User blog

Daniel lynch

A Guide to Standard Vespiquen & Expanded Options

Vespiquen seems to be one of the only decks that I can actually enjoy playing.

12/27/2015 by Daniel lynch

Hello all, Phinnegan again. In my previous piece I covered Archie's Blastoise. With it being my favorite deck in Expanded, Vespiquen has become my favorite deck in the other, Standard format. This format has been a source of a good amount of frustration for me as well as many other players. Vespiquen seems to be one of the only decks that I can actually enjoy playing. If you read most of my articles, you will know that I have grown very fond of speed decks. I think they have become essentially the only way to play decks in Standard. Rarely will you find something that can do well and rely on awful draw support cards like Shauna, Professor Birch’s Observatons, and Judge. There are some exceptions to this speed style deck build, although even with these exceptions, they tend to be either more clunky have a trait that allows them make do without the consistency boost.

Vespiquen seems to be the deck that is best suited by this sort of speed style simply because part of the strategy is discarding almost half of the deck. I know many of you read my Mega Manectric article, and I do believe at the time it was written that it was a great choice. However with the quickly evolving meta we are in, this sort of speed deck is quickly falling to other decks. On the contrary, my current Mega Manectric deck list did win two cities recently, meaning there is still hope for it, I suppose.

Part of what is so attractive to me about Vespiquen is the Mega Manectric matchup. This particular list I have been using seems to be one of the only ways I have been able to consistently beat any Mega Manectric variant. I did say that Mega Manectric has a 65/35 matchup against Vespiquen (in favor of Mega Manectric), although with my updated Vespiquen list I no longer think this is true. In the process of attempting to find a way to beat Mega Manectric consistently, I have found that this list also takes down almost everything else in the meta.

In this article I will be discussing the many ways to build Vespiquen. You can expect to see my exact list with an explanation for the possible choices. This deck is one of the most skill-intensive decks in Standard. Because of this I will be explaining a good amount of how to execute the Vespiquen strategy toward the end. For the second half of this article I will discuss Expanded giving many of my expanded lists. There is a section about what not to play, in order to keep you from playing a deck that is actually not top tier anymore. To round out the article I have also included an updated Archie's Blastoise deck list, for those who read my last article.

First I will give a base skeleton list that essentially any variant can be made from.

Other Necessary Inclusions

There are also some aspects that need to be included that can be satisfied my multiple cards. Some form of Energy recovery or Energy acceleration is needed. Quite obviously there need to be more Pokémon in the list; I suggest not going below 27 Pokémon total. There also needs to be either some way to get the one-ofs out of the prizes quickly, or simply running higher counts of these cards to lower the chances of them being prized. Lastly, some kind of Stadium is necessary in order to deal with Silent Lab.

These necessary aspects can be satisfied by multiple cards with unique advantages. Primarily, there is the form of Energy recovery. The three ways I have seen that can do this are: Bronzong, Blacksmith with Flareon, and Milotic.


Bronzong has the advantage of being useful continuously once it is in play. While Milotic's ability can only be used when it is played, Bronzong's ability can be used every turn consistently. One of the benefits in this is that you only really need to get one Bronzong into play. This means that you can either play a thinner line that you would with Flareon, or keep the similar line and get it into play more consistently.

Bronzong is the best way to deal with Energy-denial decks like Seismitoad/Giratina, although this is only true if you can set up two Bronzong, meaning you would have to play at least a 2-2 line. Where with Flareon you need Blacksmith multiple times for more than two Energy, Bronzong can start and continue to accelerate Energy by your second turn. This specific advantage is the only real reason to play Bronzong. In the correct meta, Bronzong could be the right choice. With that being said, the other two forms are strong for a different meta.


Milotic is better in a meta where you only need to get back Double Colorless Energy. It gives you the option to not even play Basic Energy. When a meta does not have any Giratina or Assault Vest, this is your best option. This line is probably the most risky one considering how easily chaos wheel can completely stop you from attaching any Energy.

Milotic has the advantage of being able to get cards aside from Energy. Milotic can be a fifth VS Seeker, second Super Rod, or even a Crobat that you may have had to discard earlier. The versatility is most of why I like this option. This versatility provides more consistency because it can get back draw cards or search options. If you choose to avoid the Basic Energy all together you have gained three new spots to play around with. Because there is more space open, you may want to fill this space with a thicker Milotic line. Play a 3-3 Milotic line for the most consistent Vespiquen list imaginable!


