• When creating a thread in the Deck Garage, make sure that you post one deck per thread, you use the correct prefix, you have the set name/card number next to each card, you give a strategy for non-metagame decks, and give translations for all cards not available in English.

    When posting in a thread, be sure to explain all your suggestions thoroughly. Additionally, do not ask for advice in another member's thread.

Standard XY-On: Forretress / Eeevelutions

MadVillan

Aspiring Trainer
Member
Pokemon: 23
  • 4 Pineco (FLF 4/106)
  • 4 Forretress (FLF 60/106)
  • 4 Eevee (FUF 80/111)
  • 2 Flareon (AOR 13/98)
  • 2 Jolteon (AOR 26/98)
  • 1 Vaporeon (AOR 22/98)
  • 4 Unown (AOR 30/98)
  • 2 Shaymin-EX (ROS 77/108)
Trainers: 30
  • 4 Professor Sycamore
  • 2 Professor Birch's Observations
  • 1 Pokemon Fan Club
  • 1 Blacksmith
  • 1 Lysandre
  • 1 Battle Compressor
  • 4 Vs Seeker
  • 4 Ultra Ball
  • 2 Level Ball
  • 1 Sacred Ash
  • 1 Switch
  • 3 Muscle Band
  • 2 Forest of Giant Plants
  • 3 Team Aqua's Secret Base
Energy: 7
  • 3 Fire Energy
  • 4 Double Colorless Energy
Strategy:

Hello all! This is my first time posting in the Deck Garage. If you see a blunder in the formatting, feel free to point that out to me.
Anyway, The goal of the deck is to start with two to three Pineco and one to two Eevee on the field, with either of the two mons being active. This can be accomplished through means of Fan Club and Level Ball directly. The optimal start would also like to get Forest of Giant Plants active too, in order to evolve turn one into our Forretress. You can choose to wait to evolve the Forrestress as you see fit in order to better abuse it's Thorn Tempest ability. Forretress, unfortunately, misses the 90 HP threshold of Level Ball by ten HP, which is why I elected to only play two. When your opponent is not playing a lightning or water weak deck, use Eevee to evolve into Flareon to abuse the Blacksmith for energy acceleration. Blacksmith is especially handy in Aegislash and Energy denial match-ups.
After you have evolved most all of your Forretress, or when you feel the need to attack with Forretress, it is time to play the Team Aqua's Secret Base. This will bolster the attacking power of Forretress CC Iron Crash attack (20+ 20 more for each C in the opponent's active retreat cost). Combine this stadium with muscle band to maximize your damage output.

Please, let me know if you would like something clarified or if you see a way the list could be improved!

Thank you very much,
MadVillan
 
IMO, following are some comments/thoughts for your consideration:
  • You may want to include an AZ or 2 in order to abuse Forretress' Ability too.
  • Are you finding that running 4 Unown, 2 Shaymin EX, 4 Professor Sycamore, 2 Professor Birch's Observations, and 4 VS Seeker are sufficient in providing consistent, card-drawing power? Should any of your Poke (especially a Shaymin EX) is prized, it seems that the remaining cards may not be sufficient. Replacing 1 VS Seeker for another PBO could be quite helpful.
  • The 3 R energy in the deck seem insufficient, especially when playing no Professor's Letter. Should your opponent play Hammers, your deck could easily be under-powered after your DCEs are discarded (Via Hammers or KOs).
  • I also imagine the deck will lose "steam" the longer the game goes given you have no DC energy recovery and recycle card listed.
  • Taking under consider the relatively "low" HP of your Poke, an opponent may choose to leave his/her Poke active (assuming you have the TA Secret Base in play) and forgo retreating it. I suspect most of your KOs, excluding Weakness attacks, are mostly 2HKOs. Your opponents' strategy could be to take 1HKOs vs. your 2HKOs and hope that they would have the resources and "faster" recovery capabilities to support an extended game vs. you.
  • Bunnelby (PRC 121) can be used to recover and recycle discarded resources, including DCEs.
Following are some suggested deck changes for your consideration:

-1 Vaporeon - not needed as much vs. Flareon and Jolteon
-1 VS Seeker
-1 Switch - card may not be critical
-1 Forrest of Giant Plants

+1 Professor Birch's Observations - more card draw power
+2 AZ (or 1 and another R energy or Bunnelby)
+1 R energy

I hope you find these comments helpful.
 
