Have you ever wanted to win with a deck so terrible that anyone who loses to it begins to feel substantially worse about their lives?
Is that just me?
Huh. Guess I really am a sadist.
…I should go rethink a few of my life’s choices.
Welcome to the make-up article and what is the birth of a brand new segment I will be calling Bad Deck Brigade. Originally, this article was a Trevenant BREAK deck that was designed to serve as an counter to things in the current Meta. The problem was that during the time of writing, I continuously forgot that Trevenant BREAK only affects B A S I C Pokemon, so most of my information ended up inaccurate. Because of that, I decided to remove the article all together. That said, if you are still interested in the list itself, send me a Private Message on Pokebeach @Asmer. If you do not, for some reason, have a PokeBeach account, then you should make one. Seriously. Our community is great. Except for the people who are not great. They’re just average. Maybe slightly above average? Yeah… above average.
I digress. Because of that mishap, I have decided to take a break from thinking about the Competitive Format to focus more on something that’s a bit more “fun”. I have always been known to be an incredibly strong player when it comes to playing astoundingly average to below average decks, for some odd reason. I suppose some of it comes from the fact that I’m very good at combining pieces together (I am a deck builder, after all). Some of it most likely also comes from the fact that I’m a massive dork, but I’ll take that as a perk, nonetheless. Regardless, today’s deck is going to be based off of a card that I’ve been eyeing for quite some time. That card is Fearow SM.
Now, before we begin, I will state that I remember that I said I was going to make a compendium of Themed decks and what is good/not so good. As much as I still want to do that, I honestly have no idea when I would get around to it. So, for now, that project is on maternal leave– I mean suspension until otherwise stated. I’ll hopefully get to it, eventually.
Back on topic, for those of you who have no idea what Fearow SM does, it has two attacks. The first attack is what we’ll be focusing on most, which is named Devastating Wind. It forces your Opponent to shuffle their hand in to their deck, then draw 3 cards from it. Basically, it’s a Red Card on a stick… Pokemon. This is good because, as we all know, limiting your Opponent’s Hand is a key way to not allow them to play the game and if your Opponent is not playing the game, they will most likely lose. Granted, Devastating Wind being an attack kind of blows (pun intended 100%) considering you have to pass your turn afterwards. Anything like a Professor Sycamore or an N from your Opponent afterwards completely offsets this attack and makes you look like an utter moron. Also, Fearow isn’t exactly full of HP as it sits on a wimpy 90, so they’ll probably laugh their way to the Prize Market as you’re left in tears for trying to troll them unsuccessfully.
That’s where Best Girl comes in.
No, not Ann. Not this time, anyway.
In combination with Fearow, we will be playing our lovely friend, Vileplume AOR. That’s right. We will be combining consistent Hand Limitation with the most annoying thing in this current Metagame.
Now, what does Item Lock do for you in this situation? Well, if you, for some reason, have no idea what Item Lock is… it stops both Players (specifically your Opponent) from playing Item Cards from their hands. That means most decks slow down and have issues coming back in to the game without Supporters. In combination with consistent Hand Limitation, we start putting your Opponent in to situations that they simply do not want to be in. After all, it’s bad enough to be locked out of Items. It’s much, much worse to not have the opportunity to draw in to ANYTHING useful. So, we will be doing just that.
Finally, we’ll talk a little bit about Fearow’s second attack. Slashing Strike is actually pretty bad because it, like Lapras, can only be used once every two turns. The good news is that while the attack isn’t exactly great, it only costs 1 Energy to use. Both attacks do, actually, which makes things incredibly convenient. Plus, with the ability to consistently apply Hand Pressure to your Opponent, 60 damage is better than no damage at all.
With that, let’s get on to the list!
Pokemon – 22
4 Spearow SM
4 Fearow SM
4 Unown AOR
2 Oddish AOR
2 Gloom AOR
2 Vileplume AOR
2 Shaymin EX
1 Tauros GX
1 Lugia EX
Supporter/Item/Stadium – 30
4 Professor Sycamore
1 Pokemon Ranger
4 Ultra Ball
4 Trainers’ Mail
3 Level Ball
3 Float Stone
1 Super Rod
4 Forest of Giant Plants
Energy – 8
4 Double Colorless Energy
4 Grass Energy
I’m sure most of you will immediately notice that this list looks very familiar. Decidueye/Vileplume is pretty much the same list, except more Decidueye GX and less bad. That said, we do play a few things in here that allow for a more consistent form of angering your Opponent quickly than I feel Decidueye decks do.
