Experts' corner

Daniel Altavilla

The Cold, Hard Truth - Article Integrity + What I'm Testing

Daniel goes over honesty in articles and three strong plays for Nationals.

06/13/2016 by Daniel Altavilla

Table of contents


 Article Integrity

  Important Questions 

  How to Judge Integrity

 What I'm Testing






Usually I start my articles off with a "Hey, 60Cards Readers! Today I'm going to mention...", but this time around it's appropriate to treat those reading this article as more than simple consumers. You are spending your $9.90 a month to read these articles and obtain good lists and impeccable insight from some of Pokémon TCG's most renowned players. The usual generic greeting doesn't apply here as I want those reading this to feel good that they are part of this site. PRO Members are truly lucky to have access to such an array of strong players and different minds, but you already knew that. What you don't know is that articles online tend to lie to readers. Article writers are becoming more secretive with their real lists in order to prevent them from becoming widespread. They try not to give away their secret techs until after they've placed in the tournaments they wanted to use the deck for, then they feel free to post whatever they'd like. While I may be guilty of doing this in the past, I haven't done this in over a year because I don't mind lists being posted online and shared with friends and exposed because I'm not in this for the paycheck, I'm here to share what I know about the game and to teach the community whatever I can. 

So I urge you, simple consumer, to be proud of the choice you've made to become a 60Cards PRO member, because just like me, I know that most (if not all) of the writers for this site are honest and share the decks they've tested and have gone to play these decks in tournaments even after posting them online. Two examples of writers that have done this are Jose Marrero and Chris Fulop. Every now and then I'll message Jose asking, "What's the play for [insert tournament name here]?", to which he replies with a deck. A few times after agreeing with him on a certain deck being a solid choice, he's mentioned that it'll be covered in an article he's posting soon. Fulop had a secret Bronzong/Smeargle/Techs deck built around Cities time and he told me about it and gave me his list asking for my help to test it with him. He then posted multiple lists for the deck on 60Cards a week later. 

These two writers are showing Article Integrity, a term meaning an article isn't meant to be deceptive or manipulative, but rather it showcases the true fruit of these player's minds. These succulent ideas are shared regardless of the impact it may have on the metagame or on the writer's performances themselves, and it doesn't matter because they'd rather grow the game into a larger, more competitive one.

These thoughts aside, I will be explaining this in further detail and I'll be going over 3 decks I am currently testing (out of maybe 8) for US Nationals in a month. So as you continue to read the rest of this article take some time to realize how lucky you are that 60Cards is a site of honesty and integrity over deception and malice. We truly care about your performance, 60Card Reader, and we are focused on working towards giving you the tools to turn yourself into the best player you can be. 

Article Integrity

Recently there was a post on Virbank City, the Pokémon Trading Card Game Facebook group, bringing up how in the past writers used to write about deck A nad then play a completely different deck B. Mikey Fouchet mentioned in this post that he and a few writers on other sites were actually honest and they all ran decks that they had recently touched on. This is a very nice sigh of relief, as it proves that these players weren't hiding any tricks and they truly care about sharing their full insight. The part of Mikey's post that makes it worth mentioning here is where he says "articles have gotten alot better [at telling the truth] in the last couple of years." This may be true when it comes to 60Cards and the writers Mikey mentioned in his post, but it also shows how many writers don't show integrity in their articles. And that begs the question: Which articles/writers can I trust, and which should I take with a grain of salt?

Important Questions

Jimmy O'Brien commented on Fouchet's post responding to a point stated by Grant Manley saying that "the accusation [that writers tend to deviate from the lists they share] is based on a false stereotype and that it is insulting; he mentioned that he feels writers often do play what they write. Jimmy's response was: " I don't think it's inherently scummy to write about Legit Deck X and play Legit Deck Y at an event, given that:

1) Deck Y doesn't have some insanely favorable matchup against Deck X
2) Deck X performs well SOMEWHERE."

