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Denise van Wijk

Change the list, not the deck

There is only a handful of people who can pick up a deck the day of the tournament (or even the week before) and play it perfectly. The advice I . . .

04/27/2015 by Denise van Wijk

There is only a handful of people who can pick up a deck the day of the tournament (or even the week before) and play it perfectly. The advice I have received from some of the best players is to stick with the deck you are comfortable with and adjust it to suit the metagame. Hopefully, this article can give you an insight in optimally changing your deck for your local meta.




Hopefully the fact that this is yet another article about Regionals won’t scare you away. Fortunately, this will not be yet another tournament report in which each round is discussed, because in all honesty, I know you don’t care who I played round 3 of a regional in a country you most likely won’t be able to locate. Instead, I want to provide you with something more useful, which is applicable to you as a player, rather than me telling my story. Over the past few weeks I played in 3 Regionals, all located relatively close to each other, which is the closest we, Europeans, get to having a marathon. Considering the vicinity of the tournaments, the same people attended the three regionals, which allowed me to get a good understanding of the meta game. At the end of this article, you will be able to understand why I made certain adjustments to the list I played and how these influenced my tournament results. Hopefully, this will allow you to get an insight into how you can change the deck you usually play and adapt this to the metagame in your area. 


Even though Sami convinced me that Exeggutor was probably the best deck in the format, I opted to play Seismitoad simply because I knew I would not be able to master the deck to excellence in a week’s time and for that reason Seismitoad EX would probably bring me better results. Although I use Seismitoad EX as an example, the reasoning and logic that this article will present is applicable to any deck you play. Personally, I think an article like this is useful, as I often see people play decks they are not entirely confident with. There is only a handful of people who can pick up a deck the day of the tournament (or even the week before) and play it perfectly. The advice I have received from some of the best players is to stick with the deck you are comfortable with and adjust that, don’t change decks on the day of the tournament because it has more favourable match-ups against the meta-game. You will lose games because you don’t know the deck inside out, so you rather have slightly less favourable match-ups (60-40 instead of 70-30) but you know you are in charge of the cards. This article will show that simply because the meta-game has changed, it does not mean you have to change your whole deck, several adjustments to the deck can ensure your deck becomes more favourable across the board. Of course, this doesn't mean you will beat your auto-loss, however, it does allow you to improve your match-ups. Additionally, as Sami always told me, never play the exact same list twice. No matter how good you think the list is, no matter you just won a regionals with it. He advised me to always change a few cards to keep your opponent’s guessing to what you play exactly. It ensures that when your opponent goes through your discard pile and knows you only played one Team Flare Grunt last week, you can surprise him/her when you play more copies this week. It ensures your opponent will play more risk averse which is in your favour. 

Genk Regionals (Belgium)

Genk Regionals would be the first tournament I would play after a cities I played in London in January. It is fair to say, that I had no clue what decks to expect and what to play. Considering I have been playing Seismitoad EX the entire season, I thought that that would be a safe choice for me. However, the fact one includes Seismitoad EX does not really give a better understanding of what deck I was actually intending to play. 

The list


Overall analysis

I thought this list would be decent as a generic list, with the introduction of Primal Clash I didn’t know whether there would be a lot of new decks, so tried to play it safe. After I would be able to figure out what the meta-game is, I would be able to play a more specific list. I tried Teammates, however, when playing on PTCGO I rarely found it useful. There are a few problems with Teammates: first, it is too situational and in the beginning of the game it is simply useless. Secondly, it only works after you have actually been knocked out by your opponent’s attack, which means that you cannot use it when your Pokémon gets knocked out by poison. Thirdly, with this deck list, you draw one card for turn, easily two cards (2 Slurpuffs) with the tasting ability (if your Pokémon has been knocked out you draw 3 due to one Slurpuff being active). This means if you would also play a supporter, the chance you see the cards you would like to Teammates for would most likely already be in your hand.

I love Slurpuff’s tasting ability and knew that this was important against upcoming Exeggutor decks to ensure I would get my hands on Crushing Hammers and DCE’s when they would Flare Grunt/Xerosic me. Additionally, water energies make the Exeggutor match-up a lot better, however I will discuss that later. 

As I said, I really did not know what to expect, so I decided to run a Keldeo EX, which would help me against decks with Malamar EX or just ensure I would not stay poisoned. The Keldeo EX was also very useful to retreat a heavily damaged Seismitoad EX. 

