A Severe Flood — Blastoise Returns in Expanded

Deluge, in the English language: a severe flood.

Deluge, in the Pokemon Trading Card Game: As often as you like during your turn (before your attack), you may attach a Water Energy card from your hand to one of your Pokemon.

[cardimg name=”Ghetsis” set=”Plasma Freeze” no=”101″ align=”right” c=”custom”]Sayonara old friend![/cardimg]

[card name=”Blastoise” set=”Boundaries Crossed” no=”31″ c=”name”][/card] was dominant for a while, but forces like [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”name”][/card] and [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] ran rampant and kept it out of contention. Its significant finishes last season under the oppression of these two cards came in the hands of Cody Graham at Texas Regionals and Manuel Jorach at Florida Regionals, finishing thirty-sixth and sixty-first, respectively. A Top 64 finish is nothing to scoff at, but the problem is that the deck did not produce consistent results. How could it with problematic cards in Expanded format circulation? Ghetsis crushed the deck before you could play a turn, and Hex Maniac could lock a win up by shutting off the Ability of Blastoise and forcing you to manually attach your Energy instead.

With Ghetsis and Hex Maniac banned, this deck is back on the radar and touting a powerful array of attackers with a unique purpose. I’m excited to talk about Blastoise, as it’s one of my favorite cards of all time, and a favorite deck. This will be fun!

Deck List

[decklist name=”Archie’s Blastoise” amt=”60″ caption=”” cname=”Articuno” set=”Roaring Skies” no=”17″][pokemon amt=”14″]2x [card name=”Blastoise” set=”Plasma Blast” no=”16″ c=”deck2″ amt=”2″][/card]2x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”2″][/card]2x [card name=”Exeggcute” set=”Plasma Freeze” no=”4″ c=”deck2″ amt=”2″][/card]1x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”1″][/card]1x [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”deck2″ amt=”1″][/card]1x [card name=”Wishiwashi-GX” set=”Guardians Rising” no=”38″ c=”deck2″ amt=”1″][/card]1x [card name=”Volcanion Prism Star” set=”Forbidden Light” no=”31″ c=”deck2″ amt=”1″][/card]1x [card name=”Tapu Fini-GX” set=”Burning Shadows” no=”39″ c=”deck2″ amt=”1″][/card]1x [card name=”Keldeo-EX” set=”Legendary Treasures” no=”45″ c=”deck2″ amt=”1″][/card]1x [card name=”Articuno” set=”Roaring Skies” no=”17″ c=”deck2″ amt=”1″][/card]1x [card name=”Kingdra-GX” set=”Dragon Majesty” no=”18″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”36″]2x [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”deck2″ amt=”2″][/card]2x [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”124″ c=”deck2″ amt=”2″][/card]1x [card name=”N” set=”Fates Collide” no=”105″ c=”deck2″ amt=”1″][/card]1x [card name=”Guzma” set=”Burning Shadows” no=”115″ 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=”Shining Legends” no=”68″ c=”deck2″ amt=”4″][/card]4x [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”deck2″ amt=”4″][/card]4x [card name=”Superior Energy Retrieval” set=”Plasma Freeze” no=”103″ c=”deck2″ amt=”4″][/card]4x [card name=”Order Pad” set=”Ultra Prism” no=”131″ c=”deck2″ amt=”4″][/card]4x [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”deck2″ amt=”4″][/card]2x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”2″][/card]1x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”1″][/card]1x [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”deck2″ amt=”1″][/card]1x [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”deck2″ amt=”1″][/card]1x [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”10″]10x [card name=”Water Energy” set=”Evolutions” no=”93″ c=”deck2″ amt=”10″][/card][/energy][/decklist] 

The main focus of any Blastoise deck should be pulling off the [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”124″ c=”name”][/card] play on your first turn as often as possible. One of the great breakthroughs for this deck is that it has more Item-based draw effects than ever before in the form of [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card] and [card name=”Order Pad” set=”Ultra Prism” no=”131″ c=”name”][/card]. The first turn Archie’s Ace in the Hole happens at least 75% percent of the time based on my anecdotal experience with this new list. Try your hand at the deck. This deck has many ways to play a hand down; the Blastoise play is inevitable.

