Experts' corner

Jose Marrero

Three Strong Plays Going into Fort Wayne Regionals.

Jose analyzes three strong plays going into the Fort Wayne Regional Championships this weekend and gives you the inside scoop on his favorite.

09/01/2017 by Jose Marrero


Hello once again, 60cards readers! It's crazy that the first Regionals of the 2017-2018 season is this weekend. It feels like Worlds was just yesterday. Just two weeks after Worlds sparks the first Expanded Regionals of many to come. This season, almost half of the Regionals are Expanded.

As you probably know, Fort Wayne Regionals is this weekend, and it is Expanded. Players are trying to scramble for last minute cards and seeing an increase in cards such as Computer Search and Dowsing Machine. For your sake, I hope you were able to pick them up before they rose so heavily in price.

For this next article, I analyze three very strong decks that most will call the "top three" of Expanded. I know many players have discussed some of these decks, whether in their own articles or simply on YouTube videos, but I still want to give you guys my take on each of these lists and how I would play them.

Of course, everyone has their last-minute changes, so take into account that these lists can change at a moment's notice, especially in a format where we have the biggest card pool waiting for us to take advantage of. Everyone by now should know that both Archeops and Forest of Giant Plants have been banned for play in the Expanded format (and Forest has since rotated out of Standard). Because of this, decks that require evolutions may rise again, and decks such as Decidueye-GX should die off in agony (sorry John Kettler) making decks that were otherwise weak to Grass types pop up again as well.

First, I start with Night March, which will be before the paywall just to give you guys a feel on what you expect to see for the rest of the article. Most Night March lists are probably three to five cards different from each other, simply because Night March is one of the easiest decks to build. Piloting it to a strong finish is another story. Sure the deck seems pretty straightforward, but you have to take into account a number of possibilities when playing the deck. You have to judge how many Night Marchers you need to discard to hit the right numbers, but also you don't want to discard too many, so you don't run out of attackers. It's easier said than done when it comes to a deck like Night March. 

Next, I transition to Trevenant BREAK paired with Necrozma-GX, which is the talk of the town and for good reason. Why Pokémon, why? A card like Necrozma-GX in conjunction with Trevenant BREAK can break the game (pun intended). Of course, there are ways to get around Trevenant's item lock; however, it's only a matter of time until you're locked again and put into a troublesome situation once more. With the addition of Necrozma-GX, it saddens me to say that the Turbo Darkrai-EX/Darkrai-GX matchup may be better than before unless you tech for it, which I discuss more in depth later on.

Lastly, I analyze my favorite of the three decks and the list I'd likely play this weekend. With the release of Burning Shadows, Turbo Darkrai-EX found it's long lost brother Darkrai-GX. It too gained a number of cards making it one of the strongest threats this weekend. In a perfect world, each of these three decks counters one another, much how the first generation starters do. You have Night March (Charmander) beating Turbo Darkrai-EX/Darkrai-GX (Bulbasaur); you have Turbo Darkrai-EX/Darkrai-GX (Bulbasaur) beating Trevenant BREAK/Necrozma-GX (Squirtle), and you have Trevenant BREAK/Necrozma-GX (Squirtle) beating Night March (Charmander). Now, as I said, those are strictly the matchups on paper. You can tech each of these decks to beat one another, which I'll discuss later on.

With that said, let's get right into Night March and what a new list should look like.

Marching Through Summit City

Night March/Marshadow-GX

I know players are tired of hearing about Night March. However, Marshadow-GX gives the deck a little bit of a twist. For those who aren't familiar with this deck, the general concept is to get enough Night Marchers (Joltik, Pumpkaboo, and Lampent) in the discard pile, so that you can fuel their attack, Night March, which does 20 damage for each Pokémon in your discard pile that has the Night March attack. Before the release of Marshadow-GX, this deck used to max out at 220 damage without other damage modifiers, because you had to make sure you had at least one Night Marcher on the field. However, if you add Marshadow-GX into the mix, your damage output goes up by 20 for a total for 240 damage, which should be enough to one-hit KO anything relevant, since Marshadow-GX's ability works only for Basic Pokémon in your discard pile. Of course, that's without adding damage modifiers such as Fighting Fury Belt, Muscle Band, or Choice Band. You don't have to attack with Marshadow-GX, but it's an option, since you still have Joltik and Pumpkaboo, although the latter relies on Dimension Valley to attack, since it takes three energy. Now that you know what the deck wants to achieve, let's dive deeper into the other Pokémon inclusions.

