NagQuag + Keldeo-GX Spotlight — Better without Wishful Baton?

[cardimg name=”Keldeo-GX” set=”Unified Minds” no=”47″ align=”right” c=”none”][/cardimg]

[card name=”Naganadel” set=”Lost Thunder” no=”108″ c=”name”][/card] / [card name=”Quagsire” set=”Dragon Majesty” no=”26″ c=”name”][/card] has really become a staple in the Standard metagame in the past couple weeks. Only one deck rivals its use of [card name=”Keldeo-GX” set=”Unified Minds” no=”47″ c=”name”][/card] and that would be the ever-so inconsistent [card name=”Blastoise” set=”Team Up” no=”25″ c=”name”][/card] deck. This Stage 1 build sets up and maintains Keldeo-GX much more efficiently and Keldeo-GX can carry you against many matchups right on its own. In other ones you can attack with Quagsire itself, or include techs to individually cater a matchup to your liking. The deck was thought to be dead without [card name=”Wishful Baton” set=”Burning Shadows” no=”128″ c=”name”][/card], rotating back in August, but to be frank the deck is better now than it ever was without it. That’s primarily because Keldeo-GX is powerful right now, as is the Water type. The non-GX supporting cast, quite literally, of the deck make great attackers in their own right to soften targets up and screw up the Prize trade for your opponent.

List and Explanations

This deck has seen success at a high level on two separate occasions now: the DC Open and a Special Event in Australia. I’ve faced it a handful of times at local events now myself; the hype and popularity is there for it to be a real threat. Here’s my current list, a blend of the two popularized ones with some changes:

[decklist name=”.” amt=”60″ caption=”” cname=”Dedenne-GX” set=”Unbroken Bonds” no=”57″][pokemon amt=”21″]4x [card name=”Quagsire” set=”Dragon Majesty” no=”26″ c=”deck2″ amt=”4″][/card]4x [card name=”Wooper” set=”Dragon Majesty” no=”25″ c=”deck2″ amt=”4″][/card]4x [card name=”Naganadel” set=”Lost Thunder” no=”108″ c=”deck2″ amt=”4″][/card]4x [card name=”Poipole” set=”Forbidden Light” no=”55″ c=”deck2″ amt=”4″][/card]3x [card name=”Keldeo-GX” set=”Unified Minds” no=”47″ c=”deck2″ amt=”3″][/card]1x [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”deck2″ amt=”1″][/card]1x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”29″]4x [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”deck2″ amt=”4″][/card]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ divide=”yes” amt=”4″][/card]4x [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”deck2″ amt=”4″][/card]4x [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ 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]2x [card name=”Pokégear 3.0″ set=”Unbroken Bonds” no=”182″ c=”deck2″ amt=”2″][/card]1x [card name=”U-Turn Board” set=”Unified Minds” no=”211″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Viridian Forest” set=”Team Up” no=”156″ 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] 

Four Wooper, Four Quagsire, Four Poipole, Four Naganadel, and One Ditto Prism Star

It’s simple, 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 find these Pokemon to make your deck run. Yes, it’s sixteen slots eaten up right away, but without the maxed out lines you’re going to be more clunky and inconsistent than you already are. Playing as many as you can increases your odds of drawing into the Basic Pokemon naturally in the early game and finding the Stage 1 Pokemon afterwards without having to burn all your Pokemon Communication. If this deck falters in setup, unless you’re up against something that automatically loses to Keldeo-GX, you’re going to be in a world of hurt.

Three Keldeo-GX

There are multiple decks in the format that fold to a single Keldeo-GX, there are even more that concede to two of them. Having three defends you against bad Prizes and helps you find them early so you don’t have to put extra Pokemon down (Prizes an opponent can actually take) while you wait. Keldeo-GX isn’t a tank or hard-hitter, it’s just a craft Pokemon that makes a solid enough attacker in matchups where Pokemon-GX aren’t as prevalent but can carry games outright in matchups where they are. Last time, I talked about [card name=”Spiritomb” set=”Unbroken Bonds” no=”112″ c=”name”][/card], one of the few non-GX builds out there. Being that as it is, Keldeo-GX is extremely powerful against most decks. I desire to go further into this developing “problem” later on, stay tuned…

One Dedenne-GX

It might seem counter-intuitive to play such a squishy Pokemon with such a drawback in this deck, but you need all the support you can get to stave off bad starts. Pokemon Communication is your only way to search out [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card], but that’s fine. It’ll save you more than you know and prove its value eventually; it makes dead hands alive and well!

Four Custom Catcher

Most decks don’t need an explanation for such a card, but this deck is very similar to the Darkness Toolbox that’s really fallen off. That deck doesn’t always play [card name=”Custom Catcher” set=”Lost Thunder” no=”171″ c=”name”][/card], but probably should. This one’s no different, but I’d argue that the card is even more important in here. It can eliminate a non-GX threat off your opponent’s Bench before it can truly be a problem and then Keldeo-GX is free to run your opponent over. Custom Catcher also speeds up the game and doesn’t encourage a waiting game where your opponent builds a combo to one-shot a Keldeo-GX or something to that effect. Even when it’s not used in a pair, it can save you from a bad hand and draw you some extra cards. This deck can mostly play its cards down immediately for some effect, dropping your hand size down and making the Custom Catcher have some consistency value.