Explanations

Two Blastoise

[cardimg name=”Blastoise” set=”Plasma Blast” no=”16″ align=”right” c=”none”][/cardimg]

If you were to play one and prize it, you’d lose. Two is a check measure to avoid that, and there are some games where getting out two Blastoise is necessary in case your opponent targets one down. It’s the centerpiece of the deck. Without it, it would be a bunch of clunky Water Pokemon with no hope of ever attacking because they take so many Energy to use.

Two Tapu Lele-GX

Having several ways to find Archie’s Ace in the Hole is a necessity. Mysterious Treasure paves a path to find [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card]. This is a deck where avoiding bad Prizes is essential, so playing two of your “ways to get Blastoise” is important. It can serve as a decent attacker since you can overload it with Energy cards and Energy Drive for lots of damage.

Two Exeggcute

With so many cards in this deck requiring the discard of two cards, [card name=”Exeggcute” set=”Plasma Freeze” no=”4″ c=”name”][/card] and its Propogation Ability is the perfect way to play these cards at “no cost”. When your deck relies on putting your hand size to a lone Archie’s Ace in the Hole, you will sometimes need to be able to play cards that you otherwise wouldn’t be able to like multiple [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card], [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card], [card name=”Superior Energy Retrieval” set=”Plasma Freeze” no=”103″ c=”name”][/card] and Mysterious Treasure.

One Shaymin-EX

In the past most of these lists played two Shaymin-EX. I’ve found one to be fine with so many new Item cards that can set up the Archie’s Ace in the Hole play, and [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card] is a nice non-EX/GX substitute that you can also use multiple times while it’s chilling on the Bench.

One Oranguru from Sun and Moon

Like Shaymin-EX, as a support Pokemon it’s there to draw you cards. Psychic can be okay against these non-EX/GX decks like Night March. Since this deck can play its hand down so easily, Instruct can be powerful in the late game to defend yourself against [card name=”N” set=”Noble Victories” no=”92″ c=”name”][/card].

[premium]

One Wishiwashi-GX

The first tech on the list is [card name=”Wishiwashi-GX” set=”Guardians Rising” no=”38″ c=”name”][/card], an unlikely candidate for an attacker. It’s included for its massive HP and broken GX attack. Blue Surge GX can one-shot almost anything, and moving your Energy to the Bench is good in some situations. By moving everything to the Bench, you retain your precious Energy for another attacker, and make a Knock Out on Wishiwashi-GX a weak play for your opponent.

It’s other attacks are meh at best, although Torrential Vortex can provide some much-needed disruption when facing a [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] deck or another slower concept that relies on Special Energy. With it, you can discard your opponent’s attacking options away and perhaps get away with a win.

One Volcanion Prism Star

A tech for non-EX/GX matchups like Night March, [card name=”Volcanion Prism Star” set=”Forbidden Light” no=”31″ c=”name”][/card] brings two unique options to the table. Jet Geyser can be put to good use when your opponent has only one type of valuable Pokemon you could Knock Out on their Bench like, say, all Pokemon-EX/GX, and forcing a two-Prize Knock Out. Its attack can also create awkward situations. Sauna Blast can set up Knock Outs by hitting Bench Pokemon for 20, and 100 is a solid shot of damage, especially enough to one-shot frail Night March Pokemon in that matchup.

One Tapu Fini-GX

Hydro Shot can take down a [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] on the Bench. Tapu Storm GX is okay sometimes, but Hydro Shot is the main call to this card.

[card name=”Tapu Fini-GX” set=”Burning Shadows” no=”39″ c=”name”][/card] is one of the worst techs in the deck; it’s something I’ve considered dropping. The opportunity to take Shaymin-EX out does present itself however, so it’s a card worth keeping in mind if most decks continue to play multiple copies of that two-Prize hedgehog.

One Keldeo-EX

Secret Sword is still strong, albeit worse than Hydro Pump from our newest addition: [card name=”Kingdra-GX” set=”Dragon Majesty” no=”18″ c=”name”][/card]. Rush In can be a nice effect, moving your [card name=”Keldeo-EX” set=”Boundaries Crossed” no=”49″ c=”name”][/card] into your Active. I’m not sure if this is better than [card name=”Palkia-GX” set=”Forbidden Light” no=”119″ c=”name”][/card] anymore since Palkia-GX does 10 more damage as a base and has 10 more HP. The only draw is Rush In, but with so many outs to [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] the switching effect isn’t as important anymore, and you have [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] if you’re in a pinch.

