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Daniel lynch

A new Archie's Blastoise

Phinnegan Lynch analyzes Archie's Blastoise after BREAKthrough and discusses optimizing the deck.

11/28/2015 by Daniel lynch

Introduction

Hello, Phinnegan again! With all of my publications thus far being short works, this piece will be a bit more substantial. Currently I am writing daily in order to create articles for this site, Propokemon.com, and my own site. With that being said, I do not believe my writing will be tarnished in any way. I am also coaching three people; these together bring me an abundance of different ideas to test out. The reason why I say this is because through my work, I have decided that essentially every deck I consider a top contender makes use of the Speed Engine that I covered in my last article. This engine is most commonly used in combination with Archie's or Maxie's.

In Standard, there is not a whole lot I want to do with Archie's or Maxie's. This is due to the lack of Jirachi-EX, Computer Search, and a few other cards that are crucial to this sort of build. I do not mean to imply that Maxie's and Archie's are not good ideas in Standard. Personally I have not found a great way to make use of them yet. For these reasons, I will only be covering Archie's Blastoise in Expanded for this article. I will discuss new additions to Blastoise, two different list as well as some common questions and strategies.

Before I go into detail (probably too much detail) about Blastoise, I want to cover a couple bits of information to avoid any confusion.

First, I will commonly refer to "Archie's Ace in the Hole" as "Archie's". The same goes for "Maxie's Hidden Ball Trick". I will refer to "Archie's Blastoise" decks as "Blastoise". Professor Juniper will be stated as Juniper. Finally, "Acro Bike" may be referred to as "Acro" at some points. These may seem like minor details. Still, reading "Archie's Ace in the Hole" sixty times over the course of an article can be tedious.

Blastoise was a deck that came into the game very slowly, with no immediate success. This deck has been sluggishly progressing since State Championships last season. Now with a huge new set out, there are two cards in particular that I find give the deck a boost. The first and most obvious inclusion is Fisherman. These are going to be long and somewhat complex explanations, so get comfortable.

Fisherman

Fisherman's Uses

Fisherman's primary use in Blastoise is that it provides an out to keeping the game going even after a rough start. When playing this deck, I would often be forced to discard two Superior Energy Retrieval by my first or second turn. This would lead to an immediate uphill battle against anything that can deliver quick one-shots. Fisherman provides a way to continually recycle Energy even when you have no access to Superior Energy Retrieval.

It is also more reliable than draw support in terms of actually getting Energy. For example if you have a VS Seeker in your hand and have the ability to use either Fisherman or Juniper, on many occasions you will find that Fisherman is the safer option. This is because when playing Juniper you are forced to hope to hit a Superior Energy Retrieval or the amount of Energy you need. With Fisherman you guarantee yourself four Water Energy with no risk involved.

Additionally, Fisherman is easily searched out by Jirachi's Stellar Guidance. This, in combination with four VS Seeker, will give you very easy access to Fisherman at any point in a game.

Furthermore, Fisherman can be a pseudo-draw card in certain situations. Imagine you already have gotten Blastoise out and your hand has no draw cards. If you have a Fisherman, you can load up a Keldeo with Energy and take a couple Prizes. With two Prizes and then a card to draw on your next turn, the supporter drought will most likely end.

I have used this philosophy frequently in the past, especially in Virizion/Genesect. This sort of "Knock Out and hope to draw something" strategy is not always the most reliable one. In fact, I have lost multiple games this way. However, in some closer games, it is a route that is actually less risky than other alternatives. I remember specifically that Henry Prior played a game at Nationals 2014 where he implemented this strategy. Henry had figured out what cards were in his Prizes and then realized that the chances of him getting what he needed off of the Prizes to win were favorable enough to take the risk.

The reason this sort of tangent I went on about is relevant is because often times the only draw card in your hand will be a VS Seeker. This will leave you with the option to draw cards or play Fisherman. While drawing cards may seem like the obvious choice, Fisherman may be the better play. This sort of play does require a knowledge of your Prizes. If you are not used to checking what is Prized, this strategy becomes far more risky.  Through my experience, I have noticed that this strategy works out more frequently in Blastoise than other decks.

