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  • Power Swing

    Great article! Palkia lock is an amazing deck in my opinion. I actually play alakazam 4 in my list along with a damage porter. It helps to grab a couple of KO’s throughout the game. Playing it with garchomp seems interesting as well.

  • Power Swing

    Great article! Palkia lock is an amazing deck in my opinion. I actually play alakazam 4 in my list along with a damage porter. It helps to grab a couple of KO’s throughout the game. Playing it with garchomp seems interesting as well.

  • Gallade

    good article, but i dont see the point of garchomp that much…

  • Gallade

    good article, but i dont see the point of garchomp that much…

  • Randy

    Garchomp Heals. Before supreme victor’s people played luxray gl X in the list. But Garchomp heals and it’s a great secondary attacker.

  • Randy

    Garchomp Heals. Before supreme victor’s people played luxray gl X in the list. But Garchomp heals and it’s a great secondary attacker.

  • http://www.adamcapriola.com/ Adam Capriola

    Garchomp seems awesome in this, great article Randy!

  • http://www.sixprizes.com Adam

    Garchomp seems awesome in this, great article Randy!

  • Woodstock

    Randy, Although Garchomp Heals, how often do you think you’re going to top-deck a swtich at the exact time you need one?

    You play 3 Uxie LA, without the Lv. X… So an SP Player can Power Spray your drops, and then what? You’re left top-decking as well.

    I just feel like Luxray GL Lv. X is the better play, especially sionce you can attack with an energy gain and a Lightning Energy opposed to Garchomp’s discard attack. Which is another problem because you have two sniping attackers that need to discard.

    I would add in a second Unown G as well. Just in case….

  • Woodstock

    Randy, Although Garchomp Heals, how often do you think you’re going to top-deck a swtich at the exact time you need one?

    You play 3 Uxie LA, without the Lv. X… So an SP Player can Power Spray your drops, and then what? You’re left top-decking as well.

    I just feel like Luxray GL Lv. X is the better play, especially sionce you can attack with an energy gain and a Lightning Energy opposed to Garchomp’s discard attack. Which is another problem because you have two sniping attackers that need to discard.

    I would add in a second Unown G as well. Just in case….

  • Randy

    In my list I switched the switchs for 2 warp energy. I can’t edit the article though so…

  • Randy

    In my list I switched the switchs for 2 warp energy. I can’t edit the article though so…

  • Willy G.

    I think Level Max is good in this deck so you can surprise your opponent by playing Palkia G and its Lv.X on the same turn, which makes its Poke-Power a nasty surprise. I think some Warp Points or a Mantine (MT) with Mantyke would help greatly with switching/retreating; this way, you don’t have to use Splashing Turn, so you still can attack that turn. I think Spiritomb (LA) also has a place in this deck, because after using Curse Breath, you can simply use Lost Cyclone to free up your Bench; thus, you have the benefit of Spiritomb’s Power without the downside of the bench space it takes up. I like PlusPower here too, and here’s why: Hydro Shot with a PlusPower OHKO’s Manectric, who is likely to be a big problem for this deck due to Palkia’s Lightning weakness. Still, this is a strong-looking deck with great potential.

  • Willy G.

    I think Level Max is good in this deck so you can surprise your opponent by playing Palkia G and its Lv.X on the same turn, which makes its Poke-Power a nasty surprise. I think some Warp Points or a Mantine (MT) with Mantyke would help greatly with switching/retreating; this way, you don’t have to use Splashing Turn, so you still can attack that turn. I think Spiritomb (LA) also has a place in this deck, because after using Curse Breath, you can simply use Lost Cyclone to free up your Bench; thus, you have the benefit of Spiritomb’s Power without the downside of the bench space it takes up. I like PlusPower here too, and here’s why: Hydro Shot with a PlusPower OHKO’s Manectric, who is likely to be a big problem for this deck due to Palkia’s Lightning weakness. Still, this is a strong-looking deck with great potential.

  • Woodstock

    Manectric has seen less play since SPs became popular. Palkia Lock needs so many cards that are mandatory, that fitting in techs are hard to do. Mantine/Mantyke isn’t necessary enough to take out a crucial card that fits in this deck in a more aptly manner.

  • Woodstock

    Manectric has seen less play since SPs became popular. Palkia Lock needs so many cards that are mandatory, that fitting in techs are hard to do. Mantine/Mantyke isn’t necessary enough to take out a crucial card that fits in this deck in a more aptly manner.

