September 2022 Limitless Showdown - 17th Place

 


Placed 17/654 at the September Limitless Showdown with Regis. Didn't try to get cute with any Thorton/Amazing Rare shenanigans and instead opted for a straightforward Regi build.
Even with so many hate cards in the SSH-LOR meta (Flying Pika, Empoleon, Eiscue, Duraludon, etc), I think Regi can still find success. The Lost Box matchup is pretty good since the Regis are too fat to get ohko'd by Cramorant and can be scooped up when damaged and considering 6 of my 12 matches were against Lost Zone decks, I'd say it wasn't a bad play. Shoutout to John Cook and Kyle Pyykkonen for helping me finalize the build yesterday. Path was immensely helpful against Empoleon and random rule box abilities and I think the split between it and Pokestop should always be a staple in the deck going forward. Finding the balance between Pokemon search, draw, energy counts, etc was frustrating but I'd say this is my favorite iteration of the deck I've built so far. Only thing I would want to change is another way to draw cards because in the games I lost against Palkia/Inteleon, Kyurem/Palkia and Lost Zone Dialga I had a hard time finding supporters. I tested Gift Energy in here but cut it because it didn't have much use in the early game and the other energies were more impactful in the long run.
Overall I think Regis can deal with most threats in the meta, although the games will often come down to the wire. If Lost City and Duraludon VMAX become more popular it could spell some trouble, but for now I would say the deck is a solid play.



Card Analysis:

Pokemon:
2x Regigigas ASR
2x Regidrago ASR
2x Regirock ASR
2x Regieleki EVS
2x Registeel ASR
2x Regice ASR

This is the baseline for any Regi build, and I don't see any reason to deviate from it. The EVS Regidrago's damage output is fantastic but needing 3 non-[C] energy (that would have to be filled by Aurora) and lacking the fantastic ability of the ASR Regidrago makes it a little too greedy to be worth running. ASR Regieleki has the much-desired 130 HP but lacks reliable damage output in a meta full of Manaphy, and an annoying [C][C][C] retreat cost. This one was easier to pass on.


Trainers:
4x Ordinary Rod

With all the dumping and drawing this deck does, Ordinary Rod is essential. It makes the regis more expendable in the early game when you're digging with Regidrago for a supporter and helps shrug off bad Pokestops. The lowest you could go on this card is 3 but I wouldn't recommend it.


4x Quick Ball

The defacto best way to search out Regis. And it helps getting energy in the discard, too. No reason not to play 4.


4x Scoop Up Net

This card has so many uses it's not even funny. It can get an unwanted Regi out of the active, can discard energy, is a viable Pokestop target, can be used anytime there's a benched pokemon to thin the hand, can heal damaged Regis, and can be used to reset Regirock's attack or Regigigas's ability. 4 is essential.


3x Trekking Shoes

I keep going back and forth on this card. It's a great Pokestop target in a deck that appreciates draw, but I always seem to be switching the count around with respect to other cards. 4 seems too greedy but 2 seems to low. So 3 it is.


2x Ultra Ball

Searching for Regis is obviously important, but sometimes discarding the extra card compared to Quick Ball isn't ideal. The deck has another important search card in Capture Energy, so I was able to justify cutting this down to 2, although 3 isn't a bad call either.


2x Energy Loto

Unfortunately, we can only run so many Aurora Energy. And since there's a shortage of good special energy to choose from, we run Loto. It helps to give the deck a much-needed energy search option while also being a good Pokestop target., and it combos well with Quick/Ultra Ball to find energy in the deck to discard. This card is honestly up to personal preference, but I think 2 is a good number.


1x Hisuian Heavy Ball

An absolute must-run. In a deck where you have a lot of moving parts that all need to work together, missing one of those parts spells disaster. Don't run more than 1, though.