First, we play 7 “Balls” in total; 4 Ultra Ball and 3 Level Ball. The reason we play Level Ball is because it searches for quite a bit in this deck. Both Spearow and Fearow can be grabbed by it as well as Oddish, Gloom, and Unown. This is important because thinning the deck means that we have the ability to draw what we really want faster, like pieces for Vileplume Lock and more Spearow/Fearow lines. Cards like Unown AOR and Trainers’ Mail serve similar purposes, allowing you to accelerate through your deck faster. Speaking of Unown AOR, the reason we play that in here over something like Acro Bike is because in combination with Level Ball, you thin a total of 3 Cards (Level Ball + Unown AOR + Card Drawn off of Unown). You can still opt to play Acro Bike if you desire, but I feel that Unown, being searchable by Level Ball, is a much better choice overall. Plus, Acro Bike is an Item and becomes dead if you Vileplume Lock early, whereas Unown does not. Finally, Unown gives you another target for Super Rod, which may come in use in certain situations. Second, this deck plays a single copy of both Pokemon Ranger and Delinquent. Both of these choices are directly influenced by Fearow’s attacks. Delinquent means your Opponent most likely loses all of their cards the turn after a Devastating Wind if they don’t play Professor Sycamore or something along those lines. It also acts as a great way to discard your Opponent’s Stadium, even though we do run 4 Stadiums ourselves. Finally, since we can also get rid of our own Stadium to force the discard, Delinquent just feels like a great fit in this deck. Pokemon Ranger, on the other hand, serves an entirely different purpose, removing the clause that stops you from using Slashing Strike again, meaning you can do 120 damage in two turns instead of three, which can make a major difference at times. Granted, 120 damage is still incredibly low for two turns, but what can you really do? Lastly, the biggest noticeable difference between this deck and Decidueye GX is the fact that we play Super Rod instead of Revitalizer. I like Super Rod for two reasons. One, we don’t have enough Grass Pokemon to justify Revitalizer. Decidueye/Vileplume runs both lines at high numbers. We have a total of 6 Grass Pokemon, the rest being Colorless. Two, I like being able to recycle Grass Energy at times. You never know when things may go wrong, even in a low Energy deck like this. Plus, considering that Fearow is so frail, being able to grab a line back is quite nice.
To describe how this deck is supposed to function, you set up Vileplume as early as possible while thinning your deck. Then, you get a Fearow out front and start Devastating Wind-ing your Opponent until he/she stops doing things, like playing Professor Sycamore (I seriously hate being on the receiving end of someone top-decking the card… so… much…). After, you cycle between Slashing Strike and either Tauros GX or Lugia EX, hitting your Opponent’s Pokemon as much as possible while keeping them locked out of the game. If successfully done, you should be able to cause quite a few rage quits. After all, there’s nothing like being Item Locked, followed by losing your whole hand the next turn to something as stupid as Fearow, to then not draw anything worthwhile (aka 3 Items). Also, keep in mind that both Tauros GX and Lugia EX are really good Pokemon. Lugia EX snipes anything they attempt to scale with Energy-wise, meaning their efforts in that department become obsolete. Tauros GX absorbs a lot of early damage, in case things don’t quite go as planned, meaning you can still get back in to the game later on. Mad Bull GX is still a massive threat as well, capable of knocking out anything that may start to look like a threat. Also, keep in mind that your Opponent only has so many resources. They can only play so many Professor Sycamore. Also, Fearow only gives away 1 Prize Card, meaning your Opponent has to struggle to get anything beneficial off of you. So long as you do not become overly aggressive, you should be able to take games that you really have no business taking.
If I could make a few more suggestions for this deck, you could opt to play a bit of Energy Denial. Team Flare Grunt or Team Skull Grunt would be fine in a deck like this, especially because they both dramatically slow your Opponent down once everything is in place. Olympia is another option, though not as good in this deck as it would be in something that runs VS Seeker since it can grab Olympia from your Discard Pile. Luckily, we run 3 Float Stones, which should be enough to satisfy Retreat Costs before you set up the Item Lock.
So, there you have it. If you want to play a really silly deck that has the potential to frustrate someone to all ends, this is a great place to start, especially if you already play Decidueye/Vileplume. Granted, keep in mind that this deck is not very good. It is meant to be for entertainment purposes and so you should not expect to win with it. That said, the sheer lack of expectation makes the victory so much sweeter. It really does.
Thank you for joining me in yet another article. I think I’ll keep writing these. They’re fairly short, but boy is it fun explaining the awful ideas that pop in to my head. I hope you all have enjoyed this article and I hope you all go out and try some nifty ideas, even if they are destined to fail. After all, this is a game. Why worry so much about winning when you can actually play the game instead?
Regardless, take care everyone and always remember to Keep the High Tide on the Flipside!
Peace out, my Pokepeoples.