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Jay Lesage

"Goin' Green" - A Look at Misplays and Unique Golisopod

Jay talks about historical misplay patterns, as well as his Golisopod-GX list he's used at League Cups recently!

10/26/2017 by Jay Lesage

Good afternoon 60Cards readers! As the leaves turn brown and the air begins to get chilly, I've come to learn a lot about myself as a person - especially as a student. I attend Georgian College in Barrie, Ontario and currently study advertising and marketing, which means I'm doing a ton of presentations and technical scenarios. Within these, I see dozens of students go up to the front of the class and present their best finished products. These finished products aren't always produced to the fullest, whereas others just blow me away - why can't I be as flawless as them? What makes my presentations better than others? It sometimes confuses me as to why some presentations are worthy of a higher percentage as opposed to mine.

In my mind, it comes back to me: Am I doing something wrong? Perhaps this is something I need to do, in order to collect more information on myself. As the pros say, "check yourself before you wreck yourself."


So what's the difference between myself and other classmates? I have control over any matter that I put out! Acknowledging yourself is a big deal - it's something that we call the "Inner Lotus of Control," where you're able to recognize that you control your own life's direction (for the most part). These people tend to be more successful than their counterparts, those with an "Outer Lotus of Control." People with Outer Lotus tend to blame others for their problems primarily, because they believe in external factors affecting their lives more often than they can control themselves. It is important when we play a game such as Pokemon; we admire both sides of this coin, because some things we have to take blame for. In correlation with the opening paragraph, we can equate percentages awarded in a class room to our success at tournaments - why are certain players doing better than me? What can I possibly do to improve? You'd be surprised at how often people think they play flawlessly, when really they don't. A perfect example of a player like that is myself - sometimes humiliating yourself is a form of humility that leads ultimately to improvement.

Let's talk about a relative example.


You're in the Expanded format, and your opponent is playing Espeon/Garbodor. They have established Garbotoxin in play on turn two, and you have a complex turn all lined up ahead. You embark on your in-depth turn, and after a couple of actions, you Ultra Ball and search your deck for a Shaymin-EX in an attempt to draw some extra cards. You realize at that moment, you've benched the Shaymin-EX, only for your opponent to gently pause your hand, and say "you can't do that." Why? Because that Garbodor that's been sitting on their bench since turn two is now staring you right in the face, mocking you for playing that card.

At the moment of a misplay, it can be very self defeating - you come to think that the game is over, there's no coming back, etc. It comes to a point where it's suddenly discouraging, and you begin to think "what can I even do?" Well, you can do tons of things. There are multiple options you need to consider after performing a misplay, and your solution can vary pending on the severity:

You can concede the game

I would typically concede the game if I made a mistake that I couldn't theoretically recover from. For example, if I announced the wrong attack, and my opponent wouldn't allow me to take it back (which I'll touch on later briefly), I would ask myself "was I one turn ahead?" Or maybe, "can I afford to fall behind a turn in this game?" Based on these stipulations, you can ultimately choose your fate as a player and either scrap the game (and move on), or you can fight for the win (which may not be the penultimate best decision). There are infinite amounts of examples that I could reference, but I'm sure each player has a scenario that they hold very close to their heart and, therefore, render my examples unnecessary.

You can get frustrated

I've had many opponents make a misplay and endure a bout of anger towards various targets - sometimes even their own opponent across the table! It's very easy to get mad at yourself for making a simple mistake, but the reality is that much like in real life, we all make mistakes, and it's bound to happen from time to time! Even the world's best players have misplayed from time to time on the biggest of stages. The worst thing you can do is be audible about it; breathing tends to be the most contraceptive means of pausing anger, and I would highly suggest it. Re-evaluate the game state, and try to capitalize on your new opportunities in the game. Could this misplay have been to your advantage somehow? Sometimes a misplay isn't necessarily a bad play but not the optimal play. Misplays still can be good plays, just not the overall best option.

