Tech Choices (#1)
Deck Primer
Not a deck, Just a List
I decided to make these not as decks, but more as wishlists to look back on as the card pool increases. I find that it's hard enough to keep track of staple cards already that it's hard to keep track of tech cards that can be useful later down the line. I'm making these as a way of shortcutting all the hassle of sorting through bulk and finding cards with the most potential. You can ask why I listed these cards in particular. Useful to know for future card releases and Rotation dates.
1.) 2-2 Weavile line (Boss orders as an ability if conditions are met)
2.)2-2 Mabostiff line (more of a one-sided escape rope as an ability, still a useful trait to have)
3.)2-2 Meowstic line (The ability to search any 2 supporters and add them to hand is useful, however needs to be evolved from hand)
4.)2-2 Pelipper line (Same traits as meowstic but can also recover supporters from discard)
5.)2-2 Revaroom line (Great for consistency, important for when F rotation block is announced)
6.)1-1 Abomasnow line (Decent tech against healing strategies, 3 retreat is a hard sell though)
7.) 4-4 Liepard line (crazy good consistency, though overlooked for other options. Certainly a budget pick)
8.) 4 Amoongus (Hand trimmers from Temporal forces are going to make control deck very good and this card will determine the health of the format. If this card ever becomes mandatory to play, then we are in trouble)
9.) 2 Diancie (Protecting the bench from Boss is useful to some decks. With escape board coming to temporal forces this card and others like it will get a lot better)
10.)1 Sandshrew (Only applies to pal pad, but if control decks become meta these will make their grind game substantially worse. Also if any other item-based supporter recovery comes out it will be more useful)
11.) 2 Hawlucha (Damage counters placed by ability is still the only damage that bypasses bench barriers like manaphy. The only thing that holds it back is needing to be set from hand still.)
12.) 4 Klefki (Escape board makes this card a lot better to use if you can play around its restrictions. Searchable with buddy Poffin as well)
13.) 2 Thundurus (Bench barrier in the active spot is bad, but good to know exists when F rotation comes around. Only attacks for 2 energy and is searchable with Midraidon ex)
14.) 2 Tornadus (Until escape rope is reprinted this is the closest we have. Sadly must be used from hand to be used)
15.) 2 Iron bundle (one-sided escape rope, but can be activated from the bench so it is searchable with nest ball/artazon. Also accessible with Irida. The ability to discard itself also frees up bench space)
16.) 2 Luxray (This is the only stage 2 you can reasonably be considered splashable in a variety of decks. Very easy to activate and does not require basics. With Reversal energy, it attacks for a single energy attachment and hits a variety of lightning-weak Pokemon for weakness. Unlike other tech choices, it won't get stuck in the active in the first turn. Great in any deck that uses reversal energies.)
17.) 2-2 Persian line (This evolution line gives you an interesting form of disruption and energy acceleration. Having access to it every turn helps you with hand disruption. Its only flaw is that you will often have to play it instead of bibarel, which hurts consistency. )
18.) 1 Bibarel from Pokemon Go (Mill and stall strategies are likely going to become common after temporal forces. Players already play 2-2 bibarel in a variety of decks, so adding this as a tech option against control matchups is potentially determinative)
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