The Most Consistent Post-Rotation Deck — PikaRom Updated
In my last article, I wrote about [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card]. This time, I’m doing [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card]. These decks are the two mostly unchanged powerhouse decks of the post-rotation Standard format that still have the tools that made them as powerful as they were to begin with. The most obvious loss in both cases is [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”name”][/card], but Pikachu and Zekrom-GX can compinsate for that loss even better than the former can. Utilizing [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card] remains as a strong card that can help you reach for one-hit Knock Outs like no other deck in the format now that [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card] is gone. Finding [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card] is harder to find without Nest Ball, but the Ability-based Energy acceleration is unparalleled by anything else out there. If the deck remained mostly the same, is there anything that makes it better?
A new Tool in the form of Giant Bomb changes this deck. In the past you had Choice Band to augment your damage by your hand, but now you can put your opponent in a strange situation where they have to make a decision: is it worth attacking into a Giant Bomb? Sometimes it will be, but often it won’t. Taking 100 damage is a steep price to pay, but there are ways around it. Without [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card], [card name=”Faba” set=”Lost Thunder” no=”173″ c=”name”][/card] is the only somewhat-convenient Tool removal card in the format. Of course, not all attacks do 180 damage, so Giant Bomb will be rendered useless in those situations and be discarded at the end of your opponent’s turn. The purpose of the card is to make your opponent burn [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card] early, or in suboptimal moments, to get around the bounceback damage.
A welcome alternate attacker that fits nicely here is Raichu and Alolan Raichu-GX. Formerly, you would have to go all in on Pikachu and Zekrom-GX, even moreso in this format without [card name=”Tapu Koko-GX” set=”Guardians Rising” no=”47″ c=”name”][/card] or a great way to use [card name=”Zapdos” set=”Team Up” no=”40″ c=”name”][/card] without Nest Ball. Tandem Shock has synergy with [card name=”Zeraora-GX” set=”Lost Thunder” no=”86″ c=”name”][/card] to gain a free Retreat Cost, allowing you to switch between two Raichu and Alolan Raichu-GX with ease and continuously Paralyze your opponent. Now that [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] leaves the format with the rotation, Paralyzing is a more powerful Special Condition than ever before. We’ll see how many [card name=”Switch” set=”Evolutions” no=”88″ c=”name”][/card] turn up in decks, but there’s not many ways out of Paralysis lock. It boasts 260 HP, which is more than Pikachu and Zekrom-GX itself, so you can lean on this new attacker to carry the brunt of the load while you get ready for a well-timed Tag Bolt GX. Since you’ll be using this attacker the in the early game a lot of the time, Tag Switch is going to make it easier than ever to get a Tag Bolt GX off. Moving two Energy from a Tag Team Pokemon-GX to another Pokemon, you can get a Tag Bolt GX powered up in a single turn if you’ve got two Tag Switch, an Energy, and a [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card], for instance. All this considered, this deck is a dangerous force that maintains a healthy way of searching out Pokemon with [card name=”Electromagnetic Radar” set=”Unbroken Bonds” no=”169″ c=”name”][/card], no other deck can say that. Here’s my current list:
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[decklist name=”.” amt=”60″ caption=”Raichu ex is Raichu and Alolan Raichu-GX; Giant Stump is Giant Bomb; Spell Tag is Tag Switch; Energy Reset is Reset Stamp; Cheren is Cherish Ball” cname=”Raichu ex” set=”EX Sandstorm” no=”98″][pokemon amt=”9″]2x [card name=”Zeraora-GX” set=”Lost Thunder” no=”86″ c=”deck2″ amt=”2″][/card]2x Raichu and Alolan Raichu-GX (Unified Minds)2x [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”deck2″ amt=”2″][/card]2x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”2″][/card]1x [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”40″]4x [card name=”Volkner” set=”Ultra Prism” no=”135″ c=”deck2″ amt=”4″][/card]4x [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”deck2″ divide=”yes” amt=”4″][/card]4x [card name=”Order Pad” set=”Ultra Prism” no=”131″ c=”deck2″ amt=”4″][/card]4x Giant Bomb (Unified Minds) 4x [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”deck2″ amt=”4″][/card]4x [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”deck2″ amt=”4″][/card]4x [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”deck2″ amt=”4″][/card]3x Tag Switch (Unified Minds) 3x [card name=”Electromagnetic Radar” set=”Unbroken Bonds” no=”169″ c=”deck2″ amt=”3″][/card]2x Reset Stamp (Unified Minds) 1x Cherish Ball (Unified Minds) 1x [card name=”Energy Spinner” set=”Unbroken Bonds” no=”170″ c=”deck2″ amt=”1″][/card]1x [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”deck2″ divide=”yes” amt=”1″][/card]1x [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”11″]11x [card name=”Lightning Energy” set=”Evolutions” no=”94″ c=”deck2″ amt=”11″][/card][/energy][/decklist]
Explainations
Two Zeraora-GX, Two Raichu and Alolan Raichu-GX
Having a free Retreat Cost is very important to this deck when you’re employing the Raichu and Alolan Raichu-GX lock. You don’t want to have either of its pieces in your Prizes. The same sentiment holds for every other Pokemon in the deck, sans [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card] which you can only play a single copy of. This deck list is clear cut and wants to function similarily each game so you don’t want your Prize cards to interfere.