You can be resilient

As I alluded to in the previous bulletin point, you can capitalize on your opportunities! A ton of players don't do this, and I think that this can make or break a player. Remember: Pokemon is a mental game, and you need to remain strong mentally in order to perform well under pressure. The players who have the most success are able to not only adhere to their own faults but also prevent future faults in the game by focussing and moving on. It's all about the bounce back, baby!

You can learn from it

"Fool me once, shame on you. Fool me twice, shame on me."

This is a common phrase for everybody, and I take it to heart when I play Pokemon! I very rarely tend to make the same mistake twice, because I remember how it burned me the first time. For some, the burn is deeper, because their prior misplay costed them a win-and-in, or in more advanced cases, thousands of dollars! The higher the stakes, the more singed is the burn. Best case scenario: treat every game like a $1 million money match, and take away as much as you can. Try not to make the same mistake multiple times!

I wanted to go on this aside, because I feel like this is something that isn't touched on by many article writers - and since people are misplaying almost every single game (whether they are knowledgable of it or not), it's important that we discuss it! Much like any problem, the way we need to address it in order to maximize its effectiveness is to realize that everybody misplays - just as I've mentioned before, even the best of the best slip up from time to time. It's no sweat to acknowledge your misplays, because ultimately in the end you know that it will make you a stronger player! After such a strong aside on misplays, let's jump into one of my favourite menaces in the standard format, Golisopod!


Let's take a peak at the head of the show, Golisopod-GX, shall we?

Golisopod - 210HP (G)

Golisopod's HP plays an insanely large role in this decks success! It's the main reason as to why we're able to avoid such big KOs, and remain in the game at all times. This is enough HP to the point where 85%+ of all Pokémon have a very difficult time to OHKO it outside of Volcanion and Gardevoir-GX. Grass typing is very convenient in defeating decks like Greninja or any Water-based decks, such as Lapras-GX.

(G) First Impression 30+

If this Pokémon was on the Bench and became your Active Pokémon this turn, this attack does 90 more damage.

This attack is borderline crazy right now in this format! For being able to hit 120 damage in the realm of a single energy drop, this makes it have unparalleled synergy with Acerola. We can set off the attack's extra damage by using one of our many activators, whether it's Guzma, Acerola, or just simply retreating! This is one of standard's most efficient attacks at first glance.

(G)(C)(C) Armor Press 100

During your opponent's next turn, this Pokémon takes 20 less damage from attacks (after applying Weakness and Resistance).
This attack is key in defending ourselves against things that can OHKO us. For example, a Tapu Bulu-GX with a Choice Band attached is able to swing at us for 210 damage, but if we use Armor Press, we'll be able to survive with 20HP. This attack proves itself to be very resourceful at key moments, and is a nice accent to an otherwise tanky card.

(G)(C)(C) Crossing Cut GX 150

Switch this Pokémon with 1 of your Benched Pokémon. (You can't use more than 1 GX attack in a game.)

One of my favourite GX attacks, this attack allows us a very powerful hit-and-run type attack that not only can deny our opponent a KO, but also allow us time to setup! I tend to use this with a Choice Band in order to score a OHKO on a Tapu Lele-GX at some point. This is really the most powerful attack in the deck, so it sucks that we can only use it once. Timing it effectively is key - I tend to use this attack when I know my opponent has already burned a few copies of Guzma throughout the game. With that in mind, the more Guzma our opponent has played, the less chance they have of knocking out Golisopod.


The strategy of this deck is very simple yet effective! The aim of this deck is to dish out quick, efficient damage, while healing off as many hits as possible with Acerola. I wish I could say this is much more difficult, but it's genuinely that simple! The trickiest part about this deck has to be its bench management, because we sport a complete playset of Tapu Lele-GX in the deck. While Tapu Lele-GX is a valuable resource to us to search out activators such as Guzma and Acerola, it also takes up valuable spots that we'd rather allocate for Wimpod/Octillery. The setup of this deck is also very dependant on how your opponent goes about their strategy, as we can play very aggressively or defensively. Either way, this deck has a surprising amount of variance for what is printed on just a few cards and is resilient in a format where not a lot of things can OHKO it.

