Lockdown: A Look at Standard and Expanded Seismitoad-EX Variants
Hey PokeBeach! We’re at that awkward time of year where U.S. Regionals have just concluded, but us Europeans are still in the middle of Cities! People want to know about both formats. I can’t focus solely on either! So, for that reason, I’ll be talking about decks from both of them.
[cardimg name=”Seismitoad-EX” set=”Furious Fists” no=”20″ align=”right” c=”none”][/cardimg]
I wanted to do an article about an incredibly powerful card right now — [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card]. In both Standard and Expanded, this card has been tearing up the competition left, right, and center because of its incredibly Quaking Punch attack. Even in Yveltal variants, this card takes up at least one spot for that additional option. Any deck that can use Quaking Punch effectively, should.
This article will go over three deck lists featuring Seismitoad-EX, some in both Standard and Expanded, all of which I believe are excellent plays for upcoming States and Regionals. I have tested each list thoroughly, and, after reading the article, I recommend you try each of them out, or at least start practicing against them. The presence of Seismitoad-EX in both formats is undeniable, and for good reason. You’ll either need to play it, or know how to play against it.
So, let’s jump into some decks!
EDITOR’S NOTE: This article was primarily written before the release of ‘BREAKpoint,’ thus all of the deck lists were built to be played in that format. At the end of each deck list, Nath discusses and cards from ‘BREAKpoint’ that he would add to that deck list. Much of the advice in this article carries over into the new format.
Seismitoad-EX / Giratina-EX
This is a deck that has been floating around for a while now and it’s undoubtedly one of the strongest lock-based decks the game has ever seen. You have the option to prevent your opponent from playing Item cards with [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card], as well as hit hard with [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] whilst also blocking any Special Energy, Stadiums, and Tool cards your opponent is carrying. A couple of other aspects include Giratina’s relative immunity to Mega Pokemon thanks to its ability, Renegade Pulse, and a wide range of cards to deny your opponent’s Energy attachments.
Standard and Expanded Toad / Tina variants are very different. In Expanded, you have access to cards like [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card], [card name=”Jirachi-EX” set=”Plasma Blast” no=”60″ c=”name”][/card], and [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”name”][/card] which make the deck stronger and give it more options; however, you have more room for techs and consistency-based cards in Standard.
Standard
This deck has a lot of room, which makes it easier for you to fit in techs that will make it easier to disrupt your opponent. There’s naturally room for cards such as [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card], [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card], and [card name=”Team Aqua’s Secret Base” set=”Double Crisis” no=”28″ c=”name”][/card] because you’re not taking up space with [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card]s or extra Supporters.
[decklist name=”Seismitoad / Giratina – Standard” amt=”60″ caption=”” cname=”Seismitoad-EX” set=”Furious Fists” no=”20″][pokemon amt=”11″]3x [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”deck2″ amt=”3″][/card]3x [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”deck2″ amt=”3″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]1x [card name=”Hoopa-EX” set=”Ancient Origins” no=”36″ c=”deck2″ amt=”1″][/card]1x [card name=”Milotic” set=”Primal Clash” no=”44″ c=”deck2″ amt=”1″][/card]1x [card name=”Feebas” set=”Flashfire” no=”22″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”41″]4x [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”deck2″ amt=”4″][/card]2x [card name=”Lysandre” set=”Flashfire” no=”90″ c=”deck2″ amt=”2″][/card]2x [card name=”Team Flare Grunt” set=”XY” no=”129″ c=”deck2″ amt=”2″][/card]1x [card name=”Xerosic” set=”Phantom Forces” no=”110″ c=”deck2″ amt=”1″][/card]1x [card name=”Professor Birch’s Observations” set=”Primal Clash” no=”134″ c=”deck2″ amt=”1″][/card]1x [card name=”Judge” set=”BREAKthrough” no=”143″ c=”deck2″ amt=”1″][/card]1x [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”deck2″ amt=”1″][/card]1x [card name=”AZ” set=”Phantom Forces” no=”91″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”deck2″ amt=”4″][/card]4x [card name=”Crushing Hammer” set=”Kalos Starter Set” no=”34″ c=”deck2″ amt=”4″][/card]3x [card name=”Muscle Band” set=”XY” no=”121″ c=”deck2″ amt=”3″][/card]3x [card name=”Head Ringer” set=”Phantom Forces” no=”97″ c=”deck2″ amt=”3″][/card]1x [card name=”Enhanced Hammer” set=”Phantom Forces” no=”94″ c=”deck2″ amt=”1″][/card]1x [card name=”Float Stone” set=”Plasma Freeze” no=”99″ c=”deck2″ amt=”1″][/card]1x [card name=”Escape Rope” set=”Primal Clash” no=”127″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Team Aqua’s Secret Base” set=”Double Crisis” no=”28″ c=”deck2″ amt=”2″][/card]1x [card name=”Silent Lab” set=”Primal Clash” no=”140″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”8″]4x [card name=”Double Colorless Energy” set=”Phantom Forces” no=”111″ c=”deck2″ amt=”4″][/card]4x [card name=”Double Dragon Energy” set=”Roaring Skies” no=”97″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
Pokemon
3 Seismitoad-EX
This shouldn’t surprise anyone. The average number of [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] you will need per game is two, so three is the best number in case you prize one. I’ve seen some people play four, but in my testing the fourth hasn’t done anything except take up an additional spot in the list. Three is the perfect number.
