Botany 101 — Giving Trevenant BREAK New Life in Expanded
Forest’s Curse is powerful; Item-lock has always been a menace. [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card] could be brought into play going first on your first turn in the past, but now, [card name=”Wally” set=”Roaring Skies” no=”94″ c=”name”][/card] is gone…
Do you mourn the loss of Wally? I do not, in fact, first turn Item-lock was like a disease, one that needed to be snuffed out at the source, and it finally has been. [card name=”Trevenant BREAK” set=”BREAKpoint” no=”66″ c=”name”][/card] decks are now more balanced, but are they still good? [card name=”Phantump” set=”BREAKpoint” no=”64″ c=”name”][/card] with Ascension is what made this deck competitive in the first place, so does Trevenant BREAK choose to just go second now? The new Tapu Lele, the Promo Psychic-type one, is now legal — does that break this deck? [cardimg name=”Wally” set=”Roaring Skies” no=”107″ align=”right” c=”none”][/cardimg]
This deck deserves much discussion. It took three of the Top 8 slots in the last stateside Expanded event, and all three of the lists played Wally (two even played two copies). So first, this deck can work, and still works well, even without Wally. In fact, I’d say that Wally wasn’t even that great in the past format, and you might not have even had to play it.
Let’s focus on Trevenant and Trevenant BREAK for a moment. Item-lock is oppressive as is, so much so, that [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] exists in a deck of its own. Trevenant can’t be played around except with [card name=”Garbodor” set=”Legendary Treasures” no=”68″ c=”name”][/card] (Garbotoxin) or a [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] / [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] on a Pokemon that’s not Trevenant. Silent Fear is one of the most broken attacks in the game, spreading damage around to your bidding and setting up the now infamous Tapu Lele for a game-winning Magical Swap attack. Best of all, it’s an extremely efficient deck by abusing [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”name”][/card] to attack for less of a cost.
Figuring this all in the loss of Wally really doesn’t change the deck. It still does what it wants to, it can still play disruption cards to further pain an opponent, and it still retains some of the best matchups around by beating frail Item-reliant decks like Night March to a pulp and beating [card name=”Buzzwole-GX” set=”Crimson Invasion” no=”57″ c=”name”][/card] builds into the dirt as well. [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] has been a big problem for Trevenant for some time now, and that’s where the disruption cards come in. So really, what’s stopping this deck from being oppressively strong? Nothing really, I think it might arguably be the best deck in the format going into the first major Expanded format event of the year. Time will tell, but it’s extremely well-positioned for a big run once more with the ban of Hex Maniac, and better yet, the combination ban of [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] and [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card]. Now Zoroark-GX decks won’t even be able to recover their Energy, let alone get around the Item-lock of Trevenant.
Item-lock isn’t “fair”, so playing it comes naturally for many players. I’ve never been too fond of it unless it’s in its most broken stage, and that’s where I’d put Trevenant BREAK as a deck right now. It’s kind of under the radar, has improved because of the bans in Expanded, and it still beats much of the format. It’s a deck to have on your radar, and a very easy deck to learn quickly and play in a pinch if you need to choose something on the fly for your next Expanded event. Let’s begin…
The List
[decklist name=”.” amt=”60″ caption=”” cname=”Tapu Lele” set=”Ultra Prism” no=”94″][pokemon amt=”14″]3x [card name=”Trevenant BREAK” set=”BREAKpoint” no=”66″ c=”deck2″ amt=”3″][/card]4x [card name=”Trevenant” set=”XY” no=”55″ c=”deck2″ amt=”4″][/card]4x [card name=”Phantump” set=”BREAKpoint” no=”64″ c=”deck2″ amt=”4″][/card]2x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”2″][/card]1x Tapu Lele (Promo)[/pokemon][trainers amt=”36″]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”4″][/card]4x [card name=”N” set=”Fates Collide” no=”105″ c=”deck2″ amt=”4″][/card]2x [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”deck2″ amt=”2″][/card]1x [card name=”Team Flare Grunt” set=”Generations” no=”73″ c=”deck2″ amt=”1″][/card]1x [card name=”Plumeria” set=”Burning Shadows” no=”120″ c=”deck2″ amt=”1″][/card]1x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”1″][/card]1x [card name=”Ace Trainer” set=”Ancient Origins” no=”69″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”deck2″ amt=”4″][/card]3x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”3″][/card]3x [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”deck2″ amt=”3″][/card]3x [card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”deck2″ amt=”3″][/card]2x [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”deck2″ amt=”2″][/card]2x [card name=”Rescue Scarf” set=”Dragons Exalted” no=”115″ c=”deck2″ amt=”2″][/card]1x [card name=”Scoop Up Cyclone” set=”Plasma Blast” no=”95″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Dimension Valley” set=”Phantom Forces” no=”93″ c=”deck2″ amt=”4″][/card][/trainers][energy amt=”10″]6x [card name=”Psychic Energy” set=”Evolutions” no=”95″ c=”deck2″ amt=”6″][/card]4x [card name=”Mystery Energy” set=”Phantom Forces” no=”112″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
Explanations
Two Tapu Lele-GX
This card synergizes with [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card], finds your tech Supporters, and has a relevant attacking option with Dimension Valley out and a single Energy. It’s better than any non-Psychic type support Pokemon because you want to avoid playing anything more than the four Mysterious Treasure in this deck, that’s really all you need. Starting it is no big deal since it has a single Retreat Cost.
