Hey everyone! Today is a big day for me. Back around the 2016 World Championships, when I was just learning about the competitive side of the Pokémon Trading Card Game, I can remember scrolling through old SixPrizes articles late into the night trying to learn as much about the game as I could. Now, four years later, I’m writing my first article for SixPrizes Underground. Whew!
As is usual when I write about this game, I want to make sure I offer something valuable to any player, something that has applications beyond just the decklists and metagame specific to this article. With that in mind, I’ll be using this article to cover two decks for the Players Cup II (one rogue, one very vanilla), but also to talk more broadly about two topics I get a lot of questions about: how to get the most from your testing, and how to construct a rogue deck from scratch.
The Players Cup is an interesting tournament to prepare for because of its multiple phases—you need to make it through 50 three-round best-of-one events with enough “tournament rep” before you can get to something that more closely resembles the tournaments we’re used to. And with Champion’s Path’s legality date approaching (October 9, this Friday), we’ll soon have a new format to adjust to for the end of the qualification period.
I have two major thoughts about the best way to approach the qualification period:
- First, I’m trying to get through all 50 of my events before Champion’s Path becomes legal, so that I don’t have to adjust to new cards and a possibly altered metagame midway through.
- Second, I’m not bothering to bring any spicy rogue decks to these events. Best-of-one necessitates consistency, especially in this format, with Arceus & Dialga & Palkia-GX, Marnie, and Crushing Hammer everywhere one looks.
Basically, my plan is to breeze through my 50 events with a tier one deck, allowing myself more time to test with Champion’s Path cards and possibly develop a meta-breaking deck for the Top 256 phase.
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