Stronger Winds — Rayquaza-GX / Vikavolt for Philly

We all know of [card name=”Tapu Bulu-GX” set=”Sun and Moon Black Star Promos” no=”SM32″ c=”name”][/card] / [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”name”][/card], a deck that kicked off last season as a rogue, but grew into an obnoxious meme that was notorious for ending tournament runs.

Vikavolt is undoubtedly a powerful card, running extra Energy into play each turn with no drawback other than having to get a Stage 2 into play. Tempest GX changes this for [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card] / Vikavolt, giving a Stage 2 deck insane draw power as early as the first turn when playing second. I can say that nine times out of ten, a Tempest GX will net you a Vikavolt in play on your next turn — it’s so many cards! We know Rayquaza-GX, the poster child for Celestial Storm, turned in three Top 8 finishes at the World Championship just under a month ago. Can Rayquaza-GX be made to be even stronger?

We can rebuild him. We have the technology. We can make him better than he was…

[decklist name=”.” amt=”60″ caption=”” cname=”Dedenne” set=”Forbidden Light” no=”88″][pokemon amt=”14″]4x [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”deck2″ amt=”4″][/card]3x [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”deck2″ amt=”3″][/card]3x [card name=”Grubbin” set=”Sun and Moon” no=”13″ c=”deck2″ amt=”3″][/card]2x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”2″][/card]1x [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”deck2″ amt=”1″][/card]1x [card name=”Dedenne” set=”Forbidden Light” no=”88″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”32″]4x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”4″][/card]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”4″][/card]2x [card name=”Volkner” set=”Ultra Prism” no=”135″ c=”deck2″ amt=”2″][/card]2x [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”deck2″ amt=”4″][/card]4x [card name=”Rare Candy” set=”Celestial Storm” no=”142″ c=”deck2″ amt=”4″][/card]2x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ amt=”2″][/card]2x [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”deck2″ amt=”2″][/card]2x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”2″][/card]2x [card name=”Energy Recycler” set=”Guardians Rising” no=”123″ c=”deck2″ amt=”2″][/card]2x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”2″][/card]1x [card name=”Switch” set=”Celestial Storm” no=”147″ c=”deck2″ amt=”1″][/card]1x [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”14″]7x [card name=”Lightning Energy” set=”Evolutions” no=”94″ c=”deck2″ amt=”7″][/card]7x [card name=”Grass Energy” set=”Evolutions” no=”91″ c=”deck2″ amt=”7″][/card][/energy][/decklist]

Explanations

[cardimg name=”Vikavolt” set=”Sun and Moon” no=”52″ align=”right” c=”none”][/cardimg]

I focused on building this list with consistency in mind, optimizing the turn two Vikavolt as often as possible. Once you achieve the setup you desire, there is no stopping you. Strong Charge builds on itself, so more and more Energy gets flooded out, powering even stronger attacks. I am infatuated with this deck because once it gets rolling, it does not stop.

Four Rayquaza-GX

Your main attacker and preferred starter. Your counts of Rayquaza-GX should be maxed out. Starting the game with it gives you immediate access to Tempest GX with a Grass Energy in hand and a big Dragon Break attack right after. Early on, your other Rayquaza-GX can serve as the last bit of oomph you need to achieve a one-hit Knock Out by accelerating even more Energy into play.

Three Vikavolt

Skipping [card name=”Charjabug” set=”Sun and Moon” no=”51″ c=”name”][/card] , we run right up to Vikavolt, the centerpiece and the fuel this deck siphons. Using [card name=”Rare Candy” set=”Sun and Moon” no=”129″ c=”name”][/card]  to cement itself in play, three is a fine number. Along with three [card name=”Grubbin” set=”Sun and Moon” no=”13″ c=”name”][/card], you give yourself the option of getting multiple [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”name”][/card] into play and defend yourself against the occasional bad set of Prizes. This deck can function without Vikavolt, but in a perfect world, you’ll get two into play. With two down, the sky is truly the limit and you should have enough gas to beat most of the meta.