Flareon, unfortunately, requires the highest amount of space. It is also the only one that can counter Mega Sceptile decks. For this reason I still consider it a strong option. It also has the benefit of allowing you to play Jolteon far more easily. This means if you somehow find yourself in a meta where Mega Sceptile and Mega Rayquaza have a strong presence, Flareon is the ideal option.

Flareon only works as Energy acceleration with the use of Blacksmith. This can actually be quite convenient because of the four Battle Compressor that can get rid of Blacksmith and the Energy to use it. Blacksmith also provides an immediate two Energy which is the main reason why I like it more than the other two options.

Being able to get two Energy straight from the discard with only one Flareon set up is an advantage Flareon has over Bronzong. In other words, Bronzong may be able to get you two Energy from the discard at once but it requires you to set up two Bronzong instead of just one Flareon. Having to set up only one has the advantage of being far easier but it also means the other Eevee and Flareon can be discarded. There is also the advantage of not having to accelerate Energy to the bench. This bench requirement can be the reason why you lose tempo in a game or even lose. In fact this exact scenario happened to my friend at a cities this weekend. He was facing a Giratina and only needed to attack once more to win. Because he was playing Bronzong instead of Flareon, he could not get two Energy on his active quickly enough to seal the game. Instead, his opponent simply attacked twice more and won. I even noticed that there was a VS Seeker in his hand, meaning he certainly would have been able to pull off a Blacksmith.

Milotic has the benefit of getting two Energy back at once as well, although Giratina will stop you from attaching the Double Colorless. Using two Basic Fire instead of Special Energy will get through things like Assault Vest and Aegislash's Mighty Shield.

Conditions for each meta

You can use these three ideas as basic rules of thumb for determining when each form of Energy recovery is necessary.

* Bronzong: When Giratina is present, Mega Sceptile and Mega Rayquaza are played in low numbers, and Energy-denial decks are popular.

* Milotic: When there is no Giratina, few Mega Sceptile, and few Mega Rayquaza.

* Flareon: When Mega Rayquaza and Mega Sceptile are popular. Also strong if Houndoom or Entei decks ever pick up popularity because you can splash one Vaporeon in. (This is the best option most of the time)

Consistency of One-Ofs

Town Map versus extra copies of cards

Recently I have fallen in love with Town Map. I have found it extremely useful in a variety of different decks. Town Map has the quite obvious benefit of being able to search any "one-of" out your Prizes. Needing to take a Prize to get these cards can be troublesome at times. This is specifically when you need a card from your Prizes to take your first knock out. An example of this could be against a Mega Sceptile deck, you cannot knock out the active and need the Lysandre to bring up a Shaymin-EX. You then lose tempo and lose a Vespiquen.

This sort of scenario is quite uncommon, I very rarely find myself Prizing something (that I could have ran a higher count of) and then it being Prized stops me from taking one of the initial knockouts. Sure, I may Prize two Battle Compressor and blame that on my Prizes, but I could not play more than four Battle Compressor to begin with. The only card that causes this situation to come up is Lysandre. I could play two Lysandre and a Town Map, although space does not usually allow for it and I just do not see the need for a second Lysandre.

If anything, I would say that Town Map makes it easier to consistently stream using Lysandre. This is because much of the time you will Prize a VS Seeker; having the choice of when to get it is huge. While most will say that two copies of Lysandre is more consistent, I believe Town Map will give you more consistency with Lysandre timing as well as a boost in draw/search consistency.

One problem Town Map does have is that if you only play one copy of it, it can be hard to play it before you take your first knockout. You can fix this problem by playing two Town Map, although having a card that is dead after you play the other one seems inefficient. I have played multiple games where I only got to play Town Map when I was down to two or three Prizes, making it fairly useless. These games are uncommon, and overall Town Map is very useful.

Other Pokémon in the List

Filling 27 to 29 spots with Pokémon has been the most difficult challenge for me. The skeleton spots are easy and the Energy-acceleration Pokémon aren't too difficult. What IS difficult is finding Pokémon that can help you in certain matchups while also not needing any specific type of Energy (besides Fire). If you do not think teching for a certain matchup is as important as overall consistency then you may try just playing more cards that ensure you get set up.


For me, Bats have done a little bit of both. In terms of matchups, Meinshao and Night March are both tough matchups that bats can greatly improve. In particular Meinshao becomes far easier; the matchup turns from 20/80 to 70/30. Although Meinshao is becoming a very small part of the meta, meaning beating it is not really that much of an advantage to have.