This is easy to agree with. It's very possible for an influential player to write a 6,000 word article on an Alakazam list, state that it's the absolute best deck right now, etc. and then take Night March to their next tournament expecting to punish Alakazam players. If you admire someone who writes articles and you care about their opinions, don't you feel it might be important to know if they are honest? You can keep tabs on how they do at tournaments and see if they mention their deck before the tournament instead of during their Tournament Report. So the first question you should ask yourself when determining a writer's fidelity is: 

"Has this writer been countering decks he/she writes about with decks left unmentioned?" 

Another factor towards making the right call on who to trust is whether the decks they are sharing have had moderate success. For example, even if a writer posted a Fairybox list, knowing fairybox is rarely played anymore and highly regarded as a poor deck, he can still have some amount of credibility through the list if it placed at a recent tournament. There was a fairybox deck that placed top 8 in a states in Singapore, so that's pretty much all the credibility necessary to keep the deck worthy of being a fair topic in an article. A deck like M Houndoom/M Manectric being posted, which has little to no placement at all, loses credibility, as the only proof that the deck works is based on whether you have faith in the writer who posted the list. The question that must be asked here is:

"Has this writer posted a list that has found success?"

How to Judge Integrity

The two aforementioned questions should leave you with an idea of how strong your conviction is, but there are still other ways to determine a writer's integrity and even then it can't be said that these situations are happening out of malice. A writer can simply switch up his deck to Night March after wholeheartedly believing in Alakazam in the same way a writer could post a rogue deck or an archetype that has yet to see any real success. Judging integrity is a pretty simple thing to do when it comes to articles, and this notion comes from your gut. Usually the best way to determine integrity is by seeing the writer's full history of articles. See if there are articles on abstract ideas that use lists as ways to get thoughts across to readers, figure out if the two-week gap between a decklist article and a tournament report shows any similarities in deck choice/list, and see if writers are sharing the same type of deck often.

Chris Fulop, as stated above, tends to change his lists with the weather. He always tries out different strategies with his decks, as any player should to fine tune their play. He also posts his new lists in articles as they update; he really doesn't care to share what he's messing with. This is an example of a working progress which means there's some sort of proof that he is actually testing the deck(s) out and making them better. If a writer you know does this often, congrats! You're faced with an honest writer.

I hope not to give this article a negative approach, as I agree with Fouchet that article quality has gone up tremendously in the last few years, but it's still important to note that not every player who writes articles is in it for the "right reasons". I am not attempting to encourage slander or any other sort of harmful acts against article writers, as I feel there are plenty who are trustworthy.

With all of this being said, it's time to get into the reason you even opened this article in the first place: some lists for US Nats. 

 What I'm Testing

This time around I wanted to share not just what I feel is strong but what I'm actually testing, down to the exact count. I'm sharing 3 out of ~8 decks that I will be testing for US Nationals, and they are all decks I am strongly considering for this tournament. I'll be going over my Trevenant list, my Greninja list, and my Water Toolbox list. I predict these 3 decks will see a large amount of play at US Nationals as they give Night March a run for its money and at the very least I consider them strong plays.


This list is essentially a carbon copy of Christian Ortiz's Georgia Regional winning list switched up for Standard. I added a Delinquent and some Head Ringers and I plan on running this version for 2 reasons: It can contest most of the format easily with Item-lock as decks are running close to 35+ Trainer cards now, and it has Energy removal to counter the decks that rely more on "natural" consistency over Item-based consistency (ex: M Manectric-EX, M Sceptile-EX, Carbink BREAK/Zygarde-EX). The deck on paper has an answer to absolutely everything. The main issue it has is it's clunkiness. With 3 Red Card, 4 Crushing Hammer, and only 4 basics out of 7 that you actually want to start with, you often find yourself with a poor hand. And now that Standard has been granted the gift of N, it's safe to assume that you'll get screwed over at some point by a well-timed N. Besides clunkiness, the deck is very solid. If I were to run any list for Nationals, it would be this one 100%.

