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Ruin Your Opponent's Day: Turbo Genga Treva Phera Duskno Buzzwo Mikyu


Even though the sound of it is quite a hullabaloo

But if you get the combo off, your opponent will scoop to you


Oh 'ello there, luv.  Pleasure 'avin you 'ere.  Pulls up a chair, we...

I'm sorry.  I'm sorry, I can't keep this going.  It's hard enough to talk in a Cockney accent, much less try to type it.  

Hello friends.  Welcome back to my lab.  Today we are going to talk about what is slowly starting to become my favorite deck in standard.  And not just because it has the coolest name ever (it does, don't lie).  But because its potential for disruption makes it more fun to play than any mortal should be allowed to have.  In playtesting, it's pretty consistent.  Especially now that we've slowly stepped away from the format of "one turn set up KO" playstyle that Pikachu & Zekrom-GX TEU 33 encouraged, and into this slightly slower, more measured playstyle of Arceus & Dialga & Palkia-GX CEC 156 seems to be encouraging.  With every deck now not seeking to KO you outright on turn one, we've injected an aspect of time into the Meta.  And time is the ally of the disruption deck. 


This deck revolves around a card I've been in love with ever since it was spoiled, Trevenant & Dusknoir-GX PR-SM SM217.  This card screams out "Make a cruel, oppressive deck around me!"  And, though I've tried and tried for months to make a standard legal deck for some time, all my efforts have failed me.  However, I think we can take some lessons learned from Collinsville Regional and make a deck that is truly oppressive and frustrating.  But most importantly, viable.  

Now some of you long-time PokeGoldfish fans might be looking at this deck and thinking, "wait a minute.  That looks suspiciously familiar." And, you know, you'd be right.  Because our very own LiteralGrill profiled this card back in October.  We like her deck.  But she is a respectable person.  A kind person.  A person who doesn't understand our need to ruin our opponent's day.  So we've taken it upon ourselves to ask how can we take a good disruptive deck and turn it into a soul-crushing disruption deck. 


The idea behind this deck is you are trying to get your opponent to a zero-card hand.  This effectively puts your opponent into top-deck mode, where they have to hope that the card on top of their deck is the card that can get them out of trouble.  Because Trevenant's attack causes the opponent to shuffle each time, your opponent won't be able to get away by putting a card on top for next turn.  This lock, once in place, essentially freezes your opponent's board state.  Barring them top-decking something like a Professor's Research SSH 178, they are going to be limited to whatever they can draw.  The hope is, by doing 150 damage each turn, we don't have to keep them limited long.  There are very few things at the moment that don't fall in two hits to a 150 attack.  

This is the deck.  This is our game plan.  So the question is: how do we accomplish this?  Well, it's all about attacking with Trevenant & Dusknoir-GX PR-SM SM217 while they have the smallest hand size possible.  So.  How?


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You need to be able to get out three psychic energy in a single turn.  Combined with your one attachment, this means you have to find a way to dig up two additional energy and get them onto Trevenant & Dusknoir-GX PR-SM SM217.  While there are a few ways to do this (Naganadel LOT 108 + Quagsire DRM 26, Malamar FLI 51 just to name a few), the fastest way it can be done is to Beast Ring FLI 102 two energy onto Pheromosa & Buzzwole-GX UNB 1, then use Tag Switch UNM 209 to move those onto TrevNoir. 

Once you have the above combo assembled, you can swing with your TrevNoir and hit for 150 and shuffle two random cards into your opponent's hand.  The key here is that it shuffles two random cards into your opponent's hand.  So unlike, say, Jessie & James HIF 58, where your opponent can choose what cards to discard and will probably discard the two cards they don't need, TrevNoir is random.  So the less cards in their hand when you attack, the better the chance is that you will hit the card that they need to overcome your lock. 

So, now that we've turbo'd energy onto our attacker, how can we get our Opponent's hand to as small as possible? 


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Our plan here is to play as many of our hand disruption cards as we can once we have set up our attacker.  Remember, the optimal number is two cards, as that will leave them with a zero-card-hand once we attack.  If we can't get them to two cards, then the next best thing is to get them as close as possible to two cards.  We do this by playing Reset Stamp in combination with Jesse & James or Mars.  Basically, the strategy to these cards is "play Reset Stamp, then play as many of the cards as you can before you attack."  

Now I can hear you, astute observer, screaming at the monitor "THIS ALL REQUIRES YOU GO DOWN IN PRIZES!!!  HOW WILL YOU DO THIS?!"  And yes, you are correct.  So let me share the magic.


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Here is the secret sauce.  Mismagius UNB 78.  It's ability lets you draw up to 7 cards, and counts as a knock out.  This means that your opponent takes a prize.  So using two of these puts your opponent to 4 prizes remaining.  Which activates Beast Ring, as well as is the threshold level for the combo of Reset Stamp and Jesse & James to bring your opponent to that ever-crucial two card hand.


I'm sure the second thing you noticed about the deck is there are no draw supporters.  We play Mismagius and Dedenne-GX.  These are our setup cards.  

Acro Bike PRC 122 and Bill's Analysis HIF 51 help us dig through our deck as much as possible and, importantly, also thin the deck so that Mismagius and Dedenne-GX are more likely to hit the cards we need.  

Three copies of Switch DS 102 is in here because you need to switch.  And your opponent will absolutely try to strand your Pheramosa/Buzzwole in the active. 

Super Scoop Up SLG 66 because you never know.

The one-of Gengar & Mimikyu-GX TEU 53 is here for the one-fifth of games where you go second and your opponent cannot get a second Pokemon out and just has something stranded in the active.  So we go second, bring Gengar out, Horror House GX to stop our opponent playing anything.  Then for our next turn, we hopefully take out their active with a hard-hitting Poltergeist.  It doesn't work all the time.  But it works some of the time.


First and foremost, you are all-in on this combo.  This is not a deck that "can" win with the combo.  This is a deck that can "ONLY" win with this combo.  The entirety of the deck is built around hand disruption.  Therefore, the entire deck is based around getting the combo out and disrupting your opponent's hand.  The farther away from turn one you get without having the combo assembled, the less-likely you are to win. 

As such, the deck basically gives your opponent a win if you cannot pull the combo off.  You'll notice that you put your opponent down to four prize cards in order to pull off the lock.  Well, that's just one KO from an ADP after they get their GX off. We don't play any recovery in the deck.  The deck has a very hard time recovering if things go sideways.  For that reason, we don't play any recovery cards.  


In summation, this deck, more than any other deck I've made thus far, either wins or loses.  What I mean by that is you either set up in the beginning and win.  Or you don't set up and probably lose.  But that's what makes it so much fun.  The fear of the unknown.  Will I steamroll my opponent?  Will it fizzle out?  You have no idea.  When it crashes, it crashes hard.  But when it works, it is quite a sight to behold.  

Just remember, my friends.  Playing these kinds of decks are fun for us.  But not the opponent.  Be nice.  They didn't ask for this. 

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