Two Shaymin-EX is a no-brainer in this deck. Night March used to play three; however, Tapu Lele-GX took one of the spots. Night March is a deck that thrives on drawing through the deck as quickly as possible to get those lethal Night March attacks.

You want to be applying pressure by turn two at the latest. I like the one Tapu Lele-GX over the third Shaymin-EX because it grants you a supporter of choice no matter what. Shaymin-EX is more a draw-and-pray type of card. Marshadow-GX, as I mentioned, also can make for easier one-hit KOs on Pokémon that are weak to Fighting types, namely Darkrai-EX and GX. Just try not to open it in the mirror match, because if you do, you're likely going to lose that game. The inclusion of Tauros-GX is strictly for Seismitoad-EX because once they Karen you and combo it with Quaking Punch, you need to have an answer to that. Tauros-GX is the perfect answer. The threat of Mad Bull GX puts them in an awkward spot. Mew, on the other hand, I love as a one-of in this deck, because it has free retreat and can act as a Night Marcher. Two Lysandre I like even though a third one or a Guzma would be nice. Guzma can help break the lock of Trevenant and use your items. The one-of supporters are N, AZ, Teammates, Pokémon Ranger, and Hex Maniac. I think each of these supporters has merit. N, of course, you need, so you can trim down your opponent's hand size. 

AZ can come in clutch for saving Shaymin-EX from being picked off for two easy prizes. Teammates is too good in this deck, because you're likely attacking with itty-bitty, low-HP Pokémon (Joltik, Pumpkaboo, and Mew) making Teammates useful almost every turn since this deck doesn't ask for much once enough Night Marchers are in the discard pile.

Usually, you're just looking for Double Colorless Energy at that point and Teammates can search it out plus one more card. Pokémon Ranger is a card that can be very useful or completely useless since it's very situational. However, I think it's risky to not play a copy because Giratina-EX, Jolteon-EX, and even Seismitoad-EX can be troublesome. You would definitely auto lose to Giratina-EX and your best bet against Jolteon-EX is to use Escape Rope and Lysandre/Guzma it back up. You still have a chance against Seismitoad-EX because of Tauros-GX, but against the other two, not so much. Lastly, Hex Maniac I feel is randomly great in this deck, because a lot of times Night March can afford to just use any supporter it wants after you have enough Night Marchers in the discard pile. Hex Maniac obviously is great against Greninja and Trevenant decks as well. The rest of the list is pretty standard when it comes to Night March. Field Blower replaced Startling Megaphone since it can discard stadiums too making it an easy replacement. There are only two Dimension Valley since most times you're attacking with Joltik anyway. You still have the option to attack with Pumpkaboo at the same time, and it's always nice to have your own stadiums to bump your opponent's such as Parallel City.

Other card options

Oranguru SUM 113:

This card makes you less prone to late game Ns because we all know how aggressive Night March is and odds are you're starting to take prizes by turn two if not turn one. Having Oranguru as an insurance policy can make Night March not cripple late game.


As you can see, the list above has no way to disrupt energy and Night March used to run Xerosic or at the very least Enhanced Hammer. This was due to Giratina-EX being a huge threat as well as Seismitoad-EX. However now with the release of Plumeria not only can you discard any energy on your opponent's field whether it's a basic or special but you get to also discard two cards from your hand which is perfect for discard two Night Marchers to fuel your damage output.


