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“Edge Case” – A Template to Teching and Night March for Regionals

Tags: deck

Hello SixPrizes readers! Regionals are this weekend. Instead of going over lists, like I’ve done in my previous articles, today I want to teach you how to optimize lists with techs. Teching is putting cards into your deck that could potentially swing even or bad matchups into your favor.

In this article I will be going over what it means for a card to be a useful tech, how to properly make space in your deck for techs, and when a matchup is even worth teching for.

Step 1: Evaluate Essentials

Pokémon – 18

4 Joltik PHF

4 Pumpkaboo PHF

4 Lampent PHF

2 Mew-EX

2 Shaymin-EX ROS

1 Jirachi-EX
1 Jirachi XY67

Trainers – 35

2 Professor Sycamore

2 N

1 Teammates

1 Hex Maniac

1 Lysandre

4 VS Seeker

4 Ultra Ball

4 Battle Compressor
4 Trainers’ Mail

3 Acro Bike

1 Muscle Band

1 Silver Bangle
1 Buddy-Buddy Rescue

1 Town Map

1 Computer Search

4 Dimension Valley

Energy – 7

4 Double Colorless
3 Psychic

This is a basic version of the Night March list I posted in my previous article. I’ll go through the steps on how I got to the final product.

The first thing I do when deciding when to add techs is to look at what cards are nonessential for the deck to function.

Essential: Pokémon & Energy

All Pokémon in this deck are essential for it to function. Jirachi Promo — unlike the other Pokémon — will not be used every game, but I would not consider it a tech card due to how much weaker this deck is without it. Jirachi can be used in any matchup that uses Special Energy, and it give you outs in games that would otherwise be unwinnable.

7 Energy is the optimal number of Energy in Night March, especially when there is no way to recycle them. That leaves us with finding Trainers to cut for techs.

Nonessential: Hex Maniac, Teammates, and Town Map

The cards that pop out to me as immediately cuttable are Hex Maniac, Teammates, and Town Map. These cards are all luxury. None of them are needed to to win specific matchups.

  • Town Map is mainly used to mitigate the effects of bad Prizes. A lot of times you will not prize cards that will affect the outcome of the game.
  • Teammates allows you to manage your resources much easier by drawing exactly what you need from your deck when you need to without discarding cards. You can still usually get what you need off of a Professor Sycamore but at higher risk of discarding resources or whiffing.
  • Hex Maniac gives you more outs to beating cards like Aegislash-EX or impeding your opponent’s setup. Both of these are “win more” conditions since you already have an answer to Aegislash-EX with Mew-EX and you could still win without Hex Maniac.

Not Totally Essential: Acro Bike and Buddy-Buddy Rescue

Think of Acro Bike as training wheels — it’s dispensable.

Cards that are more important to how the deck functions but can still be cut are Acro Bike and Buddy-Buddy Rescue. Acro Bike is a more of a “search for a way to draw more cards” card than an actual way to draw more cards. Seeing two cards is usually not a very reliable way to find what you need. It can also make for awkward choices on what to discard.

When building a deck I like to have at least 13-15 consistency cards. These consistency cards are ways to either draw cards or find ways to draw cards. This deck has 2 Professor Sycamore, 2 N, 4 VS Seeker, 4 Ultra Ball, 4 Battle Compressor, 4 Trainers’ Mail, 3 Acro Bike, 1 Computer Search, 2 Shaymin-EX, and 1 Jirachi-EX as the consistency cards.

I count Trainers’ Mail as a 0.5 consistency since it does not guarantee a way to draw cards. I clump VS Seeker and Battle Compressor together as 0.25 since VS Seeker is not a consistency card at the beginning of the game but it can be if you also have a VS Seeker. I am not counting Teammates as a consistency card for the same reason as VS Seeker. Acro Bike I count as 0.5 consistency. That puts us at 16.5 consistency cards — so Acro Bike can be dropped from the deck without hurting the consistency, but this will slow down the deck very slightly.

Buddy-Buddy Rescue is a card that lets you be more aggressive early game. It allows you to recover many of the attackers that were needed to fuel quick knockouts. This card can possibly be cut if you are able to manage your attackers very well.

Step 2: List Out Tech Options
Brainstorm cards that could swing bad matchups.

