Experts' corner

Daniel Altavilla

How to Get Your Invite 101 - Regs, Nats, and Everything in Between

Daniel goes over some very strong decks for the third week of Spring Regionals and Nationals.

05/26/2016 by Daniel Altavilla



Hey there, 60cards readers! I left you all with some of the hot decks in Standard. Now I come to you with both formats, in hopes that those who take something out of this article will bring home some glass from Spring Regionals or Nationals. So far we have seen a plethora of incredible decks with so many wonderful lists and a lot of diversity among what does well and what falters. One of the top decks in Week 1 was Turbo Darkrai, and in Week 2 we saw plenty of that in addition with some Trevenant and Seismitoad variants, but for week 3 I feel the meta will shift considerably. And after that, we can expect a drastically different game from what we have currently in the Standard format. There are plenty of decks to talk about, but I plan to perfect 2 lists that everyone is trying to work on and can't seem to figure out. My season has been plenty stressful, but I finally see myself able to take a breather and sit back and observe tournaments rather than entering, which has really provided me with some insight towards the varying metas. Let's get into it with my Week 3 ideas.

Week 3

Fates Collide just came out and gave us plenty of tools for our Expanded format to thrive even more so than it already is. This set is the biggest set we've had all season so far in terms of playability, and so many archetypes and techs are being presented to us. The biggest one by far has been Mew, who has the ability to copy any of your Benched Basic Pokémon’s attacks. This makes it a strong contender for a tech in absolutely any deck, as it's expendable and very, very good. Mew can cover psychic weakness, give up 1 Prize instead of 2 but use the same attack as an-EX on your Bench, and switch between multiple attacks based on the situation you're in without having to charge up multiple Pokémon. The card is great in a multitude of decks, but I will only include 2 decks that I feel it shines in. 

The first of these 2 decks is Turbo Darkrai, which saw plenty of success in the first two weeks, as well as in some tournaments abroad and in week 3 of Winter Regionals. The success the deck has seen and the significant buff Fighting-Types receive within Fates Collide concerns me, so I built my Week 3 Turbo Darkrai list with that in mind, while allowing it a fighting chance versus what it is already facing within the first two weekends of Regionals. Here's the list:

Before discussing the deck, I'll go through each count, to explain them in-depth. Although the deck is fairly simple, it is important that every tech is explained in detail so that it is known why I've bothered putting these specific cards in this deck.

1/2 Darkrai-EX DEX/BKP

Darkrai-EX from Dark explorers is the card that started it all. Paired with Dark Patch and Keldeo-EX, Darkrai was able to be piloted to tournament wins on every level. While this card is a very strong one and continues to remain an incredible attacker, there is a new Darkrai in town we must turn to- Darkrai-EX BKP. This Darkrai is an attacker that further solidifies the synergy of this deck's engine - 4 Patch, 4 Max Elixir, and 11 basic Darkness Energy allow our new Darkrai to hit up to 180+ damage on even the 1st turn, making this Pokémon the bread and butter attacker in our Turbo Dark deck. Most lists see a 2/2 Darkrai split, but I found it more important to have a Mew FCO over a second Dark Cloak Darkrai, as Keldeo-EX is already strong enough for Retreating shenanigans.

1 Yveltal-EX

This card cannot easily be omitted. Yveltal-EX is a force to be reckoned with in the game, and is a strong attacker vs decks that like to pile Energy up on their own attackers. It also can be very strong versus Fighting decks, who will ram through our Darkrai like nothing.

1 Yveltal XY/2 Yveltal BKT

Oblivion Wing has been a great way to put Energy on our Yveltal and to slowly accumulate damage on our opponent's Pokémon for a while, but the 60/60 spread from Pitch-Black Spear paired with the raw power of Darkrai BKP and the ability to shut off Tool cards with Fright Night makes our Breakthrough buddy the better choice for a thick line in this list. There have been plenty of games that have ended quickly because one player was able to Pitch-Black Spear 3-4 turns in a row and take Prizes faster than their opponent can set up. It's a sight to behold.

1 Keldeo-EX

Keldeo is our trusty, rusty Hypnotoxic Laser assurance. Good old Keldeo has been bailing us out of Sleep flips and Poison damage since 2013, and no other card comes close to Keldeo in this deck. 