One Articuno

Tri Edge can win you games against anything with low HP Pokemon. Night March specifically, but anything that has Evolution Pokemon typically will have smaller Pokemon that [card name=”Articuno” set=”Roaring Skies” no=”17″ c=”name”][/card] can pray on. Take [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card] for example — you can target down [card name=”Ralts” set=”Burning Shadows” no=”91″ c=”name”][/card] quickly and with a single heads you can take two Prizes. It’s almost unfair how good Articuno is in this deck. It’s a staple until further notice.

One Kingdra-GX

[cardimg name=”Kingdra-GX” set=”Dragon Majesty” no=”18″ align=”right” c=”none”][/cardimg]

One of the spiciest pieces of this list. Hydro Pump is a better version of any unlimited damage attack for a lesser cost. There’s barely anything that can Knock Out Kingdra-GX easily, so you can almost certainly get two attacks off with it. It might seem hard to get out as you have to use another Archie’s Ace in the Hole, but it’s simpler than it seems. Once you get the Kingdra-GX out you can usually go the full mile, taking at least four Prizes with it in many cases.

Two Archie’s Ace in the Hole

To the same tune as two Blastoise, prizing one of these would be catastrophic, so playing two is essential.

Two Professor Sycamore

[card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”name”][/card] is intended to provide significant reach towards finding more Energy after you get going. It’s okay on your early turns as a substitute for when you don’t have an immediate [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”124″ c=”name”][/card] play, giving you more cards and another chance to find the right pieces of the puzzle. I could see cutting down to one, just to have the option, since you won’t be beating Item lock decks with [card name=”Blastoise” set=”Boundaries Crossed” no=”31″ c=”name”][/card] anyways.

Four VS Seeker

With thin counts of Supporters you’ll want a way to recover them, and with the [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card] engine implemented in this list, getting the Supporter you want with [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card] is easier than ever. This card improves your chances of the first turn Blastoise, serving as a combination piece with Battle Compressor itself. If you open with Battle Compressor, VS Seeker, and a way to discard some cards, you’re close to getting your infamous Stage 2 down immediately.

Four Trainers’ Mail

Flying through your deck on your first turn is a necessity, and [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”name”][/card] gives you outs to finding those special Item cards that play down your hand. At worst, it’s fodder to empty your hand!

Four Order Pad

[cardimg name=”Order Pad” set=”Ultra Prism” no=”131″ align=”right” c=”none”][/cardimg]

Even if you get a tails, at least you got a card out of your hand. Getting heads with [card name=”Order Pad” set=”Ultra Prism” no=”131″ c=”name”][/card] almost guarantees a Blastoise with this deck. You can immediately grab the likes of [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card] or a different piece of the puzzle. Mid-game you can use it to find Superior Energy Retrieval or VS Seeker to keep up your onslaught of attacks.

Four Battle Compressor

You need some way to get Blastoise into the discard pile, and there’s plenty of other cards you don’t mind parting with either like [card name=”Exeggcute” set=”Plasma Freeze” no=”4″ c=”name”][/card], [card name=”Kingdra-GX” set=”Dragon Majesty” no=”18″ c=”name”][/card], tech Supporters, and more! You can use these in conjunction with Superior Energy Retrieval like an Energy-searching function, discarding Water Energy and then getting them back.

Two Mysterious Treasure

Another way to discard cards from your hand and another way to get Archie’s Ace in the Hole from your deck via Tapu Lele-GX is [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card]. It has no use other than finding other Supporters, but has great value as another consistency card. The addition of this and Order Pad are two of the most welcomed additions to this deck, making it hit the first turn Blastoise more often.

One Float Stone

Every deck wants a way to switch, and a single [card name=”Float Stone” set=”Plasma Freeze” no=”99″ c=”name”][/card] is perfect for this deck. You want to keep in mind that playing multiple copies of anything for Blastoise should be taken seriously because it could be an unplayable card that you can’t thin to get your hand down in size for a Blastoise play. Float Stone works well because you can play it on whatever you have down, and it provides a much-needed pivot when you’re looking to switch attackers around.