We can also adapt to things that can OHKO us - for example, let's take a very common card at glance, Gardevoir-GX. Gardevoir-GX has a somewhat limitless attack in the form of Infinite Force, which threatens the survivability advantage of Golisopod. Although a 210HP Stage 1 Pokemon sounds quite beefy, we can beef this Pokemon up even more with our handy dandy Bodybuilding Dumbbells! We now become a 250HP brick wall, which can abuse Acerola to return any damaged Golisopod to our hand (as well as those weights)! This is the appeal that comes with the deck - even Pokemon that can typically take OHKOs can fall prey to our high health cap.

Card Counts

4-4 Golisopod-GX

We max out our copies of this card so that we draw into them more frequently. Since standard has rotated our beloved Shaymin-EX, we're now forced to either draw into hard copies of our attacker or a supplementary Ultra Ball. You could potentially cut a Golisopod-GX, but I personally enjoy four in order to maximize consistency.

4 Tapu Lele-GX

This follows the premise of consistency in this deck - you'll see a lot of these four-ofs pop-up here and there, but this is one that makes a ton of sense. Much like Golisopod, we play four Lele in order to consistently pack one in our hands at all times. These are key in order to search activators out of our deck like Guzma and Acerola. Without Tapu Lele, we wouldn't nearly have as much access to our deck. When you need a key supporter, Wonder Tag always aids in lending you a helping hand.

2 Tapu Koko

This is a card we mainly use for a pivot point - in the first turn of the game, the ideal plan is to Brigette for multiple Wimpod, as well as a Tapu Koko. This means you can free retreat into a Koko, and then on the next turn retreat back into a Golisopod. Tapu Koko also has niche uses, such as giving us a solid attacker against Fire-type decks, as well as giving us a good out to Alolan Ninetales. Tapu Koko helps us get really good numbers out of Golisopod once you get off two Flying Flips.

1-1 Octillery/1 Oranguru

Did I mention this deck is overboard in terms of consistency? Upon seeing this fix from my brother, Zachary Lesage, I asked him why both were necessary. Zach's idea was essentially that if you can successfully setup an Octillery, that's great. If not, you can bench Oranguru in the late game right before you get N'd to a low hand-size. Oranguru also allows us to OHKO an Alolan Ninetales, and gives us a good 1-Prize attacker in the deck that isn't Tapu Koko. Octillery allows us to draw into activators in the mid to late game.

4 Professor Sycamore/ 4 N

We maximize our counts within this deck for pure consistency. We've lost VS Seeker, so we've maxed these counts in order to compensate. 4 N is also key in shuffling back key cards that we can not get back.

4 Acerola

This card is like the bread and butter of this deck - it makes Golisopod good. Without Acerola, we wouldn't have healing ability, and our opponent would be able to simply Guzma up our benched attackers, all the while taking very easy KO's. Acerola not only allows us to activate First Impressions' extra damage clause, but simultaneously allows us to bench a fresh Wimpod, and open up a Pokemon Tool slot. This deck sports a high count of eight Pokemon Tools, so this is one of the decks biggest merits in terms of versatility.

4 Guzma

Just like Acerola, we play four Guzma in order to activate First Impressions' extra damage clause. Playing four Guzma also gives us a leg up on other decks; since we play such a high count of this gust effect, we'll have more opportunities than our opponent in most cases, and this alone can win the game sometimes. Since Golisopod usually will hit for 120 consistently, we're not an OHKO style deck. Most smart opponents will try to hide their damaged Pokemon on the bench, so Guzma also helps us to clean up any leftover Prize Cards.

