Wednesday, November 30, 2016

Spread Eagle


 
Pokémon [16]

1 — Shaymin EX Roaring Skies (106/108)
1 Hoopa EX Ancient Origins (36/98)
2 Ho-Oh EX Dragons Exalted (22/124)
2 Ho-Oh EX Dragons Exalted (119/124)
3 Gardevoir EX Steam Siege (116/114)

3 — Xerneas BREAK Steam Siege (82/114)
2 — Xerneas — Xerneas Collection Box (XY05)
2 — Xerneas Steam Siege (81/114)

Trainers [26]

1 — Scramble Switch — Plasma Storm (129/135)
3 — Battle Compressor Phantom Forces (92/119)
4 — Ultra Ball Flashfire (99/106)

1 — Steven Roaring Skies (90/108)
2 — Skyla BREAKthrough (148/162)
2 — Professor Juniper Plasma Blast (84/101)
3 — Shauna X&Y (127/146)
4 — N League Promo (BW100)

3 — Sky Field Roaring Skies (89/108)

3 — Exp. Share Next Destinies (87/99)

Energy [18]

9 — Fairy Energy
2 — Fire Energy
2 — Lightning Energy
2 — Steel Energy
2 — Water Energy
1 — Psychic Energy

Epilogue

Happy Holidays!

Tis the season for lots of eating—and what we've got here is a deck to greatly honor this time cherished tradition!

Here we have a Xerneas BREAK deck, that teams up with the radiant {Rebirth} Ho-Oh-EX from Dragons Exalted, to bring the belly busting pain like no other. Some might have seen a variant of this deck previously that replaces Xerneas BREAK with {Powerful Storm} Huntail from Primal Clash. However, despite how successful many people might have made it look, I'm here to say that deck strategy was truly under-classed in comparison with this one (especially the way that it was presented).

First aspect to note is that Clamperl and Huntail make terrible Swarmers, this mostly because Clamperl is too vulnerable to damage when the player goes first (which is always how you would see it played). Xerneas on the other hand boasts a mighty 130HP, with the legendary power of [Geomancy], that enables supreme adaptability for Xerneas to play first or second, and have just as equal a fighting chance!

Second aspect to note is the more extreme exchange in the pieces, given Huntail's genuinely low 100HP, and Ho-Oh's low HP (for an EX) at just 160. With just Huntail and Ho-Oh-EX, you're likely to lose too many prizes in the exchange, where the game pace becomes too far offset, and too many crucial resources are lost that can be made up for in time.

Xerneas BREAK however (as a single prize Pokémon) hits for crushing damage, while boasting a heavy 160HP. Making it a far superior Slugger than both Huntail and Ho-Oh-EX—back to back!

Another aspect to note would be the worst matchup for a deck like this, which would probably be the [Energy Crush] Leafeon & Manectric. These can attack for a single energy, requiring a low energy alternative offensive resource to combat them. I don't recall any alternative offensive resources in any of the Huntail decks I've ever faced, but scenarios like this is where you'll see [Luminous Blade] Gardevoir-EX show all kinds of useful potential in this deck!

In the development of this deck structure, I had decided from the start that a card like this would be a must have to round out this deck's overall potential and guard against certain wide-range vulnerabilities. Primarily, this Gardevoir acts as a great alternative catch for our opening Pokémon, and when playing second, allows us to easily link up with the average starter and deal a whopping 100 damage off just two energy!

If that deck was to have ever worked (which I'm sure it could be adapted to do), it would have wanted to take an Out-Fighter/Slugger strategy, and led with something like [Outrage] Kyurem, while setting up its [Powerful Storm] from the bench.

Just a little analytics makes it easy to determine the legitimacy of a deck, and this talent further becomes the make or break element in determining what cards make for the best application to your own strategy (or the adaptation of some pseudo-mainstream strategy).

Even at simple attention, you can see how adaptable this deck structure strives to be. We have a very precious resource in Xerneas BREAK, which generally means we can't really afford to discard any copies of it. For this reason, Professor Juniper takes a backseat to Shauna in an elevated split with N, to best our chances for survival.