One Tapu Lele
The biggest newcomer to this deck is finally here, and it’s nothing to scoff at. Once feared as a potentially bannable card, it’s time for the format to bend to an easily-accessible means of moving damage. Silent Fear does 30 damage to each of your opponent’s Pokemon, but if you think about it empirically with Magical Swap, you’re doing “more than that” if there are multiple Pokemon on your opponent’s field. Each Pokemon is another 30 damage, so you’ll be doing more than you think once it comes time to move that damage around to your liking. Just three uses of Silent Fear if your opponent has six Pokemon on the field equals 540 damage, enough to one-shot three 180 HP Pokemon with Magical Swap. Tapu Lele as an addition to the deck creates many new awkward situations that your opponent will have to attempt to play around. [card name=”Espeon-EX” set=”BREAKpoint” no=”52″ c=”name”][/card] is a consideration here, instead of or in addition, but Zoroark-GX without Hex Maniac is a lot easier to beat even without devolution on tap. One of the most obscure uses to Tapu Lele (or Espeon-EX) for that matter) is that it provides a way to attack a [card name=”Latias-EX” set=”Plasma Freeze” no=”85″ c=”name”][/card], a Pokemon that’s impenetrable by Trevenant and Tapu Lele-GX.
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[cardimg name=”Team Flare Grunt” set=”Generations” no=”73″ align=”right” c=”custom”]Energy denial is the name of the game.[/cardimg]
One Team Flare Grunt and One Plumeria
Disruption Supporters are important to this deck, and these ones especially, as they can rid your opponent of Basic Energy as well as Special Energy. Special Energy are much easier to clean up as you play a healthy count of Enhanced Hammer, a staple in this deck, so having ways to knock an Energy off a [card name=”Golisopod-GX” set=”Burning Shadows” no=”17″ c=”name”][/card], [card name=”Keldeo-EX” set=”Legendary Treasures” no=”45″ c=”name”][/card], [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card], etc. are welcomed.
One Guzma
Still desiring a way to switch opponent’s Pokemon around with no gimmick? [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] also gives you a way to switch your bulky Trevenant around. A gust effect is nice because after you grind your opponent’s resources down you can trap a higher Retreat Cost Pokemon up and land many Silent Fear attacks in repetition.
One Ace Trainer
Like [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card], [card name=”Ace Trainer” set=”Ancient Origins” no=”69″ c=”name”][/card] is even stronger in the early game after your opponent takes their first Knock Out. This deck doesn’t win with one-hit Knock Outs, but it eventually builds an oppressive board that an opponent can’t handle. An early Ace Trainer can immediately lock an opponent out of the game with a dead hand, giving you time to get more Trevenant BREAK out and Silent Fear to your heart’s content until your opponent’s board is weakened and subject to a game-losing Magical Swap from Tapu Lele.
Three Enhanced Hammer and Three Counter Catcher
As for Item-based disruption here’s what I’ve been running. Enhanced Hammer is the clearer addition of the two, providing you a way to clear [card name=”Beast Energy Prism Star” set=”Forbidden Light” no=”117″ c=”name”][/card], [card name=”Double Colorless Energy” set=”Shining Legends” no=”69″ c=”name”][/card], and [card name=”Strong Energy” set=”Fates Collide” no=”115″ c=”name”][/card], among others. It’s your greatest out to beating Zoroark-GX decks by just stopping an opponent from constantly attacking you. [card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”name”][/card] serves a similar purpose but is more versatile in that it can counter other decks that aren’t as reliant on Basic Energy by pushing up larger Retreat Cost Pokemon and hopefully getting them stuck in the Active.