Three Grubbin

This is the minimum count of Grubbin you should play in this deck. Four is a double-edged sword in that you get it into play on your first turn more often, but you also start with it in the Active more often. This is good and bad, but I feel that the bad outweighs the good, since you still have plenty of other ways to get multiple Grubbin into play on your first turn.

Two Tapu Lele-GX

While starting with [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card] stinks for this deck, multiple ways to get [card name=”Volkner” set=”Ultra Prism” no=”135″ c=”name”][/card] are welcomed. Additionally, [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] becomes your main priority after setting up and getting plenty of Energy in play, so multiple Tapu Lele-GX will assist you in finishing the game. One can occasionally get caught in the crossfire of Stormy Winds, so it’s important to play two copies.

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One Marshadow

Let Loose [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card] is a neat way to punish your opponent and draw more cards. I use it frequently on the first turn in conjunction with Tempest GX, significantly reducing the chance of a followup [card name=”Judge” set=”Forbidden Light” no=”108″ c=”name”][/card] to put my hand back down to size.

One Dedenne

[cardimg name=”Dedenne” set=”Forbidden Light” no=”88″ align=”right” c=”none”][/cardimg]

I love [card name=”Dedenne” set=”Forbidden Light” no=”88″ c=”name”][/card] as a one-of tech for mirror matches. Dedenne can one-shot an opposing [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card] when you have a [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card] attached and a Vikavolt chilling on your Bench. A strong deck like this quickly becomes a big part of any metagame, so it’s best to be prepared with a worthy tech!

Four Guzma

This deck wants to claim as many two-Prize Knock Outs as possible. Four Guzma gives you better odds of drawing into them throughout the game, and with this many you won’t mind if you occasionally pitch one because of Stormy Winds.

Four Cynthia

The best draw Supporter in the game right now is [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”name”][/card] as it provides a nice refresh when you need it. Vikavolt thins your deck with Strong Charge, so you will draw into more “good” cards instead of random fluff that you don’t need.

Two Volkner

Volkner is one key to getting a Vikavolt out. It gets you an Item card and a Lightning Energy. While the Energy isn’t important, the Item card is the big draw to it. This lets you snag the missing piece of the Stage 2 puzzle: Rare Candy or [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card]. The Energy can come in useful occasionally, giving you something to attach for the turn, or adding a disposable card to your hand that you can pitch with [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card] or Ultra Ball.

Two Lillie

This is one of the best Supporter plays you can make on your first turn. [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”name”][/card] is awesome in conjunction with Ultra Ball, Mysterious Treasure, and [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”name”][/card] to thin out your hand and make a huge draw play. Amassing a large hand when playing first gives you a strong chance of finding the pieces to get Vikavolt in play for next turn.

Four Ultra Ball

This deck wants a maxed count of Ultra Ball. It’s the only way the deck can search Vikavolt out directly; that alone should warrant four copies. If that wasn’t enough, it thins fluff out of your deck and gets Rayquaza-GX, which can also give you a means of discarding Energy so you can reattach it with Stormy Winds.

Four Rare Candy

Vikavolt is super important to this deck, and you should treat it as such by playing as many Rare Candy as possible. They serve no other purpose other than to get Vikavolt, but each one is valuable to achieving your endgame.

Two Rescue Stretcher

Rayquaza-GX decks like to have lots of [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card] to patch things up when Stormy Winds backfires. What is neat is that you can use Stormy Winds as a way to boost your consistency by placing Rescue Stretcher targets in your discard pile and getting them back in your hand later. This especially helps if you also have Rare Candy in hand to make a Vikavolt play.

Two Nest Ball

Your [card name=”Grubbin” set=”Sun and Moon” no=”13″ c=”name”][/card] want to party, so giving them more ways to find the Bench is splendid! When you don’t want to use Stormy Winds you can use Nest Ball to find Rayquaza-GX, too.