Not only can we not afford to discard precious copies of Xerneas BREAK, but it's very important to note that this deck can run out of cards really, really fast! It utilizes such an aggressive deck thinning pace, that's really no way it can afford to safely support more copies of Professor Juniper. It also can't afford any majorly shorten range in the potential of its draw, and that's why it leans so strongly towards the definite mid-range wheel effect provided by Shauna.

Shauna helps to provide the best to both sides, providing the best alternative draw at the start of the game, while best preserving the contents of our deck as it aggressively thins out later between Ultra Ball and Battle Compressor.

Skyla and Steven then make an appearance as the third and fourth wheel in the elevated split between Shauna and Professor Juniper. The purpose of these two retrieval Supporters is to complement this deck's bulk draw, and help to bring its flow of the cards to some greater all-terrain potential.

Skyla provides us an extension on Battle Compressor, enabling us to include less of them, which is really beneficial to this deck (as it traditionally can't make use of more than two of them). This deck itself runs really tight on resources, where every unnecessary extra card risks adulterating the deck structure in some significant way.

We don't have room for anything unnecessary, and we need to preserve as many precious resources as possible. It's like saving room for desert, it's a pretty bright idea, lest the enjoyment of even the sweetest delicacy be ruined you. This is where Exp. Share shines it brightest—Exp. Share is beyond the most perfect Pokémon Tool for this deck. It single handedly unlocks supreme levels of potential that enable this deck to topple more aggressive strategies and opposition it might not have as fair a chance against without.

You see, this deck faces some demanding energy needs between the color heavy cost of [Life Stream], the diversity of energy needed for Ho-Oh's {Rebirth}, and the aggressive thinning of our deck's resources to quickly bring all of these pieces together. However, Exp. Share spares us precious copies of our Fairy energy to hasten our offensive potential with Xerneas BREAK against more aggressive Swarmer style decks.

In multiple copies, Exp. Share further doubles to preserve the full power of Xerneas BREAK's [Life Stream], effectively turning Xerneas BREAK into the apple pie DESTROYER, and enabling benched Xerneas BREAK to swing out, and make a snack of the strongest +240HP Pokémon in the game!

It's a really amazing card for this deck!

Another really amazing card for this deck surprisingly, is Hoopa-EX, who makes it appearance here as an interesting tech card to majorly support the utility of {Rebirth} Ho-Oh. It might seem out of the way, but as a triple retrieval, Hoopa-EX can enable some really amazing power plays with cards like Ultra Ball and Professor Juniper, successfully establishing anywhere from 50% to 100% of our full setup potential for {Rebirth} in a single play! And given that {Rebirth} itself replies on the luck of coin flip, getting to that full set up as quickly as possible is as important as can be.

This is all apart of good deck structure development. Resources, that double up on others resources, and act as extensions to one another, to prime the deck's overall potential for beginning, continuing, or finalizing the setup of its main strategy.

Setup proficiency is what a really good spread aims to achieve for you—and a really good spread is exactly what we have here!

Thursday, November 24, 2016

Turkey Eat You


 
Pokémon [16]

1 — Ho-Oh EXBREAKpoint (92/122)
3 — Latias EX — Plasma Freeze (85/116)

2 — Arceus —  Legendary Collection Hoopa Box (XY83)
2 — SableyeBREAKthrough Blister Promo (XY92)
4 — LatiasDragon Vault (9/20)

2 — DrowzeeEvolutions (49/108)
2 — HypnoBREAKpoint (51/122)

Trainers [28]

1 — Computer SearchBoundaries Crossed (137/149)
3 — Professor's LetterX&Y (123/146)
3 — Ultra Ball — Flashfire (99/106)

2 — Steven Roaring Skies (90/108)
2 — Professor Juniper Plasma Blast (84/101)
3 — Pokémon Center Lady Generations (68/83)
3 — Cheren Dark Explorers (91/108)
4 — N Fates Collide (105/124)

3 — Chaos Tower Fates Collide (104/124)

4 — Fighting Fury Belt — BREAKpoint (99/122)

Energy [16]

1 — Fairy Energy
1 — Steel Energy
2 — Lightning Energy
2 — Grass Energy
2 — Water Energy
4 — Fire Energy
4 — Physic Energy

Epilogue

Happy Thanksgiving!

I hope you're all planning to eat up, because this wild turkey is starving, and it wants its belly filled with as much delicious stuffing as possible!