3 Giratina-EX
[cardimg name=”Giratina-EX” set=”Ancient Origins” no=”57″ align=”right” c=”none”][/cardimg]
In some matchups, [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] is a lot more powerful than Seismitoad. Specifically against [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card] and Night March decks, Giratina can make it incredibly hard for them to win since the main attacks of each deck cost two Colorless Energy each. Vespiquen has the option to run [card name=”Flareon” set=”Ancient Origins” no=”13″ c=”name”][/card] and [card name=”Blacksmith” set=”Flashfire” no=”88″ c=”name”][/card] to power up a Vespiquen in one turn without the need for a [card name=”Double Colorless Energy” set=”Phantom Forces” no=”111″ c=”name”][/card]. However, they will usually struggle to stream Knock Outs if they have to do this each time, and you should be able to [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] out their Flareon and remove that option.
Night March decks don’t have any way of dealing with Chaos Wheel, so as soon as you attack with Giratina you have basically won the game. The real issue here is that it takes two turns to power up Giratina, and it is highly likely they will be able to take a Knock Out on it before you can attack. Giratina is also powerful against Mega Pokemon such as [card name=”M Manectric-EX” set=”Phantom Forces” no=”24″ c=”name”][/card] and [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card] thanks to its ability.
2 Shaymin-EX / 1 Hoopa-EX
You should be fine with two [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card]. Prizing one can hurt sometimes, because you do rely on it for draw power, but as long as you draw decently you should be fine. If you’re testing this list and feel as though you really need a third Shaymin, cut to two [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card].
[card name=”Hoopa-EX” set=”Ancient Origins” no=”36″ c=”name”][/card] allows you to fully set up your board with a single [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card]. You can Ultra Ball for [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card], Giratina, and a Shaymin turn one and set your field up for the entire game.
1-1 Milotic
Recently this has become a typical inclusion to [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] / [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] decks, and after testing I can see why. It has synergy with this deck for a few reasons. You run a lot of Scoop Up cards which means you could potentially use it multiple times. [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card] can, of course, retrieve any card from your discard, but the cards this deck wants to reuse most often are Energy-removal cards as well as your own Special Energy, made even better by the fact that it’s done via an Ability. Furthermore, Milotic being the only non-EX Pokemon that you run means there’s no way it will affect the Prize trade; you can even throw it into the Active spot and force your opponent to waste a turn knocking it out and, as a result, force the seven-Prize game.
Supporters
Four [card name=”Professor Sycamore” set=”XY” no=”122″ c=”name”][/card] is basically a requirement for the Standard version because of the lack of available draw Supporters. Discarding important cards and Special Energy can be a pain, but there’s no viable alternative. My list does include one copy of both [card name=”Professor Birch’s Observations” set=”Primal Clash” no=”134″ c=”name”][/card] and [card name=”Judge” set=”BREAKthrough” no=”143″ c=”name”][/card] as shuffle-draw options, which can get you out of bad starts if you happen to draw into either of them. The Judge is also a great disruption card and can be devastating when followed up by a Quaking Punch. This combo alone has won me a few games online. If your opponent gets stuck with a hand of Items that they can’t use, they will be unable to respond to your flurry of Quaking Punches and fizzle out of the game.
As for utility Supporters, a few of them revolve around Energy denial. [card name=”Xerosic” set=”Phantom Forces” no=”119″ c=”name”][/card] is common in most decks nowadays, and in this deck it works incredibly well as a way of delaying your opponent with a guaranteed chance of removing a Special Energy card. Against Night March, if you can discard all of their [card name=”Double Colorless Energy” set=”Phantom Forces” no=”111″ c=”name”][/card] and deal with their [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card], you’ve got the game in the bag. [card name=”Team Flare Grunt” set=”XY” no=”129″ c=”name”][/card] is also a pretty solid card. It’s great in the mirror for diminishing their limited supply of Energy, it’s brilliant on turns where you don’t need the benefit of another Supporter, and overall it puts a huge amount of pressure on your opponent turn after turn.
[card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] is one of the more powerful Supporters you can play on turn one in Standard and against speed decks like [card name=”M Rayquaza-EX” set=”Roaring Skies” no=”76″ c=”name”][/card], [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card], and Night March, it can completely hinder their set up. Going first, a Hex followed up by a Quaking Punch the following turn will give you a huge advantage over nearly any other deck in the format. Last but not least, I run one [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card] mainly for the Milotic option, but you can also use it draw with [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card], or retrieve vulnerable EXs that either have a lot of damage or are otherwise likely to be Knocked Out for an easy two Prizes.