You need to run Muk aqua. Against something with free retreat you can only do 40 base with stadium. I think at least a 2-2 line instead of unown.

You also need enhanced hammers for special psychic energy that have free retreat. Dragon road Hydreigon ex will also destroy your deck.

Unfortunately this deck has a bunch of auto losses unless you specifically tech for them.
 
IMO, following are some comments/thoughts for your consideration:
  • You may want to include an AZ or 2 in order to abuse Forretress' Ability too.
  • Are you finding that running 4 Unown, 2 Shaymin EX, 4 Professor Sycamore, 2 Professor Birch's Observations, and 4 VS Seeker are sufficient in providing consistent, card-drawing power? Should any of your Poke (especially a Shaymin EX) is prized, it seems that the remaining cards may not be sufficient. Replacing 1 VS Seeker for another PBO could be quite helpful.
  • The 3 R energy in the deck seem insufficient, especially when playing no Professor's Letter. Should your opponent play Hammers, your deck could easily be under-powered after your DCEs are discarded (Via Hammers or KOs).
  • I also imagine the deck will lose "steam" the longer the game goes given you have no DC energy recovery and recycle card listed.
  • Taking under consider the relatively "low" HP of your Poke, an opponent may choose to leave his/her Poke active (assuming you have the TA Secret Base in play) and forgo retreating it. I suspect most of your KOs, excluding Weakness attacks, are mostly 2HKOs. Your opponents' strategy could be to take 1HKOs vs. your 2HKOs and hope that they would have the resources and "faster" recovery capabilities to support an extended game vs. you.
  • Bunnelby (PRC 121) can be used to recover and recycle discarded resources, including DCEs.
Following are some suggested deck changes for your consideration:

-1 Vaporeon - not needed as much vs. Flareon and Jolteon
-1 VS Seeker
-1 Switch - card may not be critical
-1 Forrest of Giant Plants

+1 Professor Birch's Observations - more card draw power
+2 AZ (or 1 and another R energy or Bunnelby)
+1 R energy

I hope you find these comments helpful.
Thanks TuxedoBlack!
I do appreciate the comments. I was finding that the amount of unown I played could be helpful sometimes in late game situations, but could also be clunky in the mid game. It was definitely a drag when one Shaymin was prized (I hadn't yet had a game in which both were prized).
I think you are right that AZ could better help abuse the Tempest Thorn ability and also get Shaymins back, so I would take that note seriously.
I was originally playing 4 Birch, but found I ran into Birch more than I ran into my other situational cards (and I was trying to make room at the time Idid forget for what). I think Your suggestion of playing three, right in the middle of the current list and what the list used to include, could make for better draw indeed.

Unfortunately with these good notes, Ivy below, posted the main problem I was encountering with the deck. The main problem being retreat cost negating items, energies, and abilities. Fairy Garden was not a problem as I could simply counter the stadium but aforementioned things I could do nothing against.
Thank you again TuxedoBlaxk for the insight it is appreciated!

You need to run Muk aqua. Against something with free retreat you can only do 40 base with stadium. I think at least a 2-2 line instead of unown.

You also need enhanced hammers for special psychic energy that have free retreat. Dragon road Hydreigon ex will also destroy your deck.

Unfortunately this deck has a bunch of auto losses unless you specifically tech for them.
Ah, Ivy_Profen, you found the heel to the deck. I was mainly finding difficulty with float stone, but had not yet encountered the other types of retreat negation you mentioned. With the reprint of float stone coming, and Hydreigon and Mystery Energy both having their respective niches, this deck is certainly not as vailable as I initially had hoped it would be. Another problem would be found when playing against bulky mega's with zero-one retreat cost who cannot be hit for weakness.
Thank you for r

I would also like to address the addition of a fourth fire energy.
I think more energy in the deck is definitely beneficial. It would be good to have a better chance at having at least two in deck. I would certainly replace the lone Vaporeon with a fire energy. I could also stand to lose the second switch, but would like to keep one.
 
Last edited by a moderator:
I was playing a the water version of this deck with jellicent beartic. It was all good until I ran into mystery energy. Had no choice but to scrap this fun deck. Otherwise this deck was superfun and could wreck any deck.

Only thing you can really do is tech hex maniac and hammers. Though even with hex maniac. You can't Lysander same turn to take out the Hydreigon. Paint roller would work for that match up as well.
All I can say is hope to have good matchups.
 
Back
Top