One Fighting Fury Belt

Arguably the best Tool for this deck. It’s always nice to have at least one way to increase your damage, and it’s nice to have some extra HP to go with it! [card name=”Wishiwashi-GX” set=”Guardians Rising” no=”38″ c=”name”][/card] with a [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”name”][/card] is menacing at 250 HP! Fighting Fury Belt helps [card name=”Articuno” set=”Roaring Skies” no=”17″ c=”name”][/card] get better math against some Pokemon, which is one thing to keep in mind. Tri Edge does 20, 60, 100, 140, or 30, 70, 110, 150 with Fighting Fury Belt.

[card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card] and/or [card name=”Muscle Band” set=”XY” no=”121″ c=”name”][/card] are other options, which I’ll talk about shortly.

One Field Blower

You want a way to get rid of [card name=”Parallel City” set=”BREAKthrough” no=”145″ c=”name”][/card] and/or shut off Garbotoxin [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] as neither are fun cards to deal with. Both of those inhibitors can ruin this deck’s strategy, so having at least one [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card] to stop them is needed.

One Computer Search

A Computer Search in your opening hand almost always means you’ll have a Blastoise on the way. [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”name”][/card] or other Ace Spec cards wouldn’t have the same effect. In fact, they may be unplayable in your opening hand and stop you from getting the first turn gusto you’re looking for.

10 Water Energy

Having 10 or 11 Water Energy is the correct number for this deck. I’ve gone down to 10 and haven’t run into any problems, so I’ll probably keep it there. I like to cut down on Energy as much as possible to open up space and this count has been fine.

Options

Palkia-GX

[cardimg name=”Palkia-GX” set=”Ultra Prism” no=”101″ align=”right” c=”none”][/cardimg]

With more HP and more damage on its Hydro Pressure attack, [card name=”Palkia-GX” set=”Forbidden Light” no=”20″ c=”name”][/card] might be better than [card name=”Keldeo-EX” set=”Boundaries Crossed” no=”49″ c=”name”][/card]. Its GX attack is alright, proving useful in mirrors, against [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card], and other decks like [card name=”Bronzong” set=”XY Black Star Promos” no=”XY21″ c=”name”][/card], [card name=”Eelektrik” set=”Noble Victories” no=”40″ c=”name”][/card], and [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] that flood Energy into play. I think I’ll switch Keldeo-EX for this.

I’d play the Dragon-type [card name=”Palkia-GX” set=”Ultra Prism” no=”147″ c=”name”][/card] one so you have a different Weakness than most of your other attackers. [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card] is already going to one-shot a Water type Palkia-GX anyway since it’ll likely have a ton of Energy on it.

Battle City

This spot can be [card name=”Battle City” set=”Black and White Black Star Promos” no=”BW39″ c=”name”][/card], [card name=”Rough Seas” set=”Primal Clash” no=”137″ c=”name”][/card], or [card name=”Tropical Beach” set=”Black and White Black Star Promos” no=”BW50″ c=”name”][/card]. I like Battle City in this deck because it can provide a little bit of extra gas to pull off a Blastoise play, or dig mid-turn for a card that you need. It’s a flip-based card so it won’t always yield anything, but when it does it’ll be good, and better than the other options at that.

Choice Band or Muscle Band

Unlike Fighting Fury Belt, these can work on Kingdra-GX and they help Articuno math in different ways than Fighting Fury Belt does. I generally prefer proactive cards rather than those that can be tampered with by an opponent, and these two can be better than Fighting Fury Belt in many situations.

Fisherman

If you ever feel the need for more recovery than [card name=”Superior Energy Retrieval” set=”Plasma Freeze” no=”103″ c=”name”][/card], [card name=”Fisherman” set=”BREAKthrough” no=”136″ c=”name”][/card] is your card. I have been tinkering with cutting a Professor Sycamore for this card since I never really need to [card name=”Professor Sycamore” set=”XY” no=”122″ c=”name”][/card] more than once in a game.

Recycle

Another flippy card, but [card name=”Recycle” set=”Emerging Powers” no=”96″ c=”name”][/card] is one that could recover crucial cards and win games. The nice part is that it can be thinned out of your hand at worst, providing another way to get an [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”124″ c=”name”][/card] off, and at best it could get something like Superior Energy Retrieval back onto your deck so you have more gas in the tank for later turns.

Playing Hands Down to One

Much of the hardest part of playing this deck is figuring out how to get [card name=”Blastoise” set=”Boundaries Crossed” no=”31″ c=”name”][/card] out in the first place. It might seem easy, but there are some key notes to remember. I’m going to go over the most important cards in this process to explain how they can each be used to get that fabled Water Pokemon into play.