Items
Kicking off the Items is four [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card]s, the standard for most decks right now. In this deck in particular, four is absolutely necessary due to the high count of utility Supporters. Four [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card] is also very much standard; it gives you the best chance at finding your turn one [card name=”Hoopa-EX” set=”Ancient Origins” no=”36″ c=”name”][/card] and setting your board up. Four [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”name”][/card] and four [card name=”Crushing Hammer” set=”Kalos Starter Set” no=”34″ c=”name”][/card] is the prerequisite to get the maximum value out of them. Statistically you should get two Energy removals and two scoop ups per game, but you can win with this deck on even less than that if you manage your other resources well.
Three [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card] is my preferred amount. In Standard you need the extra damage boost because you don’t have access to [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card]s, and on a regular EX turning Quaking Punch into a four-hit KO makes the attack that much more powerful. You have the room to be greedy with this list, so there’s no reason to cut to any less. For this same reason I choose to run three [card name=”Head Ringer” set=”Phantom Forces” no=”97″ c=”name”][/card]. They can be devastating when used on the right targets, and after your first Quaking Punch or Chaos Wheel, your opponent won’t be able to attach Tools to stop you from being able to Head Ringer them, making the card that much more powerful.
For switching options I run one [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] and one [card name=”Escape Rope” set=”Primal Clash” no=”127″ c=”name”][/card]. Float Stone is great to fling onto Hoopa, [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card], or [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] and allows you to dedicate a Pokemon as your go-to retreating option when you need to promote a new Active Pokemon. Escape Rope can be a [card name=”Switch” set=”EX Ruby and Sapphire” no=”92″ c=”name”][/card] if you want, I just prefer rope to get around non-EX attackers by forcing your opponent to promote an EX.
As for [card name=”Enhanced Hammer” set=”Phantom Forces” no=”94″ c=”name”][/card], its 100% chance of success and not taking up your Supporter use for the turn make it another solid tech card for removing Energy.
Finally, I run three Stadium cards. The first two are [card name=”Team Aqua’s Secret Base” set=”Double Crisis” no=”28″ c=”name”][/card], a card that fits well into this deck due to the huge negative impact it can have on your opponent whilst it barely affects you at all. Since this deck’s most common ways of moving its Active Pokemon are Float Stone and Escape Rope, this card shouldn’t put you at a disadvantage, but it can mess with your opponent, especially if you lock it in with Chaos Wheel. [card name=”Silent Lab” set=”Primal Clash” no=”140″ c=”name”][/card] is powerful early game if your opponent doesn’t have an answer to it. Against Night March you can prevent them from drawing through their deck with Shaymin if they don’t have a way to replace the Stadium. Another great use of this card is against Archie’s [card name=”Blastoise” set=”Plasma Blast” no=”16″ c=”name”][/card]. It shuts off their Shaymin and, more importantly, their [card name=”Jirachi-EX” set=”Plasma Blast” no=”60″ c=”name”][/card], making it more difficult for them to pull off the turn one [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”124″ c=”name”][/card].
BREAKpoint
For BREAKpoint I’d cut the [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card] line, one [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card], and one [card name=”Head Ringer” set=”Phantom Forces” no=”97″ c=”name”][/card] in favor of four [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card]. Puzzle is Milotic’s spiritual successor for most decks due to the fact that it can bring back more cards from your discard during the course of a game and doesn’t need to be evolved from a vulnerable Benched Pokemon.
Matchups
Vs. Night March
[cardimg name=”Silent Lab” set=”Primal Clash” no=”140″ align=”right” c=”none”][/cardimg]
Winning the coin flip is a large factor in this matchup. You want to either set up [card name=”Silent Lab” set=”Primal Clash” no=”140″ c=”name”][/card] or [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] them turn one so their draw will hopefully be diminished and they won’t be able to set up properly. Other than that, you want to make sure you’re using Quaking Punch as often as you can, and try your best to power up [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card]. If you can Chaos Wheel at any point, take that opportunity straight away because you automatically win the game. [card name=”Judge” set=”BREAKthrough” no=”143″ c=”name”][/card] is another strong card in this matchup, either on turn one or later in the game with a Quaking Punch. Judge plus Silent Lab on the first turn is one of the best starts you can have against this deck.
One of the other niche things you can do is take a KO with [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card]’s Sky Return on a [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] and promote Milotic. If you do it at the right point you can really take the lead. The downside is that if they [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] around it, you’re in the same position as before, except you just missed a turn of Item lock. It’s best to only do this play when they’re on their last two Prizes and you would lose the game otherwise.
Vs. Yveltal-EX
Energy removal and Quaking Punch are the keys to this matchup. Baby [card name=”Yveltal” set=”XY” no=”78″ c=”name”][/card] can be your biggest problem due to its high HP, it’s non-EX status, and its ability to recycle Energy. You need to do your best to deal with that, either by taking it out in three clean hits with Quaking Punch or by using [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] to get around it. If you can’t, just keep attacking it whilst removing as much Energy as possible.