1 Mew FCO

Mew is in this deck to help you win the Prize trade versus one-Prize attacker decks such as Night March and Vespiquen, to utilize your Benched Pokémon’s attacks without sharing the same weakness as them, and to OHKO pesky Gallade before they OHKO your entire deck. She is our new replacement for Mewtwo-EX, which we saw in plenty of decks during Week 2. I originally wanted to fit multiple Mew in this deck, but it seems that the 7th Prize is a good reason to run this card and if you run multiple it becomes redundant. It's also just not something you want to draw into sometimes, where some of your specific Items would be better.

4 Professor Juniper

With such an Item-heavy deck, we need to keep a thick line of Professor Juniper to be able to discard our useless Items vs. Trevenant and Seismitoad-EX. Without a heavy line, it becomes that much more difficult to win these matchups, who obviously aren't the easiest already. 

1 N

N is a card that you pretty much never want to omit. When I Prize my one copy of N, I start to shed tears late game, when my opponent has a 15-card hand with every card they need to close out the game. As long as N is a legal card in either format, I will always run 1 at the very least.

1 AZ

AZ is a strong card in this deck. With Dark Patch and Oblivion Wing, it's not too difficult to get back your Darkness Energy after you completely heal one of your Pokémon, and AZ also can pick up your Shaymin late game or your Paralyzed/Sleeping Active Pokémon. It's a card that has plenty of synergy with Dark.

1 Delinquent

Delinquent was placed in this deck for a couple different reasons.

  1. Primal Groudon-EX was a deck I saw way too much of during Weeks 1 and 2 of Spring Regionals, and Delinquent deals with Groudon so well, as they usually have a smaller hand filled with cards they absolutely need, while knocking out their Stadium so Gaia Volcano now only does 100 damage instead of 200.

  2. Silent Lab is a very strong counter to this deck, and with a 3/1 Hypnotoxic Laser/Virbank City Gym line, we need a way to discard Stadiums without playing our own.

  3. Night March and Vespiquen have resurged in Expanded, and Delinquent at the right time can be as strong versus them as a Ghetsis, and sometimes even stronger. 

These felt like strong enough reasons for me to include such a card in this Week 3 list, though I feel it was appropriate overlooking it for the first two weeks in favor of Ghetsis. Delinquent hasn't seen very much play and I think it's about time this strong card gets included in such a strong deck. 

4 Trainers' Mail

This card is our only way to burn through this deck besides late game Colress for 10 and Set Up with Shaymin. Trainers' Mail will almost always net you a card you can use, so I don't see an issue with running this over something like Acro Bike. 

4 Dark Patch/4 Max Elixir

As stated before, these cards are essentially the entire idea behind this deck. You use these to get all your Energy into play, and then you explode on your opponent with some strong hits, potentially 220+!

2 Fighting Fury Belt/1 Muscle Band

I thought about this for a while. The 1 Muscle Band is almost necessary for some math. With 6 Energy in play, Darkrai-EX BKP can hit 140 damage, with 10 from Fury Belt and then 30 from Laser, to hit a perfect 180 damage on an-EX Pokémon. Without Laser in the equation, but with another Darkness and a Muscle Band, Darkrai is still hitting 180. And another Energy is usually more accessible than any given tool in this deck, so at least one of each tool proves to be a nice addition. Muscle Band is pretty much just in here to bail you out when you need the extra 10 damage, as sometimes you just can't arrive at the proper math with Fury Belt.

1 Battle Compressor

This card obviously puts Darkness Energy in your discard as well as Supporters for Dark Patch and VS Seeker, but it comes at the cost of lessening your chances to hit a Darkness off of Max Elixir. A lower Battle Compressor count means it'll most likely end up in your hand late game, where Dark Patch truly shines over its Breakpoint counterpart.

3 Hypnotoxic Laser/1 Virbank City Gym

LaserBank is a crazy combo. I love this combo in a deck with 3 Yveltal, as they are one-Prize attackers who deal little damage at a time, but when paired with LaserBank, they can really start whittling your opponent down to prepare for some strong hits from Darkrai. I also think Reverse Valley is just not a strong enough damage modifier in this deck, where Laser gives you the same 10 damage but with the ability to also put your opponent's active Pokémon to sleep.

1 Computer Search

I'm not sure which ACE SPEC I prefer in this deck. I chose Computer Search because more Turn One consistency is my playstyle, but Dowsing Machine for a late game option or even Gold Potion for shenanigans could be interesting. This slot goes down to personal preference.

