Experts' corner

Chris Fulop

No Shaymin My Game

I Fail To Resist The Urge To Use Bad Wordplay, And Also Showcase A Series Of Archetypes Abusing The New Shaymin EX.

05/20/2015 by Chris Fulop

Hello again everyone! Alright, one of these days I am going to come up with a better way to start off writing these, but after 5 years, that is still the best I've got. Luckily, you didn't come here for introductions and article hooks, you came here to read about Pokemon! With the final weekend of Boundaries Crossed to Primal Clash Regionals having just concluded, the world as a whole has moved on to the Roaring Skies format. I've stressed it before, and I'll restate it again: The introduction of this new set...Shaymin EX in particular, really changes so much. 

With the set live on PTCGO, I've gotten a lot of time to test various decks with the new cards. Before I go into that, though, I want to take a brief aside to point out something regarding PTCGO that is partially funny to me, but primarily disgusting.

In the past few weeks, I've noticed a "cute" trick players are trying to pull in the public trade section of the client. Players will offer a "chase" EX or secret rare card for what looks to be 50+ "bulk" cards. Only hidden somewhere in the middle of these "bulk" cards, are two copies of the card you are getting. So if you are looking for a Shaymin EX, they'd post a bunch of bad rares and uncommons that you give up for their Shaymin...and of course, two of your own Shaymin that they get. If you get excited to get a Shaymin for all these otherwise dead cards in your collection, and click accept...well, you see what happens. I want to put this in here as a disclaimer to people who are looking to trade on the program, but also to point out that PTCGO really needs to re-invent their trading system. I've actually been extremely happy with the program lately. It may have taken 5 years, but we are very close to a great program. I've been enjoying the little 8 man tournament, and they have run very smoothly for me. It makes me confident that the infrastructure is in play for "bigger" events , and ideally for more than just a few packs.

The biggest problem for me is the trading system, as if you notice, the only cards people both to post trades for are the very top end cards. Obviously, these are going to be the in demand cards regardless of what system is in place. Yet it is very difficult to find specific deals to list that match the value of certain cards properly. If you want cards, it is very difficult to find a trade offer that is universally appealing. Therefore, the "currency" has defaulted to booster packs. This is ok in the case of some of the EX and secret rare cards, but when you try and deal in smaller cards than that, it gets clunky and awkward. The best solution is a form of universal currency that can be used to "buy" and "sell" cards with in game. Value a "coin" at a cent ( or a higher increment to keep it cleaner, but not -too- large ) and if you want to get rid of your Shaymin EX, post it at 20 "dollars". Sell your bulk at smaller increments, and then buy someone's Shaymin. They can then buy whatever they want off other traders. It would be a lot smoother. Currently, trying to post trades is just a huge chore. To top it off, the current trades seem to all be rip offs, with players hoping to find someone casual who doesn't know what they are doing. This isn't really entirely avoidable, but if you have a universal currency, it becomes much more apparent. If you offer 3 "dollars" for a Shaymin, and everyone else has theirs listed at 20, it becomes very obvious that 3 dollars is not a fair price. When this is the case, there is less incentive for players to post their grossly unfair offers. Currently, it is almost not worth browsing the trades due to how bad it is, and I feel like that is a fairly widely held sentiment, as I don't think a lot of people bother to. This makes it harder for people who post fair trades to find potential trading partners. I feel like this is the last big issue PTCGO needs to fix.

Anyways, I'll get back on topic, and get to my findings with the new format. In the United States, this upcoming weekend of Regionals will feature the new set, and I know Nationals in Europe are upcoming as well. As of right now, I see very little reason not to be playing the Turbo Rayquaza build I have been testing for the past month or so. I think that the deck is just so powerful. It may even be too powerful.

I am not saying there are no decks which are favored against Rayquaza. Certain cards are quite good against it, even. Most of those cards are still very beatable, though. On top of that, the deck is just so proactively powerful that the decks which do not run these strategies or counters are so lopsidedly bad against it. This "deck" is terrible for the game. Design wise, it is extremely unhealthy, as if it stays popular, it forces the rest of the metagame to adapt entirely around it because otherwise the "average" deck just does not stand a chance against Rayquaza.

The deck is so redundantly consistant and stable with its engine ( not to mention blisteringly fast ) that decks which do not plan to actively combat it will lose almost every time. These normal decks legitimately face a win percentage nearing 10% against the deck. This would normally HAVE to be an exaggeration in almost any other case, due to start differences, bad hands, and issues involving late game N. This deck is so streamlined that this isn't even the case.