Thankfully, the only way they can take big Knock Outs is by loading up big [card name=”Yveltal-EX” set=”XY” no=”79″ c=”name”][/card]. I find that going all out with Toad and Quaking Punch is therefore the best line of play against this deck because they need six Energy to one-shot it, which will never happen while you are constantly removing their Energy. If they try and 2HKO your [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] with Y Cyclone or smaller Evil Balls, you should try and heal the damage with [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”name”][/card]s or [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card]. Cards like [card name=”Zoroark” set=”BREAKthrough” no=”91″ c=”name”][/card] and [card name=”Gallade” set=”BREAKthrough” no=”84″ c=”name”][/card] are tough to deal with, but you can deal with Zoroark fairly well if you limit your Bench size, while your opponent’s only chance to get Gallade into play is on their first turn, meaning it won’t be an issue often.
Vs. Mirror
This is my least favorite mirror match of all time. You can play it perfectly and still lose even if your opponent didn’t, an anomaly to the usual mirror match formula. Despite this, it’s important to know how to play the matchup properly if you want to win. [card name=”Head Ringer” set=”Phantom Forces” no=”97″ c=”name”][/card]s are powerful — getting them on your opponent’s [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] on your first turn can prevent them from pulling off Quaking Punch for quite some time.
Getting [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card]s out as soon as you can is key too; it stops them from attaching their Head Ringers and it will maximize your damage potential. You should also try and only fill your board with [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] and Seismitoad because [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] isn’t all that great. Even though in theory it can prevent your opponent from playing Energy entirely, it ends up having all of its Energy removed and basically doing nothing.
What you want to do is remove all of their Energy and end up being the player with the most resources left at the end of the game. Quaking Punch is still a very strong attack in the mirror, you just have to evaluate the situation and decide whether it’s the right turn to do so.
[premium]
Expanded
I won’t go into the same level of detail during the deck analysis portion because a lot of it is the same kind of stuff. I’ll explain the differences and why some things are cut from the Standard version.
[decklist name=”Seismitoad / Giratina – Expanded” amt=”60″ caption=”” cname=”Seismitoad-EX” set=”Furious Fists” no=”20″][pokemon amt=”10″]3x [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”deck2″ amt=”3″][/card]2x [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”deck2″ amt=”2″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]1x [card name=”Jirachi-EX” set=”Plasma Blast” no=”60″ c=”deck2″ amt=”1″][/card]1x [card name=”Keldeo-EX” set=”Boundaries Crossed” no=”49″ c=”deck2″ amt=”1″][/card]1x [card name=”Hoopa-EX” set=”Ancient Origins” no=”36″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”43″]2x [card name=”Professor Sycamore” set=”XY” no=”122″ c=”deck2″ amt=”2″][/card]2x [card name=”N” set=”Noble Victories” no=”92″ c=”deck2″ amt=”2″][/card]2x [card name=”Colress” set=”Plasma Storm” no=”118″ c=”deck2″ amt=”2″][/card]2x [card name=”Lysandre” set=”Flashfire” no=”90″ c=”deck2″ amt=”2″][/card]1x [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”deck2″ amt=”1″][/card]1x [card name=”Team Flare Grunt” set=”XY” no=”129″ c=”deck2″ amt=”1″][/card]1x [card name=”Xerosic” set=”Phantom Forces” no=”110″ c=”deck2″ amt=”1″][/card]1x [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”deck2″ amt=”4″][/card]4x [card name=”Crushing Hammer” set=”Kalos Starter Set” no=”34″ c=”deck2″ amt=”4″][/card]4x [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”deck2″ amt=”4″][/card]3x [card name=”Muscle Band” set=”XY” no=”121″ c=”deck2″ amt=”3″][/card]2x [card name=”Float Stone” set=”Plasma Freeze” no=”99″ c=”deck2″ amt=”2″][/card]2x [card name=”Head Ringer” set=”Phantom Forces” no=”97″ c=”deck2″ amt=”2″][/card]1x [card name=”Scoop Up Cyclone” set=”Plasma Blast” no=”95″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Virbank City Gym” set=”Plasma Storm” no=”126″ c=”deck2″ amt=”2″][/card]1x [card name=”Silent Lab” set=”Primal Clash” no=”140″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”7″]4x [card name=”Double Colorless Energy” set=”Phantom Forces” no=”111″ c=”deck2″ amt=”4″][/card]3x [card name=”Double Dragon Energy” set=”Roaring Skies” no=”97″ c=”deck2″ amt=”3″][/card][/energy][/decklist]
Pokemon
2 Giratina-EX
In Expanded you don’t have the luxury of space, so one of the things you have to cut corners on is [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card]. Two is also fine in Standard, but the difference is that three is much better for consistency’s sake. Still though, this deck can survive with just the two and the lack of the third shouldn’t cause you that much trouble.
1 Keldeo-EX
[card name=”Keldeo-EX” set=”Boundaries Crossed” no=”49″ c=”name”][/card] is an amazing addition to this deck. Removing Special Conditions as soon as they hit you can be game changing, especially in Expanded when nearly every deck runs three-four [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card]. The damage from Poison can usually be the difference between a one-hit and a two-hit Knock Out. Keldeo also gets you out of Confusion against [card name=”Sableye” set=”Dark Explorers” no=”62″ c=”name”][/card] decks which will often have to use Confuse Ray in an effort to get a turn of Items.