11 Darkness Energy

I was originally going to go 10 Darkness and a Double Colorless, so Mew could have 2 Energy on it in one turn as easily as the Darkness Pokémon can, even though she can't utilize Dark Patch. But then I missed a Darkness off of Max Elixir, got mad, and went back to 11 Basic Energy. 

This list is fairly straightforward, but the couple of choices I made here seem strong enough to allow the deck to evolve with the meta, and not be susceptible to the changes people are making in their own deck choices. I feel it will be a very strong choice come Week 3, but there are still some interesting cards we gain from Fates Collide! 

Another ridiculous card we have obtained is Regirock-EX, who has an ability similar to Deoxys-EX from Plasma Freeze. This card is going to be one of the selling points of the next deck I am going to share with you all, my Expanded Fighting Toolbox.


I remember my buddy Brent Siebenkittel ran a quad Hawlucha, quad Landorus-EX deck for Expanded at Florida Regionals 2015, and his deck was a very heavy-hitting, teched out deck. Seeing that deck in action is what gave me the inspiration to build a list like this when Fighting finally got buffed again. This deck is using some old strategies, paired with new tools, to execute a cut-and-dry plan: Rack up as much damage as possible everywhere and clean up with your other attackers. This is usually what fighting decks attempt to accomplish, but it seems more feasible now than ever before.

The basic idea of the deck is to get out a lot of Regirock-EX, and then to use Landorus-EXs Hammerhead for up to 120 damage on your opponent's active and then 30 to any Benched Pokémon. This then sets up Hawlucha to hit for up to 150 to close out any knockouts. The deck has some stretched out counts, so I'll go over why I left some thick and some thin.

Art Credit Danielle Momochan 


3 Hawlucha 

This card is one of the most important in the deck, as it is capable of OHKO’ing-EXs late game and it always has the capability to OHKO Shaymin-EX, making it a very strong card worth only 1 Prize, who takes only 1 Energy to attack. That's pretty OP! 

1 Lucario-EX

Lucario-EX is meant to sponge damage from Seismitoad, who obviously hits Landorus for Weakness, and to OHKO Pumpkaboo and not suffer the consequences of getting return KO'd because of Focus Sash. Landorus-EX is probably the best attacker versus Night March, but Lucario is still very good. His ability to draw up to 6 is very important as well, as he can be used as an N counter late game, or used to help you set up early. I was debating 2 Lucario 2 Landorus, but Lucario seems less important to me than the 30/30 split from Lando.

3 Landorus-EX

This deck plays 3 Hawlucha, so it is only appropriate to also run 3 Landorus. You don't necessarily need to start with him, but he is important to have throughout the game, so I feel he is a worthy 3-of in this deck. I can't imagine this deck running so smoothly in Expanded without the help of Landorus-EX. Like, come on, with 4 Regirock in play and a Strong Energy attached, Landorus is just Darkrai-EX for one Energy! That's insane!

4 Regirock-EX

Our new Fighting type Deoxys-EX is the addition that makes this deck what it is. Without Regirock, Fighting just can't keep its damage output up enough to make it a worthy contender. But now that we have Fighting Fury Belt, Energy Keeper Carbink and Regirock, we are able to not only put out enough damage to get KOs, but we don't have to get KO’d back as quickly, we don't have to suffer from facing Crushing Hammer decks, and we aren't scared of one-Prize attacker decks. With so much support, what does Fighting have to fear anymore? Besides that one Sky-Lizard that has resistance to Fighting, of course.

1 Carbink

Carbink is in here to stop those pesky control decks. Seismitoad decks, Toad/Tina decks, and other Energy denial decks won't really do too much without having Silent Lab in play, and even then we have counter Stadiums, so I think Carbink makes this deck even better. 

1 Carbink BREAK

Carbink BREAK isn't really necessary in here according to the people I've shared this list with, but I feel it's a great late game card to Diamond Gift two Strong Energy onto a Landorus and then prepare to Land's Judgement in just one turn. It can also set up Regirock if you're out of attackers or something. I think the card deserves a spot, but if you feel it's not too good in your testing, a Super Rod will do almost the same thing.

1 Hoopa-EX

Hoopa-EX is in here to search out some Regirock and Landos and Shaymin. Hoopa is basically a PlusPower, an Ultra Ball, and a Bianca all in one! A cool tip is that you play 4 Super Scoop Up so you can Scoop your Hoopa up, play it down again after you had just grabbed a Lando and 2 Regirock, and search out another 2 Regirock and a Shaymin! Sometimes Super Scoop Up is just used as a healing method, but here, Hoopa and Scoop Up have decent synergy. 