4-4-3 Trevenant BREAK

Some people have been opting in for a Nervous Seed Trev. This is because they'd rather Night March be able to set up but not attack than rely on them getting burnt out by Red Card/Item-lock. This seems trivial to me as you lose Trevenants so quickly, and only having 3 of the IMPORTANT copy is a bad thing when facing a format so keen to one hit knock outs. A 4-3-1-3 line is possible, and it can be very good at times, but I feel it is just not worth it ever allowing your opponent to run Items.

1 Absol

Absol is in here to trick your opponent. They usually will not predict a Cursed Eyes from Absol and they may take an extra turn to do something as they feel their Pokémon-EX is safe from a KO on the next turn. While pulling the wool over your opponent's eyes is possible, it's not why Absol is here. He tricks your opponent in a way where he mixes up math and sort of controls the game to that extent. Absol makes decisions much tougher for your opponent. They have to carefully consider everything they do to get around Cursed Eyes late game, and sometimes they just can't. A good showcasing of the strength of Absol in Trev is Andrew Ramey vs. Andrew Wamboldt at Spring Regionals in Madison. Ramey makes some Absol plays that Wamboldt wasn't ready for and he really prospers off of them, to the point that he wins a close game.

0 Wobbuffet

This Trev list is way too good for Wobb. We don't need that guy in here, taking up our space and making it more difficult to start Phantump! While you're restricted to 6hkoing your opponent's field without Wobb as a secondary attacker, you still create such a strong lock on your opponent that they can't even make this a card worth missing.

2 Wally/ 0 Battle Compressor/0 Trainers' Mail

These three cards are often paired to give the Trevenant deck more consistency in obtaining a turn 1 Trevenant. They also clog the deck up any turn after turn 1, and I feel running anything more than just 2 Wally is a waste. Wally is a strong card throughout the game to get a BREAK out from a Phantump in just one turn so it seems counterintuitive to just Compressor away your copies of Wally after turn one. This is my reasoning for a 2-count and nothing different.

1 AZ

AZ is in here mostly to pick up your active if you can't retreat it some other way. I prefer AZ over another Float Stone or an Escape Rope because of it's synergy with Absol to spam Cursed Eyes a couple times in the game. You'll notice how strong this combo is as soon as you pick up the deck.

1 Team Flare Grunt

Grunt is in here for disruption. I was testing vs a Giratina/Bronzong deck recently and I would hold my Crushing Hammers and Flare Grunt or Delinquent in hand until my opponent used Chaos Wheel, and then I'd unleash all of my disruption out at once to trap the Giratina-EX active spare an AZ. Grunt is a great card for sort of giving your opponent the illusion that they won't suffer any consequences for attacking your Trev. And that is what makes this specific build so strong: if your opponent attacks, they'll lose their Energy, and they can't dig for more because they have no Items. 

1 Delinquent

Delinquent is in here to work with Red Card and to counter Greninja. People are starting to run 3-4 Rough Seas in Greninja, so using Delinquent to discard the stadium and bring their hand down by 3 (potentially discarding Waters!) is a pretty nice soft counter. The matchup seems unwinnable if you can't bring their hand down to 0. Something to note for the matchup is that when they attack with Moonlight Slash they may return the Water to their hand, and when they do you can Delinquent and either they discard the Water and suffer Item-lock or they discard useful cards and keep the water to Shadow Stitching next turn.

4 Crushing Hammer

As stated above, the idea of the deck is to make it a pain for your opponent to ever attack while you whittle away at their board state to take your 6 Prizes. This denial is easiest to accomplish with Crushing Hammer, though Enhanced can work just the same. The call is really on whether you expect to need the extra help for Night March and other decks that rely on Special Energy rather than versus decks like Sceptile that run a hefty amount of Basics. I'm pretty sure 3-4 Crushing is definitely the safest call, though.