Fisherman's Downsides

While Fisherman is useful, there are two downsides to it. The first of which being that another card must be cut from the deck to fit Fisherman. In my deck I chose to cut an Exeggcute. For some people this cut does not work; they may think two Exeggcute is important, because of the four Ultra Ball and four Superior Energy Retrieval. While it is a bit of an annoyance not having another card in such a packed deck, the benefits of this card outweigh the hindrances in this situation.

The second downside is the fact that one more Supporter card in the deck makes it slightly harder to pull off a turn-one Archie's. Another thing most people do not consider is that not only are you putting in one more card that cannot be easily played, but you are also taking out a card that can be easily played. There may be a situation where you need to have an Exeggcute to pull off Archie's; in fact, that happens fairly often. Now that you only have one, it could be Prized or you may have started with it. That is one more game where you do not get Archie's turn one. Although this does not happen frequently, it could be the difference between having a deck that gets Archie's turn one 65% of the time and a deck that gets it 70% of the time.

With that, I can say with confidence that there is little else to say about Fisherman in Blastoise at the moment. Anyhow, that may have seemed a little long-winded, but I know I covered a good amount of useful information. These are the things I take into consideration when deck building. It may seem tedious, but it is crucial to anyone's success.

Reserved Ticket

Let's see if I can cover another 800 words with the other inclusion! Reserved Ticket was an immediate four-of for me. This card turns garbage hands into great starts with a coin flip. Imagine you have a hand full of unplayable cards as well as one Reserved Ticket and one Unown. If you flip heads on Reserved Ticket, you simply grab your Computer Search and BAM! Archie's turn one! "But Phinn, what if you flip tails?" Good question. I am glad you asked. If you flip tails, you simply say "Shucks, I don't get Archie's".

This may not seem like a very satisfying answer for most, but this was the situation anyway before First Ticket was introduced. If you look at a list like Jacob Van Wagner's Worlds list, you might say he gets the turn-one Archie's about 75% of the time. With Reserved Ticket, you have a chance to make up for that last 25% percent. How much of the time will it actually matter though? Granting that knowing exactly how much of the time Reserved Ticket will help is a bit hard to explain, I am going to do my best to do so anyway.

Does Reserved Ticket Help With Getting Archie's?

This may get a bit complicated; just try to stick with me.

First we have to assume that without the help of Reserved Ticket, there is a certain percent chance of getting a turn-one Archie’s. For the sake of simplicity, we will assume that without the help of Reserved Ticket there is a 75% chance of getting turn-one Archie’s. I should note that when I say ”without the help of Reserved Ticket," I mean to say that using Reserved Ticket is not necessary in producing an Archie's play. In other words, you can still have Reserved Ticket in your hand and use it, it just cannot be a part of the reason for why you pulled off Archie's that turn. This can be confusing because one could say that playing Reserved Ticket contributed to getting Archie's simply because it allowed you to burn one card from your hand. We are going to ignore this aspect for now, and come back to it later.

For this explanation, we actually are not going to pay attention to the 75% that do pull off Archie's. We are only going to focus on the 25% of the time where Reserved Ticket is our only shot at making Archie's happen.

The first thing to take into consideration is the amount of the time where you actually get a Reserved Ticket in your opening hand. I will not go into the math about it, but it ends up being a little over half the time. This means that in this 25% of the time, a little over half of the time we will get a Reserved Ticket. This leaves us with around 14%. The other thing to consider is that we may not flip heads on the Reserved Ticket at all, which will happen exactly half the time. This leaves us with a 7% chance of flipping heads on a Reserved Ticket while it is our only way of getting Archie's.

There are still three more things to consider; it is easy to forget some things while we are this deep in Theory-Mon. We must remember that we need a card to draw that top card of our deck once we have flipped heads and put it there. In my list there are exactly nine card that can provide this function: 3 Unown, 2 Shaymin-EX and 4 Trainer's Mail. With 9 cards there is a high chance we start with one of them, although there is a chance that we do not. To make up for this small chance, we'll take off 1.5% percent, which leaves us at a 5.5% chance.

The second thing to consider is that we may start with two Reserved Ticket in hand which will give us a 25% higher chance of flipping heads. At this point with all of these aspects to consider, I am not going to give a percentage estimation.

Finally, the last thing to consider is that the cards that would have been in Reserved Ticket's place (had you decided not to play Reserved Ticket), may make it harder to play Archie's. For example, let's say you decided to include another Muscle Band, second Rough Seas, 11th Water and Kyogre-EX. These cards could leave you in a situation where you cannot play them, whereas Reserved Ticket can always be played. This is another sort of fringe situation, although most likely relevant if one uses Archie's frequently.

