Thursday 25 August 2011

Ross Cawthon's World #2 Rogue Deck Analysis

Note from TheAce and Lockerkey:

As we are tied up with our examinations this week, we currently do not have much time on our hands to update this blog. Fortunately, we have with us here a guest writer. dɥɐитσɯ z will periodically come in and write about the card game with us to supplement our writer base. Here is the inaugural piece, a simple deck analysis on Ross Cawthon's rogue deck which placed 2nd at Worlds. Enjoy.

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Preface

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Bold. Insane. Audacious. Mosaic. Baroque. These are just a few adjectives used by the masses to describe Ross Cawthon's Opus Dei. Like rogues decks in the past which have tasted the sweet and elusive taste of unheralded success, Ross' rogue deck attracted whispers and scattered rumours during and after Worlds. Rumours spread of the cards used in the deck included those which details are recondite knowledge to the typical player, such as Suicune-Entei LEGEND. Rumours spread of the multiple lines of seemingly randomly thrown about Pokemon like Donphan Prime alongside Reuniclus hints at deck configuration of Byzantine complexity. Rumours, rumours floating everywhere. Near playing tables, at leagues, and especially in bulletin boards across the W.W.W.

The deck which propelled Ross Cawthon's status from "great player who qualifies for Worlds every year" to "World #2, that rogue maestro" seems like an ode to entropy. The apparently last-minute addition of the Tropical Beach Promo 2011 was just that droplet of Chemical X that sent the chaotic hype that was already surrounding his deck to stratospheric levels. The search for the exact decklist he used was akin to that for a rare book or a treasure map, rife with speculation and tall tales. The decklist was eventually leaked, much to the delight of potential netdeckers everywhere.

Here is the list:




Pokemon: 27

3-2-2 Reuniclus
3-2-2 Vileplume
2-2 Donphan Prime
1-1 Blissey Prime
1-1 Suicune/Entei Legend
2 Zekrom
2 Pichu
1 Cleffa

Supporters/Trainers: 22

4 Twins
4 Sage’s Training
3 Pokemon Collector
2 Seeker
1 Copycat
1 Professor Oak’s New Theory
3 Pokemon Communication
3 Rare Candy
1 Tropical Beach

Energy: 11

4 Double Colourless Energy
4 Rainbow Energy
2 Fighting Energy
1 Fire Energy
 

As we speak, people from all over are either relieving Blissey Prime from her post as once-permanent front page binder sentry to duke it out on the playing tables, or actually paying for her services. The same can be said for fellow underDOGS, Suicune/Entei Legend, the SEL. Even colonies of Reuniclus are escaping from CardBinder Laboratories, smelling the fresh outside air and making their way to the battlefield. It is inevitable that people would take them out for a spin. However, what actually makes them tick? What made once neglected cards and seemingly unplayable card pairings work? 


The Multiform Weapon and The Invulnerability Core


Here's the answer: Ross Cawthon built an anti-metagame deck, used to counter up to 90% of all decks seen in competitive play. Since Worlds is as competitive as competitive can get, you can be sure that he has got his bases covered pretty well. Or rather, he has to, for this is the apotheosis of the road to fame. To eviscerate any vestiges of the obstacles that stand in the way of glory, he commissioned Pokemon that are hard counters to various popular cards that will be used by potential opponents. However, since he included multiple different lines to ensure that he covers every single popular card with its appropriate counter, his deck space would be tight and lines for the counters spread thin. With prolonged fighting, the counters will just give way. A thin 2 - 2 Donphan Prime will not keep out a swarm of Magnezones indefinitely, especially if there is support like Yanmega and RDL close at hand. 2 Zekroms cannot deal with 4 - 3 and 4 - 4 Yanmega lines, especially with Rescue Energy thrown in. And you can be sure that a decidedly cellophane 1 - 1 SEL would not stand up feasibly against a legion of Reshirams hammering away with 120 damage each turn, with relentless zeal and PlusPower abuse, for the gruelling course of a 6 prize game. He needed to find a way to preserve these thin lines.


