So, I've discovered and been playing round with a somewhat broken combo based around the new Miltank card.
It allows you heal 90hp for attaching an energy - with two clauses - Miltank must be the active at time of attachment, and the energy must be attached from hand.
To attach from hand, more than just the single manual attachment, you could use Gardevoir maybe, but I have been focusing on Magnemite. There will be Solgaleo Ultra Road shenanigans in the future, but for now I've been working with the legal Electric type. And this deck would probably work better with Raikou, but if we're going to be a little mad, might as well go right in the deep end and pair it up with Alolan Golem GX.
Dashing Pouch allows you retreat Golem at the cost of four [L], and they all go to hand. You then re-attach all four which more than heals any damage off of the tanky 250hp fugbeast. You will need to have some kind of switch card to promote back to active since you've retreated once already this turn - Guzma, Switch, Warp Energy need high counts.
It's all very complicated and clunky, but when it gets going it's hilarious for the opponents reactions alone. It's currently sitting at 13 wins from 30, so clearly we are not going to dominate the metagame any time soon. But still I'd like some input on how best to go about building a deck that requires two Stage 2 lines plus more support.
Pokémon
3-1-3 Alolan Golem-GX
3-1-3 Magnezone
1 Xurkitree-GX
2 Moomoo Malt Miltank
2 Tapu Lele / 1 Oranguru
Early game you will try to stall a lot. Taking some minor hits here is not the worst thing in the world, you can heal it off easily later if you can survive long enough to set up. Ideally you will get two Magnemite and two Geodude out from a Brigette early, the opponent can kill one off and you'll be fine once you have back-ups. In fact you want them to, in order to free up bench space. Avoid playing both Lele, or even either if you can manage. There's a lot of parts here and you'll need the space for Oranguru and the late surprise Miltank. Even Lele later for the crucial supporter.
Free retreat Magnemite & Geodude are the basics of choice since you can take a 30 hit and then retreat to spread it around some. Xurkitree is here to stall for the same reasons, especially against your weakness, fighting decks, and their tendancy to have too much Special Energy.
If and when you get going, Golem's attacks are ferocious. Magnezone is a decent attacker (the new one will be better) versus Hoopa or Ninetales. Oranguru can attack too. And of course Magnemite can power up Lele as an attacker in an instant if necessary.
Support
1 Brigette / 1 Lillie
2 Guzma
3 N / 1 Sycamore
3 Skyla (soon to be 3 Volkner)
I prefer a Brigette / Lillie split over two Brigette. Lillie is reasonable in this deck as you have so many irretrievable resources you don't want to toss.
We're quite item reliant, so there is a high Skyla count. Grabbing a Pouch, Candy, Energy boost, Field Blower, Po Town etc. at the right time can be crucial. Leaning to N more than Sycamore due to resources.
More Guzma would be better, but corners need to be cut somewhere.
Items
4 Ultra Ball / 1 Timer Ball / 1 Heavy ball
4 Rare Candy
1 Prof Letter / 1 Energy Retrieval
2 Dashing Pouch
2 Switch
2 Field Blower
1 Po Town
We don't necessarily need Field Blower except that Garbotoxin is instakill to this deck. Someone hitting you with a choice band is rarely the difference between life and death. Parallel City is a danger you need to get rid of too, although freeing up your bench is often quite useful.
Po Town puts an extra 30 on all the 210hp Stage 1s around of late, pushing them into range of Golem since youdon't have Choice Bands of your own.
Energy
9 [L] Energy
1 Warp Energy
Warp Energy gets you out of a pinch more often than you'd think.
I've been having fun with this. I suppose what I need most is input on ways to make it more consistent. Obviously it will never be silky smooth, but minor tweaks appreciated. Even major tweaks, like swapping in Raikou for Golem (although the attacks are less awe-inspiring and the amount of health you could heal off is lower).

It allows you heal 90hp for attaching an energy - with two clauses - Miltank must be the active at time of attachment, and the energy must be attached from hand.
To attach from hand, more than just the single manual attachment, you could use Gardevoir maybe, but I have been focusing on Magnemite. There will be Solgaleo Ultra Road shenanigans in the future, but for now I've been working with the legal Electric type. And this deck would probably work better with Raikou, but if we're going to be a little mad, might as well go right in the deep end and pair it up with Alolan Golem GX.
Dashing Pouch allows you retreat Golem at the cost of four [L], and they all go to hand. You then re-attach all four which more than heals any damage off of the tanky 250hp fugbeast. You will need to have some kind of switch card to promote back to active since you've retreated once already this turn - Guzma, Switch, Warp Energy need high counts.
It's all very complicated and clunky, but when it gets going it's hilarious for the opponents reactions alone. It's currently sitting at 13 wins from 30, so clearly we are not going to dominate the metagame any time soon. But still I'd like some input on how best to go about building a deck that requires two Stage 2 lines plus more support.

Pokémon
3-1-3 Alolan Golem-GX
3-1-3 Magnezone
1 Xurkitree-GX
2 Moomoo Malt Miltank
2 Tapu Lele / 1 Oranguru
Early game you will try to stall a lot. Taking some minor hits here is not the worst thing in the world, you can heal it off easily later if you can survive long enough to set up. Ideally you will get two Magnemite and two Geodude out from a Brigette early, the opponent can kill one off and you'll be fine once you have back-ups. In fact you want them to, in order to free up bench space. Avoid playing both Lele, or even either if you can manage. There's a lot of parts here and you'll need the space for Oranguru and the late surprise Miltank. Even Lele later for the crucial supporter.
Free retreat Magnemite & Geodude are the basics of choice since you can take a 30 hit and then retreat to spread it around some. Xurkitree is here to stall for the same reasons, especially against your weakness, fighting decks, and their tendancy to have too much Special Energy.
If and when you get going, Golem's attacks are ferocious. Magnezone is a decent attacker (the new one will be better) versus Hoopa or Ninetales. Oranguru can attack too. And of course Magnemite can power up Lele as an attacker in an instant if necessary.
Support
1 Brigette / 1 Lillie
2 Guzma
3 N / 1 Sycamore
3 Skyla (soon to be 3 Volkner)
I prefer a Brigette / Lillie split over two Brigette. Lillie is reasonable in this deck as you have so many irretrievable resources you don't want to toss.
We're quite item reliant, so there is a high Skyla count. Grabbing a Pouch, Candy, Energy boost, Field Blower, Po Town etc. at the right time can be crucial. Leaning to N more than Sycamore due to resources.
More Guzma would be better, but corners need to be cut somewhere.

Items
4 Ultra Ball / 1 Timer Ball / 1 Heavy ball
4 Rare Candy
1 Prof Letter / 1 Energy Retrieval
2 Dashing Pouch
2 Switch
2 Field Blower
1 Po Town
We don't necessarily need Field Blower except that Garbotoxin is instakill to this deck. Someone hitting you with a choice band is rarely the difference between life and death. Parallel City is a danger you need to get rid of too, although freeing up your bench is often quite useful.
Po Town puts an extra 30 on all the 210hp Stage 1s around of late, pushing them into range of Golem since youdon't have Choice Bands of your own.
Energy
9 [L] Energy
1 Warp Energy
Warp Energy gets you out of a pinch more often than you'd think.

I've been having fun with this. I suppose what I need most is input on ways to make it more consistent. Obviously it will never be silky smooth, but minor tweaks appreciated. Even major tweaks, like swapping in Raikou for Golem (although the attacks are less awe-inspiring and the amount of health you could heal off is lower).
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