Constructing the Zoroark Counter-Box

Jeremiah Schmutz & Sean Stover
December 15, 2017
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 For this week, I decided to have my friend, Sean Stover, write an article on his very interesting Zoroark/Counter-Box deck.  I have an interesting mill deck for you in a couple weeks, but I thought Sean’s deck was too great to pass up.  Thank you, Sean for being willing to share.  Sean is a very new player, but he was able to go undefeated (3-0-2 off of two ID’s) into the top cut of a tournament where he lost in top 8 to the same player who beat me in top 4, Ryan Sabelhaus.  Here is his article:


For When You’d Like Your Decklist to Resemble a Set List; Counter-Box Zoroark

A surprise addition to the top tables of Charlotte's most recent League Cup was a deck which had spectators noticeably more confused than intrigued. As described by Ryan Sabelhaus; “I have no idea what’s going on.” An apt summary of what you can expect to hear from those facing this oddity of a list.

Consisting of 10 unique attackers, 3 special energy types, Puzzle of Time, and board states that’ll have you questioning the mental stability of the pilot, “Zoroark and Friends” can feel more like a meme than a serious contender. Hitting for weakness against virtually every popular archetype is the name of the game. A thick line of Zoroark is the backbone of the list. Ideally, you’ll pressure early with Zoroark GX, establish your counter-attackers (either on bench, or in-hand for a surprise slap down KO), and utilize trade to eliminate the negative side effects of having so many “dead” techs that may only be useful in specific matchups.

While difficult to play, the numerous options at your disposal with this particular strategy allows for a slew of options, outplays, and surprises. Let’s get into the specifics of the list.


Zoroark Counter-BoxSean StoverTop 8 Zorua (89) Zoroark (91) Zoroark GX Sudowoodo (67) Reshiram (14) Tapu Koko (30) Cobalion (74) Latios (41) Mimikyu (58) Tapu Lele GX Keldeo (26) Tapu Fini GX Professor Sycamore N (105) Mallow Brigette Guzma Ultra Ball Puzzle of Time Field Blower Special Charge Rescue Stretcher Choice Band Float Stone Double Colorless Energy Rainbow Energy Counter Energy


First Impressions (no no, not Golisopod)

At first glance, you’d be partially correct in assuming that the core strategy of the deck relies heavily on surprising an opponent with a counter-energy play for KO. While this was the founding idea upon which the list was formulated, testing confirmed that plays revolving around setting yourself behind are…. questionable. Thus, we shifted focus. Upping the Guzma count to 4 and placing a greater focus on securing a t2 attacking Zoroark altered the list into a heavy aggro deck.  We focus on taking KO’s on evo lines in the early game and transition into taking KO’s through weakness throughout the mid/late game. In the event of your early aggression not reaching terminal velocity, the counter energy play still exists as a viable fallback. That being said, every matchup requires a very different approach, and every card tells a story of sorts. Check it out.


3 Zoroark GX

The posterboy, Zoroark enables you to play the deck in any manner a matchup necessitates.

As an attacker, you all know the drill. He hits fast, hard, and efficiently for a DCE. Against evolution decks you’re using him to thin evo lines and generally apply pressure. Along with that, you may rarely find an opportunity to attach 2 rainbow to abuse the GX attack. More importantly though, Zoroark enables consistency in a deck that has no business being consistent. Once you’ve established multiple Zoroark, you can force your hand into a large size to better hit what you need (whether it be energy, a specific tech attacker, or Guzma). Zoroark also mitigates the adverse effects of “dead cards”. Being able to trade away your reshiram when you’re playing against Greninja means you’re not necessarily slowing down your play by including it. Additionally, a single copy of Mallow in deck allows you to trade into EXACTLY what you need when you’re desperate. Set up several early, and avoid going to a zero-fox board state at all costs.

 

1 Baby Zoroark

 

In a deck that struggles to take 1HKO’s without weakness, this little guy is surprisingly your only option for hitting more than 150 (Outside of Lele), and only does so when your opponent over benches. While situational, we live in the land of brigette and Lele, so you’d be surprised how often this is an option. The benefit of having a 1-prize attacker that can hit for big numbers in a prize race can’t be overstated, and we all know how clutch “Stand In” can be.