This is one of the weaker cards here since it loses most of its value after the first turn, but finding that early Grubbin is important, so its use is warranted.

Two Mysterious Treasure

This allows you to snag Marshadow, Rayquaza-GX, or Tapu Lele-GX from the deck. Giving yourself more ways to find those Pokemon beyond Ultra Ball is never a bad idea. Tapu Lele-GX is amazing to find with a Mysterious Treasure as it can find Volkner and get that fabled [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”name”][/card] into play.

Two Energy Recycler

[cardimg name=”Energy Recycler” set=”Guardians Rising” no=”123″ align=”right” c=”none”][/cardimg]

While Energy in the discard pile isn’t a bad thing, it isn’t good once you want to Strong Charge with your Vikavolt and cannot pull the Energy you want.

I’ve heard people say “you only need one”. I don’t agree with that. Two [card name=”Energy Recycler” set=”Guardians Rising” no=”123″ c=”name”][/card] is an amazing security blanket and necessary to close out games where you have to discard one of the two early on.

Two Choice Band

In games where you can’t solidify a quick Vikavolt, Choice Band is excellent. Without it, you can occasionally whiff a quick Knock Out on larger HP Pokemon like [card name=”Buzzwole-GX” set=”Sun and Moon Black Star Promos” no=”SM69″ c=”name”][/card]. When you’re focusing much of your early approach to setting up Vikavolt, you’ll want to have other ways to finish up Knock Outs in case things don’t go as planned.

One Switch

Getting your big Pokemon out of tricky situations is important, so switching cards are a must. When you’re vying to strike a turn one or two Tempest GX, you’ll want ways to get [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card] into the Active. One of the worst starts is Grubbin, so having a [card name=”Switch” set=”Sun and Moon” no=”132″ c=”name”][/card] is necessary to avoid stumbling on your opening turns.

One Escape Rope

To the same tune as Switch, [card name=”Escape Rope” set=”Burning Shadows” no=”114″ c=”name”][/card] does much of the same, but adds another dimension by forcing your opponent to make a decision of what Pokemon to push up. Once in a blue moon, this will force a Pokemon your opponent doesn’t want to push up into the Active, where you’ll be able knock it out.

Seven Lightning Energy

I could see cutting one of these, but I wouldn’t recommend it. More is always nice when your damage output is based on Energy.

Seven Grass Energy

I would favor cutting a Lightning Energy before a Grass Energy solely for the purpose of using Tempest GX early on. You could do six of each, but the difference is marginal. I like these counts as is, so I’ll be keeping them that way.

Considerations

Oranguru

I see less of a need for [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card] here since this deck will often have a notable amount of unplayable cards in its hand. Also, [card name=”Judge” set=”Forbidden Light” no=”108″ c=”name”][/card] doesn’t put your hand to a size where Oranguru can draw you cards. The Bench space it takes is not worth it; there are too many things working against its use.

More Lillie

More copies is a trend I see fitting into various decks, but it comes at a price of switching up your strategy. You’d want to play less [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”name”][/card], and while that’d give you better odds of getting a first turn [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”name”][/card], it’d be worse Supporters in the late game since your hands do clog up with pieces of your Vikavolt engine like [card name=”Rare Candy” set=”Sun and Moon” no=”129″ c=”name”][/card].

Non-GX Attacker

There are not many great options for a non-GX attacker here other than Vikavolt itself. Among them, [card name=”Latias Prism Star” set=”Celestial Storm” no=”107″ c=”name”][/card], Oranguru, Tapu Bulu, and [card name=”Tapu Koko” set=”Sun and Moon Black Star Promos” no=”SM30″ c=”name”][/card] are the best. I deemed Latias Prism Star unnecessary after lots of testing. I don’t think a non-GX works very well as you one-shot almost everything as it is; you’d rather focus your energy on finding [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] to take out the two-Prize Pokemon of your choosing.