1 Jirachi-EX
[cardimg name=”Jirachi-EX” set=”Plasma Blast” no=”60″ align=”right” c=”none”][/cardimg]
Another Expanded-only addition, this card not only saves you from bad starts by turning every [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card] in your deck into a Supporter out, it also allows you to get the turn one [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”name”][/card] on your opponent. Ghetsis can win games on its own. Recently I attended a Cities where in the finals, one of the players was able to shuffle their opponent’s entire hand into their deck before they even had a turn, and that was all thanks to them being able to search out the Ghetsis with a [card name=”Jirachi-EX” set=”Plasma Blast” no=”60″ c=”name”][/card].
0-0 Milotic
This deck doesn’t run a [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card] line for the same reason it has to cut to two [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card]: space constraints. Fitting in the [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card] / [card name=”Virbank City Gym” set=”Plasma Storm” no=”126″ c=”name”][/card] combination and cards like [card name=”Keldeo-EX” set=”Boundaries Crossed” no=”49″ c=”name”][/card] and [card name=”Jirachi-EX” set=”Plasma Blast” no=”60″ c=”name”][/card] means that there’s little space for techs like Milotic. It would in theory still work, but you would also have to make room for [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card] and the card isn’t strong to warrant the inclusion.
Supporters
I talked about how [card name=”Professor Juniper” set=”Black and White” no=”101″ c=”name”][/card] / [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”name”][/card] isn’t the ideal Supporter for this deck, and that’s why in Expanded it’s best to cut down to just two. Instead you can include shuffle-draw Supporters such as [card name=”N” set=”Noble Victories” no=”92″ c=”name”][/card] and [card name=”Colress” set=”Plasma Storm” no=”118″ c=”name”][/card]. These cards will never force you to discard valuable cards such as Energy and Hammers. It’s still mandatory to run at least two Juniper because the card is still a powerful draw card in the early and late game.
[card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card] has been cut. Without [card name=”Milotic” set=”Primal Clash” no=”44″ c=”name”][/card], it isn’t nearly as useful, and this list is tight enough as it is. You also have to cut down to a single [card name=”Team Flare Grunt” set=”XY” no=”129″ c=”name”][/card], again, due to space. The second copy increases the Energy-disruption aspect of the deck, but there are many superior cards to run in Expanded. [card name=”Professor Birch’s Observations” set=”Primal Clash” no=”134″ c=”name”][/card] is inferior to the other shuffle-draw Supporters that are available in Expanded. [card name=”Judge” set=”BREAKthrough” no=”143″ c=”name”][/card] is unnecessary for the same reason.
Items
The core of the deck is still the same. Four [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card], four [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card], four [card name=”Crushing Hammer” set=”Kalos Starter Set” no=”34″ c=”name”][/card], four [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”name”][/card]. Expanded offers this deck an incredibly powerful combination in the form of [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card] / [card name=”Virbank City Gym” set=”Plasma Storm” no=”126″ c=”name”][/card]. The Standard variation of the deck desperately needs a way to deal more damage with its attacks. Quaking Punch changes from being a 4HKO attack to a 2HKO. Just make sure not to burn your Lasers in the early game like I see many players do. You will feel the loss later in the game when you’re faced with a bulky threat that you’re unable to take down.
The deck’s switching options change around a little bit. Like I mentioned earlier, [card name=”Keldeo-EX” set=”Boundaries Crossed” no=”49″ c=”name”][/card] becomes your primary retreat option. This negates the need for [card name=”Switch” set=”EX Dragon Frontiers” no=”83″ c=”name”][/card] or [card name=”Escape Rope” set=”Plasma Storm” no=”120″ c=”name”][/card] because you should always have a Keldeo out on the board. Rush In restricts the Poison condition to just a single turn of damage output before it’s removed.
Obviously in Expanded we have access to Ace Specs once more. My pick for this deck is [card name=”Scoop Up Cyclone” set=”Plasma Blast” no=”95″ c=”name”][/card]. The only real alternative is [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card], but through extensive testing I’ve decided that the extra Scoop Up effect in the deck — one with a guaranteed effect no less — is far superior to Computer Search. I highly recommend this card for its healing and drawing potential by picking up [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card], but it’s completely viable to choose Computer Search instead if you feel you need an extra out to draw in the early game.
Finally, dropping the [card name=”Team Aqua’s Secret Base” set=”Double Crisis” no=”28″ c=”name”][/card] shouldn’t need much explanation; it’s use in Standard is just so you have a Stadium card to lock into play with [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] that disrupts the opponent. Virbank City Gym is vastly superior.
Matchups
Vs. Vespiquen / Flareon
You need to get some form of lock on your opponent as soon as you can; either Quaking Punch or Chaos Wheel needs to be used on your first attacking turn. If you win the coin flip, go for the turn two attack with [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card]. Locking them out of [card name=”Double Colorless Energy” set=”Phantom Forces” no=”111″ c=”name”][/card] early on can throw them off their game completely if they aren’t able to chain [card name=”Blacksmith” set=”Flashfire” no=”88″ c=”name”][/card]s. Before you make this play though, you have to evaluate the situation to see whether it’s likely you will be Knocked Out straight away.
