.
For starters, Max Elixir was not consistent. I was running 9 Fighting Energy and thought about including a 10th, but didn't want to remove Multi Switch. I was also having issues mid- to late-game if my only Buzzwole-GX went down and I didn't have another one set up ready to go. Another card I wanted to include but had difficultly making room for was Field Blower (if I had Field Blower, I strongly believe that two of the games I played at my League Cup would've been much more manageable).
So anyways, with all that info, I sat down to address my concerns and came up with this revised list:
****** Pokémon Trading Card Game Deck List ******
##Pokémon - 13
* 3 Buzzwole-GX CIN 104
* 2 Rockruff PR-SM SM06
* 2 Lycanroc-GX GRI 138
* 1 Carbink FCO 49
* 1 Carbink BREAK FCO 51
* 1 Regirock-EX FCO 43
* 1 Oranguru PR-SM SM13
* 2 Tapu Lele-GX GRI 137
##Trainer Cards - 33
* 4 Professor Sycamore STS 114
* 4 N NVI 92
* 4 Guzma BUS 143
* 1 Gladion CIN 95
* 4 Ultra Ball SUM 135
* 4 Max Elixir BKP 102
* 2 Field Blower GRI 125
* 1 Rescue Stretcher GRI 130
* 3 Brooklet Hill GRI 120
* 3 Choice Band GRI 121
* 3 Float Stone BKT 137
##Energy - 14
* 4 Strong Energy FCO 115
* 10 Fighting Energy 6
Total Cards - 60
****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ******
I wanted to have another option to accelerate Energy, especially mid- to late-game, which is where I feel Buzzwole-GX really struggles if you can't get another set up quickly when one goes down. Carbink was a Pokèmon that my brother and I were looking at before our League Cup but ultimately decided against only because we didn't have the time to test it. I initially added a 2-2 line but quickly realized that Carbink Break isn't needed every game. You'll have games where you hit early Max Elixirs and be able to dominate and Carbink won't be necessary, but then you'll have games where you struggle to set up and Carbink is amazing in those situations.
Pay attention to the Carbink I'm using, too. I opted for the one from Fates Collide for it's Energy Keeper ability which states that as long as it's in play, your opponent can not discard Basic Energy from your Basic Pokémon. Mill decks like Sylveon-GX and Wishiwashi-GX/Xurkitree-GX/Hoopa have been seeing more play recently and Carbink heavily swings those matchups in your favor. I have yet to lose to a mill deck (I've played a few online).
Because I'm only playing a 1-1 line of Carbink Break, I'm currently testing Gladion, which has proved useful. How many times have you looked through your deck in the middle of a game for a card you need only to realize it's Prized? It happens quite a bit. I initially included Gladion to make sure I had access to Carbink and it's Break, but I've used it to grab other things, too.
I had to remove Octillery to add Carbink Break, which was something I didn't want to do, but I included a copy of Oranguru so I still had some late-game draw power. It's worked out so far, although I do miss Octillery.
I was also able to include two copies of Field Blower, which was much needed. I did take out Multi Switch, but my reasoning was that since I added a 10th Fighting Energy and Carbink Break, I shouldn't need Multi Switch as much.
Anyways, I've ranted long enough. Thank you if you took the time to read all this. I'm interested in hearing what you all think about the changes I made. Worth it? Not worth it? Anything you would change?
For starters, Max Elixir was not consistent. I was running 9 Fighting Energy and thought about including a 10th, but didn't want to remove Multi Switch. I was also having issues mid- to late-game if my only Buzzwole-GX went down and I didn't have another one set up ready to go. Another card I wanted to include but had difficultly making room for was Field Blower (if I had Field Blower, I strongly believe that two of the games I played at my League Cup would've been much more manageable).
So anyways, with all that info, I sat down to address my concerns and came up with this revised list:
****** Pokémon Trading Card Game Deck List ******
##Pokémon - 13
* 3 Buzzwole-GX CIN 104
* 2 Rockruff PR-SM SM06
* 2 Lycanroc-GX GRI 138
* 1 Carbink FCO 49
* 1 Carbink BREAK FCO 51
* 1 Regirock-EX FCO 43
* 1 Oranguru PR-SM SM13
* 2 Tapu Lele-GX GRI 137
##Trainer Cards - 33
* 4 Professor Sycamore STS 114
* 4 N NVI 92
* 4 Guzma BUS 143
* 1 Gladion CIN 95
* 4 Ultra Ball SUM 135
* 4 Max Elixir BKP 102
* 2 Field Blower GRI 125
* 1 Rescue Stretcher GRI 130
* 3 Brooklet Hill GRI 120
* 3 Choice Band GRI 121
* 3 Float Stone BKT 137
##Energy - 14
* 4 Strong Energy FCO 115
* 10 Fighting Energy 6
Total Cards - 60
****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ******
I wanted to have another option to accelerate Energy, especially mid- to late-game, which is where I feel Buzzwole-GX really struggles if you can't get another set up quickly when one goes down. Carbink was a Pokèmon that my brother and I were looking at before our League Cup but ultimately decided against only because we didn't have the time to test it. I initially added a 2-2 line but quickly realized that Carbink Break isn't needed every game. You'll have games where you hit early Max Elixirs and be able to dominate and Carbink won't be necessary, but then you'll have games where you struggle to set up and Carbink is amazing in those situations.
Pay attention to the Carbink I'm using, too. I opted for the one from Fates Collide for it's Energy Keeper ability which states that as long as it's in play, your opponent can not discard Basic Energy from your Basic Pokémon. Mill decks like Sylveon-GX and Wishiwashi-GX/Xurkitree-GX/Hoopa have been seeing more play recently and Carbink heavily swings those matchups in your favor. I have yet to lose to a mill deck (I've played a few online).
Because I'm only playing a 1-1 line of Carbink Break, I'm currently testing Gladion, which has proved useful. How many times have you looked through your deck in the middle of a game for a card you need only to realize it's Prized? It happens quite a bit. I initially included Gladion to make sure I had access to Carbink and it's Break, but I've used it to grab other things, too.
I had to remove Octillery to add Carbink Break, which was something I didn't want to do, but I included a copy of Oranguru so I still had some late-game draw power. It's worked out so far, although I do miss Octillery.
I was also able to include two copies of Field Blower, which was much needed. I did take out Multi Switch, but my reasoning was that since I added a 10th Fighting Energy and Carbink Break, I shouldn't need Multi Switch as much.
Anyways, I've ranted long enough. Thank you if you took the time to read all this. I'm interested in hearing what you all think about the changes I made. Worth it? Not worth it? Anything you would change?