I'm ok with taking a few bad matchups ( every deck has them. No deck is favored against the field. Most decks have a few auto losses, or at least near auto losses. ) when your wins are that lopsided. For most decks, the "good" matchups are closer to 60-40, to 65-35. Rayquaza doesn't play that fairly.

Anyways, this is my current updated list.

First, I cut a Switch for an Escape Rope. Two of the popular counter measures being taken vs this deck are to include Wobbuffet ( to prevent Shaymin EX from running wild. ) and to run a Safeguard Pokemon like Sigilyph. Now, the deck has resiliance to these tactics in the first place. Safeguard is pretty easy to Lysandre around, and the deck can just slow down" and get a turn 2 Rayquaza EX out even without Shaymin in most cases. I want to point out that this is also a deck that wants to go 2nd in most matchups. One of the big exclusions to this "rule" would be against decks using Wobbuffet, as you'd rather give yourself a higher chance to have that opening Shaymin salvo. If they go first, they get a chance to promote a Wobbuffet even if they do not open it. Also, the decks running Wobbuffet are generally slower, so you can afford to miss your turn one attack. The point being here, is that players are running Pokemon with disruptive Abilities that only function while active, and Escape Rope is an additional out around them. Escape Rope can backfire compared to Switch, but rarely, and I am willing to split the pair here.

Additionally, I've cemented my favoring of the 1-1 Altaria line over the 1 Virizion EX and 1 Exeggcutor I had been running. Virizion doesn't do enough. Against Toad decks, if they do not run Hammers, you are probably winning anyways. If they do, you run too few Grass Energy for the Virizion EX to matter. Against non-Toad decks, you don't care about the Lasers enough. The Altaria is helpful against Night March, Raichu ( a card I will get to soon! ) and Manectric EX. It makes a far bigger difference in the matchups you run it for than the Virizion. The Exeggcutor I do miss, but outside of fringe uses in games, its main roles were for mirror match, and against decks like Primal Groudon which run Focus Sash. This configuration is already better in mirror than any of the other lists I have seen floating around, as speed and recovery are the two biggest key points in the matchup. I feel pretty favored in mirror. Groudon has not been bad for the deck either. You are so fast, and you get opportunities to KO a Groudon before it can Mega Evolve and get the Trait to prevent Lysandre. By cutting the Virizion EX, I made the switch from Grass Energy over to Fire Energy. The basic energy choice doesn't really matter, outside of against decks which are running Scorched Earth, in which case you can piggyback off of the Stadium card. I've yet to have it happen, but it is technically correct to run either Fire or Fighting Energy here.

I had mentioned I wanted 4 "draw" Supporter cards in the deck, and had a split between Sycamore, N, Colress, and either Skyla or Winona. I had settled on Winona, before realizing the card felt extremely subpar every time I used it. Even the games I did use it, it was almost always because it was the Supporter I found, not because it was the Supporter I wanted. As a result, despite the general feeling that with Battle Compressor and VS Seeker that variety is more important, I cut Winona for a 2nd Colress. Colress is the best Supporter in the deck, as it can net up to 16 cards at a time. It is easy, with Exeggcutes, to get enough cards on your bench to at least net 5-6 cards off Colress early. Even at it's weaker performances, Colress usually keeps the chain going. Colress is also the best Supporter against Seismitoad EX, where as Winona gets you cards which usually don't do much. Against Quaking Punch, your hand clogs with Items, and thus Shaymin becomes unreliable draw.

The last change is to cut one of the Colorless Rayquaza EX for a Dragon type Rayquaza EX. I haven't actually seen much of a difference with the split, but I feel like the diversity could help. You gain 10 extra HP on the Dragon Rayquaza, and you get a "safer" weakness in Fairy. Against Lightning decks, if you do not have Altaria out, it could matter. The main matchup I feel like it will make a difference in is against Night March. The deck is very weak to Joltik, who can OHKO a Mega Rayquaza for a DCE very easily. Well, this Rayquaza is able to KO a Joltik for 30 with a DCE, while not exposing yourself with another Lightning weak attacker. Paired with a Trump Card, this could win games. ( I'm not overselling this as some great solution to the matchup...the matchup still seems quite awful to me, but it helps. )

One of the "possible" changes I'd been debating had been running Super Scoop Up over Trainer's Mail. I tried it, and really disliked it. They were too flippy, and if a deck wasn't OHKOing you, you were beating it anyways. The only matchup this is untrue in would be Toad, and you can't Scoop Up vs them anyways.
I wanted to address some of the "problems" for this deck.