Two Super Rod and Two Rescue Scarf
Pokemon recovery is important for this deck since it is a little more fragile now without Wally. That said, two [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card] is really nice as a way to recover both Pokemon and Basic Energy, and [card name=”Rescue Scarf” set=”Dragons Exalted” no=”115″ c=”name”][/card] is the ideal Tool card for this deck, picking an entire Trevenant BREAK line to your hand following a Knock Out. With Items locked, it’s extremely unlikely that a [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card] or something of the like will be played to knock the Rescue Scarf off and stop it from going off making a card of the sort very nice in this deck.
One Scoop Up Cyclone
It’s odd that Ace Spec cards can be subject to so much debate. [card name=”Scoop Up Cyclone” set=”Plasma Blast” no=”95″ c=”name”][/card] is amazing is this deck, but I also like [card name=”Rock Guard” set=”Plasma Freeze” no=”108″ c=”name”][/card]. Scoop Up Cyclone allows you to dodge Knock Outs while conserving your Energy, and it even gives you a way to pick Tapu Lele-GX back to your hand. It’s a great check measure card that I’m fond of more than a more typical card like [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card] or [card name=”Dowsing Machine” set=”Plasma Storm” no=”128″ c=”name”][/card]. Those are nice, more consistent, but without an atypical desire to find a certain card quick (like Wally), Computer Search, for one, is less valuable. Dowsing Machine might be okay, but I think Rock Guard beats it out because it puts on so much pressure when an opponent does manage to attack the Trevenant BREAK it’s attached to boosting a powerful Magical Swap quicker than usual. Scoop Up Cyclone is still my favorite though.
Options
[cardimg name=”Espeon-EX” set=”BREAKpoint” no=”117″ align=”right” c=”custom”]If all else fails…[/cardimg]
Espeon-EX
If you can’t already beat [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card], I would play Espeon-EX as well. Miraculous Shine takes a Knock Out on [card name=”Zorua” set=”Dark Explorers” no=”70″ c=”name”][/card] after only two Silent Fear waves. The one disappointment with Espeon-EX is that it can be hard to get Active and can be played around by staggering Zorua. If your opponent puts down one Zorua at a time, then Miraculous Shine won’t be able to take multiple Zorua at once since the damage will be all discombobulated.
Acerola
A way to pick up damaged Trevenant BREAK can be nice, and I particularly like this tech Supporter in conjunction with Rock Guard, allowing you to spam that annoying Tool card. [card name=”AZ” set=”Phantom Forces” no=”91″ c=”name”][/card] is okay too, giving you an out to picking up liabilities like Tapu Lele-GX when they’re not damaged.
Ultra Ball
It feels weird to put this on an additions list, but if you’re ever struggling with consistency, [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”name”][/card] is a nice option to increase your outs to Supporters by finding Tapu Lele-GX and simply providing another way to find your Pokemon. This is effectively a “Stage 2” deck, so getting everything set up and ready to go can take some time. Albeit Trevenant does slow your opponent down so you do have more time; keep this card on tap in case things go awry!
Using Tapu Lele
Breaking the Forest’s Curse lock is inadvisable. I like to reserve Magical Swap for a game-winning play, but it is important to keep an eye out for situations where you can almost ice the game if you use Magical Swap. Say you use it and take out all of your opponent’s attacking Pokemon. While you might not win on Prizes at that point, you can delay them back giving you an opportunity to pivot back into Trevenant and get back to work on finishing the game up. Prizes aren’t always everything (unless they’re winning you the game on your current turn), don’t get greedy, but be wary of openings that can effectively seal the game for you!
Matchups
Blastoise / Archie’s Ace in the Hole – Favorable
Starting with the deck I wrote about last time, you’re going to have a good time! [card name=”Blastoise” set=”Plasma Blast” no=”16″ c=”name”][/card] is a completely Item-based deck, so if your opponent doesn’t get the first turn Blastoise and you get Trevenant down, your opponent probably won’t be using Archie’s Ace in the Hole. If they do get it off, you can Counter Catcher Blastoise up and start spreading with Silent Fear while disrupting Energy with [card name=”Plumeria” set=”Burning Shadows” no=”120″ c=”name”][/card] (or Team Flare Grunt if there’s Energy on your opponent’s Active Pokemon). Magical Swap can reliably finish the game up even if your opponent does get some Knock Outs off by getting Blastoise into play and putting on some pressure. If your opponent delves to the point of using a Keldeo-EX or [card name=”Palkia-GX” set=”Ultra Prism” no=”101″ c=”name”][/card] with many Energy on it, [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card] can be a worthwhile attacker. This matchup is favored on paper simply because of your Item-lock prowess, and the endgame option you have in Magical Swap should seal the deal. This is similar to that of any Archie’s Ace in the Hole or Maxie’s Hidden Ball Trick-based deck in the format, you just have an uncanny knack for preventing your opponent from even executing their strategy.
