METAL
Metagross
Yes, the Gust of Winding heavy metal beast makes a good deck by himself. It seems not much can stand up to a 100-a-turn, 120 HP Pokemon that makes the decision of active Pokemon for you. This is a deck with few Pokemon, allowing for a turbo type of play style (LOTS OF DIFFERENT POKEBALLS). Obviously, you want your Metagross up and running soon to get an Ensured Gust every turn. With this going, you can grab easy prizes from Claydol (or use you first E. Comet Punch on one so you don't have to build up the damage while facing an opponent's attacher), KO Pokemon being built on the bench, or just get a head start on an attacker. Metagross isn't very widespread right now as it's own deck, but we may begin to see more of this guy soon. If you're going all-out with Metagross, go all-out and play 4.
Magnezone/Electivire
The now classic Magnevire is our next deck of interest. Magnevire is a deck that, after fully setting up, can be all but impossible to beat. Magnezone contributes it's famous free retreat ability, letting itself come up for the Big paralyzing 80, and then swap off next turn to a finisher. This also let's Electivire hit with a huge Discharge, and then easily come back to the bench, or come up and KO a pesky stadium like Stark Mountain, recieve it's protection ability, and then swap to Cyber Shocking LV. X. Of course, the big combo is using Electivire to grab energy back from the discard, Trans it to Magnezone LV. X, and, as long as you can drop a Metal each turn on the 'Zone, Cyber Shock EVERY turn. This is a powerful deck combining two of the most compatible Pokemon we have access to in DP-On. Also Electivire LV. X's Poke-Body doesn't hurt either. Anyway you play it, you're going to need 2-3 Magnezone and 'Vire, and 1-2 LV. Xs for each.
Magnezone/Electivire/Palkia
A particularly common variant of Magnevire, this is a build that utilizes the easy but deadly combination of Magnezone's Poke-Body and Palkia's Poke-Power. Much like Palkia in AMU, Palkia here lets you have free Gusting power whenever you need it. The difference here is that you can use this Power with more than just the Pixies on your bench, as Magnezone LV. X can just float a Metal onto anything for the free retreat. This ability to mess with the opponent's active can change the way this deck is played. With the Magnezone and Electivire, you can now eat EVERY Claydol/Evolving basic/Evolving Stage 1 on your opponent's bench whenever you need to or want to. All the same tricks of normal Magnevire are here to, so you still have great energy acceleration advantage, and the ability to do high, consistent damage. Palkia just steps it up further by letting you "snipe" for high amounts of damage anywhere you want. O' Course, regular line of Magnezone and Electivire here, and 1/1 or 2/2 Palkia.
Magnezone/Electivire/Steelix
An oddball version of the deck, Steelix is a Pokemon rarely seen. BUT, in here it's INCREDIBLY and ingeniusly abused. You see, with Magnevire, that four retreat cost? GONE. Having to sit uselessly in the active after SMACKING for 100? GONE. ACTUALLY building up the Steelix to use Metal Slash? Unnecessary.....got ya there. With Magnevire, Steelix's weaknesses are a thing of the past, and what you're left with is a Pokemon that can do small damage for KOs, take a massive hit with 110 HP, and then just swap out, or come in, suck up energy, hit for 100, and then slink away before the opponent can react properly. I must admit, this is a combo I didn't even see when Magnevire came out. Steelix is a great third attacker and can even be a pretty good starting Pokemon if you end up beginning with an Onix. The regular ol' Magnevire line, and 2-3 Steelixs for the consistency and ability to hit for 100 each turn.
Magnezone/Electivire/Metagross/Bastiodon
Before I begin, I want you to read the title again. Yes, that's four main evolutions. Yes, three of them are Stage 2s. Yes, when you have all out, this build is practically unstoppable. Really, you don't even NEED them all out, 'cause just one or two can seal the game for you. Each Pokemon in here serves a basic purpose, each one revolving around it's Poke-Body or Poke-Power. Electivire recycles energies, Magnezone gives free retreat and Energy Transing, Bastiodon flat out stops spreading and sniping, and Metagross givesd you flip-a-Gusts. All together, this deck gives you acess to great attacks that you can revolving door-style use with E. Trans, and ALOT of HP for the opponent to cut through. A sophisticated build for a sophisticated format......and FUN. Of course, the Magnevire numbers, and a 1-3 line for Metagross and Bastiodon, usually with higher numbers for the 'Gross as it's power is cumulative.