3 Red Card

Red Card is here in such a thick count for 2 different strong situations. The first one is when you can turn-one Wally or Ascension into Trev and Red Card your opponent into a 4 card hand while Item-locking them. That's a pretty strong combo already. Another situation is when it's late game, your opponent has yet to play too many Items because they've been locked most of the game, and their deck is getting thin. You can Red Card their hand away and make them draw into a bunch of useless Items and end the game that way. You can also do that with an N now, but usually your opponent will have a bit of trouble taking Prizes at first. 

2 Super Rod

Super Rod is an important card. Your Trevenant will get KO'd. A lot. And you only run a handful of basic Energy. 2 Rod may not be the play, and 1-1 Rod/Sacred Ash could do the trick, but I think 2 Rod is just better because if you need 1 card over the other and you have to Sycamore away the one you need on turn 1, you won't have it for the rest of the game. 

2 Weakness Policy

Christian ran 3 Weakness Policy in his Regional deck. This is because of how prominent Yveltal decks are in Expanded. He ended up beating 2 Turbo Dark decks in top 8, I believe, and that led me to keeping the cards in Standard. Zoroark is too splashable into any deck, and YZG has had a strong showing in European Nationals and throughout the year in the US, so the 2 Policies are just for safe measure. I would drop them for 2 Trainers' Mail if I didn't expect Dark.

2 Head Ringer

Disruption. I personally love playing a Head Ringer down on my unsuspecting opponent and watching them cringe as they realize it will take at least one extra turn to attack. This card is fun!

1 Float Stone/2 Mystery Energy

Christian ran 3 Mystery and 1 Float in his build. I decided to go 1/2 because there are no Wobbuffet so there are less targets for Mystery. The last thing we need is to start Absol and then have a Mystery and it's just stuck Active for the first couple of turns!

6 Psychic Energy

6 Psychic makes for 8 total Energy. Trev BREAK attacks for 1 Energy with Dimension Valley in play. 4 Dimension Valley technically means you are running ~12 Energy, but not really, so don't drop the Energy.

Other options for this deck:

Wobbuffet: Wobb is the most obvious addition you can make. If you're afraid of playing a game of attrition or you feel the deck is not as strong vs EX decks without Wobb, feel free to add it. I'd suggest cutting down on some Items for it, probably the Weakness Policies before anything else.

Trevenant BKP: For when you want to stop decks from attacking instead of locking their Items. This card is probably strong in a field of mostly Night March, Toad decks, and Water Toolbox and it's not reccomended for fields full of greninja or vespiquen.

That's pretty much every way you can run this Trevenant list! The deck can be teched to help out any matchup and the hardest ones you'll face are most likely Greninja and YZG. Everything else is a cake walk! But now that we've gone over a strong deck with some clunkiness, let's move into a strong deck that's a bit less clunky, and one I personally feel is the BDIF at the moment:


This deck here is the strongest deck right now in my testing. It hardly takes a loss to anything except variance. Prizing frogadiers, horrible draws, a bad late game N. Nothing else seems to be able to take Greninja BREAK off of it's throne. This deck has been given so much more consistency through N. Grant Manley covered a couple of lists for Greninja recently, but I think he didn't properly give the deck justice by not fitting in Octillery or any other form of support. While Greninja decks don't NEED Octillery or anything besides the Frog line and a couple Jirachi, I feel that the extra consistency is a real game changer. I've devised my list around Grant Manley's consistency engine but I've fixed it up to add the sort of techs that Greninja prospers from, such as Ace Trainer, Octillery, and Megaphone. One thing to note about Octillery is that it counters Delinquent which, as stated above, is a strong deck vs. Greninja.

Without further ado, let's see exactly why this list has what it has.