Matchups

Buzzwole / Lycanroc-GX: Even

[cardimg name=”Buzzwole” set=”Forbidden Light” no=”77″ align=”right” c=”none”][/cardimg]

Similar to the matchup with the straight Rayquaza-GX deck in the last format, [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] / [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card] will want to start with a Buzzwole-GX. Knocking Out that Buzzwole-GX will usually prompt your opponent to shove Buzzwole up and use Sledgehammer to take their first two Prizes. Your response will be the defining point of the game: is there a two-Prize target for you to Knock Out on your opponent’s Bench? You’ll need a Guzma to take it out as well. If there isn’t one, or you don’t have Guzma, your opponent has the opportunity to pull off two back-to-back GX Knock Outs with Buzzwole-GX and/or Lycanroc-GX and turn around a losing game — all because of Sledgehammer.

See, the output of Buzzwole / Lycanroc-GX is stifled without [card name=”Strong Energy” set=”Fates Collide” no=”115″ c=”name”][/card], increasing the importance of Sledgehammer. [card name=”Beast Ring” set=”Forbidden Light” no=”102″ c=”name”][/card] will inevitably activate at some point, but by taking a single-Prize Knock Out first in anticipation of that boosted Sledgehammer, you will soften the blow of the coming Beast Ring turn. By playing around Sledgehammer, you almost guarantee the attackers your opponent will throw up will award you with two Prizes, keeping the Prize trade in your favor.

If you can either take out a second Pokemon-GX directly after Knocking Out the first one, or Knock Out a single-Prize Pokemon before taking that first GX Knock Out; and solidify [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”name”][/card], you’ll be slightly favored to win. Things can go either way in this matchup, but you need to play from the defensive because if you go in guns blazing, you will get creamed.

Buzzwole / Shrine of Punishment: Unfavorable

There’s almost no way around this loss, there are too many things working against your chances of winning. Most versions play [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card], which is what you don’t want to see the most. If not Garbodor, then [card name=”Weavile” set=”Ultra Prism” no=”74″ c=”name”][/card], which is equally as bad; and [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] makes things worse.

My recommendation is to rush as fast as you can. Try to take as many Knock Outs as possible before things get bad. Vikavolt is a good attacker in this matchup; a one-Prize attacker against a deck composed entirely of one-Prize attackers is never going to be bad. Try as you may, but this matchup is just awful.

A [card name=”Tapu Bulu-GX” set=”Sun and Moon Black Star Promos” no=”SM32″ c=”name”][/card] could be okay just for Tapu Wilderness GX. I’m opposed to playing it, but it could be worth a shot in place of one of the Rayquaza-GX in this deck for its purpose in this matchup, essentially taking multiple Prizes as one attacker.

Malamar / Necrozma-GX: Slightly Unfavorable

This deck does the same sort of thing as you, but plays its Energy mostly from the discard pile. This is a blessing once it gets going, but a curse until then. [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] as a Stage 1 is easier to solidify, and its attackers are much more diversified, giving your opponent more options. [card name=”Lunala Prism Star” set=”Ultra Prism” no=”62″ c=”name”][/card], specifically, is devastating as a one-Prize attacker. [card name=”Dawn Wings Necrozma-GX” set=”Ultra Prism” no=”63″ c=”name”][/card] can Moon’s Eclipse GX and one-shot a [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card] and avoid a Knock Out in return. Malamar decks are more efficient than your strategy requiring a Stage 2, versus theirs requiring a Stage 1.