MULTITYPE
Magleaf (Magmortar/Leafeon)
BEFORE ANYONE SAYS WHY IS THIS HERE, let me just say that Magmortar AND Leafeon are attackers here, so THAT'S why I'm not considering it a variant of Magmortar. SO, now that I've talked down all the haters (Troublesome Haters!), let's talk about one of the most popular, if not THE most popular deck coming into this format. Magleaf is a deck that utilizes two awesome, highly played Pokemon. With Magmortar, you can spread to your hearts content, and, through Leafeon, use Flame Buster every other turn AND still place energy onto another Magmortar. With Leafeon, you can double your energy output, and hit for large amounts of damage with threatening Magmortars on the bench, or clean up damaged Pokemon left over from a Magmortar. Of course, Leafeon can be supported by the other Eeveelutions, like Umbreon, Espeon, and, possibly, Vaporeon, but Leafeon is the one you'll want out quickly. All together, this deck makes for a strong cohesive fighting force that powers up quick and gets rid of threats even quicker. You'll see a 3/1 for Magmortar, and 2/2 in the Leafeon line.
Froslass/Yanmega/Bronzong/Empoleon/Starmie/Ampharos
AH, the spreaders of this format. I've linked them all up because players have been successful with just choosing two or three of these, adding energy and trainers, and smashing face at Battle Roads. IT REALLY is that simple. Except for Starmie, each one of these is a Pokemon that can do high amounts of overall damage in little amounts of time. When put together with others like it, the damage spread just keeps increasing until you start having turns where you take two to three PRIZES. Heck, people have even gotten results with playing just one of these and a full complement of Zapdos and Spiritomb. In the end, the ability to damage many things at once is just one that can't be ignored. In the history of the game, it's never been ignored. Usually fast, and incredibly hard to deal with if no cards in your deck have Vapor in their name (think about it....YOU GOT IT!), most of these Pokemon even have second, stronger attacks for later in the game. EmpoZong, FroStarmie, the combinations, and cool new Pokemon sounding deck names, are many. Pick your favorites and begin to win. When using two of these, 3-4 for both. If using three, you can still use 3-4, or 3-4 for two lines and 2 for the other. If you're focusing just on the one line, no-brainer, you'll need 4 with a lot more Zapdos and Spiritomb than normal.
Gardevoir/Gallade
Everyone should be familiar with this creature by now. It's the terror of last season, Gardellade. While it's slower now without Double Rainbow, this is still a ferocious deck that gets KOs with Gallade and shuts down precious Poke-Power with Gardevoir. Gallades ability to put everything in Psychic Lock KO range is crazily powerful, and it's second attack is no less. Gardevoir can speed the deck up incredibly, and it's LV. X can LITERALLY give out a prize each turn. There are a MILLION more in depth articles about this deck, so I won't rehash the whole idea for the ZILLIONTH time. This is something you're bound to see if you've ever played this game in the last year in a place with over three people. The usual line is 3 Gallade, and 2/1 Gardevoir....anything else is called PLOX hahaha!
GG/Empoleon/Togekiss
Another oddball of a deck, this build is one that gives you many powerful options and an easy way to use all of them. Obviously, I'm talking about Togekiss, who really is the unseen backbone of this deck. With Togekiss, you can power up the energy-type main attackers and use them quickly and effiiciently when you need them. Each one has there obvious uses, Gardevoir for regular attacking and Power blocking, Gallade for needed Knockouts and early game Sonic Blading, and Empoleon for damage spreading and possiblynecessary Surf Togethers. Empoleon and Gallade are great Pokemon to have for the starting turns of the game, and can setup an easy game win if left out in the active too long. Gardevoir and Togekiss help search out and find much needed Evolutions or Basics and neccesary Trainers for your situation. While the deck may seem cluttered at times, the amount of options and ways to get back in the game here more then make up for it. While I doubt we'll be seeing alot of this deck in the future, you should at least understand this deck. You'll see the normal GG lineup, and 2-3 Empoleon/Togekiss here.