Four Volkner
You may have seen some of my infamous rants about [card name=”Volkner” set=”Ultra Prism” no=”135″ c=”name”][/card] right here on PokeBeach in past articles. I’ve detested it from the beginning, but this format is much different without [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card] and its Let Loose Ability. Now, you’re relatively free to build a big hand and only have to worry about [card name=”Judge” set=”Forbidden Light” no=”108″ c=”name”][/card] or Reset Stamp! Most players will save those cards for the later game to gain a greater advantage, but now they may have to burn them early in order to distrupt a chain of Volkner. It is especially strong to grab [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card], needing only one Custom Catcher previously in hand to complete the gust effect. There are many more options for it now and this deck wants to be as simple as possible: you often need an Energy for turn and you’re good to go.
Four Order Pad and Four Acro Bike
Without [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”name”][/card] and [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card] you want to see more cards. Item-based draw is strong in this new format, as you may have seen in my [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card] list, I played [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”name”][/card] as well. I’ve started with four [card name=”Judge Whistle” set=”Team Up” no=”146″ c=”name”][/card] in some lists, including this one, but took it out after a handful of games. The thing about Judge Whistle is that it’s like you’re playing a 56 card deck, as you turn a Judge Whistle into the next card in your deck. This bodes well when you have a simple strategy, or one that’s fine operating with a thinner deck, but in the case of both [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] as well as Reshiram and Charizard-GX, there’s a lot of cards you can fit in to make the builds better. Why handicap yourself if you don’t have to? The Item cards help you thin your deck and give you extra turn-extending options to see more cards without having to play your Supporter for the turn. These are useful in burning cards to make it easier to connect with your Tapu Koko Prism Star and find your [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card], too.
Four Giant Bomb
Delivering 100 damage in retaliation is a high price to pay for attacking for 180 damage more more. Playing four of these lets you dictate when they’re played, not necessarily getting use out of one each and every time. You should wait until you see a possible attack for the prerequisite 180 damage to get the most use out of it. In heavier hitting matchups like Reshiram and Charizard-GX, the moment your opponent can attack, you should have a Giant Bomb in play. The defense it provides your attacker in that your opponent may have to gust around it is worth it. It’s a great card and since it doesn’t stay in play I like having all four.
Three Tag Switch
This is better than [card name=”Energy Switch” set=”Celestial Storm” no=”129″ c=”name”][/card] in this deck. I could see a blend of the two, but Tag Switch has been better so far. You’re not going to be looking to Dance of the Ancients onto [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] and/or Zeraora-GX in the first place, so Tag Switch can move things around from Pikachu and Zekrom-GX and Raichu and Alolan Raichu-GX at will. As I mentioned earlier, it can build a sudden Tag Bolt GX much easier than regular Energy Switch can.
Three Electromagnetic Radar, One Cherish Ball, One Pokemon Communication
[cardimg name=”Electromagnetic Radar” set=”Unbroken Bonds” no=”169″ align=”right” c=”none”][/cardimg]
Using [card name=”Electromagnetic Radar” set=”Unbroken Bonds” no=”169″ c=”name”][/card] is like a draw card in this deck as it can find Dedenne-GX and draw a new hand. So playing a heavy count of it makes sense. It also finds all but one Pokemon in your deck. Using Cherish Ball is for when you don’t want to discard cards, these times are few, but when you run into one, you’ll want this card. As for [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”name”][/card], it’s awkward, but it is the only realistic way to find Tapu Koko Prism Star. You can use Electromagnetic Radar for a Pokemon you don’t need, then return it to the deck with Pokemon Communication. You don’t want to run more than one because it’s not great for anything else. You only have nine Pokemon in the deck to begin with, so you shouldn’t rely on ever getting a natural use of it, you’ll almost always have to play Cherish Ball or Electromagnetic Radar to first get a Pokemon-GX, then turn that into the Tapu Koko Prism Star. As a one-of, it’s searchable with Volkner, so using it is within reach.