Quaking Punch is the much safer option because, unless they had an insane turn one, they should find it hard to get enough Pokemon in their discard pile to KO you. [card name=”Vespiquen” set=”Ancient Origins” no=”10″ c=”name”][/card], however, only needs seven Pokemon in their discard to take out your [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] in one hit, which is possible even without Items.
Vs. Yveltal
I’ve found that the most efficient strategy against this deck is to hit fast and hard with Quaking Punch. Baby [card name=”Yveltal” set=”XY” no=”78″ c=”name”][/card] isn’t as much of a problem anymore, as [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card] allows you to deliver a 2HKO with Quaking Punch, and you even have the potential to put it to sleep with the Laser and waste one of their turns. If you can keep their Energy off the field and completely shut down their acceleration from that point onward, it becomes even easier for you to take the game.
Quaking Punch is powerful enough in this matchup that [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] isn’t needed. Since Quaking Punch shuts off Tools anyway, and Yveltal decks only ever run the same Stadiums as you, all Giratina does is stop them from attaching [card name=”Double Colorless Energy” set=”Phantom Forces” no=”111″ c=”name”][/card], which you can easily remove with [card name=”Xerosic” set=”Phantom Forces” no=”110″ c=”name”][/card].
In a best-of-three set, you will usually lose at least one game to poor flips, but as long as you get a decent amount of heads in the other two games, you should be fine.
Conclusion
In both Expanded and Standard, [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] / [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] is a powerful deck that has huge potential. The power of Item lock is not something to take lightly, and when you add a huge amount of Energy removal and disruption to the equation, you come out with a deck that can feasibly take on any matchup. If you’re unsure of what to play for an upcoming tournament, try this deck out. You’ll find that it packs more of a punch than you would expect.
Seismitoad / Crobat
This is another great Expanded-format deck that revolves around [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card]’s Item lock. This time around, the disruption lessens, but the damage output increases to an insane level. [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”name”][/card] and [card name=”Golbat” set=”Phantom Forces” no=”32″ c=”name”][/card] give you more control over the board, allowing you to do crazy things like take two or three Knock Outs in a turn and generally deal with non-EX decks more efficiently than other Toad variants.
There are also a few techs you can include to make it even more unpredictable, as well as provide you with cheap win conditions against certain decks. Overall, the damage output is a lot more threatening and you have the ability to take huge KOs out of nowhere.
[decklist name=”Seismitoad / Crobat – Expanded” amt=”60″ caption=”” cname=”Seismitoad-EX” set=”Furious Fists” no=”20″][pokemon amt=”16″]3x [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”deck2″ amt=”3″][/card]2x [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”deck2″ amt=”2″][/card]3x [card name=”Golbat” set=”Phantom Forces” no=”32″ c=”deck2″ amt=”3″][/card]3x [card name=”Zubat” set=”Plasma Storm” no=”53″ c=”deck2″ amt=”3″][/card]1x [card name=”Mewtwo-EX” set=”Next Destinies” no=”54″ c=”deck2″ amt=”1″][/card]1x [card name=”Dedenne” set=”Furious Fists” no=”34″ c=”deck2″ amt=”1″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]1x [card name=”Jirachi-EX” set=”Plasma Blast” no=”60″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”37″]3x [card name=”Professor Juniper” set=”Black and White” no=”101″ c=”deck2″ amt=”3″][/card]3x [card name=”N” set=”Noble Victories” no=”92″ c=”deck2″ amt=”3″][/card]1x [card name=”Colress” set=”Plasma Storm” no=”118″ c=”deck2″ amt=”1″][/card]1x [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”deck2″ amt=”1″][/card]1x [card name=”Xerosic” set=”Phantom Forces” no=”110″ c=”deck2″ amt=”1″][/card]1x [card name=”Lysandre” set=”Ancient Origins” no=”78″ c=”deck2″ amt=”1″][/card]1x [card name=”AZ” set=”Phantom Forces” no=”91″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”deck2″ amt=”4″][/card]4x [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”deck2″ amt=”4″][/card]3x [card name=”Muscle Band” set=”XY” no=”121″ c=”deck2″ amt=”3″][/card]2x [card name=”Head Ringer” set=”Phantom Forces” no=”97″ c=”deck2″ amt=”2″][/card]1x [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”deck2″ amt=”1″][/card]1x [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Virbank City Gym” set=”Plasma Storm” no=”126″ c=”deck2″ amt=”2″][/card]1x [card name=”Silent Lab” set=”Primal Clash” no=”140″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”7″]4x [card name=”Double Colorless Energy” set=”Phantom Forces” no=”111″ c=”deck2″ amt=”4″][/card]3x [card name=”Water Energy” set=”XY” no=”134″ c=”deck2″ amt=”3″][/card][/energy][/decklist]
Pokemon
3 Seismitoad-EX
This card is, of course, the powerhouse of the deck. Once again it’s all about Quaking Punch and getting that crucial Item lock on your opponent. With [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card] and [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card] you have that 2HKO potential, and the card becomes even more menacing with the Bat line. They give you the reach to 2HKO Megas, take easier Knock Outs on non-EX Pokemon, and overall make the measly 30 base damage of Quaking Punch something much more devastating.