Buzzwole / Garbodor / Shrine of Punishment – Favorable
Your opponent’s deck doesn’t stand much of a chance outside of [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card]. It is almost completely Special Energy-based, so you can very easily disrupt that with Enhanced Hammer, and with a lower Energy count to begin with, Plumeria and [card name=”Team Flare Grunt” set=”XY” no=”129″ c=”name”][/card] are also worthy adversaries for taking down Energy and preventing your opponent from attacking in the first place. Silent Fear will overwhelm soon enough, usually taking four or five sweeps to take down everything your opponent brings to the table. You can even play around Sledgehammer by taking multiple Knock Outs in one turn and avoiding the four Prizes mark.
The one worry is if your opponent is running [card name=”Weavile” set=”Ultra Prism” no=”74″ c=”name”][/card], which can mow through you if you’re not ready for it, so play the game cautiously like your opponent is using it, and have a plan ready. The unfortunate part is that with a Weakness to Darkness, you’ll only be able to have one Pokemon in play with an Ability to avoid an Evil Admonition Knock Out which is completely unrealistic. It’s best to have a contingency plan in place to attempt to lock a bigger Pokemon up and Knock Out Weavile from the Bench with Silent Fear. Tree Slam is also affected by Resistance, so that won’t be extremely effective either, making for a three-hit Knock Out by doing 40. Tapu Lele can Magical Swap to take down a [card name=”Sneasel” set=”Flashfire” no=”51″ c=”name”][/card] on the turn it hits the Bench, a worthy reason to break the Item lock of Forest’s Curse.
Buzzwole-GX / Lycanroc-GX – Favorable
[cardimg name=”Lycanroc-GX” set=”Guardians Rising” no=”138″ align=”right” c=”none”][/cardimg]
Everything is stacked against your opponent in this matchup. Psychic Weakness makes Tree Slam relevant, and your opponent’s damage output is greatly reliant on Special Energy which you can disrupt with [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”name”][/card]. If that all wasn’t enough, you can [card name=”Counter Catcher” set=”Crimson Invasion” no=”91″ c=”name”][/card] up many of the large Retreat Cost Pokemon your opponent plays to stick them up and roll tide with Silent Fear. The ways your opponent wins are with a quick Absorption GX followed by a Knuckle Impact to which you don’t have a response, or if you have to put non-Trevenant Pokemon on your Bench that [card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card] can Bloodthirsty Eyes up and regain access to Items with in the process. Counter Catcher is the kicker here though, truly, just sticking larger Retreat Cost Pokemon up like Lycanroc-GX itself (if your opponent goes that route) and you can Silent Fear to your heart’s content. It’s pretty hard to lose this matchup; everything is set in your favor, even your Resistance to Fighting.
Garbodor / Drampa-GX – Slightly Unfavorable
So you play a lot of Items, sure, but that’s not really the overlying problem here. This is a Garbodor deck, one playing Garbotoxin. That said, you’ll want to target that threat as soon as possible. Tree Slam one-shots it, so have that play in mind if Garbotoxin presents itself. Some Garbodor / [card name=”Drampa-GX” set=”Guardians Rising” no=”115″ c=”name”][/card] lists play [card name=”Giratina” set=”XY Black Star Promos” no=”XY184″ c=”name”][/card], in which case you have to resort to using Counter Catcher effectively and attempting to limit your Items. If you can limit your Items your opponent lacks great ways to one-shot a Trevenant BREAK, giving you more time to spread quite a bit and get to the point of using Magical Swap effectively. Tapu Cure GX from an opposing Tapu Lele-GX can be really problematic, resetting some of your damage, so if you have a nice opening to Magical Swap before that happens, take it.
Greninja BREAK – Favorable
In a battle of the BREAK Evolutions, Trevenant gets on top. Silent Fear can quickly overwhelm a [card name=”Greninja BREAK” set=”BREAKpoint” no=”41″ c=”name”][/card] board and without [card name=”Rough Seas” set=”Primal Clash” no=”137″ c=”name”][/card], [card name=”Greninja” set=”BREAKpoint” no=”40″ c=”name”][/card] can only sit there and take it. Moonlight Slash conveniently two-shots a Trevenant BREAK, but your Item-lock will brick the Greninja BREAK player at some point. Just set up, Counter Catcher a [card name=”Froakie” set=”Forbidden Light” no=”22″ c=”name”][/card] if your opponent uses Moonlight Slash to return an Energy to the hand and doesn’t have another Greninja BREAK in play with an Energy. Putting up [card name=”Starmie” set=”Evolutions” no=”31″ c=”name”][/card] with Guzma or Counter Catcher is also super strong. In the past, [card name=”Talonflame” set=”Steam Siege” no=”96″ c=”name”][/card] smoothed over the setup of a Greninja BREAK deck in Expanded but that has since changed and the deck is a whole lot worse against Item lock.
