Pokemon (15):
Energy (14):
Magcargo GX has almost perfect synergy with the "baby" form of it from Celestial Storm. So much so that I thought I could build a whole deck around it. The main strategy, with an ideal setup of 2-2 of each Magcargo, goes as follows:
Trainers are fairly standard, with a playset of Cynthia and 3 Sightseer, which seems to be the new type of staple draw support, and then 4 Guzma, Because having three retreat is bad. Very bad, especially, after the rotation, which is when we actually get it. It such a problem that I included 2 Tate and Liza, in order to accelerate the snail from it's natural pace. Blaine is a do-or-die type of card, fit for the deck in a pinch. Steven is my T1 Supporter of choice just so I can practically guarantee I have all the cards I need to get that explosive start.
Then finally, we are going to need a ton of lava to keep the amount of times it flows back into use to a minimum, since there are only, like, five shots that exist to refill, and it's only about five at a time, barring the one attack from Victini (even though there could be more, it's just unlikely). That's why there are fourteen separate pockets of lava, which is the standard maximum for a competitive deck.
There you have it, Magcargo GX. I think it'll work pretty well, if my prediction on Water not being BDIF still holds, and if it is i can just play something like Zeraora or Rayquaza, which this deck should be able to beat, in theory.
- Slugma (4)
- Magcargo (3)
Magcargo – Fire – HP90
Stage 1 – Evolves from Slugma
Ability: Smooth Over
Once during your turn (before your attack), you may search your deck for a card. Shuffle your deck, then place that card on top.
[R][C][C] Combustion: 50 damage.
Weakness: Water (x2)
Resistance: none
Retreat: 3
Stage 1 – Evolves from Slugma
Ability: Smooth Over
Once during your turn (before your attack), you may search your deck for a card. Shuffle your deck, then place that card on top.
[R][C][C] Combustion: 50 damage.
Weakness: Water (x2)
Resistance: none
Retreat: 3
- Magcargo GX (3)
Magcargo-GX – Fire – HP210
Stage 1 – Evolves from Slugma
Ability: Crush Charge
Once during your turn (before your attack), you may discard the top card from your deck. If that card is a basic Energy card, attach it to 1 of your Pokemon.
[R][R][C] Lava Flow: 50+ damage. You may discard any number of basic Energy cards from this Pokemon. This attack does 50 more damage for each card discarded in this way.
[R] Magma Burn GX: Discard the top 5 cards from your opponent’s deck. (You can’t use more than 1 GX attack in a game.)
When 1 of your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.
Weakness: Water (x2)
Resistance: none
Retreat: 3
Stage 1 – Evolves from Slugma
Ability: Crush Charge
Once during your turn (before your attack), you may discard the top card from your deck. If that card is a basic Energy card, attach it to 1 of your Pokemon.
[R][R][C] Lava Flow: 50+ damage. You may discard any number of basic Energy cards from this Pokemon. This attack does 50 more damage for each card discarded in this way.
[R] Magma Burn GX: Discard the top 5 cards from your opponent’s deck. (You can’t use more than 1 GX attack in a game.)
When 1 of your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.
Weakness: Water (x2)
Resistance: none
Retreat: 3
- Tapu Lele GX (2)
- Victini Prism Star (1)
Victini Prism Star – Fire – HP90
Basic Pokemon
You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star card would go to the discard pile, put it in the Lost Zone instead.
[R][R] Infinity: 20x damage. This attack does 20 damage times the number of basic Energy cards in your discard pile. Then, shuffle those cards into your deck.
Weakness: Water (x2)
Resistance: none
Retreat: 1
Basic Pokemon
You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star card would go to the discard pile, put it in the Lost Zone instead.
[R][R] Infinity: 20x damage. This attack does 20 damage times the number of basic Energy cards in your discard pile. Then, shuffle those cards into your deck.
Weakness: Water (x2)
Resistance: none
Retreat: 1
- Turtonator GX (2)
- Cynthia (4)
- Sightseer (3)
Sightseer – Trainer
Supporter
Draw cards from your deck until you have 5 cards in your hand. Before drawing, you may discard any number of cards from your hand.
You may play only 1 Supporter card during your turn (before your attack).
Supporter
Draw cards from your deck until you have 5 cards in your hand. Before drawing, you may discard any number of cards from your hand.
You may play only 1 Supporter card during your turn (before your attack).
- Energy Recycler (3)
- Guzma (4)
- Blaine’s Explosive Battle (1)
Blaine’s Explosive Battle – Supporter
You can only play this card if it is the only card in your hand.
For each of your [R] Pokemon in play, draw 2 cards.
You may play only 1 Supporter card during your turn (before your attack).
You can only play this card if it is the only card in your hand.
For each of your [R] Pokemon in play, draw 2 cards.
You may play only 1 Supporter card during your turn (before your attack).
- Ultra Ball (4)
- Acro Bike (2)
- Steven’s Decision (1)
Steven’s Decision – Trainer
Supporter
Search your deck for up to 3 cards and put them into your hand. Then, shuffle your deck. Your turn ends.
You can play only 1 Supporter card during your turn (before your attack).
Supporter
Search your deck for up to 3 cards and put them into your hand. Then, shuffle your deck. Your turn ends.
You can play only 1 Supporter card during your turn (before your attack).
- Choice Band (3)
- Field Blower (2)
- Pokemon Fan Club (2)
- Tate and Liza (2)
Tate and Liza – Trainer
Supporter
Choose 1:
– Shuffle your hand into your deck, then draw 5 cards.
– Switch your Active Pokemon with 1 of your Benched Pokemon.
You can play only 1 Supporter card during your turn (before your attack).
Supporter
Choose 1:
– Shuffle your hand into your deck, then draw 5 cards.
– Switch your Active Pokemon with 1 of your Benched Pokemon.
You can play only 1 Supporter card during your turn (before your attack).
- Fire (14)
Magcargo GX has almost perfect synergy with the "baby" form of it from Celestial Storm. So much so that I thought I could build a whole deck around it. The main strategy, with an ideal setup of 2-2 of each Magcargo, goes as follows:
- Use Smooth Over to put an energy on top of the deck
- Use Crush Charge to attach it to the Active Magcargo GX
- Repeat the first two steps twice, so you have attached two energies to the Magcargo, leaving it with three (since you ideally have one on at all times)
- (Optional) Attach a third energy from your hand.
- With a Choice Band, discard 2-3 energy from the Magcargo, which hits 150-200 without a Choice Band, and 180-230 with one, which it should have.
Trainers are fairly standard, with a playset of Cynthia and 3 Sightseer, which seems to be the new type of staple draw support, and then 4 Guzma, Because having three retreat is bad. Very bad, especially, after the rotation, which is when we actually get it. It such a problem that I included 2 Tate and Liza, in order to accelerate the snail from it's natural pace. Blaine is a do-or-die type of card, fit for the deck in a pinch. Steven is my T1 Supporter of choice just so I can practically guarantee I have all the cards I need to get that explosive start.
Then finally, we are going to need a ton of lava to keep the amount of times it flows back into use to a minimum, since there are only, like, five shots that exist to refill, and it's only about five at a time, barring the one attack from Victini (even though there could be more, it's just unlikely). That's why there are fourteen separate pockets of lava, which is the standard maximum for a competitive deck.
There you have it, Magcargo GX. I think it'll work pretty well, if my prediction on Water not being BDIF still holds, and if it is i can just play something like Zeraora or Rayquaza, which this deck should be able to beat, in theory.