We’ll next be delving into the sidekicks that make this deck tick. I’ll be breaking down each card by:

  1. What it does
  2. What archetypes it’s utilized against
  3. How important it is to the deck as a whole (on a 10 point scale)


Sudowoodo:


What it does

If Zoroark is the posterboy, Sudowoodo is the rookie of the year. In a previous league challenge using a very similar list. Sudowoodo took 9 KO’s in 4 games. Watch and learn is obviously great for smashing an opposing Zoroark for a revenge counter-energy KO, but preemptively plopping this lord of the derp onto your bench with a Counter/Rainbow will make your opponent’s wheels turn. Use it to revenge KO or apply passive pressure on your bench, because this card is good. Really good.


What archetypes it’s utilized against

  • Gardevoir:

Threatening to infinite force back at a Gardevoir applies a ton of pressure.

  • Zoroark/Sivally:

1HKO’s the fox and the… bird hound thing, and Swings hard against most of the partners they’ll be paired up with.

  • Vika Bulu:

Can 1HKO a Bulu by returning either of Bulu’s main attacks (choice band allowing), and can easily KO a vikavolt if the need arises.

  • Solgaleo:

Sunsteel strike for 1 energy attachment please. Also, Sol burst copy for the memes. Anything else with a big 1HKO GX attack also falls into this category.

How important it is to the deck as a whole: 9/10



Reshiram:


What it does

What started as a fire attacker for the sake of having a fire attacker became much, much more when I recognized its strength against Tord’s infamous Goli Zoro List.


What archetypes it’s utilized against:

  • Tords Goli Zoro:

Reshiram’s 130 HP can’t be 1HKO’d by anything in this particular deck outside of Crossing Cut GX, allowing you to threaten with 50 -100 dmg (Choice Band and weakness depending) for a DCE, while also deterring your opponent from hitting it, which would activate BIG numbers on outrage.

  • Metagross/Solgaleo

It also acts as a deterrent against Metagross/Solgaleo and any other metal variant. While zoroark is sniping Cosmogs and Beldums on turns 2-3, You’re attaching to Reshiram. Being able to 1HKO one of the big stage 2 line’s is efficient, and will oftentimes put you 1KO from victory in that matchup.

  • Zoro/Decidueye

Against decidueye, You plop this bloke down on the bench and dare your opponent to Koko spread onto him. 2 attachments means he can 1HKO a big bird, Sesame street style.

How important it is to the deck as a whole: 6/10


Tapu Koko:

 

What it does

You’re never attacking on turn 1 with any of your other options, so an early koko spread can be the only option in that regard. Additionally, with how often you’re looking to guzma, the free retreat can be clutch.

What archetypes it’s utilized against:

  • Celesteela Variants

Koko can 1-shot celesteela with counter energy online and 2 attachments, but overall the promo chicken isn’t helping too much outside of that situation.


How important it is to the deck as a whole: 3/10


Cobalion:

What it does

With 1 counter energy or 2 rainbow, Cobalion 1-shots Garde once the Garde player has taken at least 2 prizes. Additionally, this card hits for big numbers on anything in the late game, swinging for 180 once your opponent has reach 2 prizes remaining, and 210 once your opponents is at 1-prize (choice band attachment assumed)

What archetypes it’s utilized against:

  • Gardevoir:

This is your ace in the hole in any Fairy matchup. Not only does it serve the obvious purpose of 1-shotting Sylveon and Garde with relative ease, but the ability to 1HKO a Gallade in the late game is also fairly huge

  • Any: Sniping Leles/O in the late game

Sometimes, you just need to efficiently take 2 without risking a 2-prize attacker in the active. Oftentimes, Cobalion is your man. Potential to hit the big 180 when prize trading is so huge later one can be game changing.


How important it is to the deck as a whole: 7/10


Latios:

What it does

Don’t let the numbers deceive you on on this one, Latios wins nearly as many games for me as Sudowoodo. As a primary Psychic attacker, the ability to hit Buzzwole and Espeon for 120 damage with just a DCE and Choice band is incredibly important. Against Buzzwole, you’ll be looking to brigette Latios on turn 1, attaching either a rainbow or DCE ASAP to quickly allow for Latios to swing with its Lagoon flight for two hundred dmg (really, lets just always assume choice band is attached from here on out). Considering that your main attacker Zoroark oftentimes hits for 150 on Lele or pokemon of similar HP, having a 30 snipe can also win you many a game when the opponent is low on resources.


What archetypes it’s utilized against:

  • Buzzwole:

You can 1-shot Buzzwoles for 2 energy attachments, and can’t be efficiently KO’d by the bug.