However, the day before Genk Regionals there was another Regional in Germany which was not too far from Genk. I saw a few Belgian players made the cut and expected to see them the day after. I was told two of them played Yveltal EX/Garbodor and one played Seismitoad EX/Slurpuff. I felt the list I intended to play could benefit from some extra support to remove energies, while Jynx would be great in mirror.

Thanks to the regional the day before, I had a good idea of what the potential meta game would look like, I expected quite some Seismitoad EX variants, Yveltal EX, potentially Donphan and a number of Exeggutor decks. This meant that the morning of the tournament I changed my deck to the following list:

The list


Overal Analysis

In all honesty, my games were horrendous! I opened several times with a completely dead hand, and it often took me several turns before I was able to attack. I did not cut any draw supporters from the list I tested, so I figured this list would be consistent as well, however my countless dead hands and inability to draw energies proved that this list needed a lot of work. I also learned another valuable lesson, testing on PTCGO is not a representation of real games and especially not a representation of any type of metagame. I don’t know about your local meta, but I never saw any Malamar EX in any of the tournaments I played in real life, however on PTCGO I always bump into them.

The Changes

-1 Swirlix; -1 Slurpuff; -1 Teammates => + 1 Jynx; +1 Team Flare Grunt; +1 Xerosic 


I must admit, cutting a Slurpuff line may have been the reason for my dead hands, however considering they happened so early in the game I highly doubt that. Overall I did not particularly miss the extra Slurpuff line, however it is definitely a nice luxury. 

As already elaborated above, the Teammates was certainly an easy cut due to its already uncertain positive effects on the list as a whole.  


I opted for 1 Jynx as it is a great card in mirror matches. By healing 10HP of your Pokémon every turn it will take your opponent and extra turn to knock out your Pokémon while you are already attacking their second Seismitoad EX. However, this card is often insignificant against decks that deal a lot of damage like Yveltal EX. 

Team Flare Grunt is great in mirror as well since Seismitoad EX variants often do not have an easy way to retreat their active Seismitoad EX for one with energy on the bench, considering only a few people played Keldeo EX. Team Flare Grunt in combination with Head Ringer is very useful against Yveltal EX decks since you can force them to draw a DCE on their turn to attack or just reduce their damage output the following turn. In general Team Flare Grunt is incredibly good and can slow your opponent down considerably especially in combination with Crushing Hammer. If you are lucky and hit your Team Flare Grunts and Crushing Hammers at the right time even Virizion EX/Genesect EX decks can be beat, however you have to ensure they are not able to use Emerald Slash once, when this happens you mostly lose the game. However, everyone will realise, you don’t go to a tournament playing Seismitoad EX with the intention to beat Virizion EX/Genesect EX.  

Xerosic is a card with a great number of uses, it gets rid of Head Ringers on your Pokémon, their Muscle Bands disappear or you discard their special energies. However after the tournament, I was not impressed by this card. I have tried and tested Xerosic often but never found it useful. Using Xerosic to get rid of Head Ringers on your Pokémon is of course very important, however, you mostly get Head Ringer’ed early on (as you intend not to break the item lock later in the game) and especially early in the game you prefer a draw supporter to get that DCE you need, or to fill up your bench to get set up. With regards to the second use of this card, discarding one of their tools: the only time you urgently would like to get rid of your opponent’s tool is when they have a Keldeo EX with Float Stone in play as this severely disrupts your Hypnotoxic Laser/Dragalge strategy. However, you can achieve the same result by Lysandre'ing Keldeo EX and poisoning it. Of course it is great to get rid of their Muscle Band, however I mostly experienced that this card is too slow and the impact is often mediocre. Actually, against Exeggutor getting rid of the Muscle Band is a big deal, especially once you established the item lock they cannot attach a new one. However, most of the time you cannot play Xerosic against these decks due to blockade. The last use I identified, getting rid of special energy, is in my opinion overrated. Generally, you do not really care about the energy your opponent attaches to the bench as you want to get rid of energies from the active. Only against certain match-ups (Yveltal EX using Y-Cyclone to move energies to the bench) you care about getting rid of benched energies, however I don’t think this weighs up against the times where your opponent just doesn’t play any special energy. Also, don’t forget you still have your Crushing and Enhanced Hammers. 

I really liked the Hypnotoxic Laser/Dragalge strategy as it is incredibly powerful against a range of decks. Especially if you can Lysandre a harmless Pokémon up while you set up you know you cannot be attacked. 