Granted, there are most likely other things to consider, and I am not a robot; I am a nerd with a laptop. For the most part I have covered the aspects of how much Reserved Ticket helps.

Essentially what I am getting at is: the amount of the time where Reserved Ticket is the reason why you pull off Archie's is miniscule. For a rough estimate we can say 5%.

What is Reserved Ticket good for?

With this extremely long explanation of Reserved Ticket, you may be wondering why I still include this card if it does not help much with getting Archie's. The answer is that Reserved Ticket works wonders in providing consistency in this deck. Admitting you may not have needed Reserved Ticket to get Archie's on your first turn, the card will still help you tremendously. If you flip heads you can now put a Shaymin-EX or Computer Search on top of your deck, which in turn allows you to more frequently take big Knock Outs on your first turn.

Typically, Reserved Ticket helps with overall explosiveness and continued aggression. Multiple people have told me that "Once you get Archie's, you basically draw whatever you need". If this were true, then there would be no doubt that Reserved Ticket is not a good inclusion. However, I believe that this is not true in a normal Blastoise deck. This is because in my experience "drawing whatever you need" has been far from how the deck actually performs.

Pros:

* Around a 5% increase in getting Archie's turn one.

* Increased explosiveness and consistency throughout a game.

Cons:

* Four cards have to be cut to fit it.

* Because of the coin flip, it can be unreliable.

(A pros and cons list for Fisherman does not seem necessary to me. Fisherman is quite obviously a good one-of card.) Now that we understand the use of Fisherman and First ticket, my list will hopefully make more sense. This is the list I have been using and have grown very fond of:

This list is actually quite unorthodox in comparison to what has been doing well. Although many of the cuts I made are far less detrimental than most people seem to think, I do not expect you all to take these changes readily. This next section will explain exactly why I do not think these cards are necessary or sometimes even useful.

Card Explanations

3 Unown
Unown essentially becomes an instant Computer Search if used in combination with Reserved Ticket. Shaymin can draw the card as well, although Shaymin is an EX that is stuck on the Bench for the remainder of the game. One of the greatest aspects of Unown is simply the ability to rid itself from your Bench at any time. In the games where you do not use Unown with Reserved Ticket to get a first turn Archie's, it provides a simple consistency boost that in my opinion is more useful than Acro Bike.

You cannot Ultra Ball and search for an Acro Bike. You cannot put an Acro Bike on your Bench and then use it at a later point in the game. Acro Bike can actually make it harder to pull off a first-turn Archie's simply because both of the cards you have the option to get may not be playable at the moment. Still, the two cards could end up making it easier, so I will not make the claim that Acro makes it harder to get Archie's.

I currently love this card and have actually put at least two copies into almost all my decks. Silent Lab can present a problem on occasion. Aside from that, though, the card outclasses Acro Bike in every way. Furthermore, because Keldeo has the Rush In ability, Unown will rarely be stuck Active. With three more Basic Pokémon in the deck, there is a lower chance of starting with the many bad starters you have, like Shaymin-EX and Jirachi-EX.

 

2 Articuno
This card is simply to make Night March and Vespiquen a slightly less unfavorable matchup. Night March is fairly easy to take down with two. On the other hand Vespiquen is a very hard match up. I am against leaving any deck as an autoloss, and with Articuno you have a chance.

If played correctly, there are also some very strong combinations that can give you a far better chance against Vespiquen. Articuno is necessary in all of them, I will discuss these plays later on.

1 Exeggcute
The usual two copies of Exeggcute seems unnecessary to me. Cutting the second Egg was probably the easiest choice. I still do not understand why people think two is needed. Two gives one a higher chance of starting with it as your only Basic and having to Bench it in order to get Archie's. Both of these scenarios have happened to me far more than I would have liked. With one copy, there is a slight chance (around 10%) that you will have it Prized. While I do understand that is the concern for most, this card is not crucial to the deck working whatsoever. If you are that concerned about it being Prized, I suggest putting in a Town Map. 

There is also the hindrance of not being able to discard both Exeggcute while using a card like Computer Search or Ultra Ball. While this seems like a more rational reason, it is still not enough to warrant another copy. With the large amount of easily discarded cards in this deck, it is not going to hurt much having to scrap once more each time you play Ultra Ball.