GG/Mewtwo
Three of the most seen Pokemon this season AND last season team up here to be a real force. Mewtwo adds the ability of big high damaging attacks after all your prizes are already flipped, and can deal with quick, good-damaging basic Pokemon like Kyogre, Groudon, and even AMUs until Mightyena gets played. Even still, a good player can use Gallade to easily KO the usually two Mightyenas and control the game with Mewtwo for as long as possible. Mewtwo's Energy Absorption can also let you build the other three-energy-needing Pokemon on your bench, or just plop a Mewtwo down after a KO'd Kirlia-Evo, suck up it's energy, and then next turn exact revenge for it. Gardevoir/Gallade easily fits in Mewtwo, so the deck really is smoothly played. Normal GG line, 2/2 Mewtwo.
GG/Mr.Mime
One of the most strangest pairings in this entire list, GG/Mr. Mime uses the stall power of several copies of Mr. Mime to give decks that give GG problems (ones that can power up before either Gardevoir or Gallade can get going) a halting defensive wall. The best type of opening here would be Mr. Mime out in active, powering up a Ralts/Kirlia to become Gallade, who, after Mr. Mime is KO'd by something that needs three energy, whether it likes it or not (Houndoom, Gliscor, Mothim), Gallade comes up to take the KO, wasting all your opponent's early energies. While it's true Mr. Mime will never be attacking, it's ability to shut down any one or two energy active-Pokemon-damaging attacks all-together, and force the opponent to commit resources they don't want to, resources they will soon lose, is just great. The predescribed GG lineup, and 2-3 Mr. Mime in here.
Eeveelutions
Ever since the dawn of Eevee in Jungle, there has been SOME form of Eeveelutions. And each one of these have almost always had the same idea: Set up the right Eeveelution for the situation. I fthey play Water, put in Jolteon, Fire, Vaporeon's up, Grass, Flareon will start bringing the prizes. Although with Leafeon LV. X, the idea's changed to first get it out as fast as possible, after that, the deck remains the same. Each Eeveelution serves it's purpose in here, either by fattack or Poke-Power. Vaporeon stops damage spread altogether with it's first attack, healing the bench by two damage counters each, and it's second attack can be used with Lake Boundary against Water weak Pokemon. Jolteon is in here for it's power. Sometimes you just need 90 damage. It's also exceptionally strong against Electric, being able to KO most Water Pokemon WITHOUT the use of Lake Boundary with Lightning Strike. Flareon is in here simply for Grass Pokemon like Torterra and Sceptile to fear. It can KO most of them with Kindle and the Lake, or even two Fire Fangs, and Kindle can put big Torterra LV. X, in a bad position even though it won't KO it. Espeon is one you'll want to get out EVERY game, no matter what type your opponent is playing, since it's Poke-Power supports all the other Eeveelutions. You can even power it up for the attack with a Lake in play, and it's attack will make sure no all it's energy will be taken with it, as it's likely to be KO'd by what it has just KO'd, a Psychic. Umbreon is a good one to have every game, but not COMPLETELY necessary, unless they're playing Fire (takes out Leafeon), Garchomp (stops them from using Rainbow Scale), another Eeveelutions (they can tyoe-play each other), or something like Palkia. It's not too necessary, but it's good enough when it's needed to warrant play. You'll NEVER be attacking with it. Finally, Leafeon is, of course, the backbone of thisa deck and the reason it can power up and use all the Eeveelutions. Glaceon is not commonly seen here, as Vaporeon is better at countering Fire and defeats spread, but Glaceon and it's LV. X can be played here to counter decks that use alot of Poke-Powers. Eevee is the ground on which all these powerful Pokemon build on, and and it's attack can setup winning combinations from the get go. Don't forget Azelf LA in here. The staple lineup is:2/2 Leafeon, and then 1 of every other evolution but Glaceon. If Glaceon, 1/1 for it.