As mentioned earlier I am a big fan of Slurpuff’s tasting ability as it allows you to draw more cards while also allows you to get rid of as many energies as possible. The Keldeo EX has been incredibly useful on several occasions when my active was heavily damaged, asleep or poisoned. However, none of that could weigh up against my dead hands.

 After seeing my record I was not too disappointed, however I knew this deck was not going to be played for the Regionals the week after. I have rarely been so frustrated in a tournament after the countless dead hands. Generally, when I am happy with a deck I keep the strategy roughly similar and solely change a few cards, however, after this Regional I decided that this deck was not going to see any more play from me. After having expressed my annoyance with this deck, luckily Sami came to the rescue with a more consistent version of my beloved Seismitoad EX deck. 

Antwerp Regionals (Belgium)

Sami and I built the following list: 

The list


The Analysis

As I said I wanted a list that was a lot more consistent, and I must admit, this list is a whole lot better. I don’t remember drawing dead even once. I had to win my last match to make cut, and unfortunately ran into MegaManectric/Virizion EX which is an incredibly tough match-up for this deck. The list is considerably different than the one played the week before. Let’s start with considering the cards that were cut and which ones replaced them.

The Changes

- 1 Skrelp; - 1 Dragalge; - 1 Keldeo EX; - 1 Jynx; -1 Virbank City Gym; - 2 Head Ringer; - 1 Lysandre; - 1 N; - 1 Xerosic; - 3 Water Energy => + 1 Swirlix; + 1 Slurpuff; + 4 Acro Bike; + 1 Jirachi EX; + 4 Super Scoop Up; + 1 VS Seeker; + 1 Team Flare Grunt


For me personally, one of the most difficult cards to cut was the Skrelp and Dragalge - these two have been predominant in my lists and I have always notice how incredibly useful they were in buying time by Lysandre’ing a Pokémon and lasering them, while under item lock they could not switch out of the position either. Despite my opposition Sami was finally able to convince me to let go of Dragalge.

The Keldeo EX was cut because there was simply no need for it any longer once Super Scoop Up was added to the list. 

As good as Jynx used to be in the Seismitoad EX lists, I thought it was very underwhelming during Genk Regionals. Firstly, Jynx is not good when there is a lot of aggressive decks, and with a reasonable amount of decks that deal a lot of damage there was basically no use for Jynx any longer. Even if you do expect a lot of Exeggutor decks, I do not think Jynx deserves a spot in your deck. Of course it is good when they have a Muscle Band and deal 60 damage to your Seismitoad EX, which means they have to attack 4 times instead of 3. However, I would opt for a card that allows you to set up quicker and ensure you can item lock them as soon as possible so they simply cannot attach that Muscle Band. Additionally, if they attack you for 20 damage every turn, their damage will build up so slowly that there is actually no need for Jynx as you don’t care if they knock you out in 9 or in 17 turns. However, what you do want is to ensure you can constantly attack them throughout the game while trying to get their energies out of play and get your hands on Hypnotoxic Lasers whenever you need them. Since you cannot play supporters you will have to rely on Slurpuff’s ability and item cards that allow you to draw cards, so therefore I would advise you to cut Jynx in that case and opt for draw support. Another reason why I decided not play Jynx is simply because of the lack of Seismitoad EX decks. Jynx is best in mirror match and the absence of Seismitoad EX decks made this an easy cut for me.

The Virbank City Gym was probably the most difficult cut to make. The night before Antwerp Regionals Sami and I were contemplating which card to cut for the fourth Acro Bike. We knew the list was so tight already that we wondered how we could make it fit. When I proposed it, I am certain Sami hated me for suggesting it, however after I told him I noticed the decks difficult to beat played Virbank City Gym or no stadium at all he agreed it was probably the right decision. Of course, with only 2 Virbanks I had to change the way I played and had to be conservative in discarding them, however with Lysandre’s Trump Card it was easy to get them back in case I had no other option. 