1 Muscle Band
Going down from two to one Muscle Band was surely the hardest cut for me to make. I love how this card can heighten Articuno's damage cap in order to make cards like Golbat, Shaymin-EX, and other Articuno far easier to Knock Out. Muscle Band opens possibilities against decks that otherwise would gut Blastoise.

For example if you face Vespiquen, the only real shot you have at winning is by knocking out as many Shaymin-EX as you can. Seeing that your opponent will most likely know that (if they are a good player), your route to winning will most likely include attempting to take three Prizes on a Shaymin with Articuno. With Muscle Band, you need to flip two heads to OHKO Shaymin. Although there is only a 50% chance of you actually getting the Knock Out, your chances of winning without going this route are even lower. Instead of the normal 65/35 match against Vespiquen, you turn it into around a 50/50.

If that all makes sense to you, it is easy to see why I want the second Muscle Band back dearly. I am still contemplating this cut. I may try to find room somewhere else or even cut the fourth Reserved Ticket for it.

1 Rough Seas
Only one copy can be a problem because Silent Lab will become hugely detrimental to this deck's strategy if it hits the board. On the other hand, Silent Lab is not a popular inclusion in most decks. I very much would like a second Rough Seas only to deal with this problem.

The actual effect of Rough Seas is not as important. In fact, this card could easily be Tropical Beach instead, although in testing, I found Rough Seas to be slightly better. To be completely honest, Rough Seas could be replaced by Paint Roller and it would not make much of a difference.

10 Water
This is another interesting count that people seem unfamiliar with. To most, it is as though without Eleven Water this deck cannot function. I am not sure where this misconception has originated from. Ten Water has been enough for me, and I do not see why eleven is so widely used.

A Second Way to Build Blastoise

With the cuts made to fit in Reserved Ticket, sometimes I was left wondering if they were worth the trouble. As you can tell by the Rough Seas and Muscle Band explanations, not every exchanged is something I am certain is worth it.
With that being said, I have an alternative version of Blastoise that does not include any Reserved Ticket. This second version may have a stronger matchup against a couple of Blastoise's tougher opponents.

When deck building it is important to keep a question in mind: How much will each card benefit my poor or iffy match ups? I kept this mind set while building the list below.

The only changes made between this list and the previous list are: -4 Reserved Ticket, +1 Town Map, +1 Muscle Band, +1 Rough Seas, and +1 Victini. Having already covered Muscle Band and Rough Seas, I will explain why Victini and Town Map fit very well into this deck.

Town Map
For those who do not like having one fewer Water and one fewer Exeggcute, Town Map should serve as a nice compromise. With only one spot, Town Map will make it so you can quickly access either some Water Energy that are Prized or the one Exeggcute.

This deck also contains many other single-copy cards, including: Lysandre, N, Float Stone, Fisherman, Computer Search, and Victini. Unless you somehow never Prize any of these cards, it will be crucial to know where they are in order to retrieve them quickly.

Plus, Town Map gives you the ability to leave yourself with a hand that had no draw support in it. If you know which of your Prizes are draw-support cards, one can reliably drop all draw cards from their hand. Because of Town Map, one knows that as long as they take a Knock Out on that turn, they will be able to have a draw card for the next turn.

Victini
Victini's use is simple but powerful. This card increases the Vespiquen match up from unfavorable to favorable. This is the strategy: get a Muscle Band on Articuno, put Victini on the Bench, Lysandre up Shaymin-EX, and hopefully take three Prizes. I described this situation to an extent when discussing Muscle Band, although in this scenario there is a 75% chance you take the Knock Out instead of a 50% chance.
While Victini is only useful with Articuno, this extra 25% boost can come in hand against many decks.

Which list is better?

The simple answer is that neither are better. The list that is a better option is completely dependent on what decks are popular in a meta. If the meta is more conducive to Blastoise, then the version with Reserved Ticket might be a better option. If you are looking at a meta with more Vespiquen and Silent Lab, then the more teched out version is better.

Although an argument could be made to say that when it is a harder Meta, you should abandon using Blastoise entirely. I can get behind this line of thinking for most occasions. On the contrary, if you have been using Blastoise for three weeks of Cities and have not had the chance to test anything else, it is unrealistic to switch to another deck.