First off, we have Manectric EX, a card I've seen gaining popularity, and I don't understand it? I feel like the card wasn't very good prior to Roaring Skies, and I also don't think it is very good now. I get the gutwrench reaction that if Rayquaza is popular, and weak to Lightning, that Manectric can exploit that, but it isn't even that good against Rayquaza! First of all, they are both EX Pokemon and trade evenly. To top it off, Rayquaza gets to attack first, and can often get the t1 KO on a Manectric, at which point the game can snowball out of control entirely. Manectric takes 2 turns to power up for a OHKO ( ASSUMING Altaria isn't in play ) vs the burst of one coming out of Rayquaza. Obviously if Mega Manectric comes out, it changes things as it gets to dump energy into play with it's attack, and can be powered with Mega Turbo to get going. The problem is, at "worst" Manectric isn't a "trump" to Mega Rayquaza, it matches it in exchange, only Rayquaza gets the first hit usually. ( And Altaria really messed with things, too. )

After this, we have Night March. First off, I haven't seen too many people even using the deck. I'm not too sure how viable it is. It is good against Rayquaza, but poor against Seismitoad EX, which is likely to gain popularity to help against Ray. I'm unsure how Shaymin EX is going to impact Night March. On one hand, it helps the decks engine, for sure. It can let you recover from a Trump Card pretty well. Most builds had already taken to running Empoleon and Archie's Ace In The Hole as a counter measure to Trump Card and N. I imagine adding a few Shaymin EX will serve similar functions. That said, if every deck wasn't running Trump Card anyways, with how it interacts with Shaymin EX, they should be now. Shaymin EX does make for a lucrative target for Night March to KO though.

None the less, I feel like Night March, unlike Manectric, is actually a problem for Rayquaza. You can make them miss DCE, or fizzle after a Trump Card, but even Altaria isn't that great against them. You need 6 KOs ( not entirely true due to Mew EX likely entering rotation ) and they can pick off Altaria if they want to and then take care of Ray. I don't expect Night March to see a lot of play, even though it seems decently positioned. I haven't heard a lot of hype around it. Some players will use it, but I do feel like it is a matchup you can write off as a loss ( Not an auto loss, but I would be surprised to win a lot of 2/3s. )

Raichu. Oh, oft forgotten weird looking evolution of cultural phenom Pikachu. Raichu has a few advantages over Manectric when trying to exploit a Lightning weakness on Rayquaza. First, and foremost, it is a non-EX. If they do maintain KO parity, then the prize exchange leans heavily in Raichu's favor. If both decks function on all cylinders, Raichu comes out on top, where as Manectric would fall behind. Raichu can also power itself up out of no where with a DCE, and thus can't be cut off with oppressive Lysandre use. This is the card that forced me to really feel like I needed to run Altaria in the deck. I felt like it didn't win enough games vs Night March, a matchup which remains bad even with it, and that you could beat the other Lightning decks without it. Raichu is a card which it actually swings the scales against. Beyond that, Raichu is ACTUALLY a great card at the moment, and one I think is very well positioned.

Seismitoad EX. Let me clarify a few misconceptions about our froggy lil friend here. Seismitoad EX itself isn't just game over for Rayquaza. Toad splashed into decks running DCE and Laser doesn't really do much against this deck. The card really needs to be used in a locking presence for it to hamper the deck terribly.

I mentioned before how the big card against Rayquaza alongside Toad is Crushing Hammer. ( To a lesser extent, Enhanced Hammer, but you really need to purge the basic energy off too, otherwise a 2nd DCE takes out a Toad. ) The deck is chock full of Item cards, but Mega Rayquaza isn't that hard to get out without them. The deck functions under lock, although it is certainly inconvenienced. You can easily OHKO Toads, and their clock is not that great against you. A Mega Rayquaza can chew through 2-3 Toads once it gets up, so they really need a means by which to strip away energy if they want to beat it.

The first turn of the game is extremely important when dealing with Toad decks. You really want to take a Toad out on the first turn, to give them less time to draw into Hammers by having an even quicker clock than usual. On top of this, your one turn of Item cards is huge! If you get bunch of energy down, you can overload their disruption at times. It stresses how important it is for them to run Hammers to beat you though. If they do not, and you get a t1 Mega Rayquaza, their Quaking Punch doesn't really do much if you are threatening OHKOs each turn.