Personally, I would go with double Lysandre just because your mainly attacking with non EX/GX attackers meaning if you were to try and get Lysandre or Guzma stalled then you can just attack with whatever Pokémon was brought up or simply just manually retreat if you can afford to although Tauros-GX has a three retreat cost which is okay because you then threaten Mad Bull GX.

Choice Band:

I think with the inclusion of Marshadow-GX you don't need Choice Band to hit those huge numbers. If your attackers can survive a hit with Fighting Fury Belt then you should be in a great spot nonetheless.

Target Whistle:

This is a card that is very situational to the point where it may be a dead card in your deck or one of the best cards in your deck. Most players when knowing they are facing up against Night March know better not to bench EX or GX Pokémon unless they absolutely have no choice. The simple fact is that your then trading two prizes for a potential one. This means said player may just opt to discard whatever EX or GX they don't want on the board making Target Whistle clutch in this situation, especially in the mirror match. I can easily see adding Target Whistle back into the list since you can use it multiple times thanks to Puzzle of Time.

Float Stone:

Some Pokémon may be less of an ideal starter than others which can make Float Stone come in handy in this situation. However, every Pokémon can attack in the first turn meaning you don't necessary need Float Stone. There is an Escape Rope if this situation does come up though.

Town Map:

Much like Gyarados in a sense where you do less damage per prized Magikarp you can say the same thing for prizing Night Marchers. Town Map can help get those last few Night Marchers out of the prizes to make your damage out put even stronger. At the same time, Town Map is overall a solid card just to manipulate your prizes whether it's grabbing that second Puzzle of Time or whatever was important that was prized at the time.

Dowsing Machine:

One of three Ace Specs that work well with a deck like Night March. Dowsing Machine gives this deck so many possibilities. Everyone's fear when they see Dowsing Machine is, of course, opening it and having a dead hand. While opening Computer Search or playing it anytime during a game makes your hand superb which is strictly why I choose Computer Search every time since you have Puzzle of Time to get stuff back anyway.

Life Dew:

I know Night March lists used to play this Ace Spec because denying a prize while taking 1-2 prizes at the same time was definitely good back then. However, I think nowadays you just want to stay as consistent as possible so players rather play Computer Search or Dowsing Machine which is hard to argue.

Parallel City:

Playing a single copy of this card can come in handy randomly which can do two things. It can help you in discarding your Shaymin-EX or Tapu Lele-GX, and it also can cripple your opponent's board state when they don't see it coming. A card like Parallel City is hit or miss, but a lot of times it'll be decent when played down. Sometimes it may not have been the very best time to play it down but most times it's good enough to.

With that said, let's now examine what probably is the scariest deck to face off against in the Expanded format.

Fort Wayne Trees

Trevenant BREAK/Necrozma-GX

Just the name of this deck gives me chills. The general concept of this deck is to get a turn one Trevenant in the active spot no matter if you're going first or second, but more importantly while going first, because that's when it's the most crucial and effective. Well, you may be asking how do we achieve that? Great question and the answer to that question is Phantump and Wally. Now, your preferred starter always is going to be Phantump. The only way for this deck to get a turn one Trevenant going first is Wally however if you're going second you can either Wally or simply use Phantump's attack, Ascension, which lets you evolve it on the first turn. If you look closer, you can see that its energy cost takes a Colorless Energy meaning you can use Ascension at no cost, if you have Dimension Valley in play. To help find Wally on the first turn, there are two copies of both Shaymin-EX and Tapu Lele-GX. The main reasoning behind this deck's madness is Trevenant BREAK, which has an attack called Silent Fear. This attack can be used for just a single Psychic Energy thanks to Dimension Valley.