1 Brigette

Brigette is such a dream in this deck - with 4 Tapu Lele, and 4 Ultra Ball, we have a relatively good chance of opening with this in our hand. Our ideal Brigette would be dependant on what our starter is, but ideally, the most optimal starting setup would be at least two Wimpod, a Tapu Koko to pivot into, and potentially a Remoraid barring Octillery is in the deck. The list is very geared to setup, and having multiple Wimpod is essential to dish out high damage with First Impressions.

4 Ultra Ball

This is a given, which allows us to access Tapu Lele-GX at any time, as well as any sort of support Pokemon, such as Octillery or Oranguru.

4 Float Stone

This is another one of our activators. Float Stone is such a banger of a card, because it's just so fluent in what it does! I love Float Stone for its simplistic card design - free retreat? Yes please. By slapping this on an active Golisopod, it makes it so that we can retreat for free the following turn and activate First Impressions' damage clause. It also negates scenarios where our opponent will stall out our heavy retreaters, such as a benched Golisopod with no energy, an Oranguru, or an Octillery.

2 Choice Band

Choice Band is a card that wasn't included in the original list - I love this card for many reasons though! To begin, this card allows Golisopod to hit 180 damage with its GX attack, Crossing Cut. 180 is a magic number in terms of OHKO'ing a lot of EX Pokemon still in the format! Choice Band just allows us to get so much more oomf out of our attacks instead of being limited to certain caps. This is also a very good card to keep on a Tapu Lele-GX, because you can hit for crazy amounts of damage pending on what your opponent has active!

2 Bodybuilding Dumbbells

Bodybuilding Dumbells are one of my favourite inclusions in the deck! They've helped me so much over the course of the League Cup I played this deck at. Having a 250HP monster is no joke - especially one that can heal so easily. This card makes Gardevoir-GX have to have at least nine energy attached between the two actives in order to OHKO a Golisopod-GX. Having to have that many energy just becomes such an investment, and moreso a liability. Dumbbells also allow you to survive against a Tapu Bulu-GX with a Choice Band.

1 Heavy Ball

This card allows us to search out a Wimpod or a Golisopod-GX at no cost! It's a nice addition to the deck to boost consistency in an already consistent deck.

1 Rescue Stretcher

This is a card just to do some damage control after a risky Sycamore play. It's a nice 1-of card to play.

1 Field Blower

This card is really good at regulating which Pokemon Tool we want on our Golisopod at certain points in the game. It's really good at removing Choice Bands from our opponent as well, which can deny them key KO's on our Golisopods.

Resource Management

Golisopod-GX is a deck that needs specific cards in order to boost damage, so you have to treat this deck like you'd treat your car - with love. Without specific technical cards (like Guzma, Acerola, and Float Stone), your car won't work, and will inherently lose drive. Don't be silly and discard all of these cards with Sycamore! Sometimes it's best to use Tapu Lele to search out an N when you want to save a few of these cards that you would've otherwise discarded. Ultra Ball'ing to thin out your deck now has to be done more cautiously, because once a card hits the discard pile, it won't be coming back nine times out of ten. My best advice with this deck when it comes to reosurce management is to count the amount of activators for First Impressions you have left in deck, and then ask yourself "will that many attacks win me the game". If yes, you're doing a good job. If no, then you need to play more conservatively. Sometimes in this format it's near impossible to avoid Sycamoring away valuable cards, and that's okay! That's why we play four of each card in this deck - maxed counts are key to success in standard. Without maxed counts, we risk discarding too many valuable resources that we need to close out a game.


