Friday, October 28, 2016

Zombiepowder



Pokémon [18]

2 — Shaymin EXRoaring Skies (77/108)
4 — Mewtwo EXTriple Power Tin (XY107)

4 — Joltik Phantom Forces (26/119)
4 — Pumpkaboo Phantom Forces (44/119)
4 — LampentPhantom Forces (42/119)

Trainers [30]

1 — Revive Black & White (102/114)
3 — Trainers' Mail Ancient Origins (100/98)
4 — Battle CompressorPhantom Forces (92/119)

2 — Lysandre Flashfire (90/106)
4 — Judge BREAKthrough (143/162)
4 — N Fates Collide (105/124)
4 — Professor Juniper Plasma Blast (84/101)

4 — Dimension Valley Phantom Forces (93/119)

1 — Life Dew Plasma Freeze (107/116)
3 — Fighting Fury Belt BREAKpoint (99/122)

Energy [12]

4 — Mystery Energy Phantom Forces (112/119)
4 — Double Colorless Energy
4 — Psychic Energy

Epilogue

Trick or Treat—the Night March continues!

Zombiepowder is being handed out at this house. And this deck is easily one of the most fierce Night March decks I'll be treating you to. I'm not talking about the potential to cheat spam your way through your entire deck with an unrealistic flow of the cards. I'm talking about the true power to obliterate some of the strongest demons in the Pokémon Trading Card Game world. Monsters that could normally crush Night March into dust themselves—such as Landorus-EX, Greninja BREAK, {Forest's Curse} Trevenant, and legendary bird of nightmares—Yveltal & Yveltal-EX.

Zombiepowder is really that powerful! It can freeze them all cold, and leave them petrified in defeat.

This is mostly thanks to the determination of our endearing hero—Mewtwo-EX. Who is looking for the Zombiepowder to bring his dead mother back to life. The Zombiepowder is represented by a split tech of Revive and Life Dew. These two cards take advantage of the unique potential of this deck structure and the general potential of Night March itself. Each enable their own unique powerplay.

Starting with Life Dew, whose power lies in simply attaching it to any Night Marcher. Life Dew is a crushing tech for Night March. There's no time to waste on collecting prizes against it, so that the use of Life Dew ultimately creates a loss that no one can afford. Tag this up with Revive, and it gives you a small extension on how many Joltik or Pumpkaboo you can use to best match up the Weakness and Resistance attributes of your opponent's Pokémon.

Revive has arguably always been a questionable addition to Night March. But it doesn't often stick around, because the consistency they run it in is always too high. Just one Revive is all you need. And in this deck structure, it can enable some crushing special moves at the start of the game.

In some tough matchups, there can be an urgency to get Mewtwo-EX out as soon as possible. You usually need it to hold down the fort, because you're up against some Swarmer or Slugger strategy that some edge on Night March, and you really can't afford to wish on the luck of the draw. The consistency of Mewtwo-EX is prime to suite its availability to us in our opening hand (especially given its explicit potential as a great starting Pokémon).

But this deck structure is very unique, and the utility of our Supporter array (despite the special advantage it can provide in place of other structures) don't promise us the ability to always be able to get to Mewtwo-EX as fast we might need to.

But that's where this special tech comes in—which simply involves using your first Battle Compressor to discard a Mewtwo-EX. Then using Revive right away to put Mewtwo-EX right onto the bench. It's not always going to be your best play with Revive, so don't make the move unless you really need it. However, this move makes for a really strong setup for a crushing first turn play with Judge.

Judge takes its place in this deck in full volume, given how well its suites the dynamic power of [Damage Change] Mewtwo-EX. [Damage Change] can be an insanely hard barrier to get past. So once Mewtwo-EX goes out there—it might not be going anywhere. This is exactly why Ace Trainer isn't included in this deck. Thanks to the power of Mewtwo and [Damage Change]—there is a strong chance that we wouldn't even be able to make use of Ace Trainer.

Judge on the other hand see a whole new world of potential. It can be used here to put the opponent on the very worst end of both Mewtwo and Night March. Quick, powerful, and technical. These are the kinds of attributes that thrive under the oppressive conditions of Judge. Very few cards are built to survive under these conditions. And only one of them has the power to consistently heal itself (transcending the entire damage stack) as our hero does.

These aspects make Judge prime for this deck. And the rest of our Supporter array primes our chances to hit the ground running—rather than have our coattails stuck in the bus door. [1]

Among our best recoveries, we have Shaymin-EX and Professor Juniper. Shyamin-EX instantly bounces us back to a full hand. And drawing into Professor Juniper on the rebound almost always ensures a perfect play with her. We can also play N on the rebound, which is definitely better than nothing.

For Night March, the need might not always be there to keep the opponent's hand down. Just tripping the opponent up for a single turn can put them to far behind the Night March for them to be saved. Playing another Judge doesn't essentially hurt either, as it can knock an opponent's hand back down after they've potentially recovered it.

Now, contrary to this, Judge isn't always going to be our best first play (even with the power of Mewtwo-EX at our side). It mostly depends on if-or-not we get a Battle Compressor in our opening hand. If we don't (or we can't reach to one in our opening turn), then we're going to want to reach for more cards—and that means making a play with N or Professor Juniper on our first turn instead.

The rest of the deck plays our exactly the same as Zombie Bot Net. So if you haven't taken the time to read it, you should definitely give it a run to brush up on the Night March intricacies.

One of the only real difference between the two decks—is the replacement of Hex Maniac with Lysandre as the Supporter tech.

Hex Maniac was actually the original tech Supporter for this deck. Provided in order to deal with the problem of {Intimidating Mane} Pyroar being able to stall to victory. Unfortunately, Hex Maniac alone wouldn't solve the problem of [Flash Ray] Jolteon-EX being able to do potentially do the same thing between multiple copies. So Lysandre was opted for as the tech Supporter instead, as consistency is important here, and I had ultimately discerned there was no way to tech enough content to fully cover both scenarios (if simply a deck simply provided those cards in high enough volume).

In the end, Lysandre would make the better tech for Zombiepowder. As it would seal up our success against a greater majority of content. The only technicality we would have with Lysandre—is against {Intimidating Mane} Pyroar. Where Pyroar would likely have to stall to victory (hardly considering it victory)—and where up to three Hex Maniac could be needed—thus far exceeding any consistent resourcing anyways.

Lysandre also enables a unique powerplay with Mewtwo-EX (providing a full heal off a clean Pokémon from the opponent's bench). This powerplay diversifies Mewtwo's offensive potential, by proving an exit to situations when we might be stuck at a standstill, against an opponent's Active Pokémon with too much damage on it to benefit off [Damage Change]. In this case, we can just launch our offensive with [Scatter Shot] and soak up as much damage as we can. Then Lysandre one of our opponent's clean Pokémon from the bench, and [Damage Change] for the win.

It's not only the special moves you have, but how you execute them. So save your Trainers' Mail in times of need. Poor execution can be sure to take you from the most feared warrior in the land—to the laughing stock of the demon world. Definitely the last thing you want to be in a world where all the jokes have such a cruel end. And there's no end at all—for the light to shine.

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