1 Keldeo-EX

Keldeo is in here to get your Regirock out of the active position. Nobody needs to deal with their Regirock being stuck Active. That would be horrible. I thought Keldeo might be redundant with the Scoop Ups, but I also realized Laser gives this deck some trouble too, so Keldeo is a good fit. She also can take Lando out of the active spot to promote a Hawlucha or something. 

3 Professor Juniper

I think Juniper is a good card in fighting decks, but I think it should only be used scarcely. We have our resources stretched out among 1ofs and 2ofs, so it's not easy playing down Juniper. This is why I run such a thick Colress line.

3 Colress

This deck can get you a filled up Bench so quickly that I feel Colress is necessary at 3. Jonathan Paranada won BC Regionals with a Tyrantrum build running 3 Colress, and I don't see why I deck like this wouldn't prosper from that, as well. You have trouble dealing with Item lock, so a very heavy line of greedy Supporter draw is very appropriate. 

1 Korrina

Korrina has always been a sort of staple in Fighting decks because she can grab out a Pokémon and an Item card. While her effect is too good to ignore, I think this deck gets through itself enough with Shaymin, Hoopa, and Colress, so we hardly have to worry about needing to search a Pokémon and Item out every turn. I also feel that a Supporter like this is just too slow, and that's not my style.

1 Cassius

Cassius is in here to not only heal your Pokémon, but to get Regirock back into the deck late game if they start getting Lysandre’d. The worst thing in the world would be drawing 5 Prizes, losing your Keldeo, and then having a Regirock forced Active and you can't get it out of there. AZ would be good too, but I think Cassius is safer because you don't have to discard whatever is attached to your Pokémon. Test this and AZ before you pick one, but I prefer this one.

3 Ultra Ball/1 Pokémon Communication/1 Level Ball

With 17 Pokémon in the deck, you'll often be able to utilize Pokémon Communication. I have the 5 search cards to get out your Hawlucha, Carbink, and other Pokémon out more freely without always having to discard 2 cards from hand. Korrina is also technically a "ball" card, so you have plenty of options to grab out your Pokémon.

4 Super Scoop Up/1 Scoop Up Cyclone

There are many versions of Fighting decks that have run Scoop Up in the past, and I couldn't think of an ACE SPEC more appropriate. You basically get to continuously heal your 1-Energy Pokémon, and if they don't get OHKO’d, you can return their Focus Sashes to your hand as well, making for a very annoying yet strong deck. Scoop Ups can either become Puzzle of Time or Trainers' Mail if they end up not working out. I believe they are tried and true, and really belong in this deck. 

2 Focus Sash

Sash is in here to allow you to trade with the one-Prize attacker decks. It is a card that really hasn't seen a large amount of play in Expanded yet and with Night March and Vespiquen's recent resurgence it seems fine running this sort of card. You can sash a Hawlucha and do 200+ damage before losing it, meaning you've hit for 200 plus and your opponent is only taking one Prize when they retaliate. That's pretty broken!

2 Sky Field/1 Fighting Stadium

This layout is meant to give you the option to use Fighting Stadium late game to discard all of your Shaymin and your Hoopa, after using them to set up all of your Regis. Sky Field also makes your Colress net you even more cards, and only 5 Benched spaces wasn't that strong for Plasma, so having the ability to play 8 is a privilege we can finally take good use of.

That's the gist of our Fighting Toolbox deck, which I feel will be a very strong deck for this weekend's Spring Regionals. I'll explain some matchups real quick so you all can agree.

The strongest decks we saw during the first 2 weeks were:

Turbo Dark
P Groudon-EX
Night March

To put into perspective how strong the Fighting deck will be, it pretty much has an incredible matchup vs Night March, an almost-autowin vs Turbo Dark, an easy matchup vs Primal Groudon-EX, and 50/50 matchups vs Yveltal/Maxie and Vespiquen, making it's only BAD matchup Trevenant. It does have more bad matchups like M Rayquaza-EX, but that deck wasn't as big as it could've been and you can win anyways with some clutch Hawlucha/Focus Sash plays on Shaymin-EX.
My Fighting build is a mixture of spreading damage and crushing-EXs while not suffering too many consequences, so this is why I've included it along with the Turbo Darkrai build as one of the two decks I would personally play this weekend.