Gardevoir-GX - Even

This is a very complicated matchup that has very many different approaches - I believe the best approach to taking on this matchup is to get the strike on Gardevoir first. Rather than taking out their Alolan Vuplix, I'd rather wait for a Guzma in order to either KO a Ralts/a Kirlia, or to soften up a Gardevoir. The reason why getting the first strike on Gardevoir is key is because if you opt to KO their support starter (Vulpix, Diancie), then you risk getting OHKO'ed by a Gardevoir the following turn. If the Gardevoir player gets too many energy into play right off the bat, you'll surely lose! It really is just a game of pressure. If you can't get the soften up, then instead you should use Tapu Koko's Flying Flip attack. This 20 damage onslaught on the opponent's board will make sense in just a moment! The minute you get Dumbbells into your hand, you're going to want to attach them onto Golisopod in order to either put pressure on your opponent to draw energies, or force them to overextend for Field Blower. They'll need 9 energy combined in order to take down a Dumbbell'd Golisopod. If they manage to get all 9 energy combined between both actives, you can then use Tapu Lele-GX's Energy Drive attack to swing for an OHKO. There are a few various math instances that can occur...

For the sake of all arguments at hand, let's just say Golisopod has a single Grass attached:

(G) = Grass energy
(BB) = Bodybuilding Dumbbells
(E) = Energy
(CB) = Choice Band

Golisopod (G)(BB)+ Gardevoir (8E) = 9 total energy
Golisopod (G)+ Gardevoir (6E) = 7 total energy
Golisopod (G)(BB)+ Gardevoir (7E)(CB) = 8 total energy
Golisopod (G)+ Gardevoir (5E)(CB) = 6 total energy

As you can see, the absolute worst case scenario is a Gardevoir with 6 total energy, which means with a Double Colourless on Tapu Lele-GX (and a Choice Band), you can hit for 190 damage! With two Flying Flips, this can finish off any Gardevoir in play. Once you get past the "big" Gardevoir, the game gets quite easier. The more Gardevoir your opponent is able to get into play, the easier the game becomes for them.

Volcanion - Unfavorable

I put this matchup at unfavourable because I feel like it's truly a winnable matchup! .... just not extremely easy, nor consistently simple. So essentially, our game plan is on a clock at all times - we only have X amount of attacks, where X represents the amount of turns our opponent allows us to play in a game. This is decided by how aggressively they are playing, with the less aggressive Volcanion player giving us the most time. We need to use Tapu Koko to get off 2-3 Flying Flips this game, and then follow through full force with multiple Tapu Lele-GX's. Energy Drive is a very good resource to use in this game, because Tapu Lele is an attacker that they have to actually put effort into KO'ing. The reason this matchup is poor is because of Golisopod's glaring weakness to Fire-types! By using our single-prize attackers (why not use Oranguru?), we're able to occasionally handle these fiery turtles. Much like Gardevoir, the maths with Flying Flip can fall into our favour - with two attacks from Tapu Koko, we can spread 4 damage all over our opponent's field. Against something like Volcanion-EX with three energy, we can use First Impressions with a Choice Band in order to OHKO this threat immediately from the board. If they attack with something like a Turtonator-GX, it requires our opponent to discard energy very quickly. This is the best situation for us, because the Volcanion player will lose momentum, allowing for us to sneak back into games with careful attacks as well as energy drops. The worst thing you can do in this matchup is miss an energy drop, because that can greatly alter damage potential with Tapu-Lele. Besides that, give this matchup your best shot - it's not favourable, but it's doable!

Espeon/Garbodor - Favorable

This matchup is one of the easiest ones for a straight Golisopod-GX deck, because their deck doesn't do nearly enough to us! We have built in counters to this deck without us even realizing it - let's break this deck down to its bare guts! Espeon EX has three attacks, Psybeam, Psychic, and Divide GX. Psybeam's main strength is to confuse our Golisopod, but with heavy Accerola, Guzma, and Float Stone counts, this'll rarely ever affect us. It's second attack, Psychic, relies on us having many energy attached to Golisopod-GX. Since our main attack only costs a single Grass Energy, we have nothing to worry about - Espeon-GX doesn't even come close to KO'ing us. Lastly, it's final attack, Divide-GX, is the only effective attack they can use against our deck. A smart Espeon/Garbodor player would use Divide-GX to KO one of our benched Wimpod - this would prevent us from using Acerola in most cases to activate First Impressions. We'd have to use Guzma most of the time, which means we aren't targeting their Espeon-GX. Luckily, this is their GX attack for the game, and we only have to deal with one of these! Oddly enough, their main attacker in this game will be their Garbodor, a card that we've seen become weaker over the course of post-rotation. Since we play so many tools, their damage can spike quite fast - my best advice? Play tons of N's and avoid using Sycamore, it'll pace out your Item use much more. When you can OHKO their Garbotoxin Garbodor, feel free to do so; knocking out their ability-locker will aid you in the late game when your opponent attempts to N you.