Now that we have decided what can be cut, let’s move on to what can be put into those spots. When what deciding what techs we should be using, we need to think about what other decks are popular at the moment. Without techs this deck is not so great. We can use techs to alleviate some of the awful matchups. Night March can run a wide variety of techs. Here are some of the techs that can be run:

Mr. Mime PLF/Mr. Mime BKT

There are quite a few low-HP Pokémon in this deck that can be sniped off from attacks that target the Bench. The Psychic Mr. Mime is preferable here because you are already running Psychic Energy. If we were not running Psychic Energy the Fairy one would be better due to its Resistance to Darkness, a much more popular type in the metagame. It’s also Weak to Metal instead of Psychic which prevents it from being as easily knocked out by Bats.

Archeops DEX

Archeops is pretty simple: it can shut down decks that rely on Evolutions to either attack or set up.

Gallade BKT

Gallade has three main purposes in the deck. First is the consistency booster Premonition provides, making it easier to draw into the cards you need as soon as it is out. Second is it serves as a hard counter to Mega Manectric. It turns a favorable matchup into a near autowin. Lastly is its usefulness to survive multiple turns due to its high HP, a trait no other Pokémon in the deck shares.

I personally use Gallade to complement the Maxie’s engine when I’m already running Archeops. I don’t believe I would ever play Gallade by itself in this deck. Gallade doesn’t add enough usefulness to warrant playing it alone.

Empoleon DEX

This card is really good under Item lock. Like Gallade it can take a hit without being knocked out. This card is a little dated though, and we have better options.

Vanilluxe NVI

Vanilluxe is very good against attacks that instill some form of a lock. It can allow you to get a turn of Items or Special Energy if one of the flips on Double Freeze is heads and your opponent is unable to get rid of Paralysis. It is not as strong as it could be in the current meta because of how popular Keldeo-EX is.

AZ/Float Stone/Escape Rope

These serve as switching methods. If you are running a high-Retreat Cost Pokémon such as Gallade or Empoleon a switching method is almost mandatory. I would not run AZ in a Maxie’s or Archie’s engine since it takes your Evolution out of play. AZ does serve as a great way to take your Pokémon-EX off the field or to reuse their Abilities.

Enhanced Hammer

This can give you an edge in any matchup that runs Special Energy. It can cause your opponent to possibly miss a turn of attacking or even run them out of Energy, both of which could win you the game.


Many decks, including this one, are very reliant on Item cards. A turn 1 Ghetsis could cripple your opponent’s setup. The card can also be very disruptive throughout the game. Definitely worth considering in almost any deck.

Giovanni’s Scheme

Can be used to reach that last bit of damage to get a knockout. However I do not think this card is very strong in Night March and another Muscle Band will almost always be better.

Hard Charm

This card was seen as a counter to Fighting decks such as Donphan and Landorus. This is one of the bad techs in my opinion. Neither of those decks will likely see much play, and the matchups are also already so bad that it is not worth teching for them.

Life Dew

This card can be played to swing the mirror match or even the Vespiquen/Flareon matchup. Computer Search is better if you are playing a Maxie’s or Archie’s engine. I do favor Computer Search in this deck just because of the consistency it adds.

Pokémon Catcher

I played Pokémon Catcher in my Standard Night March list for Cities and it worked out great. It allows you to bring up easy targets from the Bench such as Shaymin-EX which can swing the Prize trade heavily in your favor.

Red Card

This deck can go very fast turn 1. You are sometimes able to go through more than half of your deck on the first turn. Red Card just offers a little added disruption to the mix since it will likely be seen very quickly.

Target Whistle

This card is great at picking off Shaymin-EX to swing the Prize trade in your favor. It pairs very well with Pokémon Catcher in that aspect.

Tool Scrapper

Assault Vest can be a real pain to deal with. Tool Scrapper gives a solid answer to that. You will also likely use this card in every game you play since every deck uses some Pokémon Tool.


This card is what you run if you want both Tool Scrapper and Enhanced Hammer but only have room for one. A benefit of this card is that it can be reused with VS Seeker and be Battle Compressor’d. It works under Item lock which is very strong and one of the biggest benefits over its Item counterparts.

Step 3: Run Down Matchups

zubat pls 53 16-9
A Zubat sighting certainly warrants a strategic adjustment.

Now that we have gone over many of the popular techs that can be run in this deck, let’s look at which ones we should run to improve our matchups.

This article — “Edge Case” – A Template to Teching and Night March for Regionals — was originally published on SixPrizes.

This post first appeared on - Pokemon Cards Explained By The Mas, please read the originial post: here

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“Edge Case” – A Template to Teching and Night March for Regionals


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