Unplayable Cards

Excess Pokemon, Supporters, and Energy can prevent Blastoise from coming down. In order to combat this, it’s important to make yourself aware of certain combinations you can make to have as good of a read of the hand-clearing options you have.

Battle Compressor

[cardimg name=”Superior Energy Retrieval” set=”Plasma Freeze” no=”103″ align=”right” c=”none”][/cardimg]

This is often your key to getting Blastoise out. First and foremost, Blastoise must be in your discard pile before any of the action gets underway — your first discard pile target should almost always be Blastoise. You have other options from there; it could be [card name=”Exeggcute” set=”Plasma Freeze” no=”4″ c=”name”][/card], dead cards, or either of the following…

  • Archie’s Ace in the Hole
  • Water Energy

Archie’s Ace in the Hole can be fetched with [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card], making it a good target sometimes if you have a VS Seeker in hand.

Water Energy can be confusing at first. Think: [card name=”Superior Energy Retrieval” set=”Plasma Freeze” no=”103″ c=”name”][/card] is a valuable resource, but it can also clear your hand down. If you put one Water Energy in your discard pile, you can use Superior Energy Retrieval to discard unplayable cards and get that single Water Energy back. Keep in mind that Water Energy you happen to discard with the effect of Superior Energy Retrieval cannot be recovered with the card itself, so you can remove those from your hand with this card as well.

Computer Search

Getting any one card is usually your ticket to a Blastoise. You can get [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”name”][/card], [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”name”][/card], whatever — the options are endless. Make sure you plan out what you’ll get and think it through to the point of having a single card left in your hand when using this card; you don’t want to throw this opportunity aside.

Order Pad

Almost just like Computer Search, an [card name=”Order Pad” set=”Ultra Prism” no=”131″ c=”name”][/card] is nearly certain to snag you a Blastoise if you flip heads. You are likely to have a piece of the puzzle already, be it Blastoise, Archie’s Ace in the Hole, or a VS Seeker; a heads here can get you an Ultra Ball, Battle Compressor, or just Computer Search itself to finish off the play.

Ultra Ball

Two Ultra Ball in your opening hand should equal a Blastoise. You can get Blastoise with one, discard it with the other, and get [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card] with that one and Wonder Tag for Archie’s Ace in the Hole. Keep in mind that Exeggcute can be crucial in allowing yourself to play many of these “discard two cards” cards so that you can successfully play your hand down.


This deck is completely reliant on getting out Blastoise. Studying these lines of play is important, and playing many hands of your own is critical for finding success with the deck. While it still takes thought to play out the mid game and late game, you want to grasp the concept of getting Blastoise out on your first turn before playing extensive matches. Practice on your own just drawing your hand, going through the motions, and hopefully getting that Water guy out.

Blastoise’s Position in the Metagame

[cardimg name=”Articuno” set=”Roaring Skies” no=”17″ align=”right” c=”none”][/cardimg]

This deck brings a lot to the table. First, it has some surprise factor because it’s been so long since it was at the top of the pack. Second, its raw power with strong attackers is oppressive and will just blow some weaker decks back that rely on two-hit Knock Outs or more gimmicky strategies. Without [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”name”][/card] and [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] legal anymore, Blastoise doesn’t often have its strategy disrupted. Lastly, against one-Prize decks like Night March, you get to bring Articuno to the table where you can take multiple Prizes for taking the likes of [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] out. Blastoise brings a level of power that the Expanded format isn’t accustomed to, one that’s been living in dormancy due to the easy counters that were played in most decks.

As far as bad matchups are concerned, it has few. Item lock variants that can stave off a Blastoise from coming out are the big ones. Most other decks are just underpowered compared to your one-hit Knock Out potential, or blasted back by your array of one-Prize options which are more efficient to attack with since you have “unlimited” Energy attachments and Energy at your disposal.

Matchups Outline

Most of your matchups play out the same. Against traditionally slower decks you can overwhelm them quickly, even if they’re playing a card like Trashalanche [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card] which is difficult to deal with. Your raw speed gives you great opportunities to get ahead on Prizes and go from there. Against Pokemon-EX/GX-based decks you are almost always favored.