The other big goal of your first turn is to use your engine to purge your deck of Item cards. You want to go into their Quaking Punch with very few Items left in deck, and a small hand size ripe for Shaymin. You burn through so many resources in that first turn you can actually stack your deck full of live cards and really slant your draws. This takes some getting used to. ( A key card to keep copies of in deck is Skyfield, as you really need to be able to hit that 180 mark, and they can counter your Stadiums pretty easily with Virbank. Also, if you look at the math, a Toad with a Band QPes for 50, up to 80 after a Virbanked Laser, then 110 at the end of your turn, and their 80 hit plus last ping from Poison hits the 220 mark perfectly. A countered Virbank makes the difference between 2 or 3 attacks out of a Mega Rayquaza. ) You want to really set up not just your field, but your deck and your hand going into their Quaking Punch lock, as it makes a HUGE difference. You only have 7 Energy Cards, and you really have to increase your odds of seeing them. ( You could run an 8th Energy, but I don't like it. I feel like it doesn't do THAT much, and that its worse in every other matchup, where I'd sooner drop to 2 energy than go up to 4. Unless you prize both energy ( roughly 1 in 100 odds ) 2 is fine if you have your Items. )

Once you get used to learning how to manage your deck and hand for the matchup, there are three real approaches towards how to play the matchup. First is the "go ham with turn 1 Mega Rayquaza and hope to ride it to a win". This does happen, and is actually the best route when you don't put them on heavy Hammers. A lot of times, this'll get you like, 4 prizes then fail, and you have to figure out the last few prizes, and that can be tough. The challenge with this approach is you want to get as many energy on Mega Ray as you can ( if you can pull off 2 Mega Turbo...and it isn't that so! Just beware them wising up and being disruptive with Lysandre'ing Ray to the bench...retreating isn't easy! ) but also stocking your deck and hand with the tools to transition into one of your Plan Bs. Let me also point out that this matchup is EXTREMELY difficult to play, and I don't think I've played a single game of it "perfectly" yet. There are just so many judgment calls!

Plan Bs though...well, for one, the Colorless Rayquaza EX does 60 damage for a colorless energy. This 3 hits a Seismitoad EX, and is pretty effecient. Unfortunately, them switching between Seismitoad EXes leave a lot of stranded 120 damage Toads on their bench. You only run 1 Lysandre when cut off of VS Seeker, so it is difficult to get to them once benched. Builds with Cassius, Super Scoop Up, and similar cards also really mess with this strategy. You don't really have enough energy to get into a really grindy 3 hit KO fest with them while they have Items and you do not, but it is worth noting that the line is available.

Another option is to use what I call the "Shaymin Loop". Shaymin can hit for 30 damage, and bounce itself and the DCE to hand, allowing you to promote a new Shaymin, which will then threaten to do the same thing, and with Quaking Punch and Laser capping at 80 damage a turn, you slowly make ground while they do not. This is disruptable by Head Ringer ( meaning they'd need to run it and Hammers, which some builds will do, but certainly not all! ) which makes the newly promoted Shaymin take 3 energy to continue, which you obviously cannot fulfill the cost of. Staying asleep off a Laser also ruins this loop. N'ing away the DCE/Shaymin can potentially break the loop, but that is why it is important to purge your deck of fluff so your post N draws with this strategy are more live.

In some games, you can even try to sandbag a late game N plus Mega Rayquaza, putting a few feeler energy down on a Ray, and if they do not Hammer it, next turn making a move and hoping to sweep if they draw poorly off of N. Toad decks with Slurpuff and Hammers are going to be very difficult to beat unless you steal the game early before they get a strong lock on you, but I feel like most other builds are beatable.

If you want to improve the matchups some, you can add additional energy ( I don't like this ), more Supporters, an extra Lysandre, possibly a Cobalion EX and switching to Metal Energy, or even a Victini EX ( you can dump a lot of fire onto a Ray midgame and try and force it to sweep from there. You'd want at least a 4th Fire for this. ) If you want to be really adventurous, and this is an adjustment I want to try, but you could cut the 2nd Colress and find another space to add an Empoleon. If you have some sustainable draw power, you can more reliably see energy cards, and keep slugging along. Obviously, the energy switch to Water from them. You can also try adding a Jirachi EX to the list. Shaymin EX loses value as the game progresses due to Quaking Punch filling your hand. Jirachi lets you grab Colress or Lysandre in the mid or late game, which is strong in the matchup. Some people have shown this mindset where Shaymin is some strict upgrade to Jirachi, and that isn't really true. They do compliment each other fairly well though.