This deck utilizes some very powerful Pokémon, that would traditionally be very difficult to make use of due to their diverse energy needs. Thankfully, Native Americans are like magic, and we're at the Native American Casino, so we're about to have us a magic show!

For our first trick, we're going to make a baby appear! And for the grand finale, we shall invoke the Great Spirit, in hopes for it to give us its blessing, and remove all of the bad luck from our lives in the year to come. This invocation begins with the grand feast we've prepared here in honor for the Great Spirit, revolving around Professor's Letter, Ultra Ball, and our pair of little Indians Latias & Sableye.

Our shaman (Latias) and our witch doctor (Sableye) will be our guides for the ceremony this evening. Between them, our shaman is the main guide, because its much more reliable here. You see, in order to maintain good standing with the spirit world, shamans must revere spiritual purity, and that makes shamans our most trusted medium to the Great Spirit.

Whereas witch doctors by nature tend to dabble in dark things, and that makes them less reliable medium to the Great Spirit. We never know when he might try to put a curse on us instead. And we also have to consider that the Great Spirit may just reject the witch doctor's call entirely—in hopes this rebuff of the wicked leads the witch doctor to question his or her ways—and come to his or her senses.

Either way, to begin the ceremony, we will always want to play first. This hopes to give us time to prepare everything—and ensure that great feast and all its partakers are in their proper place. Once everything is prepared, our spirit guide can begin using their talents empower a spiritual guide to protect us.

One would think that the ideal spirit for this would be the Great Spirit itself—for its great power. Yet the Great Spirit sees us through the eyes of loving parents, and as their children, it is asserted that we must learn do for ourselves, if ever to become perfectly competent (mind, heart, and soul—intelligence, beauty, and devotion) as the Great Spirit once became for itself by this very same method. And so it is by this principal, that the Great Spirit only extends its hand to us for the task of simple things.

Akin to this, for the task of more technical things, we will want to call upon the spirt of our ancient shaman ancestor—Latias-EX—to watch over us in place of the Great Spirit.

Our ancient ancestors' [Barrier Break] has the power to bypass the effects of all Pokémon, whose curses might otherwise hold us back from victory in life. And by the power of our ancient ancestors' {Bright Dawn}, its purity further protects our ancient ancestor from the damage of other Pokémon with Abilities, making our this a very worthy (and mighty) guardian in the place of the Great Spirit.

Our ancient ancestors care as deeply about us as the Great Spirit, and that is the primary reason why their presence is so strong here. There is another reason as well, which revolves around the fact of how immense the needs of the Great Spirit are, and how the nature of this ceremony doesn't fully support the opening presence of our the first Great Spirit—Arceus. You see, this great feast is a very particular ceremony, that doesn't provide us with any dynamic sources to [Gather Light] from and quickly empower the Great Spirit Arceus right away as would be needed to protect us.

And this absence of power and support is even moreso true for our second Great Spirit—Ho-Oh-EX—making it the LAST Pokémon you want to end up with as your starting Pokémon here. You see, the Great Spirit Ho-Oh is very high maintenance, and demands a lot a special care. That without—leaves this Great Spirit with no will to carry on at all—let alone fight to protect us from the wilds of space and the forces of evil.

For this reason, the presence our two Great Spirits have been lessened, in hopes that their power may be experienced in full when they do appear.

Now, even despite the power of the greatest spirits, the wilds of space and the forces of evil should never be underestimated. And therein lies the importance of reinforcing the power of our guardians as much as we can! Fusing all of powers alongside the mystic Hypno (and magic of the Chaos Tower) we can use a special ritual to immortalize our guardian spirits as they watch over us.

This ritual involves first always placing the Chaos Tower dark-side down, which aims to protect us from being paralyzed or put to sleep, and then enables our mystic Hypno to use the power of its {Goodnight, babies} Ability, and put our opponents to sleep without risk of us falling under its spell! This ritual is sure to be especially helpful to our guardian spirits—whenever their power might be waning.

We need to care for our guardian spirits as they care for us. For the dynamics of love could never support the life of two being one-sided, and so we must all understand the importance of working with the physics, and always strive to return to those (in some part or portion) the love that we are given by them. It is only through this dynamic exchange, that the cycle may never be broken—and the power of love to leak out—to possibly be the death of some less fortunate soul.