Most of the benefit of bats comes their ability to tear down Joltik. I will not pretend that Bats are an amazing tech that will always beat Night March, but they are essentially your best shot. The extra damage can make it so an unfavorable trade can turn into the opposite. Golbat and Crobat can attack for free while Dimension Valley is in play, meaning Double Colorless Energy conservation is less of a problem.

There is a play in particular that I like to do where I use Sneaky Bite on a Joltik and then Swoop Across to knock it out. The Swoop across will leave any Pumpkaboo at 50 HP making it so Sky Return with a Muscle Band can knock it out. Using Sky Return is also crucial in this matchup because much of the time the Night March player will try to target down Shaymin-EX as quickly as they can. Even if you do not do the Swoop Across play, simply having the extra two damage counters when you play Golbat makes it so you can Sky Return for a knockout.

In other matches, Zubat becomes another good starter because a Golbat on the next turn means you have free Retreat. The actual Bat damage usually is not a good reason to conserve Bats usually although it is helpful if you have to put down a Zubat. Otherwise, simply discarding a Zubat and Golbat will make you do twenty extra damage, making Sneaky Bite useless. You could potentially set one up if you have a couple Battle Compressor Prized as well. In general you want to Compressor away the Bats as quickly as you can.

Finding a good Bats line has been somewhat difficult. The only thing I am certain of is that three Golbat is the optimal number. I have been using three copies of Zubat because of space and a lack of reason to play four. It is sort of a good starter but there are better starters depending on if you are going first or second and depending on the matchup. One or two Crobat are nice. Honestly I am considering playing none because of the very small amount of the time that I actually use Crobat. Setting up a bat is somewhat rare and getting it to be a Crobat is even rarer. I think because of this, just one copy is solid. 3-3-1 bats seems like a really wonky line in comparison to other lists; in this deck, it works. I did have 3-3-2 previously although I have found a second Flareon to be more important than the second Crobat. You can find the full list I use further down in the article.

I like Bats because they're smooth. They make it so you have less bad starters and are very easy fodder. Other options could be argued to be better, but in my experience making this deck run smoothly is the most important thing.


If you are adamant about playing Bronzong over Flareon, Zoroark is probably the best way to take advantage of this kind of Energy acceleration. Mostly stemming from the fact that Zoroark has Stand In, making it so you can Metal Links to it before promoting it. A build with Zoroark is interesting; it is played a bit differently from the other Vespiquen variants. With this option you need to realize that early game is going to be more focused on two-hitting rather than taking one-shots quickly.

I am not a big fan of this variant because of the importance of VS Seeker conservation in Vespiquen decks. This is related because the longer you need to takes knockouts, the more VS Seeker you will have to use. With VS Seeker being one of the most important resources, having to use them more of the time is going to hurt your late game presence.

With an early game of two-hitting and a shaky late game, Zoroark is definitely one of my least favorite lineups. One of the only benefits of this variant a far better Tyrantrum matchup. Aside from that, I see little reason to play it.

Banette (Tool Concealment)

Truth be told, I have never actually tested this variant. I believe Brandon Cantu is the one who brought Banette to light; since then it has been a card in the back of my head whenever building Vespiquen. I do think this card has use against certain matchups; in all honesty, I really should have tested it. What I can say about Banette is that Tool Concealment can be great against certain Mega decks. I can see it gaining a great advantage against Mega Manectric in particular. Tyrantrum no longer has the ability to use Zoroark to Stand In/Retreat, which I can see being problematic for them. This card definitely has potential.

Stadium Options

Surprisingly, there are actually several Stadiums that work well in Vespiquen. In particular, I like Parallel City and Forest of Giant Plants, although for certain builds, even Sky Field can be a strong option.

Parallel City is great because it has the ability to knock your own Shaymin-EX off the Bench. This is important because having any sort of Pokémon-EX in play will make it possible for your opponent to take Prizes more easily. In order to deny your opponent extra Prizes it is important to drop the Shaymin-EX as quickly as possible. The other benefit in doing this is, having two Shaymin-EX discarded means you are doing an extra twenty damage every time you use Bee Revenge. Parallel City becomes a pseudo Muscle Band that cannot be discarded. This benefit also makes it so you may not have to play as many Pokémon.