  • Any: Spread in clutch situations

As previously mentioned, the ability to finish something off on the bench can’t be understated here.


How important it is to the deck as a whole: 7/10


Mimikyu:

What it does

Similarly to Sudowoodo, Mimikyu allows you to threaten big attacks and revenge KO’s. Unfortunately for the little guy, GX attacks are off the table, allowing for a bit less flexibility. 2 Sudowoodo would typically be preferable, but with Garde running 2 Gallade, you need an attacker to 1HKO them if need be.

What archetypes it’s utilized against:

  • Gardevoir:
  • This is the big one. Heavy Gallade count in recent lists pressures you heavily, but the ability to 1-Shot a Gallade in revenge is a big deal. Oftentimes your game will consist of an early snipe on an enemy Ralts, followed by Gallade Revenge killing Zoro GX, allowing for you to make the Counter Energy KO on Gallade. This exchange requires a good deal less resources on your part, and allows for a commanding position.

    • Vika Bulu:

    While not quite as good as Sudowoodo (he can return KO even if Bulu has used it’s GX attack), Mimikyu still gives you the option of swinging for big numbers to take KO’s for 1 attachment if CE is active.

    • Buzzwole:

    While unlikely, and less reliable than Latios, Mimikyu’s ability to return KO on a Buzzwole that’s knuckle-impacting your active into orbit is a major threat.


    How important it is to the deck as a whole: 4/10


    Keldeo and Tapu Fini GX:

    What they do

    Keldeo is in deck to swing the fire deck matchup, while Fini is a niche inclusion meant to surprise sweet big resource investments off the field.

    What archetypes They’re utilized against:

    • Volcanion:

    Keldeo can 1-shot a Volcanion, assuming they have at least 2 benched pokemon, and Keldeo is rocking the Choice Band. This makes it very efficient, even if you’re forced to attach 2 rainbow rather than counter energy.

    • Garde/Greninja

    Fini is huge for eliminating a Greninja Break in the late game, or similarly sweeping off a Gallade/Garde to set them back a turn or two.

    How important it is to the deck as a whole: 6/10



    Trainer/Energy  Inclusions

    1 Mallow:

    The ability to Lele→ Trade for any 2 (with puzzles being an option) should be illegal. Combine that with the fact that the deck itself is very combo-reliant, and sometimes you’ll be wondering why we didn’t bother running a 2-3 count.

     

    4 Guzma:

    In the early/mid game, you’ll really want to be selectively attacking. With trade acting as a fallback for draw support, you’re oftentimes free to chain Guzma without losing bench and energy buildup. Snipe evolution lines early, hit for weakness against priority KO’s late game.

     

    4 Puzzle of Time:

     

  • With Mallow making them a more attainable combo, Puzzles enable chain attacking with a desired tech attacker, or generally acquiring the exact card combo you need from the discard for your surprise play. Not only that, but you’ll oftentimes rely on trade to get you out of a smaller hand, and single-card puzzle plays can add just enough consistency for you to ride the line between gutsy and stupid.

  • 4 Choice Band:

  • Many of your tech attackers require CB for their 1HKO pressure, and both Zoroarks heavily benefit from it as well. The baby Zoro can take one shots against Lele’s and similar 180 ‘mons in a pinch with the addition of the blue band, and the heavy line of this card allows you to trade them away when necessary with too much of a worry.

     2 Float Stone:

    With a plethora of 2 (and even 3, in the case of Reshiram) retreat costs amongst your list, you simply can’t do without float stone. Getting stranded in the active early is brutal for this list, as you’re often looking to apply pressure ASAP.

    1 Special Charge:

    You exclusively play special energy, so this is a given and a necessity.

     

    4 DCE, 3 Counter Energy, 3 Rainbow Energy:

     

    3 Counter and 3 Rainbow is more than enough to establish your secondary attacker in any matchup, and the x4 DCE is an obvious addition for Zoroark GX. Be warned, you’ll really need to keep an eye on energy discards with this list.


    In Conclusion

    Simply put, the deck is a “Jack of all trades, master of none.”  Expect yourself to be pulling out wins consistently by the skin of your teeth, but rarely rolling over opponents with raw strength. The bevy of options allows you flexibility, but can also facilitate clunk. The best part by far though, is that the customization options are extensive. I look forward to seeing where superior players take the concept in the future, and hope to inspire a series of interesting builds and plays from the community.