Our guardian spirits take up our care by the goodness in their heart, and if we are ever to perfect the science of this for ourselves, we must also strive to live by the goodness of ours. And that is the symbolism behind Fighting Fury Belt (the love in our hearts—or the bonds of love) further accessorized by our full array of Supporters.

This array of Supporters represent our extended family under the Great Spirit, all happy and full, and giving thanks for the joy that makes life worth living. For without this joy, life would be made so miserable, that it would not worth living, and the meaning of life would be stripped from us entirely. But altogether, our care for one another (and our reverence to what is pure and true)—brings glory to our ancient ancestors—and fills the Great Spirit with otherworldly joy (making life amazing for us all).

It is in this same style, that our collection of Supporters primarily incorporate a straight draw tactic, that involves various cooperative efforts, which collectively aim to bring us all together under the graces of our ancient ancestor, and the Great Spirit itself.

The first of these cooperative efforts includes the array of Professor's Letter, Ultra Ball, Cheren, and Steven—which make up the bulk of our straight draw consistency. Professor's Letter retrieves the crops we need for the grand feast, providing instant resources for the grandeur of Ultra Ball, all the while thinning out two cards from the deck for free, and further increasing the potency of Cheren's draw. Cheren can also be a provider to Ultra Ball in the same way, a classic combination that becomes a powerful suite between the potential of all our other resources here.

Steven for example—is our prime accessory to all this. Helping to further thin the deck for more consistent double plays with Cheren, while also being able to bridge the gap between Cheren and our other more dynamic Supporters. Steven also provides access to specific energy needs—further reinforcing one of our most prominent needs for this ceremony. Steven is a good provider, but could never cover the full scope our needs by himself, and that is why Steven has been included in a tactical-split here alongside Professor Juniper.

Professor Juniper holds the power to cater to our most excessive and desperate needs like no other. Yet in this season nears towards desperate times itself, where we can't truly afford to be too excessive or wasteful. Akin to this, there lies a particular liability towards any heavier reliance on Professor Juniper, which strongly suggests by all considerations of wisdom, the we would likely only end up doomed in famine, if we allowed Professor Juniper to extend her talent to us any more than is provided here.

Taking precaution for this, N takes a commanding presence here as our main man and chief of the tribe, given that his powerful wheel effect offers the best measure of coverage and adaptability to the flow of the cards. Simply put—no other Supporter could perform and fill the gap as good as N does. N provides a wide range of resources at the start of the game when they are desperately needed most; takes out all the liability of discarding precious cards we can't afford to waste; can act as disruption against our opponent's retrieval cards at any time; and combos very well with a follow up play from our second most consistent supporter—Cheren.

The preservation that N provides is simply very important—especially for our single most important Supporter—Pokémon Center Lady. Because the tender care that this Supporter provides is something we simply could not live without. Pokémon Center Lady literally breathes life into us.

Our few resources are all we have here, so the last thing we can afford to do is excessively discard a Supporter that is the very lifeblood of our existence.

Having someone to turn to is one of the greatest treasures in life—and therein could lie the true spirit of Thanksgiving. As dark as the history might be, the story that unfolded from it may not have come to pass if not for the unfolding of an even darker story before it. Where the love between our collection of company was simply too thin—and there just wasn't enough power or faith between them—for any guardian spirit to take wing on.

So let us not repeat the past, and turn to others as often and as best we can—with the tender care—of a guiding hand.

Saturday, November 19, 2016

Crack the Whip



Pokémon [23]

1 — Virizion EXPlasma Blast (96/101)
2 — Shaymin EXRoaring Skies (106/108)
2 — Venusaur EXRed & Blue Collection Venusaur Box (XY123)

3 — CombeePlasma Storm (4/135)
3 — VespiquenAncient Origins (10/98)

2 — SerperiorDragons Exalted (125/124)
2 — SerperiorFates Collide  (7/124)
4 — ServineFates Collide (6/124)
4 — SnivyBlack & White Blister Promo (BW06)

Trainers [25]

2 — Devolution SprayDragons Exalted (113/124)
4 — Ultra Ball — Flashfire (99/106)

2 — Pokémon Center LadyGenerations (68/83)
3 — Professor JuniperPlasma Blast (84/101)
3 — ShaunaX&Y (127/146)
4 — NFates Collide (49/124)

4 — Forest of Giant PlantsAncient Origins (74/98)

1 — Life DewPlasma Freeze (107/116)
2 — Weakness PolicyPrimal Clash (164/160)

Energy [12]

3 — Double Colorless Energy
9 — Grass Energy

Epilogue

Be it the D...or the P...being whipped is serious business. And our deck here aims to bring the full experience of this to life against its opponents—with the heavily paralysis beatdown it can bring about.