There are some Problems with Parallel City, first of which is the denied Bench space if your opponent does not counter it. Most of the time your opponent will play down their Stadium, although when they do not, only three Bench spots can be somewhat problematic. This problem is more present with Bronzong, seeing as you have to set up two Bronzong some of the time.

The second problem is if someone else is playing Parallel City and uses it at a crucial time, you have no way to counter the Stadium. This means you can be stuck with a Bench of only three Pokémon for the entire game and may not be able to use any of your Shaymin-EX. In fact for this reason specifically, if you are looking for a tech for the mirror, Parallel City is a great option.

The problems involved with Parallel can be irritating; conversely, I notice they do not matter often. I am a big fan of one or two Parallel in the correct deck build.

Forest of Giant Plant is fast, really fast! I have played games against Mega Manectric where I went second and Knocked Out Manectric on the first turn because of Forest of Giant Plants. This reason alone is reason enough for me to want to play it. Simply being able to do damage on your first turn (when going second) is very strong against many matchups, and can swing some of your hardest matchups.

Specifically, FOGP swings the Night March matchup from unfavorable to at least 50/50. Be careful to not rely too heavily on one copy of this card. If you only play one, you cannot expect to consistently play and use it on your first turn. The mirror match is also benefitted by Forest, assuming you can get it out early. The key to this Stadium is getting it when you need it, which is why I am not sure it is the better option.

Forest also cannot be put in instead of Pokémon; this is an advantage Parallel City has over it. This means the list you are playing is going to need more space if you want to fit the Forests. I am not sure Forest of Giant Plants is worth the space at the moment.

Sky Field is great in Vespiquen lists with Bronzong and Zoroark. Similar to Parallel City, Sky Field can result in Shaymin-EX being discarded. The difference is, with Sky Field you have to wait for them to play a counter Stadium to get rid of the Shaymin-EX. In this more conservative and patient variant, you may need more space to set up your Pokémon.

In my testing it seems like Sky Field is helpful but not needed. You may end up in situations where it helps but over all you can work without it. On the contrary, what other Stadium would you play? Parallel City is no good and Forest of Giant Plants is too fast. If you are playing Zoroark and Bronzong, with the need of some kind of counter Stadium, go with Sky Field.

My Vespiquen List

Now that we know our options, I can show you which choices I made when making my list. This is a list I have been working on and have experimented with frequently.

This list follows the Vespiquen mentality of aggression while also moving smoother than a new stick of Country Crock. I am not a big fan of blaming one's lack of success on bad luck, although I am confident that the only reason I have not done well with this list is because of atrocious luck at Cities this season. With that, I have little else to say about Vespiquen in Standard. For the rest of the article I will cover what I consider to be my options for Expanded. I would like to cover Standard in more detail, unfortunately I can barely stand playing in Standard.

Expanded Options

“So Phinn, what are your options for Expanded?” There are many strong decks in expanded, saying exactly which decks are the only options is a somewhat close minded thing to do. What I can say is which decks I consider to be lackluster and which decks I have found to be better options. I will start with my top contenders.


Why Toad/Garb?

This is a deck that many have forgotten about. People generally have this idea that Seismitoad/Bats or Seismitoad/Giratina are simply better. In my opinion, this is far from true. While Seismitoad/Garbodor is less consistent in some areas, the lock is still strong as ever. The deck has a sort of surprise element at the moment as well because of it being widely discounted.

I will say this, the deck can be a terrible choice depending on the meta. In my case, the meta I will be facing in the near future will most likely consist of lots of Yveltal, some Seismitoad/Giratina and tons of other decks. Because my meta is very open (like many others), it is nice to have a deck that has a decent chance against everything. Seismitoad/Garbodor definitely does have that going for it. Yveltal is actually quite a positive matchup if played correctly. You have to remember that without Dark Cloak, Poison damage is going to pile up quickly. As a longtime Yveltal player, I can say that a good Seismitoad/Garbodor player will beat the Yveltal player most of the time. 

The last deck on my list is Seismitoad/Giratina. Seismitoad mirrors are always terrib—well, let's just say “interesting”. They're interesting. Many think that Seismitoad/Garbodor is not favored, when in actuality there are many things going for it, including:

* Playing Basic Energy
* Playing a Xerosic, Flare Grunt and an AZ (or Cassius)
* Playing Tool Scrapper (if you choose to)
* Playing more draw Supporters
* Having less reliance on Abilities
* Shutting off opposing Keldeo and Shaymin-EX

All of these reasons together provide what I consider to be 60/40 matchup against Seismitoad/Giratina. About twenty minutes ago I played a game against it where I played Xerosic to discard a Double Colorless Energy twice and then knocked out a Pokémon with a Double Colorless. He had one Double Colorless Prized and decided to scoop. Moral of the story: not having Basic Energy can kill your mirror match.