Silent Fear puts three damage counters on each of your opponent's Pokémon and, because your opponent will be item locked thanks to its ability, Forest Curse makes for an even more troublesome situation. Trevenant's Tree Slam attack is decent as well but nothing compared to Silent Fear. When you're staring down a 160-HP Pokémon that does damage to all your Pokémon while keeping you from playing items can be stressful for anyone and, in most cases, can overwhelm you depending on your deck choice. However, the deck gains Necrozma-GX, which has an attack called Black Ray GX that does 100 damage to each of your opponent's GX and EX Pokémon making for quicker KOs. The one-of supporters in this deck are Team Flare Grunt, so you can remove an active energy should that Pokémon threaten you. Xerosic is included, in case you have to remove a Special Energy from a benched Pokémon getting ready to attack or an early Tool that was played before you were able to item lock them. Because this list doesn't play Float Stone, I decided to go with Guzma over Lysandre, just so you don't have to waste an attachment retreating Shaymin-EX or Tapu Lele-GX. Acerola can just come in handy to heal a damaged Pokémon namely, Trevenant BREAK, and go into a fresh one. 

This deck also plays four copies of Crushing Hammer, because Turbo Darkrai-EX/Darkrai-GX can cripple this deck because of weakness. So the only way to have a chance against it is to remove their energy to deny them from attacking. Bursting Balloon also helps with taking faster KOs, especially against said Darkness Pokémon. The one Enhanced Hammer can randomly be useful but can be a dead card if you open it too early, which is why it's staying at one and not two. The energy counts are pretty standard: Mystery Energy helps retreat Tapu Lele-GX into Phantump while at the same time helps even if they are attached to Necrozma-GX giving them free retreat. Two Double Colorless Energy is enough since you can use them to Sky Return or use Black Ray GX since Necrozma-GX can to take advantage of Dimension Valley.

Other card options

Wobbuffet PHF 36:

Now that Jirachi-EX has been replaced with Tapu Lele-GX, I can see Wobbuffet wiggling its way back into Trevenant decks because you can still use Tapu Lele-GX even if you open with Wobbuffet since it's a Psychic type. However, at the same time, your opponent can just use their own Tapu Lele-GX making Wobuffet not as effective as it used to be. It still can be a solid clean-up attacker late game, but there are better attackers that can help with that anyway.


Having the option to discard any energy on your opponent's side of the field seems very good; however, you have to discard two cards to do so, and I'm not too sure if Trevenant can afford to do so, which is why I went with Team Flare Grunt and Xerosic instead.


I opted to go with Acerola over AZ, simply because I want to get back the energy. No matter which you play, having one helps to go in and out of fresh Trevenant. Honestly, it probably won't matter too much which you play. AZ can pick up anything no matter the circumstances, such as if you were to open Shaymin-EX.


There are times where Colress can net you more cards than if you were to just use an N or Professor Sycamore. However, an early Colress can keep you behind and make your draw power ever so weak making you have to sit on it for a few turns. Having another copy of N may just overall be more effective in the long run because a low-hand-sized N in conjunction with Trevenant's item lock can cripple the opponent. This combo can be more effective than Red Card even though Red Card is not a Supporter.

Red Card:

I've never been a fan of Red Card in Trevenant decks because it doesn't help you whatsoever. It's only meant to hope that your opponent draws five dead cards, counting their draw at the start of their turn. Sure, there are times when Red Card can be phenomenal; however, most often I think it misses.

Rescue Scarf:

You can either go with Bursting Balloon like most people, or you can opt to go with Rescue Scarf. I much rather get that extra 60 damage onto something, because odds are that whatever Pokémon your opponent is attacking with may just be their only threat. If you can take care of it as soon as possible, then you should be in a great spot nonetheless.

Float Stone:

Playing a Float Stone or two can make for more effective ways to get Phantump in the active spot in case you weren't fortunate enough to open with one. Also, there are times where you may not have an energy in hand but have the Dimension Valley or vice versa. However, these situations aren't as common as you would think.

Nest Ball:

This card has no draw back, which makes it great for searching out Phantump and Necrozma-GX.

Finally, we are heading towards the end of the article but first, let's finish it off with my go-to deck for this weekend.