4-4-3/1-2 Greninja BREAK line

Greninja BREAK decks have been seeing play since the beginning of the year during Florida Regionals when Grafton Roll, Rahul Reddy, and a couple others piloted the deck to Day 2 and Top 64. The deck was in it's early stages and had to devote so much space to countering Archeops that it was way too clunky. I feel back then Greninja was not yet ready for play. The deck is much stronger in Standard format where it doesn't need to tech against too much as it naturally has answers to plenty of the format. With that being said, I think 3 BREAK is not a good call. Grafton and company ran 3 Evosoda and some Wally to get t1 Water Duplicates and to evolve through Archeops. These cards managed to find their way into Standard, and I feel 3 BREAK was necessary to always have it in deck late as a target for Wally and Evosoda. 3 of anything is also good incase you discard 1 and Prize the other - but any Greninja matchup is manageable with a lone BREAK. The point here is that I feel it's justified running 2 BREAK over the more often seen 3. I also think 3/1 Greninja is better because Water Shuriken is hardly necessary over Giant Water Shuriken to take games, but it's a nice luxury to have just in case.

1-1 Octillery/1 AZ

I pretty much went over this guy above. I feel Octo is a great card to have in here to counter Delinquent, but he requires you to run a switching card as well, so 3 slots for him is necessary. Normally Greninja finds most of their Energy in the Discard for easy access with Fisherman, so without the AZ in this deck, it's a pain to find the 2 Water necessary to retreat Octillery. 

2 Jirachi XY67

Grant mentioned Jirachi was in his lists at 3-of in order to slow down Night March and other decks that abuse Special Energy. I agree with Jirachi, but not at 3. You often want to start a couple Froakie over a Jirachi, and with Remoraid in the deck now too, I just couldn't run 8 basics. Jirachi is kinda broken when paired with Greninja BREAK and Greninja XY, as you can Stardust then deal 90 to whoever they put an Energy on the next turn. If they simply hold an Energy in hand, you punish them by leaving Jirachi active and having an extra turn to set up another frog or by simply doing 90 and locking abilities or any combination of those things. 

3 N/1 Ace Trainer

N is the best card in this deck. Your opponent can't use Shaymin most turns because of Shadow Stitching and when they can finally use Shaymin and fill up their hand you can just disrupt them again. VS most decks they will have a way to KO your 1st Froakie, so Ace Trainer is a great way to respond to that. N and Ace Trainer combined is so strong because of Greninja's nature of having to play from behind.

2 Fisherman

Fisherman is in here as a 2-of because if you ran 1 and it got Prized you would likely lose. Fisherman is such a strong card because it lets you reuse your Energy as often as you need to and without it Greninja BREAK can't utilize it's ability AND attack every single turn so it's important having this card in here at 2. And stop using the Skyridge art people, give the Breakthrough Fisherman some love!

4 Trainers' Mail

4 Trainers' Mail is pretty necessary to dig out your balls and your Seas. I definitely advise not switching this count at all unless you expect a bunch of Trev and barely anything else, in which I'd probably advise running heavy Brigette and a 4th Seas. But yeah, keep 4 Mail. It's good.

4 Dive Ball/1 Level Ball/1 Evosoda

These are my balls of choice. The 4 Dive is obvious, the Level is to get out a Frog or Octillery but it's specifically here to allow us to search out Jirachi. Evosoda is interchangeable with Ultra Ball (to thin cards out of your hand considering you play 4 shuffle supporters) but you can run either and pretty much do the same thing. This line has been pretty solid and besides switching Evosoda for Ultra I really don't see this line needing to be bigger.

1 Super Rod/1 Sacred Ash

I just mentioned how running 1 over the other can be troublesome, but with this deck it's not so big a deal. If you discard Rod early you have 2 Fisherman to fall back on and if you discard Ash early you have Rod which is essentially the same thing as you rarely need to shuffle in Energy. 

1 Startling Megaphone

Megaphone is in here to trip up your opponent. They'll normally feel safe playing down Float Stones and Fury Belts vs you, so they won't prepare for a random KO through Megaphone and Giant Water Shuriken. It also is just a strong card versus decks that run thick Fury Belt lines, because hitting 220 is such a chore and you shouldn't have to deal with that.