3-3-2 Crobat Line
This is my favorite line for all Bat decks at the moment; it keeps the rest of the deck consistent and takes up the least amount of space possible. Not to mention, the math works out fine most games if you have at least two Sneaky Bite hits and two Surprise Bites as well as any more you might get off with [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card] and [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”name”][/card]. You won’t ever miss the third [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”name”][/card] or the fourth [card name=”Zubat” set=”Plasma Storm” no=”53″ c=”name”][/card] if you play correctly according to the cards in your list.
2 Shaymin-EX / 1 Jirachi-EX
I love how you can run so few [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] in these [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”name”][/card] decks. I find that it’s best to run as few as you can get away with so you don’t end up with a Bench full of liable Pokemon-EX. [card name=”Jirachi-EX” set=”Plasma Blast” no=”60″ c=”name”][/card] is a staple in almost any Expanded deck. It’s especially good for searching out that turn one [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”name”][/card] that can mess up your opponent like I mentioned before.
1 Mewtwo-EX
This initially started off as a tech for the [card name=”M Mewtwo-EX” set=”BREAKthrough” no=”64″ c=”name”][/card] matchup that would allow me to take two-four Prizes in either the early or mid game. As I tested more with it I found it to be an exceptional finisher. It could easily be dropped on your last turn to take the final Knock Out with a high-damage X-Ball attack. Against [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] / [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] it’s great for taking out their Giratina as it hits for 120 base damage with just a DCE, which can be easily amplified with the use of Bats and [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card].
1 Dedenne
I feel as though you need either [card name=”Dedenne” set=”Furious Fists” no=”34″ c=”name”][/card] or [card name=”Manectric-EX” set=”Phantom Forces” no=”23″ c=”name”][/card] in this deck for the Yveltal matchup, and after testing with both I strongly believe Dedenne is the way to go. It only needs a Colorless Energy, so you don’t have to run Lightning Energy in your deck to make it work. It can also be dropped on the same turn it attacks which makes it unpredictable, as opposed to Manectric which has to be powered up over two turns to one-shot [card name=”Yveltal-EX” set=”XY” no=”79″ c=”name”][/card]. You will use Dedenne to either take out a big Yveltal early on or finish off a game; either way, this little Mouse can be one of the biggest players in the deck.
Supporters
Early game draw is a lot more of a necessity in this deck, so three Juniper is the best way to go. Discarding certain resources can still hurt you, just like it can in [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] / [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card], but in this case if you discard your [card name=”Golbat” set=”Phantom Forces” no=”32″ c=”name”][/card] and [card name=”Crobat” set=”Phantom Forces” no=”33″ c=”name”][/card], you can shuffle them back into your deck soon enough with the use of [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card]. Other than that, there aren’t many other crucial cards that you can discard; however, it’s still worth running three [card name=”N” set=”Noble Victories” no=”92″ c=”name”][/card] for that shuffle-draw option. [card name=”Colress” set=”Plasma Storm” no=”118″ c=”name”][/card] is nice for the late game when you want a big hand and need to start going for the win with Bats and your alternative attackers.
[cardimg name=”AZ” set=”Phantom Forces” no=”91″ align=”right” c=”none”][/cardimg]
In terms of utility, this deck is unique in that it can get away with running only a single [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card]. The strength of dragging up your opponent’s Pokemon against their will is still prevalent enough to warrant a single copy, but your Bats will usually fill the role of damaging your opponent’s Benched Pokemon. As for the other members of Team Flare, I run one [card name=”Xerosic” set=”Phantom Forces” no=”110″ c=”name”][/card] mainly to get rid of Tools before I start using Quaking Punch. Another great use for this card is slowing your opponent down in the mirror with well-timed Energy removals.
[card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card] is a given in this deck. By far the best use for it is to pick up an entire Bat line and play them back down. In essence, AZ acts as a +50 damage booster and will often give you the extra damage that will win you games. [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”name”][/card] I’ve already talked about; it’s an insane draw card because your opponent will usually have a hand full of Items that they can’t use, and it’s even better on turn one when you can disrupt their setup.
Items
Four [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card] is standard. You will probably use three-four in a game to search for Bats in the early game and later on. Four [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card] is a little much in this deck — you can definitely cut to three. Personally I prefer to keep the deck as consistent as possible. The additional copy allows you to be a little more lax when using them.
Four [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”name”][/card]s isn’t surprising in this deck. You use it mainly for picking up the Bats, but they’re also great for healing and drawing more cards with [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card]. [card name=”Scoop Up Cyclone” set=”Plasma Blast” no=”95″ c=”name”][/card] is included for the extra pick-up effect which should allow you plenty of Scoop Up effects throughout the game. Four [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card]s is usually just the right amount, albeit a little overkill in some games. You will use them in the early game to build up extra damage on EXs and allow for a 2HKO with Quaking Punch, or later on as part of a big KO at the end of the game with a bunch of Bat drops.