The Resurrection of Darkness

Turbo Darkrai-EX/Darkrai-GX

Now we get into my favorite deck of the three and my own take on the deck, which I find to be quite unique compared to a lot of lists out there. But first, the general concept of this deck is to fill your board with as many Darkness Energy as possible for Darkrai-EX's attack, Dark Pulse, that has a base of 20 damage and adds 20 damage for each Darkness Energy on your side of the field. To help fill your board up with Dark Energies there are cards such as Dark Patch, and Max Elixir as well as Darkrai-GX. These three cards are how you will accelerate energy onto your field. To help put energy into your discard pile you have Battle Compressor which can also put Darkrai-GX into the discard at the same time essentially KOing one bird with two stones. That pretty much covers how to accelerate energy in this deck so let's take a closer look at what both Darkrai-EX and GX can do. 

Darkrai-EX also has a second attack in which has a base of 80 damage and takes three energy. But because the deck plays four copies of Hypnotoxic Laser means Dark Head actually can be relevant now. Dark Head can max out at 200 damage for just three energy should you flip heads on Hypnotoxic Laser with Virbank City Gym on the field and Fighting Fury Belt. Or 180 damage without Virbank City Gym. Now, Darkrai-GX has two solid attacks as well but more importantly, it's ability if you didn't already know is the main reason for its double inclusion in the deck because Restoration can revive Darkrai-GX with a Dark Energy on it making Dark Pulse do more damage. Or if you want to attack with Darkrai-GX itself then it's first attack for three energy similar to Dark Head has a base of 130 damage and with Hypnotoxic Laser, Virbank City Gym and Fighting Fury Belt it goes up to 170. However, it's GX attack Dead End GX is the creme of the crop since it can auto one hit KO any Pokémon that has a status condition on it namely Hypnotoxic Laser since it guarantees Poison.

This attack is meant to get rid of a big threat on your opponent's field. The other Darkrai-EX which has the Dark Cloak ability is just meant to give everything that has a Dark Energy attached to it free retreat. The inclusion of Marshadow-GX was meant for the mirror and M Manectric-EX should you face up against it. Now, Mew can be for opposing Marshadow-GX's or Gallades but at the same time can take an easy KO on an Espeon-GX if needed to. Oranguru I like in this deck so you don't brick off a late game N. Hex Maniac you still need to help against Trevenant, Volcanion, Greninja, Raikou/Eelektrik and plenty of other decks. The rest of the list speaks for itself since Turbo Darkrai-EX isn't a new deck although it gained a few cards.

Other card options


With the inclusion of multiple Darkrai-GX makes Darkrai's bench space much more crucial in deciding what should be benched. Both Hoopa-EX and Jirachi-EX take up two of five spots which aren't too appealing. Because Hoopa-EX can search out Jirachi-EX is the only reason they are even options. Hoopa-EX can search out Darkrai-EX as well and Malamar-EX which I'll get into next should you play it. Still, I believe Hoopa-EX isn't the way to go for the sole reason it's bench spot in completely useless as is Jirachi-EX.


The addition of this card combos well with Darkrai-GX's Dead End GX attack in which can automatically KO a Pokémon should it be affected by a status condition. Malamar-EX can put the opponent's Pokémon to sleep if you attach an Energy onto Malamar-EX from your hand. However, I personally don't want my energy attachments per turn going onto Malamar-GX which is why I prefer the Hypnotoxic Laser version. On the other hand, by playing Malamar-EX you can actually one hit KO Primal Groudon-EX even if they have a Focus Sash on them. This is because Focus Sash only goes off if lethal damage was dealt to the Pokémon in which had Focus Sash on it and Dead End GX is an effect of an attack which doesn't do damage. Malamar-EX's attack, MaXamar can do some big damage depending on how many energy is on it, however, I can't really see a scenario where attacking with Malamar-EX outweighs attacking with another Darkrai-EX or GX.