Drampa/Garbodor - Favorable

This is a matchup that is very identical to Espeon/Garbodor, except it is slightly more difficult. Something that's different in this matchup is that you can OHKO their main attacker with Crossing Cut GX. In theory, this means you'll win the game in less attacks, which translates to less turns, which translates to less Items in your discard pile. This renders Garbodor as less of a threat, and in turn makes the game less pressured. Drampa-GX does offer a consistency boost in the form of Big Wheel GX, but overall this variant threatens us mostly because of Po Town, a relatively new Stadium card that puts damage on Pokemon after they evolve. With a Choice Band, previous Po Town damage counters, and a damaged bench Pokemon, Drampa-GX can use Berzerk for the perfect 210 damage to clear off a Golisopod-GX. We can avoid this KO by taking out their damaged bench Pokemon, or by using Dumbbells/Armor Press to our advantage. Overall, Garbodors will still be OHKO'ed by First Impressions, and Drampas can be OHKO'ed with Crossing Cut. This matchup is favoured for Golisopod!

Greninja - Very Favorable

This matchup is nearly an auto-win for us! Golisopod is a Greninja player's worst nightmare, because not only are they weak to us, but we also heal damage consistently. Your ultimate goal will be to use Armor Press consistently all game in order to reduce damage as much as possible. If your opponent is able to setup a few Greninjas, just pack an Acerola in your hand to heal off your active. This matchup is very self-explanatory, with the only pitfall being a late game N. Your opponent will try to N you in the late game, so set up an Octillery in order to force them to use Shadow Stitching. Since you're using Armor Press primarily, they'll max out at 50 damage (with a Choice Band), and you'll still be OHKO'ing every frog in your path. A very simple W in my books!

Ninetales - Slightly Favorable/Even

Against Ninetales, I haven't tested it very much, but it's a very simple matchup: healing is the cornerstone. Your opponent will try to use Tapu Koko in order to prepare Blizzard Edge KO's with a Choice Band, but we can negate this KO with Bodybuilding Dumbbells, or with Armor Press. They have a GX attack that turns the tides quite nicely for them, but we also pack four Acerola in order to always heal off our Golisopods. Running to the bench isn't always a good idea with Crossing Cut GX, because after they use Blizzard Edge for 160, they can simply snipe us off with Ice Blade to do the final 50 damage. I'd rather stay in the active position with Dumbbells attached, and use Armor Press - this forces them to commit more energy to the active. Eventually, your opponent will run out of resources, and might miss an attack or so. Their fallback will be the non-GX Alolan Ninetales with Safeguard. We have two options of dealing with this:

• We can use Tapu Koko combined with Acerola to consistently use Flying Flip. Eventually, Alolan Ninetales and whatever is benched will get KO'ed after sevenish Flying Flips.

• We can use Oranguru to threaten an OHKO with its Psychic attack. If Alolan Ninetales is powered up, we can OHKO them before they can remove the threat from the board.

Either way, we have an answer for every single play they might have, and that's why we have a slight advantage. They can still win the matchup, but against a good Golisopod player, it'll almost always feel like an uphill battle for the Ninetales player.