I decided to cut my Head Ringers, ever since they were legal I played them in every deck I touched. However as time progressed I started to doubt them more and more. The reason I cut them is rather straight forward, when playing against Seismitoad EX they often play down their Muscle Bands turn 1, if they do not you normally have one turn to get them in play. Considering most decks only play a limited number, it is incredibly unlikely you find a situation in one turn where you draw a Head Ringer and they do not already have a tool attached, which is pretty unlikely. More often than not, your Head Ringers are useless in this match-up in my opinion. When playing against Yveltal EX, it is incredibly useful to ensure they do not attack you early in the game, but with Oblivion Wing’s energy acceleration their delay is often limited. Once they have enough energy to attack, Head Ringer become redundant as they attack you for the amount of energies attached to them. Head Ringer is generally not necessary against Landorus EX as the damage they deal is mostly limited, and you would not allow them to attach three energies due to Crushing Hammers and Team Flare Grunt, a similar reasoning is behind Lucario EX. With the rise of Exeggutor, Flareon/Leafon and established Donphan there are yet other decks against which your Head Ringers are of no use. Only against Virizion EX/Genesect EX I find Head Ringer to be useful as it is rather difficult for them to attach three energies when your strategy is to get rid of them. However, I live by the rule that you should not try to make your worst matchup less bad, but focus on improving your matchups across the board and ensure your decent matchups become even better. 

Cutting Lysandre and N were not easy decisions, however with 4 VS Seekers this may be warranted. As I will explain later I did miss the second Lysandre a lot, however 3 N was enough for me in all my match-ups.

As I already explained above, in general I am just not a fan of Xerosic so that was an easy card to cut.

I was very opposed to getting rid of my water energy, I was genuinely afraid just 4 DCE would be too little to consistently attack, however Sami once again convinced me to cut them and I must admit that was a great decision. I never needed them or felt the need to Grenade Hammer - yes, it does speed up games, however it is rarely a game changing attack as you will most likely will win the game a few turns after regardless. Only in case of being Head Ringer’ed the water energies do make a difference, but by playing Super Scoop Ups this reason is gone as well.

The Additions 

To add more consistency I reverted back to the 3-3 Slurpuff line. The tasting ability is incredibly good and when playing Super Scoop Ups you can get a great benefit out of this as you can promote a Slurpuff after scooping your active up. Considering I would not play Dragalge, Jynx or Keldeo EX I would have plenty of bench space for a 3-3 line and this would allow me to go through my deck quickly and allowed me to play aggressively in combination with Lysandre’s Trump Card. Against Exeggutor, you generally only have one way out, and that is non-supporter draw cards. After maxing out on relevant item cards (be careful, you don’t want to play too many item cards as they are dead against Seismitoad EX) I realised that Slurpuff would be a great counter to being supporter-locked as this allows you to see at least 3 (card for turn; Slurpuff 1; Slurpuff 2) - potentially 4 - cards a turn, not even including possible item cards that may increase that number.

As I mentioned earlier, my main frustration about my previous deck list was that the deck drew dead constantly. I played - in my opinion - all the good draw supporters, but felt this was not enough. Acro Bike was a great addition to the list and warranted to cut the number of Ns down to three. By playing Acro Bike you go through the deck quicker ensuring you can draw the cards you need that turn. Of course this leads to painful discards at times, but luckily thanks to Lysandre’s Trump Card you can reset your deck at any time. I don’t think I have to go into any more detail about how good Acro Bike is as I am certain this has been covered in previous articles.

Once again, to add consistency I opted to play Jirachi EX. With 4 Ultra Ball, you have plenty of indirect ways of drawing a supporter, while Jirachi EX is also incredibly useful in combination with Super Scoop Up, as it allows you to pick it up and play it again for yet another supporter (or just discard it, if you are afraid that your opponent will Lysandre it).

Super Scoop Up has great advantages, considering you remove the Pokémon from play you remove all damage, status conditions and Head Ringers. Additionally, if you have to Juniper away a hand with 2 Muscle Bands and you are worried about not being able to attach one to your Seismitoad EX, you could attach it to your Jirachi EX or Slurpuff and later on Scoop this Pokémon up to attach the Muscle Band to your Seismitoad once it is in play. Super Scoop Up also has a great dynamic with Slurpuff if you scoop up your active and can promote Slurpuff allowing you to draw 2 cards, while it also allows your to play Jirachi EX more than once - or just remove it from play. Sami convinced me to play this version of Seismitoad EX with 4 Super Scoop Up. I remember him telling me in the past that this card is really not so good as he detests cards that require a flip. Anyone who knows Sami will immediately associate him with consistency, so for him to propose this deck was very remarkable. However, I trusted him on his good judgment and loved to play this version of the deck, until my dice decided to prefer the tails side a whole lot more.