I want to kind of tie a few things together with this next deck. First, the biggest issues for Mega Rayquaza are Night March ( poor prize exchange, even if you can use Altaria ) and Seismitoad decks. I also mentioned how I really like Raichu at the moment. If I feel that the format SHOULD revolve around Rayquaza and "Decks which beat Rayquaza", how do you exploit both sides of this spectrum?

Raichu is more than just a Rayquaza counter. Normally, Rayquaza caps at 100 damage...until you take into account Skyfield, which lets it reach up to 160 damage! With a Muscle Band, this hits 180, letting you KO anything that is not a Mega or Primal Pokemon...which includes Seismitoad EX. For a DCE. As a non-EX.
Raichu also OHKOs Rayquazas, and as a non EX attacker who can attack for a lone energy, it is able to help with the prize exchange with Night March. Now, I haven't mentioned it yet, but by context of the selling points I am addressing, you may have been able to realize I plan to pair it with Rayquaza EX in a build meant to abuse Skyfield. Raichu had been primarily a counter card in decks ( I was a huge fan of the Landorus Raichu Garbodor deck last season because Hammerhead, Muscle Band, and Laser made Raichu a sweeping threat against all decks, and a very proactive threat. ) but with Skyfield, the card is just downright STRONG.

Here is the list I have been testing.

Altaria, the Trainer's Mail, a 4th Battle Compressor, the 3rd Exeggcute, and a 1-1 line off of Rayquaza get trimmed for the 3-3 Raichu line and 3 Muscle Band. Unlike the "Crayquaza" build above, you want to go first with this deck, as you want to evolve your Raichus. You generally shouldn't chase the first turn as hard with this deck, either, because the odds are notably lower. At the same time, the deck gains some versatility and a non-EX attacker to make up for it.

Raichu gives you some game against Night March, helps you against mirror match ( This is actually an underdog vs the straight Rayquaza build due to speed, and their presence of Altaria, but against the average Rayquaza build which is slower, you should be very well positioned. ) and most importantly, gives you a nice game plan against Seismitoad! Your turn one goal should just be to get as many Pikachu benched with Muscle Band as you can. When Raichu OHKOs a Seismitoad EX ( and cannot be retaliated against with a KO ) it changes the Toad game drastically. In spots where they keep you off of Band on Raichu, Shaymin EX doing 30 and setting up the KO works as well. The looping Shaymin plan gains a lot of strength when your end game involves shifting into Raichu. Due to this, maybe it is worth trimming the Muscle Band, but I feel that if you want to bother with a thicker Raichu line ( On that note, I wouldn't mind a 4th Pikachu, to up the basic count, and make swarming them easier. With Trump Card, a 4-3 line is likely just better than 4-4 ) then you run with it and equip yourself to best abuse them.

These are the two big decks I've been testing lately, but I want to include some updated lists of various archetypes I've got in my "gauntlet" of decks to test against. I haven't made a ton of changes to the decks I mentioned in my last article, so I'll toss out a few new ones here.

I took the old Night March list and just fused it with the Rayquaza Engine I've been using. I feel like your turn 1 damage potential is now sky high, and your ability to recover post Trump Card seems really high as well. With Shaymin, maybe you can even cut the Empoleon altogether, and if you do so, you can actually look at cutting the Basic Energy entirely and just use only the 4 DCE. I think the engine is also great because the deck is already going to be weak to Seismitoad EX, so if that is the case, embrace the build which gives you the best chance against everything else.

I'm terrible at knowing exactly how to build a Toad configuration, because what you want to include beyond the very basics depends heavily on what you expect the metagame to end up being like. In this case, I really feel like the Slurpuff build is the best one ( maybe this is because it is the one that is best against the deck I feel is the frontrunner in the format ) so it is the one I am focused most on.

I don't go with the full 4-4 Slurpuff line in this build because we have access to Shaymin EX now. I like having reasonable access to Water Energy in the deck because I feel like decks aiming to beat the deck do so by trying to exploit how low impact and grindy the deck ends up being. I want the ability to sweep with Grenade Hammer past a certain point. I also want enough basic energy to survive concentrated attacks on non-basic energy. When you drop below a certain number, the energy become somewhat weak too, as you get spots where a turn one attachment of a Water gets paired with a DCE the next turn. That is just awkward. ( It does threaten a Grenade Hammer later, so it isn't useless. Also allows a retreat. )

Trainer wise, I'm going with a lot of Hammers. Both Crushing Hammer and Enhanced Hammer are very good at the moment. Maybe a 3-3 split is even better than 4-2, but it is close. I opted not to go with any Head Ringer, because first of all, I just generally do not like the card that much. It is situational, and for the deck space, I'd take the Hammers. There are too many decks which do not focus on EX Pokemon as attackers anymore. As engines push the boundaries of what is fair with Shaymin EX, it becomes pretty easy to just get a 2nd copy of a Pokemon benched and active. Head Ringer on a Rayquaza EX for example, didn't do as much as you'd think as I just switched to a 2nd Rayquaza. I don't hate Ringer, but there are too many cards I want to play as it is, so they do not make the cut.