1 Rare Candy

Rare Candy is your 5th Frogadier essentially. What I mean by this is since you're going to search 3 out and sacrifice your first Frogadier, you can still get out your 4th Greninja with a Froakie+Rare Candy. This card is pretty good assurance that you'll get a swarm of frogs. I like it in here and I think it definitely deserves it's spot. 

1 Battle Compressor

Compressor is in here to help dig. If you need your 2nd Fisherman in discard early because you don't want to draw into it, you want a water in there for later, your Remoraid is Prized and you've already taken 2 so you have no need for Octo, etc. Compressor is just a versatile card in here but your deck normally wants to keep every copy of each card you run so there's no way to rationalize multiple Compressor. At least that's how it's been for me in testing. I think Austin Baggs may have run a lone copy in his Greninja deck back during States which means I'm not alone in this idea.

3 Rough Seas

3 Seas are for Trev and for Yveltal. Greninja BREAK has 170 hp so he can really tank most of the format for a while. Rough Seas helps alot in that aspect and it's so important as setting up multiple stage 2s is not easy without a sponge to soak up alot of the damage for a while. 

Other Options For This Deck:

Hard Charm: Hard Charm was being utilizied by Nicklas Danielsen and Steffen Eriksen at Denmark Nationals to sponge damage and then heal with Rough Seas. They are both very proud of the card and I can see why - Greninja BREAK is already a tough cookie as is.

Town Map: Town Map is a good card for getting your Prized Frogs. It isn't as strong as in Night March where it can literally set up your future turns, but it still provides some safety if you can draw into it.

Bursting Balloon: This card can be used to trade better with Night March. They can't Hex and Lysandre in the same turn so they will either take the 60 from Bursting Balloon or the 60 from Giant Water Shuriken. My previous list had 2 of these, but if I ran it I'd aim for 3. It's a very good card, but consistency became the number one priority in my recent testing so I dropped them. I like them so much that they're still sitting in my deck box if I feel the need to put them back in.

There's the scoop on frogs. It's way too good right now and maybe that is just hype speaking but based on my testing it's really hard to beat this deck unless you're running Sceptile or a 4-4 Vespiquen. Not even Glaceon autowins Greninja without healing cards paired with it, so that goes to show how good the deck is. Speaking of Glaceon and of hype, our next deck has recently been filled with both of those things after winning German Nats:


This deck has been all over Youtube and Virbank ever since it's finish in Germany in the same way Entei blew up. It seems to immediately be the BDIF because it seems to have an answer for just about everything. You can run a multitude of different Water types for varying situations and the consistency of the deck is so great that it really doesn't seem to have much trouble in any aspect. I agree to an extent that the deck has an answer to everything, but it really isn't perfect. The main issue is that it can be overwhelmed. If your opponent can kill a manaphy a shaymin and an attacker, it's game over before you can do much. It also loses steam very quickly and long games tend to be harder to finish. But although the deck has some glaring issues, it's still one of the strongest ones and still on my list to take to Nats.

2 Manaphy-EX

Manaphy is in here for the free Retreat. 2 Manaphy is mostly for Trev. If you have Rough Seas and Manaphy, you're healing 60 a turn so you're essentially never taking damage. They need something like Psydrive from Mewtwo-EX to stop you. (Or Crushing Hammers ;D) I hate that Manaphy is so short on HP though, as she is so easy to just take out for a free 2 Prizes and so vital to your gameplan.

3 Seismitoad-EX

Toad is your main attacker. He essentially brings your opponent to a crawling pace while you're setting up quickly. Once you set up enough, you use Articuno and some of your other attackers along with Grenade Hammer to finish the game up. Quaking Punch with Basic Energy is pretty sweet because your opponent can never take off more than 1 Energy a turn without Items, so you can always be sure to have a Quaking Punch going during consecutive turns. 