 U.S. Nationals

U.S. Nationals is the next event we have after Spring Regionals, and it'll be the first event where we get to see XY-FCO in action. This creates a situation where those who are "in the know" about the better decks will obviously have an edge over those struggling to adapt with the format. Last year, a Wailord deck and some M Rayquaza-EX builds were able to sweep Nationals, with Seismitoad/Garbodor eventually winning the tournament. This perfectly explains a phenomenon Pokémon deals with every time the new set is released before Nationals:

  • People do well with rogue decks. These decks are never brought to the forefront until they are finally revealed during the tournament, and the ideas behind them are odd enough to allow them to rise to the top. Ex: Wailord. 

  • People do well with obvious combos brought to us by the new set. These combos are so glaringly obvious that the deck is a must to run for the tournament, even if it means some games are only won by the combos' sheer power alone. Ex: M Rayquaza-EX decks.

  • People do well with old combos. Decks that have been performing well for the season and that people aren't willing to let go of either because they are comfortable with them or because they are unfamiliar with something else, or just because they feel it'll be a strong meta call. Ex: Seismitoad-EX/Garbodor deck.

This phenomenon makes our National Championship a cesspool of tough decks, and it really pays to be on top of how the metagame is shifting. I will try my best to share two decks I feel will be played, one being an obvious combo, and one being an old combo. I have a rogue deck prepared for Nationals as well, but I obviously can't share that with you all right now. 

 The first of these two decks is one combo that was made so obvious by Pokémon that they made this card the mascot of the set: M Alakazam-EX. My build is a different take on a known combo, to try and stray away from the lists everyone has been pushing out lately. Here it is:



This deck really has an obvious combo. You evolve your Alakazam-EXs, play down Absol, move the three from the Benched Pokémon to the active Pokémon, and then swing for 150+10+the 50 they started with for 210 in all. This should be enough damage to OHKO most of the-EXs played right now, and if not, you can just evolve another Alakazam. For the one-Prize attacker decks, I've fit some techs I'm proud of. Let me explain it better.

4/4 M Alakazam-EX

Allie is a great card and his spread is unparalleled in the Standard format. He really puts the hurt down on some of what this format has to offer, and I think he will see plenty of play come Nationals. His only issue is that he has a Psychic weakness, meaning Pumpkaboo eats him for breakfast. Any other matchup, though, is pleasant and very possible to win. Another issue with Alakazam is that we now have a pretty little Psychic-type Pokémon that can copy any attack from a Basic Pokémon on your opponent's Bench, meaning Alakazam has just gained a lot of weaknesses.

2 Absol

Absol was a sick card when released in Roaring Skies, but it never really had a perfect partner. Alakazam is the best partner this card has seen thus far. But we can't run more than 2 because we only really need 2 to close out any game and we already play AZ and 4 Super Scoop Up. Also, starting Absol is a pain in the butt. 

1 Latios-EX

Latios is in here to donk Combee and Joltik. If you can end the game that easily vs iffy matchups, why not do it? He also has obvious synergy with Alakazam, who can't even evolve on turn one, so Latios is able to put 4 damage counters down on the first turn of the game and then allow Alakazam some forgiveness for being an Evolved Pokémon. 

1 Natu

Natu is in here for Night March. You put 2 damage on the active Joltik and 3 on a Benched one, taking a Prize. You then attack with Natu to take 2 Prizes, and then you've already halfway won the game. Night March may be able to stomp your Alakazam, but then they have the pressure situation of letting your Natu live or KO’ing your Alakazam. I think it's an interesting tech in here, especially when paired with Absol.

1 Wailord-EX

This card is a weird one for this deck. I run it because in my testing with Alakazam, they would always take too much damage before they were able to do anything. Wailord basically sponges up any damage you may receive until you are ready to bust out your M Alakazam-EXs and put on a show. Robo Sub could also do the trick, but I think Wailord has incredible synergy with the Super Scoop Ups you run. It may end up not being good, but so far I'm loving him.

2 N/1 Judge

Judge is a nuts card in Standard. Now we have the option to N to 6 in the beginning of the game, Judge our opponent to 4 later on, and then N them to even lower numbers closer to the end of the game. I think a 2/1 split is a decent count for most of the decks in Standard.