One of the challenging things for me with Toad is striking the balance between beating up on normal decks, and being equipped for the mirror match. I opted not to go with an Acrobike/more Item based engine even though a build is certainly available. ( A Shaymin EX spamming build with Super Scoop Up is also a thing. ) I wanted real Supporters to help in the very grindy mirror, and also opted for the 2nd Lysandre, a Xerosic, and a Cassius for that mirror. That isn't even that much, and perhaps one of the Hammers should be a Flare Grunt to further split the Item/Supporter reliance.

You'll notice a real trend here with me, in that I am in love with this style of engine. I have a different bit of logic with taking this engine in this deck than I did with Night March: Night March concedes the Toad matchup anyways, where as this deck is inherently very strong against Toad, and can take a huge handicap engine wise.
Groudon, even when it is glacial, has been a very good card. With Mega Turbo, it is even better. I feel like you can get a turn 2 Primal Groudon going quite often with this engine. With one of the Supporter slots being given to a Maxie's Hidden Ball Trick ( Man, it just showcases how much better Water Pokemon are when you realize how absurd it is to type that card in regards to a deck list. ) so you can get a t1 Primal Groudon, and ideally Mega Turbo to it. I feel like there has to be games where you somehow get the turn 1 Primal Groudon.

Unlike Turbo Rayquaza, we want the full 4 Mega Turbo in the deck. You just need to use more copies of the card over the span of a game, especially during games where a Groudon or two go down. I'm running the suspicious split of 6 Fighting Energy and only 2 Strong Energy, the superior card. With Mega Turbo, and Scorched Earth, Fighting Energy is just more important. You are OHKOing everything anyways, so the extra damage doesn't matter that much. Alright, thats not entirely true, which is why we run a few Strong Energy, so we can hit the 240 damage cap.

Previously, Groudon decks relied on Landorus and Hawlucha as support attackers while you tried to build up a Groudon. Now that we have Mega Turbo, we can focus on All Groudon, All The Time. You'll notice we still have 3 Hawlucha, and those are pretty much just to have free retreaters and to have good openers. Maybe 1 of those should become a Landorus ( non-EX ). Hawlucha also works in mirror match, as your set up attacker against Sash'ed Groudons. Regarding the awkward looking Exeggcute, we have 3 Battle Compressor, and are trying to set up specific hand sizes for Shaymin ( and Maxie ) and I feel like the one copy really helps to hit those marks.

On the topic of Focus Sash, one of the cards I wish we could have fit was a Pokemon Center Lady. ( or any type of healing really! ) I don't like giving myself no way to purge a Groudon of some damage if it has a Sash, but I made the concession. ( Ok, SOMEONE needs to yell at me for running the Exeggcute but no Pokemon Center Lady. I have to be held accountable for these things! )

One of the builds I've seen a bit on PTCGO is Groudon Wobbuffet. I don't necessarily understand that approach, really. I feel like Groudon can actually be made fast, so the idea of trying to solve its "speed" issue shouldn't be "try to slow them to your level" when you can actually just be faster.

Those are three of the more experimental builds I've been exploring on popular archetypes. A deck I want to try testing coming up is Donphan, as I feel like it can abuse Wobbuffet very well, as well as Sigilyph. I feel like because of this, that the deck could be decent against Rayquaza. The deck's damage output may just be too low, though.

Also, I want to issue an open challenge! I want to play against you! Yes. Literally you. Whoever is reading this. You. Add me on PTCGO, my screen name is Ruiner. Add me, and send me a game. I've been loving playing this format, as terribly unhealthy as it is. Usually I only play games when I am at tournaments, or testing with people on my team, but right now I just want to play games for fun. If you beat me, I'll toss you a shout out in my next article. ( Why do I get the feeling everyone will just be using Toad against me...maybe I should be a bit more subtle about what I am testing. )

[+3] okko


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