This all revolves around our Serperior line (the whip) and Forest of Giant Plants (the whipping pole). Be it the bedroom that becomes your resting place—or the switch that lights that *ss up. Take it for what you will, but Forest of Giant Plants is the card that helps to put the lock down on the opponent right off the rip. This tends to be really crucial at the start of the game, as it either give us a heavy jump on the damage stack, or lessen the severity of the certain time-lapse challenges we face.

Challenges like this would involve a delayed evolution climb with Serperior, or the extensive energy climb with Venusaur-EX—where cracking the whip on our opponents, and successfully paralyzing them with {Serpentine Strangle}—hopes to keep us on the dominant side of the relationship. This may not always necessary to control the game, but against more aggressive and possessive opponents, it can be very important to keep us from being pushed into any bad situations.

A successful {Serpentine Strangle} is the first crack that hopes to break the skin. But even if it misses, a second crack of the whip from Fates Collide Serperior right away can be sure to draw blood. Vespiquen isn't likely to do anything too significant early in the game, and Venusaur-EX can suffer some mobility issues due to its high attack and retreat cost.

Fates Collide Serperior however—is all offensive power. Serperior hits heavy for a single energy, has an elevated amount of HP, and only gives up a single prize if lost. Serperior is a man-eater—one could say—and once it gets that first taste, there's no telling how many Pokémon it'll swallow whole before its pursuit comes to an end.

{Royal Heal} Serperior on the other hand isn't really intended to be an offensive power, it's best potential lies in doing what it does best, and helping to take the edge off us from the bench. If it does have to go out there as our starting Pokémon, all is not lost, because [Leaf Tornado] holds some special potential with Venusaur-EX (providing a dramatic energy boost—for Venusaur to make a very powerful follow-up after).

This potential doesn't make it a move that we really want to pursuit though, because it often means losing {Royal Heal} Serperior, and that's something we really want to preserve as best as possible, to brace the HP of our stronger whip cracker (such as Venusaur-EX) so they can keep our opponents wrapped around our finger as long as possible.

Venusaur-EX is one of our biggest whip crackers—representing that D or P that really brings the pain. In combination with {Serpentine Strangle}, this card sees new worlds of potential as a Slugger or a Swarmer.

Just locking down the opponent for a single turn can put Venusaur-EX on the offensive side of the damage stack (something it would traditionally never see). And if a one-two hit is made with [Poison Powder] and [Jungle Hammer]—it's going to effectively Knock Out any Pokémon that isn't seeing some elevated amount of HP—as this one-two hit ultimately racks up 180 damage on the opponent's Pokémon (and possibly puts us 2 prizes ahead of the game).

Just one turn is all it takes. But with Servine's high curve, and the addition of 2 Devolution Spray to intensify the impact, our opponent's Pokémon can end up locked down permanently!

And that's only beginning to express the power of whip we crack, because we have a number of other accessories here that can further Venusaur's power and endurance. It's own attack [Jungle Hammer] would be the first, which not only deals a heavy 90 damage, but heals 30 damage from Venusaur-EX as well. This stacks perfectly with Pokémon Center Lady and {Royal Heal}, where the elevated amounts of damage healed, and massive amounts of damage dealt, can make it impossible for an opponent to get ahead (before any hope of that is obviously lost).

We don't ever want to be on the other side of that whip, and that's why Virizion-EX has been included as a tech accessory to prevent us from getting whipped by any Special Conditions ourself. With its high retreat cost, Venusaur-EX especially benefits from this, because Special Conditions such as Poisoned and Confused can be really big problems for Venusaur. Pokémon Center Lady is here to back us up on this, I think that's what helps to make the 1-of tech for Virizion adaptable.