1x Escape Rope

This is more of an anti-meta card for getting around Flying Pikachu VMAX and Empoleon V (and perhaps the odd Eiscue EVS), but it can also be useful as a pseudo-5th Scoop Up Net. Item gust is very much welcome here. Since Pikachu is less common now and Empoleon can be dealt with via Path to the Peak, it could be cut if absolutely necessary, but I still prefer having 1.


2x Choice Belt

The best damage modifier in the format, Belt turns Genesect V, Mew V, Palkia VSTAR, Kyurem VMAX, Mew VMAX, Flying Pikachu VMAX and several others from 2HKOs to OHKOs. And of course, getting extra damage on the board is never bad. It's much more useful in the mid and lategame, so I cut my count down to 2 to avoid seeing it early on when I need to set up. Some lists run 3 or even 4, but 2 is an ok sweet spot.


4x Professor's Research

Without a doubt the best supporter in this list. The number one supporter you want to see during your first turn, there's no better way to burn through the deck and see as many cards as possible. Playing less than 4 is strictly forbidden.


3x Marnie

This is where my deviates from most others. Hand disruption is a premium in this format, and Marnie is the best way to do so. It also helps you see brand-new cards and prevents deckouts in the lategame, which you can get close to doing with how fast this deck aims to draw cards. While it doesn't give you as many cards to see as Cynthia's Ambition, Zinnia's Resolve, and Bruno, unlike these three, Marnie isn't dependent on the opponent's actions and has the same effect every time. 2 is also a fine number to run, but 3 is a personal preference.


2x Boss's Orders

A staple of any deck, Regis is no exception. It stings to discard this with Pokestop, but it's a worthy sacrifice compared to running inferior cards like Pokemon Catcher and Cross Switcher (in this deck). Even if it's not great in the early game, it's too game-changing not to include. 2 is the right count.


3x Pokestop

The biggest innovation this deck had entering the PGO format, Pokestop is vital to getting this deck off the ground. The ability to discard energy and get useful items in hand balances out the downside of discarding supporters and regis. And now in the LOR format, it can bump the deck's new worst enemy: Lost City. Pokestop is great, but it needs a partner:


2x Path to the Peak

I admit: I was a Path hater, but I have now seen the light. While Path alone is too slow, the Path/Stop combination is the perfect match. While Pokestop is great, there's also a downside in the fact that your opponent is also able to use it. Path solves this problem, and more importantly, actually makes Empoleon V and Duraludon VMAX beatable (or at least in Duraludon's case, not a complete wash). Helping slow down Palkia and Arceus is good, too. This card improves the deck's problem MUs significantly enough where I would consider it a staple to run, but not at a higher count than Pokestop. And hey, another out to bumping Lost City isn't bad, either.


Energy:
4x Aurora Energy

Seeing this in the discard is the checkered flag to actually get going. Regis would be nothing without this card, and running less than 4 of these in your deck should be punishable by law. 5 stars.


3x Capture Energy

The other, non-item way of getting regis into play, Capture Energy is a great earlygame find off of Energy Loto and is great to have sit in your hand later on to get a Regi in play without discarding anything important. This number can be changed depending on how many ball cards you run, so 2 is a good count as well.


2x Twin Energy

2 Twin Energy is the way to go. Regigigas is underrated as an attacker, and being able to power it up immediately is a plus. It also allows Regieleki to retreat with one attachment, which can be useful.


2x Speed Lightning Energy

Great for draw and extra fuel for one of the deck's best attackers, Regieleki, Speed Lightning is just simply good. Some lists run 3, which I totally understand the argument for as the deck aims to burn through its cards quickly, but I get by with 2.



The list is definitely the best I've used so far, but it's not perfect. The issue with Regis is that when you add a card to improve one facet of the deck you always end up sacrificing something else in return. There's a careful balancing act at play between drawing cards, searching Pokemon, finding energy, and managing techs. As of now I think the build could stand to use more draw, so we'll see if the deck can be pushed any further. Looking forward to seeing how the Regis fare in Peoria.



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