Two Reset Stamp
Imagine your opponent taking a Tag Team Pokemon-GX Knock Out, then you set up a Tag Bolt GX in one turn, followed by a Reset Stamp to three cards. That’s super hard to combat! Tag Team Pokemon-GX are the best way to abuse Reset Stamp. They award an opponent with three Prizes, a hefty price to pay, but the Reset Stamp comeback potential is amazing. Tag Bolt GX can eliminate multiple threats at once and the Reset Stamp completing and securing the path to victory from there is essential. Two is a great number and gives you one for now and one for later, whenever you want it. Playing three wouldn’t be bad, but I don’t think I’d stoop below two in this format for any deck; it’s that strong of a card.
Options
Jirachi package
This requires a drastic overhaul of the deck, looking for space for [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”name”][/card], [card name=”Switch” set=”Evolutions” no=”88″ c=”name”][/card], and a high [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] count. Jirachi becomes easy Prizes for your opponent when this deck has a harder time getting turn 1 attacks and clogs the deck up after that. It does make you more resilient from an opponent’s Reset Stamp and things of the sort, it also eliminates rough draw patches as well. It isn’t something I think you should play right now. I prefer the Acro Bike and [card name=”Order Pad” set=”Ultra Prism” no=”131″ c=”name”][/card] combo; focusing on the attackers that make the deck in the first place without putting vulerable Pokemon down that get in the way. You may take a hit or two in the process, but that’s where the Giant Bomb barrage can discourage an opponent from doing that and keep you in the running to set up.
Other Supporters
The best of the Supporter options is [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”name”][/card]. There’s [card name=”Erika’s Hospitality” set=”Team Up” no=”140″ c=”name”][/card], Hapu, and [card name=”Lisia” set=”Celestial Storm” no=”137″ c=”name”][/card] for other options. Erika’s Hospitality is terrible, as you’re going to be building hands of more than four cards with this deck so you will very rarely have any use for that Supporter. Hapu is okay, but I’m afraid there are far too many valuable cards in this deck for you to risk discarding good ones when you have to discard four of six cards. Lisia is solid, but its value is limited exclusively to [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card] and Thunder Mountain Prism Star. There’s only the one use for Lisia, thereafter it’s garbage, so I don’t want to invest space into playing multiple copies when you really are one-and-done with the card. Cynthia is the best of these options, something you could look towards if you wanted to cut out the Giant Bomb package. Again, I like the Giant Bomb lineup a lot, but if consistency is not going your way, there’s an option for you.
Stadium Nav
Off Order Pad, Stadium Nav gives you a shot to get Thunder Mountain Prism Star outright. Additionally, you can grab it off [card name=”Volkner” set=”Ultra Prism” no=”135″ c=”name”][/card] to have a shot at it as well. It’s a safe bet in my opinion, one I would feel comfortable taking if I played this card. So far, I’m not sure if it’s worth it, but I have been mulling over what I could take out in exchange for it if I change my mind. I would look towards a Giant Bomb as a cut, or maybe take all four of them out and play a “more consistent” version of the deck with Stadium Nav and more Item-based support.
Playing the Deck
Make sure you attach an Energy each turn, you can’t afford to miss one! Set up for a Dance of the Ancients play, it will take some work since you’ll need to find the pesky non-GX Pokemon. Ensuring an Energy attachment a turn sets you up and doesn’t let you fall behind. Depending on the matchup, go for Full Blitz or Tandem Shock. You can determine this with knowledge of how many switching outs your opponent’s deck might have, roughly. Say it’s [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card], they will have an abundance of switching cards to power up their attackers on the Bench, then get them into the active: go for a Full Blitz here. Mind your Prize trade and work to use two TAG TEAM Pokemon-GX and one Zeraora-GX or Dedenne-GX to attack with. That sounds odd, but you have even more free will in this format without as many ways to gust up Pokemon so you can deny Knock Outs that will win your opponent the game by retreating and make them Knock Out what you have Active. Map your Prizes and see where you might want to Tag Bolt GX. Tag Bolt GX is the preferred GX attack for this deck, so choosing a spot to use it that will benefit your Prize trade and let you attack as few times as possible is preferrable. The Basic Pokemon powerhouse decks of the format like this one and [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card] are such low maintenance that attaching Energy becomes one of the most important aspects. In this build, Volkner controls that and helps you establish a chain of repeated Energy drops so you can stay far and ahead of most opponents.