Item lock is challenging and almost unwinnable; if you can run insanely hot to start the game and overwhelm them, there’s a chance. Mill decks are always an automatic win for this deck since you can use your unlimited damage output attackers like Keldeo-EX, [card name=”Kingdra-GX” set=”Dragon Majesty” no=”18″ c=”name”][/card], and/or [card name=”Palkia-GX” set=”Ultra Prism” no=”101″ c=”name”][/card] to one-shot the walls or attackers your opponent plays. Fast non-EX/GX decks like Night March are kept in check with your array of your own non-EX/GX attackers, including Articuno which can get you ahead on Prizes; remember to Sky Return your [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] against [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card] if an opportunity ever presents itself, or against any 30 HP Pokemon for that matter.

  • [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] / [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card]: Even
  • [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”57″ c=”name”][/card] / [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card]: Slightly Favorable
  • Garbodor / [card name=”Drampa-GX” set=”Guardians Rising” no=”115″ c=”name”][/card]: Slightly Unfavorable
  • [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card]: Even
  • Night March: Even
  • [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] / [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card]: Very Unfavorable
  • [card name=”Trevenant BREAK” set=”BREAKpoint” no=”66″ c=”name”][/card]: Unfavorable
  • [card name=”Wailord-EX” set=”Primal Clash” no=”38″ c=”name”][/card]: Very Favorable
  • [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card]: Slightly Favorable

Experimental List

[decklist name=”XX” amt=”60″ caption=”” cname=”Articuno” set=”Roaring Skies” no=”17″][pokemon amt=”12″]2x [card name=”Blastoise” set=”Plasma Blast” no=”16″ c=”deck2″ amt=”2″][/card]2x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”2″][/card]2x [card name=”Exeggcute” set=”Plasma Freeze” no=”4″ c=”deck2″ amt=”2″][/card]1x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”1″][/card]1x [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”deck2″ amt=”1″][/card]1x [card name=”Palkia-GX” set=”Ultra Prism” no=”101″ c=”deck2″ amt=”1″][/card]1x [card name=”Keldeo-EX” set=”Legendary Treasures” no=”45″ c=”deck2″ amt=”1″][/card]1x [card name=”Articuno” set=”Roaring Skies” no=”17″ c=”deck2″ amt=”1″][/card]1x [card name=”Kingdra-GX” set=”Dragon Majesty” no=”18″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”38″]2x [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”124″ c=”deck2″ amt=”2″][/card]1x [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”deck2″ amt=”1″][/card]1x [card name=”N” set=”Fates Collide” no=”105″ c=”deck2″ amt=”1″][/card]1x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”1″][/card]1x [card name=”Fisherman” set=”Celestial Storm” no=”130″ 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=”Shining Legends” no=”68″ c=”deck2″ amt=”4″][/card]4x [card name=”Trainers’ Mail” set=”Roaring Skies” no=”92″ c=”deck2″ amt=”4″][/card]4x [card name=”Superior Energy Retrieval” set=”Plasma Freeze” no=”103″ c=”deck2″ amt=”4″][/card]4x [card name=”Order Pad” set=”Ultra Prism” no=”131″ c=”deck2″ amt=”4″][/card]4x [card name=”Battle Compressor” set=”Phantom Forces” no=”92″ c=”deck2″ amt=”4″][/card]2x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”2″][/card]1x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”1″][/card]1x [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”deck2″ amt=”1″][/card]1x [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”deck2″ amt=”1″][/card]1x [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”deck2″ amt=”1″][/card]2x [card name=”Battle City” set=”Black and White Black Star Promos” no=”BW39″ c=”deck2″ amt=”2″][/card][/trainers][energy amt=”10″]10x [card name=”Water Energy” set=”Evolutions” no=”93″ c=”deck2″ amt=”10″][/card][/energy][/decklist]

Conclusion

[card name=”Blastoise” set=”Boundaries Crossed” no=”31″ c=”name”][/card] / [card name=”Archie’s Ace in the Hole” set=”Primal Clash” no=”124″ c=”name”][/card] is one of the most fun decks in the Expanded format. While it’s been chilling in oblivion for some time, the recent bans have given it a new breath of life. I am highly considering it for the upcoming Oregon Regionals and I’ve been hard at work looking for the most optimal tech lineup. Ask me any questions you might have about the deck in the Subscribers’ Hideout. Good luck in all you do, peace out, and thanks for reading!

~Caleb

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