1 Xerosic

Xerosic is in here to take off Fighting Fury Belt. You have to worry too much about Night March utilizing FFB to make your life more difficult, and 220 HP-EX Pokémon aren't much fun either, so Xerosic helps out with that. You can also tank Night March with Wailord and try to Xerosic off all of their DCEs and make some crazy plays. Another application would be taking off a Head Ringer attached to your Alakazam-EX so you can put down a Spirit Link and not have to end your turn when you evolve.

3 Trainers' Mail

Mail is in here to dig through your deck and grab out your Spirit Links and such, similar to how they are included in M Manectric-EX decks for the same reason. Trainers' Mail is a great card in here, and I feel it's the safest option for digging through your deck.

4 Super Scoop Up

Super Scoop Up is our way of devolving M Alakazam. It also heals them too, so it is a card I feel should always be in this deck. It has strong synergy with our 1-of Wailord in healing it after it has taken some hits, so that is also a plus to using this card over 4 Devolution Spray. 

2 Devolution Spray

I felt I couldn't exclude this card because of variance. Variance will keep us from always utilizing Super Scoop Up as much as we could, while this card is a guaranteed devolution. This is assurance from variance, and not much more. I think this card should be used carefully, as you can KO your own Alakazam when you devolve it, and sometimes people just won't think about that when stuck in a pressure situation.

1 Super Rod

Super Rod is mostly to get back your Psychic Energy and your Natu/Wailord. It's just a safe card to play as you never know what you might be forced to discard while digging through your deck. Alakazam has a fair amount of solitaire to it, so we must be prepared for every situation.

4 Dimension Valley

I prefer this Stadium over any other because a Mega taking 2 Energy is just too much to set up over and over again, especially after Super Scoop Up. Dimension Valley is going to give us an opportunity to attack with little investment. A friend of mine ran a few copies of Sky Field in his Alakazam build, and I can see why, as often you may not have room for your Absol when you have 4 Alakazam out and a Shaymin or 2, so that is also a consideration. 

1 Float Stone

I originally had a Mystery Energy instead, but you have 6 Pokémon that aren't Psychic type, so Float Stone will be easier for them to be able to retreat with. You can always use your AZ and Scoop Ups, but they will not always work.

That's the deck! It's a weird list for sure and I love that. It's a new twist on an obvious combo and I think with enough practice a balance will be found that makes this list a strong contender for US Nationals. One thing that may have popped into your head by now is the fact that this deck runs no true Secondary Attacker, such as Wobbuffet. This is because I aimed for as much consistency as possible instead, as in my testing a swarm of Alakazam proved to be way better than a Wobb that did so little damage.


As I mentioned while going over the list, we have a trash matchup versus Night March. I'd like to make a bold statement and say that every deck potentially has a trash matchup versus Night March. This truth is what makes the deck such an unstoppable force in Standard, and it's also the reason I've chosen to go over this deck as the last deck for this article.

This is what I've devised so far for Night March. The general idea is that you have the potential to beat every deck in the Standard format except for a good Seismitoad-EX/Giratina-EX list, so I run a Maxie's engine with Marowak to ignore Toad and Tina. I have a Cubone in here so that when my Marowak gets KO’d I can use Puzzle of Time to get it back and evolve it, and so that if I miss the T1 Maxie I can just manually evolve Marowak on t2. I think Cubone is a pretty solid card in here, but if the slot could be devoted to something else, do it. 

I based this list of off Jay Young's Top 4 list from Wisconsin Regionals, with only a few subtle changes. I think it has the potential to go far at US Nationals. I have 2 Lysandre and 1 Hex Maniac to get out of Trevenant's Item Lock, but you can reverse the counts if Vespiplume or Greninja will be big, and I have a Startling Megaphone in here to take care of Fighting Fury Belts.

I'm trying to keep this section brief as Night March is a deck too many people have covered lately in articles, but I had to be able to share this Night March list with you all!


To wrap things up, I'm very proud of these 4 lists. I was able to go out of the box with them, and I think it's a great thing to show the 60cards readers exactly how it looks doing this sort of thing. It makes it interesting when you throw a couple tech cards in the mix, because of the synergy not everyone is able to pick up on. I will be chilling back, playing some League Challenges down here in South Florida, but I expect to see and hang out with plenty of you readers at Nationals. 

As always, make sure to give this article a [+1], go check out my youtube channel The Tuff Puff, and until next time!

 - Daniel Altavilla

[+3] okko


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