Sableye DEX 62:

Getting back resources such as Dark Patches and Max Elixirs can be clutch, however, I feel like if you have time to use Junk Hunt then you're winning anyway unless you're just using it for the heck of it and have lost already. So either way, I don't see it being too useful personally unless it's the only non EX/GX attacker in your deck.

Yveltal XY 78:

Oblivion Wing always fairs well with Darkrai-EX and now Darkrai-GX. Doing some damage while powering up your main attackers with a non-EX/GX is helpful. However, the deck is super fast as is unless you fear Night March then Yveltal can come in handy there since you can trade one for one prize. I can potentially see a heavy Yveltal count in this deck to prepare for Night March and Trevenant but only time will tell.

Sudowoodo GUR 66:

Of course, M Rayquaza-EX and M Gardevoir-EX are huge threats for Turbo Darkrai-EX. Unless I know for sure that there are tons of these decks then I'd likely not even play Sudowoodo. Its bench spot can be used for more important things and plus one Sudowoodo I feel may not do much since in Expanded both those decks are more consistent than in Standard meaning Sudowoodo may go down easier now.

Giratina XY Promo 184:

With Archeops out of the equation decks like Greninja may start to see more play because of it. Giratina stops Giant Water Shuriken but at the same time stops Trevenant BREAK from having its ability making it so your opponent has to use Tree Slam instead of Silent Fear. These reasons may actually make Giratina worth the inclusion.

Seviper BUS 50:

This card adds one more damage counter to your opponent's active Pokémon that's Poisoned meaning Hypnotoxic Laser without Virbank City Gym does 20 per tick and with Virbank City Gym 40 per tick. The extra 10 damage can be very relevant in most cases in you can't find Virbank City Gym, however, I do know Seviper taking a bench spot doesn't seem too ideal.

Carbink FCO 49:

This card may seem like an odd option to add however Trevenant decks play Team Flare Grunt, Plumeria and Crushing Hammers which is the only way they can keep up with Turbo Darkrai-EX/Darkrai-GX so by shutting those energy denial cards down should make for easier and less stressful games against them.

Choice Band:

I would recommend Choice Band in the version that plays Sky Field and a heavier count of Darkrai-GX because that version is more aggressive.

Wishful Baton:

I can see this card's potential when you're attacking with Darkrai-GX since getting back three energy pretty much making it a built in triple Exp. Share would be ridiculously good. However, every deck will likely play some form of Tool removal making Wish Baton not as great whereas Fighting Fury Belt you can still get that extra 10 damage off before it gets removed.

Escape Rope:

This card can help in a number of ways. The most obvious is to get out of the active and into a new attacker in case you were planted with a status condition. Another reason can be to force up a different Pokémon on your opponent's bench that otherwise, your opponent doesn't want active.

Dowsing Machine:

In a deck like Darkrai-EX/Darkrai-GX playing Dowsing Machine over Computer Search can be much more viable. However, Computer Search still prospers over Dowsing Machine on the first turn. Late to middle game Dowsing Machine is without a doubt much better since you can get an extra Dark Patch or Max Elixir or whatever you need at the time. I'll likely still be debating on which I personally prefer if someone can convince me otherwise.


As you saw in my intro I mentioned that Night March beats this deck. Well, Karen is a card that can help in that matchup as well as the Vespiquen/Flareon matchup. It gets difficult when the Night March player starts using Marshadow-GX since it's not as easy to one hit KO while using Karen for your supporter for the turn because of it's 150 hit points or 190 if it has a Fighting Fury Belt attached. However, you have to make sure you are getting the one hit KO in conjunction with Karen to make that play is effectively worth it.


I think AZ may just be better in this deck simply because it guarantees you can pick something up. Reusing Shaymin-EX at a moment's notice can be crucial for drawing those extra cards if for some reason you don't have a draw supporter. Or even just to save Shaymin-EX from a lethal KO. If you have to pick up an attacker it's not the worst thing putting those energies back into the discard since you have Darkrai-GX and Dark Patch which can abuse those energies anyway.