Our last two accessories are Life Dew (the luxury whip) and Weakness Policy (the document that states Certified Whipped). Life Dew is an amazing card for this deck, because losing the collection when facing off against such a deadly combination of speed, power, and heavy disruption.

Weakness Policy does just the opposite, and assures that whipping us is going to be harder than imaginable, even when our opponent has the Fire-type advantage. {Serpentine Strangle}'s effect first provides an immensely challenging disruption to get around, while Weakness Policy puts us on even ground against the whatever Fire-types our opponent puts us up against.

Whew~ Hot! ...But we can handle it.

We're not sure if anyone else is going to make it though, because this deck cracks the whip so hard, it almost always bring its opponent to their knees.

Saturday, November 12, 2016

She Loves Me Not



Pokémon [24]

2 — Lugia EXAncient Origins (68/98)
3 — Shaymin EXRoaring Skies (77/108)

3 — JumpluffSteam Siege (5/114)
4 — SkiploomDragon's Exalted (2/124)
4 — HoppipSteam Siege (3/114)

4 — VespiquenAncient Origins (10/98)
4 — CombeeAncient Origins (9/98)

Trainers [24]

1 — Computer SearchBoundaries Crossed (137/149)
2 — Trainers' MailAncient Origins (100/98)
2 — Level BallNext Destinies (89/99)
3 — Ultra Ball — Dark Explorers (102/108)

1 — DelinquentBREAKpoint (98/122)
2 — ShaunaX&Y (127/146)
3 — Professor SycamoreBREAKpoint (107/122)
4 — NFates Collide (105/124)

4 — Forest of Giant Plants — Ancient Origins (74/98)

2 — Weakness PolicyPrimal Clash (164/160)

Energy [12]

4 — Double Colorless Energy
8 — Grass Energy

Epilogue

As the saying goes, there's a thin line between love and hate. And this deck aims to tell the tale of its darkest side. Here we have the girl—Vespiquen. Who storms in and throws the bouquet in your face.

Between [Solar Step] Jumpluff and Forest of Giant Plants, the cruel edge of rejection deals out a heartbreaking 120 damage for a single energy, on the first turn. Heartbreaking is truly just the only way to explain it. The game just begins, and in a single [Solar Step], any hope for having a fair chance is much of lost. Damage of this magnitude is just so relentless—that it's sure to claim the typical starter hands down—and leaving anyone else with very little time to retreat or defend themselves in any way.

From there, our aspiring lover is sure to be quickly sent to the discard pile. And you would think that the hostility stops there, but this girl's relentlessness knows no boundaries.

Next, she photoshops herself with two black eyes and tells people you did it! And between the combination of [Bee Revenge] Vespiquen & [Aero Ball] Lugia—this act is sure to be the harbinger to a whole new world of misery.

Even in the event that Jumpluff only gets to connect once, a now empowered [Bee Revenge] will be able to Knock Out any Pokémon boasting 170HP or less. While on a single Double Colorless Energy, [Aero Ball] will hold the power to Knock Out a Pokémon empowered up to 220HP! This versatility of power ensures that even Mega Pokémon and Fighting Fury Belt wearers fair no better chance against the wrath of a vexatious lover—making the overtone of this deck all the more true to reality.

From here, the assault with [Bee Revenge], [Aero Ball], and [Deep Hurricane] (crying her eyes out in fake tears) is never-ending—and further accessorized by a myriad of devious torture devices and torture methods in her repertoire.

These are fully articulated by our collection of Items and Supporters, which primarily aim to assemble Jumpluff in a single turn with a play second strategy, so that a quick and heavy attack with [Solar Step] can be made to aggressively jump the damage stack at the start of the game.

The collection of these items represent a number of spiteful acts, that only a truly vexatious lover could do to a person. Such as cyber-stalking you on the internet or crashing your computer; throwing a brick through your window and slashing your tires; or even dropping poison or dangerous medication into your drinks. Some very dark things that are all too common place among many tales of love and betrayal.

Now functionally, the collection of these Items are retrieval cards, and the spread between them is tactically woven with the intention of assuring the most pernicious coverage and diversity against the opponent. You see, each Item here is a considerable extension to another Item. Pairs of them revolve around the same resources, where the collection of all these Items together provide a strong measure of consistency to the deck's overall resource gathering potential.