For those who are confused by me labeling Tool Scrapper as an advantage against something that Item-locks, allow me to explain. Only one copy may come across as inconsistent, although the Computer Search is effectively a second copy in terms of consistency for the first turn. With two cards that can be Scrapper and two Shaymin-EX for extra draw, this one card is actually not very hard to find on the first turn. 

Once you do use your Scrapper, it can turn a bad start in the complete opposite direction. Imagine you start with a Seismitoad-EX and your opponent plays a Head Ringer on it. Your opponent also manages to get a Muscle Band on one of his Seismitoad. With the single Scrapper, you can get rid of their Muscle Band and leave your Seismitoad unhindered. If you can get a Muscle Band on your Seismitoad, the game is going to be a slow loss for your opponent.

Against Seismitoad/Bats, these same ideas apply, other than the fact that they DO play Basic Energy. This matchup should be around 55/45 in Seismitoad Garb's favor. Decks that can be a struggle are: Donphan, Mega Rayquaza and Groudon. If you expect to see more than one of these at a Cities then I suggest using something else.


This deck is strong and trusty. Similar to Toad/Garb, this deck has somewhat 50/50 matchups across the board. My favorite part about this deck is that it can beat almost anything. It may just be my playstyle, but I feel the decks like this are usually the best options for almost any tournament.

Nothing too special in this list, consistency and skill are what I like to rely on mostly. Techs do not really suit me and it seems like they do not usually help as much as other cards. I was toying with one Promo Jirachi, although ultimately it is only for the Vespiquen matchup and does little else in any other matchup.

People have this idea that Jirachi is THE way to tech for Toad, when in reality if I wanted to tech for Toad in this deck I would just play another draw supporter or Energy. Jirachi really does very little against Seismitoad if it is not backed with something else. The only thing Jirachi will really do (in most cases) is stall for a single turn.

This list can honestly take essentially anything down but there are some specific decks that can give it trouble at the moment. These include Vespiquen, Donphan and Mega Rayquaza. There are some other fairly poor matchups, but I have noticed that even when it looks bleak, you can outplay an opponent to win.

If you are not happy about losing to Evolution decks and are a little more willing to give yourself a harder time against Seismitoad, Yveltal Gallade Archeops may be more suited for you.


First off, I want to give credit to Nick Conocenti because he was the one to show me this list. I wanted to find something to change but I am still at a loss. This deck can deal with a variety of decks while holding few bad matchups. Seismitoad variants are usually slightly favorable along with Yveltal (without Archeops) being a great matchup. This deck is incredibly well rounded and runs super smooth.

Mega Rayquaza is a great matchup because of the one Jolteon. In fact, every mega deck is a positive matchup for this deck. There is not much this deck blatantly loses to. Yveltal with Archeops does present a big problem, although Yveltal does not consistently get Archeops out. If the Yveltal player has not played Maxie's by turn two, Vespiquen still has a very decent chance at winning.

Donphan can present problems, however it is still possible to run a bit hot and get Lysandre when you need it. I would not call Donphan a good matchup by any means, however it is not too poor of a matchup.

The mirror is interesting, and on the surface seems like a problem. In reality, what needs to be focused on more than anything else is getting Lysandre on Shaymin-EX as much as possible. From this point of view this list does have the advantage in the mirror. As I covered earlier, having Town Map is going to give you more consistency in Lysandre timing than a second copy of Lysandre. The computer Search instead of Life Dew will also help with this needed Lysandre consistency.

Vespiquen is very strong in the correct meta. Make sure to watch out for Archie's Blastoise and Archeops. Speaking of Blastoise, he is my final option.

Archie's Blastoise

As you may know from my last article, I love this deck to death. This is my updated list, considering the changes that needed to be made from my other two lists. As you can tell, there is no Reserved Ticket, which is probably strange to you considering I praised it heavily in the last article. The reason I am no longer playing it is because there are too many tough matchups that have to be teched for. Most specifically Vespiquen is what I have prepared for with this list. I believe the Vespiquen matchup is somewhere around 65/35 in favor of Blastoise. This means the techs are working well.