Eeveelutions/Cresselia
Cresselia, the perpetual Pluspower, comes in to help the 'Lutions heal damage and get easier KOs. Cresselia help the 60 damaging Eeveelutions get the Magical 130 with Lake Boundary, and if that's not in play, can come up itself to grab two prizes. Cresselia is also a good Pokemon to start with, and can save you from losing because of a terrible hand. And while Vaporeon is better at it, Cresselia can also negate damage spread with it's second attack. Truly, though, Cresselia acts as another type of Eeveelution supporter on the bench, and with Umbreon, can be put into play easily to get a two-prize KO or be Warp Pointed out of there and help with Full Moon Dance. Cresselia works with the 'Lutions just like they set it up to use Moon Skip, and together they support game wins. Standard Eeveelutions line, and 2/2 Cresselia.
Eeveelutions/Mewtwo
Another pairing of Eeveelutions with a Psychic, LV. X, non-evolving, Legendary Pokemon, Mewtwo interacts with Eeveelutions in a very different way. Instead of sitting on the bench quietly supporting, and coming up every now and then for an opportune strike, Mewtwo adds to the energy efficiency of Leafeon, and comes up and feeds off the Eeveelutions attacks. Mewtwo can use discarded Jolteon energy or Flareon's Kindle discards to make a KO next turn. You can also use Leafeon to power Mewtwo into an immediate Giga Burn right off the bench. Mewtwo's ability to stall out decks with alot of Basics can also give you time to find and build the right Eeveelutions for the game. All in all, Mewtwo give Eeveelutions another KO machine that doesn't have to rely on Weakness or Lake Boundary to work, and can suck up used energy while your new ones get used on the bench. Once again, same format, regular ol' Eeveelutions setup and 2/2 for Mewtwo.
Eeveelutions/Typhlosion
Quite possibly the strangest partner used in Eeveelutions, Typhlosion teams up with Leafeon to create the ability to place threee energy in play on a single turn and still attack. Typhlosion can use KO'd 'Lution, Kindled, and Felcity's Drawing discarded energy to quickly power up the right Eeveelution on the bench to take of your problems. While the whole idea is complex and balancing out your Fire Energy cards is key here, it is a solid idea that, with the now much needed Umbreon in play, can allow you to channel Leafeon's energy rshc spirit, or with Leafeon LV. X in play, be able to pull off amazing moves, like evolve an energyless Eevee into Jolteon, give it a Fire from the grave, two Electric from the hand, and BOOM a prize from nowhere comes into your hand. With Typhlosion, the idea to build up your problem solvers fast and fully is fully realized. While it probably is the least common Eeveelutions variant, this deck can energy accelerate past it's competition using all the right Type aggresion. Oh, and Typhlosion can also make a good Grass counter like Flareon. Basic Eeveelutions line, 3-4 for Typhlosion, probably better at 3.
Mothim/Gyarados/Unown P
One of the most known unknown decks out there (people seem to know about and what it does but to never have actaully seen one in play), this build takes the old concept of the Flailing Gyarados and completely revamps and revitalizes it. With Unown P and Mothim you have a T2 70 damage dealing Pokemon for two energy that can also set up other Mothim or Gyarados for a big KO next turn if it is about to get KO'd. One of the main things to notice about this deck is how it can get by on so little energy. Mothim only needs two to hit for it's 70, and Gyarados needs a whopping ONE to do 30+ how many damage counters it has on it. Of course, you can power up the 'Dos to four if you want, but you'll rarely need to. Basically, here, if you're attacking without KOs, because you can't or because or you're setting up for Cresselia or any other reason, you're only giving this deck to ability to KO. The speed of Mothim to take out your bigger threats while they're little, or prepare for the big Gyarados to come into play, is a great attribute of this build. You should also know that spread decks don't like to play this deck, because they're usually only adding up to a bunch of one energy, 70+ damage dealing Gyarados. Try not to start with Magikarp or Unown P here, because, without Gyarados or a way to switch or find Gyarados, the former can get KO'd EASILY by Basics and the latter is just a pitiful opener like most Unowns. You'll see 3-4 Mothim and Gyarados, and 2-3 Unown P (DON'T START WITH IT).
In my next article, I will fully conclude the State of the Metagame article AND post on a few straggler decks that got left behind or won after their energy section was already completed. Thank you for your time.
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