1 Glaceon-EX

Glaceon-EX deals with Vespiquen which is pretty much the one thing that REALLY gives you trouble. Glaceon also messes with Greninja a bit, though Aurorus-EX is a better tech for that matchup. That's as far as Glaceon's promise goes though.

1 Aegislash-EX

Glaceon isn't always easy to set up vs Vespiplume, so we have an Aegislash-EX for safe measure. I think Vespiplume is starting to run Hex though, so Aegislash is pretty much just a wall until you can get 3 Energy on Glaceon. The matchup is not a cakewalk by any means regardless of the 2 techs for it.

2 Articuno ROS

Articuno is not only a really cool Pokémon (no pun intended), but she is a strong attacker vs decks that try to use 1-Prize Pokémon only. Namely Night March, Greninja, Zoroark/Yveltal, etc. Articuno has a strong presence in this meta and can steal games. She's also very important for those clutch sleep plays that can win games - which happen surprisingly often.

1 Regice AOR

Regice was replaced by most people for Glaceon-EX. I feel it deserves a spot. Regice is waaaaay too good to replace because it obviously also stops basic Pokémon-EX which are played in a much larger capacity than Megas recently. He's also a 7th Prize which can be important for late game N's to 1, which in itself is an actual win condition with enough luck on your side. 

3 Energy Switch

Energy Switch is vital in such a thick count because you can Elixir to a Benched Pokémon and then use Energy Switch to move the Energy to your Active. It's not only good early game for that reason but late game it sort of acts as an Elixir when you move Energy from Toad to one of your other more important attackers.

12 Water Energy

This is the amount that the German list and most lists after it run. I would normally be against such a hefty number, but with Elixir and no DCE's in your deck you absolutely can't afford to whiff more than one Elixir a game. This count isn't even that much when you play the deck, as in my testing sometimes I feel I don't have enough Energy!

Other Options For This Deck:

Aurorus-EX: I didn't even know Aurorus was a card until my friend Nicolo Castignoli sent me a scan of it. This guy swings for 160 and then can't attack during the next turn. He has two purposes. One is to hit Megas or 180 HP Pokémon-EX and then retreat to Articuno and take 3 Prizes, and the other more important one is to hit Greninja BREAK for an OHKO with a Fighting Fury Belt attached. Aurorus is so good vs Greninja that those guys from Denmark I mentioned above actually listed it as a reason for teching Hard Charm. I left it out of this list because I have yet to test it and I'm not sure if the Greninja hype will last too long.

Palkia-EX: I think this card is underwhelming in here but he can search out Waters for you late game when you need to set up an attacker. Also, 120/30 spread is pretty cool for your math with Articuno. So if you see yourself slowing down too much after running out of Elixirs, maybe tech one of these bad boys.

That is all I have for you right now on Water Toolbox. It's a beautiful deck and it's so fun to play. I'm not sure if it's hype will be transient but I expect plenty of it at US Nationals, and if I can't find any other answer for Greninja in that time I'll probably run this with an Aurorus. I suggest everyone who reads this build Water Toolbox because it is seriously one of the funnest decks I've played in standard. I compared it to Entei earlier which is fair because the deck has just gone from a list that everyone copies to a list that people are messing with and finding new things to add to and it is incredible seeing it grow SO fast. 


So next time you read an article, make sure that you're aware of the person you're gaining knowledge from. Make sure that you don't just read and accept notions blindly - in the same way people post political blogs and articles and they are very biased and opinionated and not factual you want to be able to take facts out of Pokémon articles instead of letting the writer plant a bad seed. And as always, make sure you actually build these decks! I've loved seeing the positive results on Virbank with some of the decks I share. Last time, Adrian Montoya won a League Challenge with my Alakazam list! Shoutout! 

Make sure to [+1] this article if you enjoyed it, and don't be afraid to comment here or message me if you have any questions. Also, go subscribe to The Tuff Puff on YouTube and check out my friend's new site! Until next time,

 -Daniel Altavilla

[+19] okko


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