Pokémon: 9
Christmas 2014, my little brother got some Pokémon cards. He was opening the booster packs and looking at each of the cards, when to our amazement, he found a full-art holo Seismatoad-EX! I was taken by the card and the power of Grenade Hammer. I soon joined Pokebeach after, and found, to my dismay, that most people actually never use Grenade Hammer in competitive play, and Seismatoad was used solely for Quaking Punch. For a while, I've been trying to think of a deck that took advantage of this excellent card. I just recently found a solution: Blastoise.
The point of the deck is to get Blastoise and Seismatoad out into play as fast as possible. You will never put Energy on Blastoise, however, as the point is to charge up the Seismatoads you have in play so that you can use Grenade Hammer quickly and efficiently, and absorb damage from Grenade Hammer. There are only 15 Energies in the deck: This means that you have exactly enough for Articuno and all 4 Seismatoads, but none for any Blastoise. Which is okay: The point of them is their Deluge ability, which allows you theoretically to set up an attack on turn One, and at least turn Three.
Most of the cards require no explanation, but the more unusual ideas go here:
4 Pokémon Center Lady:
These are mostly here to provide an extra turn or two to your Blastoise for absorbing any damage.
4 Professor Birch's Observations:
I know this is a weird card to use, but for the deck to go well, you really need every card you can get. And when you're trying to use Archie, four cards does you much more good that seven (believe it or not).
4 Super Scoop Up:
These are here so you can pull Seismatoad out of your active position when he gets low on Hp, since switching out leaves you with an energy deficit. With Super Scoop Up, You can put it and all of it's energies into your hand, switch out to another powered-up Seismatoad, and then proceed to put the Seismatoad you just took out of play on your Bench and (hopefully) attach all of its energies back on it.
1 Rock Guard:
This I decided was the best for this deck because you can pop it on your Active Seismatoad, which gives you 130 damage plus what you get from taking the Rock Guard when he takes damage. You could potentially switch this with any Ace Spec card, however.
The one big advantage to this deck is that it is mono-Water, which makes it really easy to get the right energies, so it always sets up quickly. The one big downside (as far as I can see) is that it only has five Basic Pokémon, which can make it pretty hard to draw a hand that you can begin play with.
Final Note: Unfortunately, due to the fact that I still missing some of the cards I need to make this deck, I have not playtested it at all yet. I am currently looking for someone who will do this and come back with suggestions so that the deck can be finetuned.
- 4 Seismitoad EX
- 4 Blastoise
- 1 Articuno (Roaring Skies)
- 4 Professor Birch's Observations
- 3 AZ
- 4 Archie's Ace in the Hole
- 4 Pokémon Center Lady
- 4 VS Seeker
- 4 Battle Compressor
- 4 Super Scoop Up
- 4 Ultra Ball
- 1 Rock Guard
- 4 Rough Seas
- 15 Water Energy
Christmas 2014, my little brother got some Pokémon cards. He was opening the booster packs and looking at each of the cards, when to our amazement, he found a full-art holo Seismatoad-EX! I was taken by the card and the power of Grenade Hammer. I soon joined Pokebeach after, and found, to my dismay, that most people actually never use Grenade Hammer in competitive play, and Seismatoad was used solely for Quaking Punch. For a while, I've been trying to think of a deck that took advantage of this excellent card. I just recently found a solution: Blastoise.
The point of the deck is to get Blastoise and Seismatoad out into play as fast as possible. You will never put Energy on Blastoise, however, as the point is to charge up the Seismatoads you have in play so that you can use Grenade Hammer quickly and efficiently, and absorb damage from Grenade Hammer. There are only 15 Energies in the deck: This means that you have exactly enough for Articuno and all 4 Seismatoads, but none for any Blastoise. Which is okay: The point of them is their Deluge ability, which allows you theoretically to set up an attack on turn One, and at least turn Three.
Most of the cards require no explanation, but the more unusual ideas go here:
4 Pokémon Center Lady:
These are mostly here to provide an extra turn or two to your Blastoise for absorbing any damage.
4 Professor Birch's Observations:
I know this is a weird card to use, but for the deck to go well, you really need every card you can get. And when you're trying to use Archie, four cards does you much more good that seven (believe it or not).
4 Super Scoop Up:
These are here so you can pull Seismatoad out of your active position when he gets low on Hp, since switching out leaves you with an energy deficit. With Super Scoop Up, You can put it and all of it's energies into your hand, switch out to another powered-up Seismatoad, and then proceed to put the Seismatoad you just took out of play on your Bench and (hopefully) attach all of its energies back on it.
1 Rock Guard:
This I decided was the best for this deck because you can pop it on your Active Seismatoad, which gives you 130 damage plus what you get from taking the Rock Guard when he takes damage. You could potentially switch this with any Ace Spec card, however.
The one big advantage to this deck is that it is mono-Water, which makes it really easy to get the right energies, so it always sets up quickly. The one big downside (as far as I can see) is that it only has five Basic Pokémon, which can make it pretty hard to draw a hand that you can begin play with.
Final Note: Unfortunately, due to the fact that I still missing some of the cards I need to make this deck, I have not playtested it at all yet. I am currently looking for someone who will do this and come back with suggestions so that the deck can be finetuned.
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