Tapu Bulu/Vikavolt - Even

Albeit this might be the trickiest matchup you'll have to play at a tournament, as it requires a ton of prediction and assumption on the Golisopod player's behalf! Basically, this is a matchup of denying KOs from our opponent by using Armor Press consistently, which means that this is another matchup where we can't afford to miss energy drops! Your opponent's Tapu Bulu-GX can hit 210 damage with a Choice Band by using Nature's Judgement, so we must either resist that damage with Armor Press or just use a pair of our handy-dandy Bodybuilding Dumbbells. This'll make it so our opponent will never be able to OHKO us! Now, the problem lays in the fact that we have to use Acerola to heal our damaged Golisopods, which means that we lose our energy drops as we go along. Recovering from these energy drops means that at some point in the game, we will have to stop using Armor Press, and be forced to resort to First Impressions. This isn't necessarily a bad thing, because usually at that point in the game you're already ahead enough to win the game. One of my personal favourite plays is to use Crossing Cut GX on their Vikavolt in order to remove their energy accelerator from the field. If our opponent doesn't have another Vikavolt or Grubbin down, this can be an insanely effective play! As long as you watch out for Tapu Bulu's GX attack, you should be fine in this nail-biter of a matchup.

Metagross - Slightly Favourable

Tapu Koko is very underrated in some matchups, but in this one he truly shines! One Flying Flip helps us in setting up 2HKOs on our opponent's Pokemon. Metagross is a matchup where we can 2HKO them, but most Metagross play four copies of Max Potion in order to heal off attacks. They also retreat a lot in each game in order to avoid KOs and continue attacking with Giga Hammer. This is something that plays to our favour - since we play four copies of Guzma, we'll always be able to reach those Metagross once they return to the bench. The Max Potions are really what worry me in the match, because we need to be able to consistently keep up with Metagross, but these potions put us behind the 8-Ball (much like our own Acerola aid us in being evasive of KOs). There's a few differences though between Golisopod and Metagross-GX:

• Max Potion must be drawn into - Acerola can be searched with Tapu Lele-GX
• Metagross-GX is a Stage 2, and is inherently less consistent by nature

Due to these two factors, even though the decks have near identical goals, Golisopod-GX will organically win more games against Metagross than Metagross will win against Golisopod.

Final Thoughts

I truly enjoy this deck whenever I play it - it's like the hero that standard needs. I feel as if when I'm playing in the standard format, that most decks brick, and then have a zero percent chance of winning! Even against matchups that would be deemed as good, they still don't measure up to how fluid pre-rotation decks were. Honestly, I enjoyed last year's standard format a lot more than I enjoy this years standard. Then again, at first glance, we just started the 2018 season, and there isn't much "breakthrough" support. I love seeing when an entire set expansion brings forth a ton of consistency, and clusters all of the strengths of past formats into the present one. With this year's creative concepts, I feel as if standard is going to get filled out very quick with new, interesting concepts, as well as dynamic card creations and ingenuity.

I'd like to see some new draw being introduced into the format, or some sort of Item draw become introduced. With the progression of Item cards among other things being printed, Garbodor will continuously become a more buffed card. With a powerful one prize attacker, you'll see it rival the big decks that'll be rising to the top at the time. For the time being, we're stuck with whatever standard has to offer, and whatever little but of creativity we can make in this limited card pool.

On an ending note, I'll be taking a small break from the game! Not to say I'll be quitting or not keeping myself in the loop, but overall it's just taking too big of a toll on my life. I've been venturing off into fitness goals, I'm in my last year of school, and I'm running a business on the side, so needless to say: something has to take a hit. Unfortunately for me, that'll have to be my favourite hobby, Pokemon. However, coaching is still on deck, as well as article writing, and the occasional tournament here and there! You guys will more than likely see me at a few upcoming regionals, and I'm very excited to play in upcoming regionals. I always like to see new states, and meet new friends whenever I travel down south to the USA! Overall, I urge you to exercise your life choices, because some of them may benefit you more than you think. Until then, cheers everybody!

- Jacob Lesage

[+15] ok


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