Matchups
Darkness Toolbox: Even / Slightly Favorable
Your opponent will use Mega Sableye and Tyranitar-GX to gain an advantage. Greedy Crush can be set up for four Prizes on a Tag Team Pokemon-GX after a snipe from Black Lance via Umbreon and Darkrai-GX. The downside for your opponent is you will have tons of time to get set up before they do: their attacks cost much more Energy and they lack a consistent way to power attackers up. Using Raichu and Alolan Raichu-GX is the play here, most lists don’t have room for many switching cards, if any at all (see Rukan’s list for details.) You can set up a couple Prizes with Tandem Shock, then move into a Tag Bolt GX to clean everything up and hopefully win the game like that. Targeting Weavile-GX with [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card] if you have the chance is a good idea, it will stop your opponent from getting any big attacks off with ease. Using Giant Bomb comes in clutch to set up better math and make Knock Outs easier. You can theoretically win the game in one attack if Giant Bomb goes off on a Tag Team Pokemon-GX, using Custom Catcher to gust up a different Tag Team Pokemon-GX, then Tag Bolt GX for a Knock Out on the previously damaged one and the new one (provided you have the luxury of multiple [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card].) The games your opponent sets up beautifully will be close, but you usually come out on top since you’re inherently faster and more consistent.
Malamar: Even / Slightly Favorable
Tandem Shock is less strong in this matchup, but it can still be alright early. Much of this matchup depends on the version of the deck your opponent opts to play, but I think the most popular variant will be with Garchomp and Giratina-GX. This version will hit you hard and fast and one-shot your [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card]. Playing this matchup is best when going after Malamar whenever possible, opting to just go all in with Pikachu and Zekrom-GX early to chase after a boosted Tag Bolt GX. The goal is to take down multiple Malamar. Without [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card], the deck becomes very weak thereafter, struggling to compete with a hard-hitting deck. Then you can trade Prizes! Garchomp and Giratina-GX has 270 HP, so you’ll have to let a Giant Bomb hit and then Full Blitz for 180 from an Electropower, or chain mulitiple Electropower to complete a Knock Out, burning a ton of resources. This matchup is doable because you’re a faster deck and don’t have to put down Stage-1 Pokemon to operate effeciently. It can go either way, it’s usually close, but the targeting of Malamar strategy helps increase your winning percentages.
Non-GX Decks (Aerodactyl, Alolan Exeggutor, Zapdos, etc.): Slightly Unfavorable / Slightly Favorable
[cardimg name=”Aerodactyl” set=”Team Up” no=”130″ align=”right” c=”none”][/cardimg]
Tag Bolt GX gets you ahead in the Prize trade here, sometimes. And [card name=”Aerodactyl” set=”Team Up” no=”130″ c=”name”][/card] is the hardest of this lot, swinging for 180 with no questions asked. That means it will two-shot a Pikachu and Zekrom-GX and without a way to heal damage, you’ll be hard pressed to build another attacker to push in and take the brunt of the work. Spacing out your Energy is a good idea in these matchups, building multiple attackers, and eventually using Tag Switch to go into a Tag Bolt GX to hopefully get ahead in the Prize trade (which you’re not favored in on paper from the start.) Decks like [card name=”Zapdos” set=”Team Up” no=”40″ c=”name”][/card] lost [card name=”Tapu Koko-GX” set=”Guardians Rising” no=”47″ c=”name”][/card], so you don’t have to worry about that anymore, but [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] can still be common and use Sledgehammer to ruin your day. In that matchup, you should try to play around Sledgehammer but working towards a two Prize turn with Tag Bolt GX to go from five to three Prizes in one fell swoop to avoid the damage boost. Against [card name=”Alolan Exeggutor” set=”Forbidden Light” no=”2″ c=”name”][/card] it’s more of a slugfest, but getting a Tag Bolt GX for the snipe can eliminate multiple attackers and potentially buy you extra turns to get further ahead on Prizes. These matchups can vary quite a bit; your late-game Reset Stamp drops after losing a Tag Team Pokemon-GX can really hurt your opponent, especially if you follow that up with a Zeraora-GX or [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] and let them go down to one Prize.
