So with the new Grass type Phantump and Trevenant that came out in Guardians Rising, I did a big of finagling and traded myself into a playset of each and a copy of XY Trev. One of my first thoughts looking at GRI Trevenant was that, "Huh. That's actually not terrible if you paired it with Vileplume." So that's exactly what I did, and so far it's working but I get the feeling my list is not nearly as streamlined as it should be.
So with all that being said, here's the list itself and things I'm planning on doing to improve it. Note that I only have the one Shaymin EX.
Deck List
Pokemon: 16
The optimal Turn 1 is to turbo out Trev GRI + Muscle Band + a Vileplume on Bench with another draw Supporter on the hand for next turn.
That doesn't always pan out, though, and that's why I have 2 Wally in the deck so I can either A. get as close to that perfect T1 as possible or B. get out Trev XY so I have a sort of Vileplume lite while I can continue setting up.
Optimally, with my opponent's hand being stuffed with useless Item cards, Trev GRI can swing for 180 - 270 depending on how hard they're bricked.
Improvements:
My current considerations are:
- 1 D Valley
- 1 Field Blower
+ 2 Trubbish GRI
+ 2 Garbodor GRI
But the issue with that is that I have 2 cards leftover that I'd have to remove for that Garb lineup. As for why the Garb lineup, I've noticed that if I can't get a Trev powered up in time, I have a really hard time getting damage on the board.
Garb fixes this by A. giving me a good option going second and B. being a one energy attacker that punishes my opponent for trying to unbrick their hands via Sycamore.
I have no idea where to take this list aside from what I've noted. I'm also considering trying to bring this into Standard but I'm not sure how I'd go about that either since I'll be sorely missing Trev XY...
Anyway, thanks in advance!
So with all that being said, here's the list itself and things I'm planning on doing to improve it. Note that I only have the one Shaymin EX.
Deck List
Pokemon: 16
- Phantump GRI x 4
- Trevenant GRI x 3
- Trevenent XY x 1
- Oddish AOR x 4
- Gloom AOR x 3
- Vileplume AOR x 4
- Shaymin EX ROS x 1
- Supporters: 14
- Sycamore x 4
- N x 2
- Brock's Grit x 1
- Lysandre x 1
- Misty's Determination x 1
- Teammates x 1
- Skyla x 1
- Wally x 2
- AZ x 1
- Items: 13
- Field Blower x 1
- Heavy Ball x 1
- Ultra Ball x 4
- VS Seeker x 3
- Muscle Band x 2
- Float Stone x 2
- Stadiums: 5
- Dimension Valley x 1
- Forest of Giant Plants x 4
- Psychic x 4
- Double Colorless Energy x 4
The optimal Turn 1 is to turbo out Trev GRI + Muscle Band + a Vileplume on Bench with another draw Supporter on the hand for next turn.
That doesn't always pan out, though, and that's why I have 2 Wally in the deck so I can either A. get as close to that perfect T1 as possible or B. get out Trev XY so I have a sort of Vileplume lite while I can continue setting up.
Optimally, with my opponent's hand being stuffed with useless Item cards, Trev GRI can swing for 180 - 270 depending on how hard they're bricked.
Improvements:
My current considerations are:
- 1 D Valley
- 1 Field Blower
+ 2 Trubbish GRI
+ 2 Garbodor GRI
But the issue with that is that I have 2 cards leftover that I'd have to remove for that Garb lineup. As for why the Garb lineup, I've noticed that if I can't get a Trev powered up in time, I have a really hard time getting damage on the board.
Garb fixes this by A. giving me a good option going second and B. being a one energy attacker that punishes my opponent for trying to unbrick their hands via Sycamore.
I have no idea where to take this list aside from what I've noted. I'm also considering trying to bring this into Standard but I'm not sure how I'd go about that either since I'll be sorely missing Trev XY...
Anyway, thanks in advance!