Enter the Invulnerability Core. The Invulnerability Core can enable lines as thin as that 1 - 1 SEL line to last the game by making them, well, invulnerable. As long as the Pokemon on the front lines cannot be OHKO-ed, Reuniclus will swap damage over to the bench, which is filled with high hp Pokemon, while Blissey Prime heals off the eventually accumulated damage, resetting the timer. Vileplume then guards Reuniclus to complete the core by denying the use of Pokemon Reversal/Pokemon Catcher, as well as prevents auxiliary items like PlusPower from being used to achieve the crucial OHKO. "Invulnerable" here should be a term taken with a pinch of salt however, for it is technically a misnomer. A Magnezone can still OHKO a Donphan Prime with enough effort. However, it certainly feels, by and large, that you are facing an indestructible opponent, with such formidable defences put in place. This impression of invulnerability then allows it to live up to it namesake. Ensnaring your adversaries with the tendrils of despair, making them understand and experience the sheer enormity of the task of dealing upwards of thousands of damage to take just one prize, certainly exudes a potent feel of looming, insurmountable odds. Moreover, it is just really cool to use the term.

The deck's function is hopefully now clear cut. To summarize:

a) To compile a group of metagame counters and integrate them cohesively into a deck to defeat all metagame decks. Melding all popular panaceas together to form a rather holistic offense system will result in thegenesis of the Multiform Weapon, a Weapon able to morph into the target's weakness.

b) To increase the durability of the counters to a nigh-invulnerable level to further boost the potency of the counters, and make up for the thin lines of those counters. This is the Invulnerability Core, a system that enables the Pokemon in the deck to be nearly indestructible, and enables them to exude a feel of invincibility.

Detailed Analysis of the Individual Components of the Deck

Now we shall dissect the components of the deck. Let us divide the roles of the cards into two main parts: Components of the Invulnerability Core and Components of the Multiform Weapon. Note that the Components of the Invulnerability Core will lead to a significantly longer discussion as it is a more complex issue than forming the Multiform Weapon. Its easy to come up with viable counters in this format, as most of this is done by abusing the target's elemental weakness. Not what you would call a task that taxes anyone's grey matter.


The Invulnerability Core, on the other hand, gives rise to more room for explanations to be given. It is a wonderful idea on paper, for it is about Pokemon covering for one another's flaws with their abilities, such as Vileplume protecting Reuniclus from Pokemon Reversals, as well as the active Pokemon from OHKOs via PlusPowers and Reuniclus making Vileplume and everyone else exponentially more durable in return.  It is also about the skillful addition of T/S/S to allow such a complex system to be online ASAP despite the deck's lack of innate speed. The successful realization of an interesting concept like this warrants the amount of attention I shall deign to give it.

Components of the Invulnerability Core

Pokemon Components

2 Pichu


Function: Pichu allows you to get the basic forms of the other Components of the Invulnerability Core, Oddish and Solosis, onto the field from the get go, allowing you to hit the ground running. Getting those Components out in large quantities is vital, as they tend to be rather squishy before the Invulnerability Core is set up, and a swarm of them is required for survivability.

Quantity Justification: 2 is a good number. Pichu is too important for it to be run one copy of. However, its importance only manifests in the early game. To prevent it from becoming dead draw, 2 draws the balance between consistency and excessiveness.

3-2-2 Reuniclus



Function: Reuniclus removes damage counters from anyone on your field and places them on another fellow. Since there are definitely members of the team that are more important to save against certain matchups than others, Reuniclus allows you to possess that extent of control over any matchup, enabling you to focus on preserving the key to victory and discarding unneeded parties. Reuniclus is the life force of the team. If the deck was an ochestra, Reuniclus is the conductor. He has the say over everything and anything in the crew, and the death or promotion of any comrade lies in the slimy hands of Reuniclus. If the burden is to be borne collectively by everyone to ensure the survivability of the deck's main weapon against opposition, Reuniclus ensures that it happens. If someone has to to bear the pain alone for the team, Reuniclus ensures that it happens. Ensuring any one member is able to stay alive, especially those in the active position, allows Reuniclus to make a target virtually invulnerable, barring the rare knockout. Reuniclus' ability to "axe" another member to use Twins or even just to clear the bench makes Reuniclus arguably the most functionable Pokemon of the team.

Quantity Justification: 2 - 2 - 2 line is a standard line for any one-off set up stage 2 under trainer lock. Anything more would be suitable for decks which rely multiple copies of it on the field, like Typhlosions or Magnezones. You only need one Reuniclus on the field. Anything less would mean punishment due to Rare Candy denial from trainer lock or prized components of the line or even both. The line was slightly modified to include a 3rd Solosis because 1) 2 Solosis might mean that if 1 is prized, only 1 can be on the field. The one might get sniped by the rather popular Yanmega. Without the Invulernability Core complete, the deck falls apart. 2) Sometimes after the 1st Solosis gets sniped, you might have trouble getting the 2nd one up in time, and Yanmega will snipe that too. The 3rd Solosis just buys you more time to get going and acts as an insurance against slow set ups and back-to-back sniping. A solid base of 3 basics and a steady 2 - 2 for the subsequent stages complete this core. Moreover, a reasonable excuse to stuff more basics into your deck is a good thing in this case as well.