How often do they get the turn-one Archie’s?

As I covered earlier, there is a small diifference between how often the Reserved Ticket version gets Archie's and how often my other list get Archie's. In order to test my theory about how close the difference is, I played ten first turns with each version. Rest assured, I made sure to not make even the most miniscule mistakes when performing this test. I did make mistakes in some cases; in these cases, I restarted the hand and did not count the original hand.

With Reserved Ticket

I should also note that I flipped INREDIBLY poorly. Even with that being true, I was able to get Archie's on my first turn seven out the ten games. There was two games where if I had flipped heads on Reserved Ticket, I would have certainly gotten turn-one Archie’s. This does not bother me, because I realize there is a risk involved with Reserved Ticket.

There was also one game where, had I not flipped heads on Reserved Ticket, I would not have pulled off the first turn Archie's. This one case is enough for me to keep faith in Reserved Ticket. If there is only one of my games in a City Championship in which I get a first turn Archie's because of Reserved Ticket, it has been worth the space. This one game could be in a match against Seismitoad, turning an otherwise poor matchup into a positive one. I may be thinking too optimistically about this situation, but still, these games do come up.

Another thing we can learn from this test is that Archie's does not nearly have the consistent turn one that many believe it does. Blastoise with Reserved Ticket, in my opinion has between a 72% and 78% chance of getting Archie's on the first turn. To be completely honest, I am almost intrigued enough to actually play out one hundred games to get an exact percentage. For the time being I think my estimation is very close to where it should be.

Without Reserved Ticket

The result from this test were astonishing to me. As I noted earlier I have made sure to make no mistakes with these tests. After playing ten opening hands, I found myself having a mere four games with turn-one Archie’s.

I will not pretend that this is the norm for Blastoise decks. I think if I were to average the amount of turn-one Archie’s I had over a much larger scale, there would be a far higher percentage of games where Archie's was achieved. With that being said, having this incredibly poor run has reminded me how inconsistent this deck can be without the help of extra consistency cards.

Is Acro Bike the solution?

One card that came to mind when playing these games was Acro Bike. I realize I essentially condemned the use of this card earlier in this piece, and I still like Unown more. The only reason I bring this card up is because in one game my only hope of getting Archie’s was to get a card I needed off of a Farwell Letter. 
I did not get what I needed, although out of curiosity I looked at the next card. In this case the second card actually would have allowed me to get Archie's. This forced me to rethink Acro Bike. Simply because Acro lets you see two cards instead of one, it may be more useful in certain builds.

In this deck, because the consistency is hindered, Acro Bike may be the better way to go. Despite how I believe that Unown is better almost all the time, I think this could be the occasion where the slots are more useful as Acro Bike.

I should note, I still am a firm believer in the idea that if there are Reserved Ticket in ANY deck, Unown will be better than Acro Bike. Unown and Reserved Ticket have amazing synergy together; using Acro Bikes will simply tamper with it. To test Acro Bike's use, I conducted one last experiment. This time, with the list that had previously gotten turn-one Archie’s only four times. I wanted to figure out exactly how much this change could affect my results, so I played ten final first hands to find out.

The results were slightly better. This time five of the ten first hands resulted in Archie's. At this point I start to wonder if I am the problem or Blastoise is the problem. Am I just cursed to draw poorly with this deck, or is the deck simply less consistent than people believe?

In my opinion it is the latter. With techs for poor match ups, this deck cannot consistently attain a first-turn Archie's. However, we may be putting too much emphasis on the importance of first-turn Archie's.

Most have come into the mindset that the only important thing for this deck to do is score a Blastoise as soon as they take their first turn. This is a false conception. With Seismitoad becoming increasingly less popular, getting Archie's on the first turn is becoming more of a convenience than a necessity.

With the results from my tests, it is becoming overwhelmingly obvious that the Reserved Ticket version must be the better choice. However there is another aspect of the game that must be taken into consideration before deciding which is better. This is often the problem with players. They see evidence of one deck being better and ignore the benefits of another. Bellow, I will discuss the importance of another aspect of these lists.

Resource conservation in relation to consistency cards

Quite obviously there are some cards in Archie's that help to conserve, or make up for resources. It just so happens that much of the time consistency helps to keep resources intact. This is because, if you do not have to dig as much for a card, you will have to burn less resources to get it.

