pokemon-paradijs.comMan, it has been a while since I wrote an article. A little bit about me: the last time I wrote an article, I probably wasn’t a legitimate source of information, as I had never made top cut. However, this year (my last year of Seniors) has been a great year for me. I could only go to three Fall Battle Roads, so I was not aiming for a Worlds invite early on in the season.
During Fall Regionals, I made top cut for the first time. There were over seventy people in my division with a top 16, and I advanced all the way to 3rd place with a deck based around Tyranitar Prime. My dad, who had traveled with me to the tournament hadn’t expected me to the make top cut and didn’t even bring a change of clothes for the overnight stay.
Because of my location, it was easy for me to attend the Chicago Marathon, so I managed to acquire enough points to stay competitive. For the first weekend of States, they were all too far away, so I sat at home lamenting the fact that I didn’t have a Mewtwo or any other EXs. But I heard about Curran Hill winning with Quad Terrakion, so I used a Durant skeleton to build my own. The next week, I took the deck to top 8 in Indiana. I went 5-1 and was seeded 2nd, but I embarrassingly lost to the only Zekeels I played that day due to absolute lack of testing.
After that, I added two Landorus and got 2nd at Illinois States, losing in the finals to the (at the time) number one in Championship Points in North America. At Spring Regionals I made top 16, but we only had 63 people, which kind of sucked since it meant we were one person away from having a top 16 cut. I then took the deck to win two Spring Battle Roads and get 2nd at another.
From Regionals to Regionals I was ranked in the top 40, but after the 2nd weekend of Spring Battle Roads, I went to Ecuador to visit family and have slipped down to spot 46. Hopefully I am still a credible enough source to write up this deck analysis.
My list as it is built right now:
Pokémon – 6
Trainers – 40
4 Junk Arm
Energy – 14
The list has been evolving since I first built the deck. It started out as a mono-Terrakion deck, but new changes were made. For my second tournament, I added Landorus, and for Battle Roads after the release of Dark Explorers, I changed the Pokégears to Random Receivers and added a third one.
Terrakion is the main attacker of the deck. It has a lot of synergy with Exp. Share that lets it attack for two Energies for 90 damage and follow up with another 90 next turn with another Energy. It is also type-counters Darkrai variants and Zekeels; it has a Retreat Cost of three which lets it be searched out with Heavy Ball.
Landorus is your desired starter and your Darkrai-Hammers counter. It has synergy with Sage’s Training and Juniper. If you have an Energy in your hand, you can hopefully use Sage’s Training to discard another, letting you get the turn two Gaia Hammer. If you have an Energy and Juniper in hand, you can Juniper away an Energy to get a turn two Gaia Hammer.
This is your donk potential and way to start attacking quickly. There are other ways to get the turn two Gaia Hammer involving Junk Arm, but these are usually less common. Landorus also helps in the CMT matchup, or against any other deck that runs Skyarrow Bridge because that gives it a Retreat Cost of zero.
PlusPower is useful for getting the knockout when you are short just a little. Some situations where I have used it is on turn two when only two Energies are attached to KO a Smeargle, on an Eviolited Darkrai or Regigigas or such, or in the mirror using two on a Landorus to turn the tide for the 1HKO.
Heavy Ball is the easiest way to search out Terrakion. I have been flipping badly on Dual Ball recently, so I am taking those out because they are not needed. I have never really needed to search out Landorus, it isn’t as powerful as Terrakion late-game.
Switch is very important for the deck because it is a common stall tactic to Catcher a Terrakion. This helps counteract that.
Pokémon Catcher is because you want to take a lot of cheap prizes. Often I can 2HKO an EX, but after I hit them they retreat. Catcher helps me get those 2 Prizes that I deserve. Also Catchering up Darkrais and Regigigases is a lot of fun.
Random Receiver is a consistency booster, and in theory, the more you run, the fewer Supporters you can run and the better your Smeargle matchups are. A balance is necessary, however. The more Receivers you run in relation to Supporters, the better you can do against Smeargle. But the fewer Random Receivers you run, the better your Vileplume matchups are, especially as Vanilluxe is becoming more popular. Right now I’m thinking that three is the best number, but it depends on how popular one think Vanillluxe or Smeargle will be.
Professor Oak’s New Theory is my favorite Supporter in this deck because I can dump what I need from my hand and get a fresh one.
Whenever people ask me why I run Judge, I say Judge is for when you are winning, and N is for when you are losing. But early game I would still prefer to have a fresh hand of six than four, so I am not taking full advantage of it, which is why I am taking it out.
Fourteen F Energy is probably a bit much, but I still whiff occasionally. If someone really needed a spot, they could take one out.
If you have any questions about things that I am not adding, I would be happy to answer in the comments.
Zekeels is an easier matchup, but it is definitely not an auto-win. You have to get rid of the Mewtwo before it has too much Energy on it, and Zapdos NXD, Tornadus EPO, and Tornadus EX are all very annoying when they have Eviolites on them. I have lost to Zekeels several times in a tournament. A slow start on your part with a faster start on theirs can lead to a possible loss.
One problem that almost every deck has with the Eels matchup is that if you have to attack their active if it is a threat, it almost forces you to do that for the rest of the game because as soon as you Knock it Out, they can get that Energy on a new Pokémon with Eelektriks. So if there is ever a lull in their action, a good idea would be to go for the Eels for the Catcher-KO
CMT is my least favorite matchup because Tornadus is incredibly annoying. If this ever got especially popular, this would not be the best play. The matchup is definitely winnable, but not is the level of your opponent is high enough. This is a good matchup to use Lost Remover and Crushing Hammer, especially Lost Remover, and if you can, Knock Out where the Energy is.
The most recovery they usually run is Super Rod, so it is possible to make them run out of Energy, and I have done that before. Also, it is important to take prizes, as it gets difficult late game (see Eviolited Tornadus EX). So take those cheap prizes and go for the 2HKO on the Mewtwos to get those 6 Prizes.
Troll seems about an even matchup to me, but it all depends on SSU flips. Against the Troll lists that I have played against, they seem slightly less consistent than my deck but more versatile, with SSU and Tornadus. Everything is a 2HKO, so go for 2HKOs on Mewtwos (if they are forced to bench them or start with them), 1HKOs on Shaymins, and try for the double PlusPower KO on Landoruses to turn the tide in your favor.
Darkrai is a deck that I have not done enough testing against. I assume the counter to Sableye DEX and Hammers is to get a Landorus active, but I can think of problems with that theorymon, such as Catcher stalling. Another mistake I have made is underestimating the power of Slowking HS, Darkrai, and N. Watch out for Slowpokes, you may want to play it safe and Catcher-KO them. Finally, so many decks are playing Terrakion, so use the fact that you play four Terrakion to your advantage and KO Darkrais!
Hopefully you enjoyed the analysis of a deck that got me 18 Points when I had no EXs (but don’t worry, I own a Mewtwo now), and see you all at Nationals!