Pikachu and Zekrom-GX: Even / Slightly Favorable
The mirror match is far less swingy than it was in the past with Tapu Koko-GX as a threat. Now, it’s a matter of using Raichu and Alolan Raichu-GX to set up a Tag Bolt GX turn to just win the game outright by taking out two Tag Team Pokemon-GX at once. This still makes for quick games and you may have to amend that strategy, depending on if your opponent plays [card name=”Switch” set=”Evolutions” no=”88″ c=”name”][/card]. Playing down one Tag Team Pokemon-GX yourself to start is preferred, but that can make the rest of your gameplan awkward. Zeraora-GX is a good starting point to go into either after your first three-Prize attacker or before, so that you can use two total Tag Team Pokemon-GX per game in this matchup. Reset Stamp should be used when you fear a large Electropower turn, even if it isn’t significantly reducing your opponent’s hand size. Giving up one-hit Knock Outs will be the crux of the game. Giant Bomb will also change things up drastically. If your opponent doesn’t play it themselves then you’ll be favored, especially if they don’t have Switch either. This makes Raichu and Alolan Raichu-GX absurd and it can Paralyze at will, then be “protected” with a Giant Bomb attached even if they have Switch, as they’ll be forced to hit into it and most attackers in the deck do 180 or more damage. Map out your Prizes and look for the most effecient way to win.
Reshiram and Charizard-GX: Even / Slightly Favorable
Giant Bomb will be extremely good in this matchup. Their [card name=”Volcanion” set=”Unbroken Bonds” no=”25″ c=”name”][/card] is probably the only Pokemon that can get around the effect of Giant Bomb, making you favored. If your opponent plays some way around it then the matchup is a lot closer, but Raichu and Alolan Raichu-GX can be used to gain an advantage, especially after a Reset Stamp to a lower hand size if your opponent manages to get ahead. That’s the beauty of this new version of the deck: while you lose some of your early game edge with [card name=”Marshadow” set=”Shining Legends” no=”45″ c=”name”][/card], [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”name”][/card], and [card name=”Ultra Ball” set=”Sun and Moon” no=”135″ c=”name”][/card], you make up for that with new comeback mechanics in Paralysis and Reset Stamp to lower hand sizes and reducing the chance of an escape from the Paralysis itself. Some [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card] lists may be playing healing cards like my last list, including [card name=”Mixed Herbs” set=”Lost Thunder” no=”184″ c=”name”][/card] which can get around Paralysis. In those matchups, using two Pikachu and Zekrom-GX as well as a Zeraora-GX will be the best way to win. Giant Bomb on all Active attackers is essential to make up for the two-shot game you’ll be looking to play. It’s unrealistic to get one-hit Knock Outs, so set things up with a Giant Bomb and then complete the task on your next turn. Tag Bolt GX can eventually swing the trade in your favor.
Shedinja Control: Unfavorable
I don’t have an [card name=”Oranguru” set=”Ultra Prism” no=”114″ c=”name”][/card] in my list to get back Custom Catcher but if you wanted to win this matchup, you could add it in and be favored. Without it you don’t stand much of a chance other than with the four Custom Catcher that you do have and your single Tag Bolt GX, the hope would be to clear a combination of Pokemon at once so that you can get more turns of taking Prizes, but that’s extremely unlikely. Then there’s the early strategy of just trying to overwhelm them; that might work sometimes. A dedicated tech is the best way to win this, but I don’t think [card name=”Shedinja” set=”Lost Thunder” no=”95″ c=”name”][/card] Control is good enough to warrant one. The hype it has received makes it important though, so perhaps a tech would be a good idea. Time will tell as we begin to see more of a formulated metagame based on player insight around the web.
Conclusion
Pikachu and Zekrom-GX, as well as Reshiram and Charizard-GX, are my favorite decks right now. They’re fast, simple, and low-maintenance. Both gained new pieces from Unified Minds and get better. Tag Bolt GX in this one is as good as ever and can destroy an opposing deck’s setup or one-shot a big Tag Team Pokemon-GX with some help from [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card] and/or Giant Bomb. There’s a lot to like here but the consistency is my favorite part. Look no further than this deck if you’re looking for something basic to play in the new format, especially if you want something that’s familiar to you as well. Thanks for reading, be sure to check back next week for another article on another deck I’m working on. I’ve got a few more cool things in store for y’all, take care!
Peace,
Caleb
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