I came to this realization after a game with my Mega Sceptile deck. I felt that I needed a way to recover Mega Sceptile. To solve this, I put in a Super Rod, figuring I could recover my Mega Sceptile along with some Energy. In this situation, another Mega Sceptile is a better inclusion, because it will (on average) more quickly be drawn. Thus, I have to Ultra Ball away and Sycamore fewer cards to find it. Even if I were to use this Super Rod to bring back Mega Sceptile, I would still have to dig through more cards to get it out of my deck.

This is not to say Super Rod is a bad card or a bad inclusion in Mega Sceptile. What I'm trying to get at is, one of the best ways to hold onto resources is by increasing your counts of consistency cards.

While it may seem like I am favoring the Reserved Ticket version when I say this, I am not. Reserved Ticket is the most obvious version of a consistency card seeing as it simply lets you get whatever you need.

If I were to suggest that Rough Seas is a consistency card, most would disagree because it does not benefit any kind of set up in an obvious way. Consider this situation, you are going second and on your opponent's first turn they play a Silent Lab. Now a large portion of your consistency cards have been shut down. In this case Rough Seas may be the most important consistency card in your deck.

Rough Seas is effectively reactivating five of your Pokémon-based draw support. On top of that, Rough Seas will also conserve resources by making it so you have the ability to Rush In. You also conserve one or two Water Energy this way because you do not have to manually retreat whatever is in the active position. Finally, it conserves resources by continuing to allow you to use Exeggcute repeatedly.

Looking at Rough Seas in this light gives the impression that it is actually the strongest resource conserver and strongest consistency card. However, you are not only going to face decks that run Silent Lab; this is a fringe situation. My point is that certain cards provide consistency more of the time than many people realize.

Blastoise actually has very few slots that can be dedicated to recovery cards. Fisherman and Superior Energy Retrieval are really all there is. Because of this, consistency is crucially important to keeping resources around.

Along with Rough Seas, there are a couple other consistency cards that are commonly ignored. Town Map is my favorite of the bunch. This is an amazing consistency card in the correct deck. As I discussed earlier, Town Map allows for finding those nifty one-of cards. However this is not the reason why I am a fan of this card.

I like Town Map because it allows me to get out of Supporter droughts quickly. After using Town Map, I know that a Supporter is only as far away as my next Knock Out. With Blastoise being a very aggressive deck, the next Knock Out is almost never hard to find. Town Map is useful enough to be counted as a supporter slot in many lists. It used to be common in deck building for me to require a deck to have fourteen or fifteen draw Supporters. With the inclusion of Town Map, I am perfectly willing to lower that number by one. This concept is a little more jumbled now that there are other draw cards and tons of strange options, although the idea still stands. Town Map is a draw/search card.

There are other cards similar to Town Map and Rough Seas that can accomplish other forms of unexpected consistency. I will spare you any other examples, by now I think you all get the idea.

Resources are also a big part of why I am so against Acro Bike at the moment. If you have a game where you do not discard something you need when playing Acro Bike, you are running very hot. Aside from Acro, there are few other cards that actually hurt the use of resources. An argument could be made that Sycamore is the biggest contributor to disposing resources, although I believe it is fairly obvious that Sycamore is a necessity.

To sum up, the version without Reserved Ticket does not necessarily thrash resources more easily just because it does not have as many consistency-focused cards (assuming this is also the version with no Acro Bike). This version is simply a different way to play the deck that does not focus as heavily on getting the first turn Archie's.

Before I conclude, I would like to give Exeggcute an honorable mention. While this little guy does not recover resources, he is very useful in conserving resources. Although I do only have one copy in the deck, I find it very useful.

Conclusion

This silly tortoise deck has a great deal of thought that can be put into it. While I am considering using other decks for upcoming tournaments, I would be overjoyed to use this deck at any of them. This is by far the most interesting deck I have ever played. I hope my detailed descriptions of this deck were entertaining to read. Although I am more concerned with how informative they are. My desire is that even if you may had to trudge a bit to get through the article, it still provided you with useful information.

If my style suits you, I will actually have a second article about Archie's Blastoise up on my website when it is launched. In this next article I will go over how to play this deck to perfection! Look out for cutortap.com, it should be launched by the seventh of December.

That should conclude everything for the time being. Thank you all for reading! You can contact me at my Facebook or check out my Youtube Channel bellow.

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-Phinnegan

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