However, the needs of this deck are somewhat diverse (between the number of Pokémon and non-Pokémon resources needed), so that this deck has to split its resource gathering support between two different card types.

Akin to this, each of these Item cards retrieve a specific resource significantly more proficient than the others—so that the spread between them ultimately aims to superiorly diversify this deck's overall reach (through this diverse on-demand access to various key resources—complimenting this deck's heavy consistency of its most important cards).

Consistency aims to make up for the bulk of this deck's resource needs, while the tactical spread of retrieval cards hope to easily pick up the difference, and ensure that every resource is wrapped around its finger.

Now, this deck's final Item is Weakness Policy—the restraining order, divorce papers, or Will and Testament (depending on how dark the bad romance). And its potential varies dramatically depending on the case. It can be as simple as scrap—or it can be the nail in the coffin.

Depending on how light the case, Weakness Policy might just get tossed to Computer Search or Ultra Ball (or just tossed on a Pokémon for no good reason—to thin out of the deck). However, in more severe cases, Weakness Policy is going to provide immunity from this deck's only real vulnerability granted its speed and power—the attribute of Weakness.

Providing this immunity at the start of the game can turn Jumpluff into a Molotov cocktail itself—fighting fire with fire (with an immense amount of damage). And in the hands of Vespiqueen or Lugia EX, can make their assault so unrelenting, that the game pace becomes entirely unpassable for the opposition (at what could have otherwise been the game's most pivotal point for them).

Needless to say, even this pales in comparison to the most devastating deed in her repertoire, as just one play of Delinquent can end the game! And when it's played, it almost certainly always does. The game pace for this deck is just so fast and heavy, that when the single copy of Delinquent comes around, it often strips the opponent of their every remaining hope, and leaves them without any hope at all.

And this same potential is considerably shared between the rest of our Supporters here—in their ability to get to every resource when it's needed—while otherwise keeping the draw as one-sided as possible throughout the game. For this reason, Delinquent is our headliner to the most devastating acts of a vexatious lover—which include having you locked up, having children by other men, and even conspiring to take you out cold!
 
This all starts with N, which like the maximum sentence, grants the unconditional maximum amount of cards at the start of the game. Given how much safer the wheel effect is than the discarding condition of Professor Juniper, N takes the lead to best the favor of this deck when facing any controversial opening hands.

For much of the same reason, Shauna makes her appearance here over various other Supporter options. You see, Shauna is a one-sided wheel card, that provides the best secured range of cards over other wheels (such as Colress or Professor Birch's Observations). At the start of the game, this is critical, because a short hand of 4 cards or less could sink this deck's hopes of raping the opponent on turn one with Jumpluff.

This deck does have Computer Search, 3 Ultra Ball and 3 {Set Up} Shaymin-EX to super reinforce its draw potential, but it still wants to get to as many cards at the start of the game as possible for this very reason. And that one extra card over the low-side of our second best option (Professor Birch's Observations) makes Shauna the single best, and most secure Supporter to secure the flow of the cards at the start of the game when it's the only option available.

In addition to that, this deck could also suffer dramatically from a shortened hand of 4 cards or less as its precious resources narrow out, and getting to getting to one of them right away (such as Double Colorless Energy) is essential to stay on the dominant side of the game pace.

Against more aggressive or technical decks, it's definitely a possibility for things to come down to a grind. Where once again, the definite medium range of Shauna's one-sided wheel effect further helps to best secure the flow of the cards over other options (even certain included ones such as N) in the mid-game and end-game scenarios.

This all comes full circle with Professor Juniper, who is this deck's primary extension between its other two wheel Supporters. Professor Juniper's powerful draw can very often be relied on to quickly secure whatever resources might be needed. And given all the retrieval power in this deck, it also has a great chance of being able to make explicit use of Professor Juniper without wasting too many cards.

As an added bonus, a play on Professor Juniper can even purge additional unneeded Pokémon from the hand (unadulterating the deck's consistency—and further encouraging the wrath of Vespiquen).

It all adds up to a very tragic end for one aspiring lover, as this collection of ladies makes some very deadly company, and their relentlessness surely doesn't leave much to question.

If she loves anything at all—surely she loves me not.