  • benjamin

    hello,

    what do you think about Spiritomb AR? I know it locks your own trainers, but imo its very good after psychic bind and splashing turn, because many decks won´t have many options. No trainers and no powers locks great, but if you don´t have any mesprits you shouldn´t use it

    • SMGausch

      I’d be careful trying to put Spiritomb AR in SP decks, because all some one has to do is play Chatot MD attach two energy and then you are stuck there unable to do anything until the decide to knock you out right before time is called. I know I run Chatot MD in most of my stage two cards and here’s a reason for more people to. Warp energy would be your only salvation since you cannot use the move to knock yourself out because you have no evolved pokemon or not enough to do it 6 turns, plus you cannot poke turn or switch. Just a thought

  • benjamin

    hello,

    what do you think about Spiritomb AR? I know it locks your own trainers, but imo its very good after psychic bind and splashing turn, because many decks won´t have many options. No trainers and no powers locks great, but if you don´t have any mesprits you shouldn´t use it

    • SMGausch

      I’d be careful trying to put Spiritomb AR in SP decks, because all some one has to do is play Chatot MD attach two energy and then you are stuck there unable to do anything until the decide to knock you out right before time is called. I know I run Chatot MD in most of my stage two cards and here’s a reason for more people to. Warp energy would be your only salvation since you cannot use the move to knock yourself out because you have no evolved pokemon or not enough to do it 6 turns, plus you cannot poke turn or switch. Just a thought

  • Randy

    Level max is flippy, turn one Palkia G Lv X really isn’t needed.
    1. nothing except machamp can OHKO a 100 HP Pokemon turn one or two.
    2. Chances are my bench won’t be full turn one
    3. I can’t use hydro shot till i get 3 energy and a gain on it.
    Like Woodstock said, there are many cards in here that are mandatory that fitting techs in is hard. I have to have the Cyrus engine which is 15-16 cards. I need Palkia G of course and the pixies that’s 12-13 cards. 4 Roseanne’s and 4-5 water are needed that’s 8-9 cards. 3-4 call are needed. that’s 38-42 cards. Then I got my tech I need for my meta and of course some trainers/supporters. So adding in a 1-1 tech line to my already cultured Pokemon is hard and it might hurt my consistency. Same with Spiritomb. People have suggest to me to add stuff that spreads, but that’s not the point of this deck. All I do is power lock and kill stuff with Palkia G X or Garchomp C X. (I play Luxray GL in my list now)
    Spiritomb PA would hurt me more than help me I think. For it to be effective Id have to run 2-3, and if I start with it; then how would i set-up?
    Pluspower is nice i guess, but you know it only does extra damage when you attack their active right?
    Manectric isn’t even played here at all, so I doubt I’ll run into that match-up.

  • Randy

    Level max is flippy, turn one Palkia G Lv X really isn’t needed.
    1. nothing except machamp can OHKO a 100 HP Pokemon turn one or two.
    2. Chances are my bench won’t be full turn one
    3. I can’t use hydro shot till i get 3 energy and a gain on it.
    Like Woodstock said, there are many cards in here that are mandatory that fitting techs in is hard. I have to have the Cyrus engine which is 15-16 cards. I need Palkia G of course and the pixies that’s 12-13 cards. 4 Roseanne’s and 4-5 water are needed that’s 8-9 cards. 3-4 call are needed. that’s 38-42 cards. Then I got my tech I need for my meta and of course some trainers/supporters. So adding in a 1-1 tech line to my already cultured Pokemon is hard and it might hurt my consistency. Same with Spiritomb. People have suggest to me to add stuff that spreads, but that’s not the point of this deck. All I do is power lock and kill stuff with Palkia G X or Garchomp C X. (I play Luxray GL in my list now)
    Spiritomb PA would hurt me more than help me I think. For it to be effective Id have to run 2-3, and if I start with it; then how would i set-up?
    Pluspower is nice i guess, but you know it only does extra damage when you attack their active right?
    Manectric isn’t even played here at all, so I doubt I’ll run into that match-up.

  • Woodstock

    Make sure you have a power spray ready if they try to Bright Look your Palkia G Lv. X of course. That’s Palkia’s worst enemy.

  • Woodstock

    Make sure you have a power spray ready if they try to Bright Look your Palkia G Lv. X of course. That’s Palkia’s worst enemy.

  • HunterJ

    aweseom!! my cousin used this at his city’s and won so NICE one!!

  • HunterJ

    aweseom!! my cousin used this at his city’s and won so NICE one!!

  • poke fart

    GREAT article! Maybe could put a exploud(SV)to take away Palkia G’s weakness to
    Luxray GL

  • poke fart

    GREAT article! Maybe could put a exploud(SV)to take away Palkia G’s weakness to
    Luxray GL

  • Raikou

    Which cards have you taken out to fit Luxray GL in the deck?

  • Raikou

    Which cards have you taken out to fit Luxray GL in the deck?

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