3-2-2 Vileplume


Function: Reuniclus gives Pokemon pseudo-recovery and calls the shots, but its rather squishy for a stage 2, with a grand total of 90 hp. Not very inspiring. Vileplume protects it from being dragged up by Pokemon Reversals and beaten to death. Vileplume makes sure Mr. Invulnerability stays as Mr. Invulnerability and not Mr. Sitting-on-discard-pile-twiddling-thumbs. In return, Vileplume becomes a bulky trainer locker, requiring even more snipes than before to down. By the time the opponent is able to dispose of Vileplume, he would already have both feet tethering on the precipice of defeat. Vileplume also locks damage-incrementing cards like PlusPower to ensure the opponent's damage output hits a roof so that the active Pokemon can survive attack after attack while Reuniclus pseudo-heals it, with Blissey Prime finishing the job eventually.

Quantity Justification: See Reuniclus. Now add Vileplume and its lines into the context to make it all fit.

1-1 Blissey Prime


Function: Hiding all damage counters to one side will not solve any problems indefinitely if the battle does stretch. The deck in question is a slow one and long battles are the norm. The much-needed respite to clear all damage and prepare for the next wave of damage counters is Blissey Prime's "Blissful Nurse". Once looked down upon for its energy-sapping side-effect, its now negated as the damage counters can be shifted to those without energies on them. Seeker to reuse Blissey's effect just makes everything so much better.

Quantity Justification: 1 - 1 is all you need. One use of Blissey Prime can wipe out approximately upwards of 5 turns of your adversary's efforts, and the presence of Seeker in the deck to reuse Blissey's Poke Power just makes anything more than 1 - 1 excessive.

T/S/S Components

4 Twins



Function: Getting the Invulnerability Core up is hard work, involving 2 Stage 2s to be set up on the field, occasionally with one to be set up under trainer lock. Within the duration of being slapped left and right on the road to immortality, Twins is the perfect partner, turning your opponent's prize-taking frenzy into yet another stepping stone to getting the full set up right. Pichu + Twins is a lethal combo. Flooding the bench with Pichu, then using Twins to grab a Rare Candy + Vileplume to add the first layer of obstruction to your opponent's prize taking movement, or even chaining Twins if you have some of the components in your hand already, makes for a great increase in the speed of the deck's set up. If your opponent plays the waiting game and refuses to take a prize, you can rely on the other draw power agents, such as Sage Training, to get set up anyway.

Quantity Justification: If you intend on abusing your propensity to give up prizes early in the game and convert it into a benefit, better run Twins. Since T2 Vileplume is soooo good, you better run 4 Twins. Since not doing anything about your opponents taking prizes left and right sucks, BETTER RUN 4 TWINS.

4 Sage's Training



Function: For a slow deck, only draw of the most aggressive kind will do. Professor Juniper and Sage's Training are great candidates. Sage's Training edges Professor Juniper out in this deck since this deck runs 2 very important stage 2 lines, and lots of crucial 1 ofs in the deck for indiscriminate discarding to be out of the question. Sage's Training gives you slightly more control over what you can rid yourself of and what you can keep, while providing much needed draw power for a deck lacking speed. This is the solution to getting the core up if your opponent plays the waiting game with you and you are unable to use Twins.

Quantity Justification: This deck is slower than average and needs very specific cards. Better run 4.

3 Pokemon Collector



Function: Who will fetch you your Oddish, Solosis and 101 other techs? This does. Who will fetch you your Pichu, which fetches you your Oddish, Solosis and 101 other techs? THIS DOES. This sources out the foundation bricks of the Invulernability Core, and is thus a must-have.

Quantity Justification: Normally due to its importance in the deck, we would run 4. However, the 2 Pichu do serve the same function, so we can go easy on the quantites. Since Pokemon Collector fetches a Pichu, thins out the deck searching for 2 more basics you would use later, like Phanpy and Zekrom, which can make late appearances, while Pichu floods the bench, its a good enough partner to ensure Pichu does not steal the limelight for itself. So you would run 3 instead of 2, which was originally enough to make a theoretical 4 "Pokemon Collector".