Malamar / Ultra Necrozma-GX: Even

Being a version of Malamar much more focused on two-Prize Pokemon, you’ll have a better chance at winning than of the former. [card name=”Ultra Necrozma-GX” set=”Forbidden Light” no=”95″ c=”name”][/card] comes with a more clunky resume, boasting more powerful attacks, but at a more strenuous cost. Be on the lookout for [card name=”Beast Ring” set=”Forbidden Light” no=”102″ c=”name”][/card], your opponent won’t let up even after your first Knock Out. Try to target Dawn Wings Necrozma-GX to prevent a Moon’s Eclipse GX if possible. Trading Prizes is ever so important, and going first has a lot to do with who takes the first Prizes and initiates that trade.

Rayquaza-GX / Vikavolt (Mirror): Slightly Favorable

Keep an eye on an opening to use [card name=”Dedenne” set=”Forbidden Light” no=”88″ c=”name”][/card], and remember that you need to have Vikavolt on your Bench to activate its damage boost. Other than that, it’s a trade of Prizes. You have the inherent advantage with the Dedenne tech, so hope that is enough and hope you set up properly.

Zoroark-GX / Golisopod-GX: Slightly Favorable

[cardimg name=”Zoroark-GX” set=”Shining Legends” no=”53″ align=”right” c=”none”][/cardimg]

Most of these lists are playing their own Dedenne these days, so that can be a thorn in your side; one-shotting a Rayquaza-GX that you worked hard to build up. The light at the end of the tunnel is that your opponent will almost always have multiple two-Prize Pokemon in play, paving you a clear path to victory. It doesn’t matter what you focus on taking down, as nearly anything is a decent idea to Knock Out for two Prizes. The only way your opponent can take down Vikavolt is with [card name=”Golisopod-GX” set=”Burning Shadows” no=”17″ c=”name”][/card] using Crossing Cut GX, so be aware of that; the pressure you put on will probably be too much for that to present itself though.

[card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] decks are favorable for this deck as you one-shot them with ease using Rayquaza-GX. As long as you can get ahead on the Prize trade and don’t let up, all will be well. Don’t discount leaving a space on your Bench for a Tapu Lele-GX so you can Wonder Tag for Guzma!

Zoroark-GX / Lycanroc-GX: Favorable

This one is easier than that of the Golisopod-GX variant, since that version is almost assuredly playing Dedenne, whereas this one may not be.

Speaking of Dedenne, if it wasn’t obvious, its “activator” is usually Tapu Koko, which can be threatening if it gets to Flying Flip twice and places your Rayquaza-GX in range of a Riotous Beating with a [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card] for a Knock Out. [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”name”][/card] is a mainstay in most Zoroark-GX decks, so that could be as few as a single Flying Flip.

Remember, these decks lack one-shot potential. At best they get one chance to do it: Dangerous Rogue GX. Once they use it, it’s smooth sailing. Solidify your Vikavolt, try to get another, and focus on taking two-Prize Knock Outs for the rest of the game!

When Not to Use Stormy Winds

Don’t be tempted to unnecessarily use Stormy Winds. Once your Vikavolt is down and you have enough Energy in play there aren’t many reasons to use Rayquaza-GX’s Ability. When you’re starting off the game and you want to be aggressive, you need to seek a balance in that you realize where using Stormy Winds could backfire. Do you not want to discard a Guzma? Maybe a Rare Candy? Those are the types of questions you need to ask yourself, and further ask if doing so at that time would be a good idea.

Sometimes it can! Maybe you want to put a Vikavolt in the discard pile so you can [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card] for it and then pull off a Rare Candy play. There are so many ways to pull the Vikavolt play off, you just need to be mindful of them.

Conclusion

Rayquaza-GX / Vikavolt is the frontrunner for tournaments in this format right now. Expect it to be one of the most popular decks come Pennsylvania Regionals. Be ready for it or play it yourself, if you think it’s too good to be beat.

As of now, it would be my play for the tournament. It’s straightforward and powerful, and with my testing still in progress, it’s the obvious choice with time running out. Hopefully, I come to a more developed decision, and perhaps it could still be this deck; it’s strong once it gets going.

Take care, and good luck out there!

~Caleb

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