This immediately exposed a major weak of this deck, if you flip tails on a crucial Super Scoop Up, you do not have any other way to retreat. This became harsh reality to me during my game against Sen - to get a better understanding of the deck he played, here is a link to his interview with Squeaky. Sen played a Virizion EX-heavy deck with plenty of grass energy, which made it incredibly difficult for me poison him. I knew everything depended on me being able to get rid of his energy attachments, which I was able to control fairly well through the game, until he was able to attack me with Verdant Wind once. Anyways, let’s move forward to my final turn of the game. During my final turn I had to get the damage off my Seismitoad EX or at very least get it out of the active spot to give myself a chance. I played several Super Scoop Ups and hit tails on all of them. Which meant that after I realised I had no shot of scooping this Seismitoad EX up, I had to retreat it. This is where my difficulties in retreating became very clear. Due to my tails on Super Scoop Up and my lack of Keldeo EX, I had no other option than to manually retreat. This meant I would have to attach another energy to my Seismitoad EX and resulted in (in this particular situation) me being unable to attack this turn to keep the Item lock in place. I promote my Slurpuff and pass my turn. Sen was able to VS Seeker for a Lysandre to win the game which would result in us drawing the Bo3. Now, if I would have played the Keldeo EX version of this deck, I would have been able to Rush In and retreat to promote a new Seismitoad EX with a DCE. This would have ensured I would have kept the Item Lock in place which would have reduced his outs considerably. In that case he could only play Lysandre, considering at least one was in his discard pile already (maybe more, I forgot about the actual count) this left him with very few outs. Of course, my decision not to play Super Scoop Up for the next regional is based on more reasons than just this one game, however I will go into that later.

I added one VS Seeker which would bring my total at 4. VS Seeker is an incredibly powerful card, as has been widely discussed before. When I noticed that Seismitoad EX was not that popular I thought it was warranted to add a 4th VS Seeker. 

I added 1 Team Flare Grunt to bring the total to 3. Team Flare Grunt is an incredibly strong card. It is good across the board. It is great against Seismitoad EX, Yveltal EX, Virizion EX/Genesect EX, … Team Flare Grunt allowed me to draw against Sen’s Virizion EX, while it was incredible throughout all my games. With a large count of Slurpuffs out and Acro Bike, you see enough cards a turn to warrant playing non-draw supports without running out of resources like Crushing Hammer, Energy, Hypnotoxic Laser etc while Team Flare Grunt is a great addition to the strategy of this deck of getting rid of your opponent’s energies and thereby ways to attack. 

Overall I was rather fond of this deck: it is consistent, has good match-ups across the board and is incredibly powerful. The only problem with the deck would be the Super Scoop Ups, don’t get me wrong, they are incredibly good, however I don’t enjoy leaving major tournament decisions to the roll of a dice, especially not with my luck. I often flipped repeated tails on game changing decisions which was an indication for me to either buy a new dice or play a slightly amended version of the deck for the next regional, which I ended up doing.

Eindhoven Regionals (the Netherlands)

For the Regionals in Eindhoven I played the following list:

The list


The Changes

- 1 Swirlix; - 1 Slurpuff; - 1 Enhanced Hammer; - 4 Super Scoop Up; - 1 Team Flare Grunt => + 1 Keldeo EX; + 1 Skrelp; + 1 Dragalge; + 1 Float Stone; + 1 Lysandre; + 3 Water Energy


It seems like we have had the debate about the Slurpuff line before, however the reason it was cut this time was not for the same reason as above. Considering I liked the 3-3 line a lot I wanted to play 3-3 again for the upcoming regional, it was not until the morning of the event I knew that 3-3 was unrealistic. In an average match you would have one Seismitoad EX active, one on the bench, you have your Dragalge out, potentially had to play Jirachi EX and now you only have 2 more spots available, so playing 3-3 just seemed excessive. I know playing 3-3 guarantees you to have the possibility of playing 2 Slurpuffs at almost any time, however I think that assurance did not weigh up against my strategy of beating Exeggutor which I expected to be popular, more on that later though.

I cut the last copy of the Enhanced Hammer as I simply found it too situational. Against a wide range of matchups it is completely dead, while when it isn’t, you have to draw it at the exact right time which is rather difficult. Additionally, with 4 Crushing Hammers and several Team Flare Grunts in combination with VS Seeker to reuse these, there is actually no need for Enhanced Hammer in this deck. 