2 Seeker 

Function: A Blissey drop lays to waste upwards of 5 turns of the opponent's effort. 2 Seeker makes you invulnerable for 20+ turns. 20+ from Blissey Prime and 2 Seekers, and the last 5+ because you still have some hp to go after your 3rd and last permanent heal. Here's how it pans out.

1st Wave is before Blissey comes down for the first time. 2nd wave is after Blissey comes down for the 1st Blissey is used, and 1st Seeker is used to recycle it. 3rd wave is after Blissey is played from the hand a 2nd time, and the 2nd Seeker is used to recycle it. 4th wave is after Blissey is played down for the last time. 4 x 5+ turns = 20+ turns of delay.

Quantity Justification: 20+ by any standards is an excessive number of turns to be invincible for, but 2 Seekers instead of 1 improves the odds of drawing into it, as having a single copy of a card that does so much good is pretty iffy.

3 Rare Candy




Function: 2 Stage 2s make up an important part of the invulnerability core. You need Rare Candy for this. To be invincible, pronto.

Quantity Justification: Typically for a Stage 2 intensive deck like this you would run 4 copies. Cut one because trainer lock makes Candy #4 a dead draw. 3 gives you a fair enough chance to draw into it early game, without becoming too much of a drag late game.

1 Tropical Beach





Function: Setting up the Invulnerability Core involves drawing, evolving and rarely attacking, but passing instead. Tropical Beach gives you something to do if you can't attack, which is quite the norm when your bench is still flood with insurance Solosis and Oddish and no attackers. A deck that lacks speed needs every bit of draw to claw back into the competition, and this stadium just completes the package, filling in the gap of the attack phase and allowing you to make full use of every turn. Like with Pichu, it does not matter if you opponent benefits from it too. Chances are, you need it more than your opponent. You certainly need to flood your bench early to hedge against early snipe against your Components and you certainly should have more instances of draw, set up and pass than your opponent, unless your opponent is in deep trouble, which is good anyway. Note that this is an "insurance" card and not a must-have for people who aspire to run something like this deck, so don't fret if you do not own this card!

Quantity Justification: Lack of good counter stadiums commonly seen in the metagame and the presence of 4 Twins in the deck to access this card easily will make 1 all you ever need for this deck.

Components of the Multiform Weapon

Pokemon Components

2 - 2 Donphan Prime




Function: Megazone and Stage 1s are very popular decks. They involve heavy use of Magnezone, Zoroarks and Cincinnos. Donphan OHKOs all of them at maximum capacity. With the Invulerability engine giving it so much room to tank damage, you can be very sure that Donphan will reach its maximum capacity. Zoroark and Cincinno can never OHKO Donphan under trainer lock, allowing the Invulnerability Core to go to work. Magnezone has to burn an atrocious 4 energy under trainer lock to solve the Donphan problem. In Magneboar, that would be managable. In the more popular MegaZone, however, that is normally 4 turns of work. Which is alot of time when that Elephant is tearing everything up, while being untouchable.

Quantity Justification: 2 - 2 Donphan Prime to insure against a prized Donphan. Prized attackers are a nasty blow to this deck, which only typically starts taking prizes only when its first attacker does hit the field. 2 Donphan Prime is also a good number to deal with Magnezone Primes. Under trainer lock, it is almost a given that you will see 2 Magnezone Primes out at maximum, barring the rare T2 Magnezone via rare candy if your Vileplume is not up by then, as the thickest you typically see in Magnezone Prime lines nowadays is 2 Magneton, that can only evolve into at most, 2 Magnezone Prime. Typically, 2 Donphan Prime is enough to deal with 2 Magnezone Prime. Especially if you have 2 Zekrom to clean up after you. Or even SEL. As long as the Magnezone Prime being KO-ed by SEL is the last viable Lightning type attacker present.

