Years late i know
The Decklist:
Pokemon: 15
The star of this deck is Unfezant, from Roaring Skies (not the Ancient Trait one). He has 130 HP, is a Stage 2, is Colorless, and has a retreat of one. We try to get him out Turn 2 with Rare Candy. For one Colorless he can use Quick Attack for 30, which can hit for 30 more if you flip heads. The second attack costs three Colorless energy and is named "Strong Winds", with one of the most powerful moves in the game: it shuffles all cards attached to all Pokemon in play. If you thought Hammers were bad, Strong Winds forces you to search out all your Energy cards again and your Tool cards. Naturally continuously feeding energy to an Unfezant would be difficult which brings us to the next part of the deck.
Swampert from Ancient Origins lets us search for one card (usually a Prof Letter or DCE) and topdeck it. Archie's Ace in the Hole allows us to play it without running a fragile Mudkip line. We max our Ultra Ball, VS Seeker, and Acro Bike to get those cards into the discard/hand. We also run two Battle Compressor for consistency. Slurpuff can let us draw cards, making it easier to get the cards we need. It also works well with Swampert. Professor's Letter can search for Energy, letting us use Quick Attack and deal some damage while we charge up Strong Winds for disruption. Standard Supporter line for consistency, but 3 Sycamore because I hate discarding DCE, Rare Candy, and other important cards.
Silent Lab can shut down Wobbuffet, Aegislash-EX, etc. and is a good tech overall. Hex Maniac allows you to stop Vileplume and stuff, while we hopefully use our Abilities before we play her. 1-1 Switch Escape Rope for Lysandre and Swirlix starts (if you have Slurpuff, evolve and draw 2 then get her out of the active), and 2 Lysandre because we can get benchwarmers into play and he buys us turns for a Strong Wind, while also just being a good card.
Our ideal setup would be an Active Unfezant with a Water + DCE, a Swampert + Swirlix on bench with maybe more Unfezant and Swirlix, and Water + DCE in hand. We would Strong Winds if they have key Energy in play, than Quick Attack in between while loading your hand with more energy and putting it on Unfezant.
Problems:
Running a Stage 2 guarantees consistency problems, but the biggest problem is the search engine. If we run 1-1 Swampert Archie, we have to hope neither is prized or the game will get hard without reliable DCE search (Solrock is bad). Even with 2-2, they often are dead in hand unless we have Ultra Balls. So basically consistency issues.
Fixes:
Things to consider
Shaymin-EX
Level Ball
???
All suggestions are welcome
The Decklist:
Pokemon: 15
- 4-1-4 Unfezant (ROS 80)
- 2-2 Slurpuff (PHF)
- 2 Swampert (Ancient Trait)
- 3 Professor Juniper
- 3 Professor Birch's Observations
- 2 Archie's Ace in the Hole
- 2 Lysandre
- 1 Ace Trainer
- 1 Hex Maniac
- 4 VS Seeker
- 4 Ultra Ball
- 4 Acro Bike
- 3 Rare Candy
- 2 Battle Compressor
- 2 Professor's Letter
- 1 Switch
- 1 Escape Rope
- 2 Silent Lab
- 6 Water Energy
- 4 Double Colorless Energy
The star of this deck is Unfezant, from Roaring Skies (not the Ancient Trait one). He has 130 HP, is a Stage 2, is Colorless, and has a retreat of one. We try to get him out Turn 2 with Rare Candy. For one Colorless he can use Quick Attack for 30, which can hit for 30 more if you flip heads. The second attack costs three Colorless energy and is named "Strong Winds", with one of the most powerful moves in the game: it shuffles all cards attached to all Pokemon in play. If you thought Hammers were bad, Strong Winds forces you to search out all your Energy cards again and your Tool cards. Naturally continuously feeding energy to an Unfezant would be difficult which brings us to the next part of the deck.
Swampert from Ancient Origins lets us search for one card (usually a Prof Letter or DCE) and topdeck it. Archie's Ace in the Hole allows us to play it without running a fragile Mudkip line. We max our Ultra Ball, VS Seeker, and Acro Bike to get those cards into the discard/hand. We also run two Battle Compressor for consistency. Slurpuff can let us draw cards, making it easier to get the cards we need. It also works well with Swampert. Professor's Letter can search for Energy, letting us use Quick Attack and deal some damage while we charge up Strong Winds for disruption. Standard Supporter line for consistency, but 3 Sycamore because I hate discarding DCE, Rare Candy, and other important cards.
Silent Lab can shut down Wobbuffet, Aegislash-EX, etc. and is a good tech overall. Hex Maniac allows you to stop Vileplume and stuff, while we hopefully use our Abilities before we play her. 1-1 Switch Escape Rope for Lysandre and Swirlix starts (if you have Slurpuff, evolve and draw 2 then get her out of the active), and 2 Lysandre because we can get benchwarmers into play and he buys us turns for a Strong Wind, while also just being a good card.
Our ideal setup would be an Active Unfezant with a Water + DCE, a Swampert + Swirlix on bench with maybe more Unfezant and Swirlix, and Water + DCE in hand. We would Strong Winds if they have key Energy in play, than Quick Attack in between while loading your hand with more energy and putting it on Unfezant.
Problems:
Running a Stage 2 guarantees consistency problems, but the biggest problem is the search engine. If we run 1-1 Swampert Archie, we have to hope neither is prized or the game will get hard without reliable DCE search (Solrock is bad). Even with 2-2, they often are dead in hand unless we have Ultra Balls. So basically consistency issues.
Fixes:
Things to consider
Shaymin-EX
Level Ball
???
All suggestions are welcome
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