Mill – Even
[card name=”Durant” set=”Noble Victories” no=”83″ c=”name”][/card], [card name=”Sylveon-GX” set=”Guardians Rising” no=”92″ c=”name”][/card], [card name=”Wailord-EX” set=”Primal Clash” no=”38″ c=”name”][/card], and more fall into this category. Durant is very easy to beat, you just spread a few times and take multiple Knock Outs at once and win the game; it’s not much of a challenge. Sylveon-GX and Wailord-EX, however, vary quite a bit. Sylveon-GX can play trickery with [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”name”][/card] and Plea GX, eventually beginning to take Knock Outs of their own with Fairy Wind to one-shot Trevenant. Magical Ribbon complicates things by giving your opponent an out to get whatever they want. [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card] is really important in that matchup because of that, otherwise, it’s just business as usual, just try to spread as much as possible and leave three Trevenant BREAK in play so Plea GX doesn’t become problematic, or just two Trevenant BREAK in play, nothing more. Wailord-EX is easier than Sylveon-GX because it’s dependent on its draws and the pilot’s list: it may or may not play Rough Seas. Without Rough Seas, it’s pretty easy to beat, but with Lusamine, they can repeatedly recover it and they will run you down eventually. Two Super Rod improve all of these matchups, but there’s that element of surprise as to what techs your opponent is or isn’t bringing for this matchup that makes the percentages vary greatly.
[cardimg name=”Giratina” set=”XY Black Star Promos” no=”XY184″ align=”right” c=”none”][/cardimg]
Night March – Slightly Favorable
Item-lock crushes the little critters, and Silent Fear is really strong too, threatening to take down all of your opponent’s Pokemon at once if they aren’t staggering attackers. [card name=”Pumpkaboo” set=”Phantom Forces” no=”44″ c=”name”][/card] will be your opponent’s go-to attacker, or [card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”name”][/card], providing ways to attack multiple times instead of getting taken down in one Silent Fear like [card name=”Joltik” set=”Phantom Forces” no=”26″ c=”name”][/card]. This presents a small problem if your opponent gets off to a hot start that can one-shot you on their first turn going first or second. Enhanced Hammer shores up that advantage, as does Counter Catcher, and even [card name=”Ace Trainer” set=”Ancient Origins” no=”69″ c=”name”][/card]. I like to give up a Prize somewhere, Ace Trainer, and then spread until the game ends. Remember in all of these matchups with opponent’s playing multiple [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] that your opponent can “Sky Return loop”, but you’ll have ways to disrupt that in Ace Trainer or N. Tapu Lele-GX can also one-shot a Shaymin-EX eventually too, if it comes to that.
Zoroark-GX – Even
The Darkness Weakness hurts this matchup on paper, but in reality, it’s won more by Energy disruption and large targets getting locked up so that you can eventually get the edge. I think the path is clear, use [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”name”][/card] and Counter Catcher to dodge attacks. The only insightful advice I have to offer is that when your opponent puts a [card name=”Sky Field” set=”Roaring Skies” no=”89″ c=”name”][/card] down and fills their Bench that gives them a chance to clear off damaged Pokemon when you put down a Dimension Valley in response. Aim to prioritize clearing your opponent’s Energy but you also don’t want to miss a turn of using Silent Fear. Ace Trainer and N are crucial ways to buy time and get your opponent to skip a beat. Magical Swap has more potential when your opponent has a larger Bench, so if you have a chance to Silent Fear a Sky Field full Bench you might want to consider not putting your Dimension Valley down and instead just attaching another Energy. This is the matchup of all of these that you want to test the most because it’s undoubtedly going to be the most popular and the most important to be able to beat.
Conclusion
Trevenant BREAK is still one of the best decks Expanded has to offer, and it’s one that you don’t want to take lightly going into an event. It always seems to have great curb appeal, offering players a simple strategy that’s hard to disrupt, and one that really frustrates opponents in a variety of ways. Even without [card name=”Wally” set=”Radiant Collection 2″ no=”RC27″ c=”name”][/card] the deck can still operate, actually opening up space for more disruption and other options. The release of Tapu Lele with Magical Swap at last obviously works as a buff to this deck’s concept, and I truly wouldn’t be surprised to see many people play this deck. Ask me any questions you’ve got in our Subscribers’ Hideout, and until next time, take care, thanks for reading, and good luck!
~Caleb
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