2 Zekrom




Function: Yanmega tends to fly about everywhere nowadays, being present in both Megazone and Stage 1s. Zekrom does a number onto them, using Reuniclus to place 4 damage counters onto Zekrom, then OHKOing those dragonflies. It also covers for Donphan's water weakness, killing the rare Samurott and active Kingdra Prime, all with just a DCE and simple damage calculation and shifting. Lastly, putting 120 hp worth on damage onto Zekrom allows it to KO any surviving Magnezone Primes that Donphans were too slow to clean up, and eliminate the rare RDL. Zekrom was never meant to be a total beneficiary of the Invulnerability Core. Zekrom will be kept alive if needed, be damaged when needed, and to be a suicide bomber of sorts when needed. Zekrom and Reuniclus together exhibit a good show of brilliant control over a wide spectrum of situations. Zekrom's also the most readily available bulky damage holder, being a basic Pokemon with 130 hp. One use of Pokemon Collector and you can store 240 damage. Easy.

Quantity Justification: 2 to guard against a prized Zekrom. Zekrom has 130 hp, so when used wisely, should be able to last you long enough to score crucial KOs before going out with a bang. In which more sturdy counterparts like Donphan Prime are well fed and ready to cover you.

1 - 1 SEL



Function: Reshiphlosion is the last of the popular decks to be covered by Ross, and the unlikely hero to deal with the matchup would be the unheralded SEL. SEL's water typing and easy-to-power up Bursting Inferno attack allows it to OHKO anything in a typical Reshiphlosion deck, while the Reshiphlosion player would be find it virtually impossible to OHKO SEL under trainer lock. The Invulnerability Core takes over and SEL should be able to keep storming its way to victory before Blissey uses are exhausted. Smarter Reshiphlosion players would use Typholosion Prime to force SEL into an energy drought, especially since DCE use is almost always how one powers up SEL quickly. However, with use of Twins before SEL regains the lead for this deck, the player can load up on DCE. Judge is never run in a typical Reshiphlosion list, so an aggressive search for them is encouraged. Sage's Training just improves the odds of getting your energy back. Under trainer lock, the opponent typically gets out 2 Typhlosions at best before you win, so all you really need is 3 DCE, no problem seeing as one use of Twins gets you two. On a side note, SEL works beautifully against Donphan Prime, a commonly seen card in the metagame as well.

Quantity Justification: 1 - 1 will do the trick. One complete SEL just seals the Reshiphosion matchup upon full set up when outfitted with the Invulnerability Core, and you need nothing more. Of course there is the issue of prized SEL parts, but Donphan Prime and even Zekrom can actually remain invulnerable for a very long time against Reshiphlosion, which is once again unable to delivery a OHKO to either of them. They should be able to take enough prizes and hold the field together before SEL does come in and steal the show. 1 - 1 is perfectly fine.

Energy Components

4 DCE






Function: 2 of the 3 counters use this, and use this alot. Zekrom will use Outrage 98% of the time, and DCE powers up Outrage. Not too hard to decipher. DCE is the fastest way to power up the Reshiphlosion killing attack, Burning Inferno, so it is a must in the deck.

Quantity Justification: Because 2 attacker out of the 3 use this heavily, 1 of which dies often and the other gets their DCE confiscated frequently, 4 is a must for it to be drawn into often enough to keep the attacks going.

4 Rainbow Energy




Function: A wide variety of attackers are used. Rainbow Energy allows the deck to make full use of these attackers without the need to draw into the specific energy, allowing the attackers to strike more consistently.

Quantity Justification: With Reuniclus, the 10 damage drawback is negated. In fact, with Zekrom around, its a gift. So by all means, run Rainbow energy to the maximum, for now it allows you to do virtually any attack you so wish with virtually no drawback.

Concluding Remarks

Ross' deck is an example of a complex concept brought to life, and achieving great things. It is an inspiring instance, amidst the complaints of a stale metagame due to a small card pool. It has its flaws, such as not being able to answer a surprise rogue since it is geared towards metagame decks, and its weakness in Swiss, resulting in Ross almost not making cut. However, it has a great matchplay game and unintentionally covers alot of ground, not just against popular decks.

Despite Pokemon Catcher storming into the battlefield this time round, the use of multiple Oddish and a quick Vileplume set up via Twins allows this deck to still be a viable choice once the new set comes around, especially with no big metagame changes in terms of attackers, other than Gothitelle and Beartic, which Reuniclus + Zekrom can and will fix, with the drop of a DCE.

In all this is a fun deck to take for a spin, so do give it a try if you can be bothered. If anyone wants me to do matchup analysis for this deck, do let me know by writing in the chatbox on the blog page. I need some people to petition for this. If some people do request nicely, I'll do a short write up on what this deck does against the popular decks in the metagame in exacting detail, as well as projected percentages for the matchups.

Till next time,

dɥɐитσɯ z

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