The 4 Super Scoop Ups were cut for reason mentioned above. I generally felt the Super Scoop Ups were too inconsistent. Additionally, it is never a secure out, if you need to get your Seismitoad EX out of the active to win the game the next turn, Super Scoop Up cannot give you that security therefore I decided to revert back to Keldeo EX with Float Stone. The downside is of course the inability to remove the damage/Head Ringer, however the security it provides allows your to build a strong and secure strategy.

Additionally, I had to cut one Team Flare Grunt. As much as I loved playing 3 Team Flare Grunt I really missed a second Lysandre in the previous version which meant I had to cut a card. However, with 4 VS Seeker I felt that there were still plenty of opportunities for me to play them. 

The Additions 

As mentioned before I added Keldeo EX instead of Super Scoop Up to add more consistency to the deck. The Super Scoop Ups were too volatile and the previous list did not allow you retreat your active in any other way than manual which is very costly with Seismitoad EX therefore I opted to rely on Keldeo EX. 

I decided to play Skrelp and Dragalge again because I missed these in some of my matches the week before. It is just a great way to keep your opponent’s poisoned Pokémon active which quickly adds up the damage while it can also ensure you are under no real pressure when you Lysandre and poison a Pokémon that cannot attack you. Lastly, Dragalge allows you to win games after you have lagged behind and the game seems unwinnable. In case your opponent is fully set up and can deal considerable damage to your active, Dragalge allows you to Lysandre a Keldeo EX/Jirachi EX/Slurpuff/… which you can poison and keep active until it is knocked out. With the right math and attacking with Muscle Banded and Un-Muscled Banded Seismitoad Exes at the right time while also taking into account when exactly to play Virbank City Gym it can even result in your opponent never being able to attack, which can result in a brilliant comeback.

To ensure Keldeo EX would find an easy way to retreat and ensure I would be able to attach Float Stone early in the game (especially important in mirror match) I opted to play 3 Float Stone. If you opt for a strategy that involves Keldeo EX Float Stone, it is important to have both these cards in play as early as possible.

As mentioned earlier, I really missed a second Lysandre in the previous Regional so that was the first change I made to the list. Especially when you decide to play the Dragalge/Hypnotoxic Laser version it is essential to have access to Lysandre and therefore this addition was essential.

You may start to think now that this article is just starting to become me explaining which cards are good in a Seismitoad EX deck. However, most of the changes I made so far were simply to improve the deck overall as I estimated the metagame to be roughly the same as it was the week before and I think the deck was a good choice in the format. However, when play testing against Sami - who played Exeggutor - I notice that the previous list was not favourable against Exeggutor, however it was not unfavourable either. Considering Exeggutor was one of the best decks, if not best deck, in the format I would have to beat it at some point if I wanted to do well in the tournament. In general, I did not suffer greatly from being Supporter-Locked due to Tasting and cards like Acro Bike which allowed me to draw about 3 cards a turn, and potentially see even more cards. The damage that Exeggutor deals did not worry me greatly either, only being poisoned I would be in an awful position, but since you try to get the Item Lock established as early as possible and with Keldeo EX/Float Stone, this scenario was unlikely. The real problem for Seismitoad EX to beat Exeggutor was Team Flare Grunt and Xerosic, especially considering my list only played 4 DCE. To counter that problem I decided to play 3 water energy again. However, for completely different reasons than my first Regional. After play testing a few games I noticed this version of the deck did considerably better against Exeggutor and I decided to play the three water energies. It was good I opted for these water energies as I had to play against Mees who played Exeggutor and I eventually ended up winning this match. I must admit that my win was not due to the water energy but to the fact I luckily drew 3 DCE early on and had one attached to my Seismitoad EX already which meant I could easily reattach my energy after Team Flare Grunt/Xerosic but my play testing experience did proof that the water energies turn this match-up more so into Seismitoad EX’s favour. 

Final Thoughts

I really hope this article gave you some insight in how to adjust your deck to the expected metagame while also giving you an overall overview of some of the cards and how they affect the functioning of decks. I really hope you didn't consider this as yet again a Regionals article or article about Seismitoad EX as I am certain there are plenty of those around and hoped to bring you an article from which you can get ideas and gain something personally. I am sorry this article is not as original as I would like it to be but due to my exam period and upcoming deadlines my mind did not really allow me to come with anything super creative. However, while writing this article the debate about women in strategic games rose up once again and I think that would be an interesting subject to write about for my next article.


Hope you have a lovely day!



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