I mentioned earlier the inclusion on one [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card] for when you are forced to discard Bats earlier on with [card name=”Professor Juniper” set=”Black and White” no=”101″ c=”name”][/card] or [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”name”][/card], or even if they get Knocked Out by your opponent. You need to set up two full lines most games so it is imperative that you have a way to shuffle them back in. I chose to run Super Rod over [card name=”Sacred Ash” set=”Flashfire” no=”96″ c=”name”][/card] because I found myself only shuffling two or three Pokemon back into my deck and having the option of shuffling Energy back as well was welcome in many situations.
As for Tools, three [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card] is what I went with to keep your damage output high which is essential in most matchups. You will probably use two on [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] and the third on a [card name=”Dedenne” set=”Furious Fists” no=”34″ c=”name”][/card] or [card name=”Mewtwo-EX” set=”Next Destinies” no=”54″ c=”name”][/card] to close the game. [card name=”Head Ringer” set=”Phantom Forces” no=”97″ c=”name”][/card] fits nicely into the deck as a way to sneakily push your opponent back while you focus on their bigger threats. It’s a great inclusion in any Toad deck because your opponent can’t do much to prepare for them due to your constant Item lock.
Finally, two [card name=”Virbank City Gym” set=”Plasma Storm” no=”126″ c=”name”][/card] is enough to guarantee that you have one in play when you need it, mainly due to the fact that most other decks in Expanded play it as well. [card name=”Silent Lab” set=”Primal Clash” no=”140″ c=”name”][/card] is strong against Night March and [card name=”Flareon” set=”Plasma Freeze” no=”12″ c=”name”][/card] decks on turn one and slows down many other decks too, making it worth including at least one copy.
BREAKpoint
Once again, this deck will want to run four [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card] when BREAKpoint is released, and it also benefits a lot from [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”name”][/card]. I would cut to one [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card], cut to one copy of [card name=”N” set=”Noble Victories” no=”92″ c=”name”][/card], take out the [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card], and take out the [card name=”Mewtwo-EX” set=”Next Destinies” no=”54″ c=”name”][/card] for four Puzzle of Time and two Fighting Fury Belt. Puzzle takes up a lot of room, but it is well worth the inclusion. It allows you to get back Bats after you’ve been forced to discard them, take back [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”name”][/card]s for the extra damage, and recover Energy.
Matchups
Vs. Yveltal
[cardimg name=”Yveltal-EX” set=”XY” no=”79″ align=”right” c=”none”][/cardimg]
The Yveltal matchup is determined by the skill of both players in most cases. You have to make sure you’re dropping Bats on the right targets and thinking far ahead. You need to know as early as possible where your six Prizes are gonna come from. This isn’t a great matchup for them on paper, but if they know what they’re doing it becomes much harder for you to deal with their deck.
They should be using Y Cyclone on [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] to keep their Energy on the board and commit to very little. A Seismitoad will go down to two Cyclones unless you can pick it back up with a [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”name”][/card] or [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card]. They will also use their non-EX options when possible to make the Prize trade more awkward. Overall, you should be getting a decent game plan down, hitting hard with Quaking Punch, and above all you want to hide the fact that you run [card name=”Dedenne” set=”Furious Fists” no=”34″ c=”name”][/card] as long as possible to make it unpredictable.
Vs. Vespiquen / Flareon
This is one of the matchups I enjoy the most because you are rewarded for playing it right. You want to utilize your Bats to their maximum potential in this matchup. I’m talking getting out three [card name=”Zubat” set=”Plasma Storm” no=”53″ c=”name”][/card] and going crazy with [card name=”Super Scoop Up” set=”Furious Fists” no=”100″ c=”name”][/card] and [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card] to get those hits on [card name=”Eevee” set=”Furious Fists” no=”80″ c=”name”][/card] and [card name=”Combee” set=”Ancient Origins” no=”9″ c=”name”][/card]. If you can get the right draws in this matchup, you can work towards the goal of getting all four Combee or Eevee in their discard pile.
You want to take return Knock Outs every turn with Quaking Punch to the point where you will use all three [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] in a single game depending on your ability to restrict their setup. Sneaky Bites and Surprise Bites will wreak havoc on their Bench, and if they have no follow-up attacker for their upcoming turn, a snowball effect will kick in and assure your victory.
Conclusion
This deck is a powerhouse with the incredibly powerful ability to Item lock. It is harder to play that the [card name=”Giratina-EX” set=”Ancient Origins” no=”57″ c=”name”][/card] variant due to the foresight and the math that is required to make the deck work, but once you get the hang of it you should find it to be a strong deck that performs exceptionally well against most decks in the current meta. I definitely recommend giving this deck a try before you decide on the play for your next Expanded tournament.
Final Thoughts
[card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] is one of the best cards in the game right now, and these decks prove its potential. One of their best attributes is how they all have relatively even matchups with every other deck at worst. Item lock can be devastating to every deck, and having that on your side puts you in a very favorable position. Whether you prefer heavy disruption or heavy damage, there’s a Toad deck out there for you.
Thanks for reading my article! Good luck to all of you going Regionals and States. I hope you can use the advice in this article to improve your performance and snag some of those illustrious Championship Points. And don’t forget to post your comments and questions in the Subscriber’s Secret Hideout! The other writers and I would be glad to help you out with any problems you are having.
Nath
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