I decided to go with two Guzma over the split just because Guzma can bail you out of status conditions or the shutting off of your Dark Cloak when you know you need to keep those energies. Plus I'm only playing just the one Dark Cloak but if I were to play two then I could see going with the split.


With decks playing multiple copies of Tapu Lele-GX and Shaymin-EX makes Ghetsis less effective. However, it's great against ArchiesStoise since it's very likely that a turn one Ghetsis will deny their turn one Archie's Ace in the Hole. But because this deck doesn't have a way to item lock means the opponent can just draw out of it easier which is why I personally prefer not to play Ghetsis. Sure it can be great in the mirror however it also can help your opponent because let's say their hand is clogged with Dark Patches or Max Elixirs and nothing to use them on and they only have a Professor Sycamore or Juniper well then you just helped them out.

Altar of the Moone:

Having another option to free retreat other than Darkrai-EX's "Dark Cloak" can come in handy. Especially if you get ability locked. However, I prefer to have a different stadium of choice which can help with damage modifiers such as Virbank City Gym or Sky Field which I'll get into next.

Sky Field:

There are two ways you can run this deck in the Expanded format. The first is the one I presented above with Hypnotoxic Lasers and Virbank City Gym. Now, there is another way you can run the deck which plays multiple Sky Field instead and a heavier count of Darkrai-GX. This variant as you can see plays a little different than the other. Because Darkrai-GX can be resurrected back after Sky Field gets bumped means your damage out put won't be crippled so easily. I personally prefer the other version since I've always been a fan of Hypnotoxic Lasers. You also never know when you will get that clutch turn one donk onto a Joltik. I just love the pressure Hypnotoxic Lasers put on the opponent which is why I prefer that version over the Sky Field one.

Closing Thoughts

It's not surprising to see these three decks being talked about a ton. They will be "the decks to beat" going into Fort Wayne Regionals this weekend which should be no surprise to one. I think that the strongest and best deck right now is without a doubt Turbo Darkrai-EX/Darkrai-GX. It gained cards that made it stronger making it an even bigger threat in the current Expanded format. Personally, that would be my go to deck going into Fort Wayne Regionals this weekend unless someone convinces me on something else. It's hard for me to switch decks last minute unless I truly know that the deck is phenomenal and plays to my style. There will be tons of hate for all three decks I talked about this weekend so be aware that if you were to play one of these decks that odds are you will have a huge target on your back. However many players will also be playing one of these three decks anyway making your deck choice not as scary.

As I mentioned I will be at Fort Wayne Regionals this weekend and I'm excited to see what happens at what looks to be the biggest Regionals to date thus far. Especially with some of the newer sets like Guardians Rising and Burning Shadows added into the mix. I think my Turbo Darkrai-EX/Darkrai-GX list has plenty of options for it to go far and catch people off guard which is why it's my first deck choice. Night March, of course, will see a resurgence in play just because it's simple and straight to the point and it too gained some new cards that make it more of a threat. Lastly, Trevenant BREAK paired with Necrozma-GX is ridiculously overpowered which I still will fear facing up against it even with Turbo Darkrai-EX/Darkrai-GX because they play Crushing Hammers and all kinds of troublesome cards. Necrozma-GX might have made Trevenant BREAK a little too wieldy.

Like always, if you haven't already, check out The Chaos Gym on YouTube and Twitch for updates and player interviews, as well as live streaming from Grafton Roll and Rahul Reddy. If you want to help support my team, be sure to check out Team ARG's Pokémon page on Facebook, Team ARG Pokémon-TCG for tons of decklists from great players. My Twitter handle is down below if you want to follow me.

If you have any questions, then please feel free to leave me a comment below or message me on Facebook. I'll be sure to get to them as soon as possible.

As usual, if you enjoyed reading this article, then please consider giving it a thumbs up. If you want to see a specific type of article or topic next time, don't hesitate to give me ideas down below, and I'll consider them. As always, keep an eye out for more articles to come. Until next time!

-Twitter @Jose_MarreroTCG

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