The Tool Scrapper is because I am expecting to see some Mega Manectric Wobbuffet Garbodor decks. As crazy as it may sound, even with all of that ability denial, this list has about a 60/40 matchup against it. While it is a good tech against Mega Manectric, I do not expect most of you to be playing against much of it. That means you can tech for whatever matchup you like with that spot. If I were to change the spot I might put in a Regice, for the Seismitoad match.

This list may not be pulling off turn one Archie's as much as I would like, but the techs help enough to counter this loss in consistency. I do not find this is always true, although in my current meta it is.

Regice is actually a card I neglected to mention at all in my Archie's article. I think this card has potential. Against anything that has no counter to Resistance Blizzard, you can easily take a slow win with it. For example when facing Groudon, they are forced to spend four attachments on a Regirock in order to even damage you. With that, they still need to hit heads to one-shot Regice.

On the other hand, Groudon is already a positive matchup; do you really need the Regice to beat it anyway? This question comes up in many matchups with Regice. In particular I do find that it is helpful against Seismitoad/Giratina because they have no card whatsoever that can attack Regice. 

The cards also goes against the nature of Blastoise, which is to hit as hard as you can as quickly as you can. Although that is not always a downside, sometimes it can be helpful to have a secondary strategy like this.

Another matchup where I see it being amazing is against Mega Rayquaza (colorless). Looking at Bodhi Tracy's second place list, the deck has absolutely nothing to deal with Regice. I feel like this sort of thing can happen a great deal of the time in this expanded format. Another great example of a deck that Regice can run through could be Seismitoad/Garbodor. Although I do not expect to see much of it played, the one card can swing the match heavily.

This list is extremely similar to my non-Reserved Ticket list from the previous article. I actually did not include a list of the matchups, so for this last bit I will cover the matchups of the three most common Expanded decks (in my opinion).

Blastoise Matchups


This is obvious, but do your best to get turn-one Archie's, if you do not then the match will get far harder. You have to set up a Keldeo with tons of Energy as quickly as possible because you will most likely not have access to Superior Energy Retrieval in the following turns. This means that if you have to discard three of them on the first turn, don't sweat it.

Fisherman is also a more important card because of the Item-lock. If you see it is already discarded make sure to VS Seeker for it again, even over draw Supporters at times. You can even Compressor it on purpose to retrieve it later in the turn; at times this can be huge. 

As I said earlier, Regice is strong in this matchup. Regice is a nice option to set up if you realize that getting enough Energy on Keldeo is not going to happen. If you start with in early game it can sometimes be better to take the safe route by attaching to it instead of discarding the Energy. 

By the second turn of the game, both players will most likely know who will win. Assuming they do play Ghetsis, the matchup is around 60/40 in Seismitoad's favor. If they do not, it goes to about 60/40 in Blastoise's favor.


Two Muscle Band, two Articuno, one Victini. Use them as soon as possible and as much as possible. Try to take three Prizes on Shaymin-EX when you can. There is not much to say about this match, it is not hard to play well. 65/35 in favor of Blastoise.


If they do not play Hex Maniac, you will win. If they do, it can be a little tougher. You both will trade one-shots between Yveltal and Keldeo, meaning you will need to take the lead by knocking out either Shaymin-EX or Jirachi-EX with Articuno. If they Hex at a bad time, the game can go south really quickly. Do your best to prepare for Hex if you can, and keep tempo. 60/40 in Yveltal's favor if they play Hex Maniac; 60/40 in Blastoise's favor if they do not.


That about wraps up everything I have for this piece. Vespiquen stays the only reason why I play Standard and in my opinion is the best deck for Standard. I hope you guys liked me putting out more than a few lists this time. I have more that I could throw out here, but I am not sure they are exactly how I want them to look yet, and do not want to give you an unfinished work. As always I hope you learned something new while reading this and have a wonderful day!


[+9] ok


Thank you for your time. Please leave us your feedback to help us to improve the articles for you! 





Make sure to follow us on Instagram, Twitter or Facebook to see the latest stories. 


Pokémon and its trademarks are ©1995-2018 Nintendo, Creatures, and GAMEFREAK. English card images appearing on this website are the property of The Pokémon Company International, Inc. 60cards is a fan site. Our goal is to promote the Pokemon TCG and help it grow. We are not official in any shape or form, nor affiliated, sponsored, or otherwise endorsed by Nintendo, Creatures, GAMEFREAK, or TPCi.



Welcome to our Pokemon Community Portal. Have a look around and enjoy your stay!