One U-Turn Board

[cardimg name=”U-Turn Board” set=”Unified Minds” no=”211″ align=”right” c=”none”][/cardimg]

Some lists have opted for an [card name=”Escape Board” set=”Ultra Prism” no=”122″ c=”name”][/card] instead, but I prefer [card name=”U-Turn Board” set=”Unified Minds” no=”211″ c=”name”][/card] because it can be used multiple times. The reason a card of this nature is even good in this deck in the first place is because it makes your Naganadel have free retreat. The nice thing about that is the pivot it creates: you can push a Naganadel up after any Knock Out your opponent takes. This saves an Energy from being discarded with your normal Retreat Cost. Keeping Energy in play for this deck makes Quagsire a greater threat with its Hydro Pump, your big-hit potential and finisher. Quagsire is a support Pokemon and an attacker in here, never force it up to attack unless you have another Wooper or Quagsire on the Bench ready, unless it’s stopping the only attacking threat or winning you the game.

Options

Escape Board | My Percent Chance of Adding It: 0%

There is no doubt in my mind that U-Turn Board is superior in this deck. Unless some Asleep or Paralysis deck arises in the near future I won’t be making this change. That is quite literally the only reason to ever opt for Escape Board over U-Turn Board in this deck.

Pheromosa and Buzzwole-GX and [card name=”Unit Energy GFW” set=”Ultra Prism” no=”137″ c=”name”][/card] | My Percent Chance of Adding It: 5%

This gimmick is cute but unreasonable. The idea is to use Beast Game GX as a surpise to tilt the Prize exchange in your favor, but it requires a bunch of additional Energy on your attacker, a three Prize TAG TEAM Pokemon-GX. If you ever start with the [card name=”Pheromosa and Buzzwole-GX” set=”Unbroken Bonds” no=”1″ c=”name”][/card] (just like [card name=”Magikarp and Wailord-GX” set=”Sun and Moon Black Star Promos” no=”SM166″ c=”name”][/card]) you’re going to be in a world of hurt. The idea is fine and dandy but simply not as easy and reliable as something I would include in my list, an addition that comes with great space cost as well.

Quagsire from Unbroken Bonds | My Percent Chance of Adding It: 15%

The Fighting-type [card name=”Quagsire” set=”Unbroken Bonds” no=”97″ c=”name”][/card] is a nice tech for Fighting-weak matchups like [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] which can be tough, even moreso without the next card on the list. However, Keldeo-GX already gets you super far in that matchup as it is, but some lists are beginning to play e[card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card] to counter Keldeo-GX so perhaps playing this Fighting-type is worthwhile. What I don’t like is that it eats up a Wooper or your Ditto Prism Star without becoming the backbone of the deck and it makes you weaker to your other support Quagsire being Knocked Out. Using Hydro Pump more aggressively becomes less possible and in matchups where your opponent isn’t weak to Fighting this is almost useless.

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Volcanion Prism Star | My Percent Chance of Adding It: 30%

A solid non-GX attacker with some utility with Jet Geyser, I like [card name=”Volcanion Prism Star” set=”Forbidden Light” no=”31″ c=”name”][/card] other than its massive Retreat Cost. Being three, it’s really weak in a deck without Switch, unless of course you have a great setup and get it powered up immediately. If you do try it and play it, never put it down in matchups where you use the straight Keldeo-GX strategy because your opponent will be able to Custom Catcher it up and buy ample time to counter your Pokemon-GX-hating strategy.

Mew | My Percent Chance of Adding It: 75%

Pikachu and Zekrom-GX is really tough without this unless they have no counter to Keldeo-GX. The rise of Power Plant in the deck is concerning and makes this a much better inclusion than usual. Mew, unlike Quagsire, has value in other matchups like against [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card], defending against their [card name=”Naganadel-GX” set=”Unified Minds” no=”160″ c=”name”][/card] and its Venom Shot.

Magikarp and Wailord-GX | My Percent Chance of Adding It: 65%

I really hate this card in this deck unless you’re maining it just for the [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] matchup, which you have enough attackers (non-GX ones) to win already. It can be easily countered with a Mew and the eight total Water Energy commitment is ridiculous. Super Splash was a lot better in formats where 210 HP was popular and you had [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card]. Now it’s not enough to one-shot the popular TAG TEAM Pokemon-GX and for a three-Prize cost it’s something you don’t want to be caught dead with in play in nearly every matchup. It’s a option nonetheless and probably the next best Pokemon-GX attacker you could include in this deck other than Keldeo-GX.

Erika’s Hospitality | My Percent Chance of Adding It: 15%

[cardimg name=”Erika’s Hospitality” set=”Team Up” no=”174″ align=”right” c=”none”][/cardimg]

The next best Supporter for this deck, most of the circulating lists are playing at least a single copy but they aren’t playing [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”name”][/card]. While I didn’t explain Acro Bike earlier, I will here: it is one of the best consistency cards out there in this format. This deck should absolutely be playing it and it doesn’t have much backfire potential other than if you were to have to discard a Custom Catcher, something like that. Getting additional Water Energy into your discard pile isn’t a bad thing and there’s still a lot of superfluous consistency in this deck that loses its value as the game progresses like the additional copies of the main Pokemon. Acro Bike sees you more cards and helps you find the Basic Pokemon you need to set up on your first few turns.

[card name=”Erika’s Hospitality” set=”Team Up” no=”140″ c=”name”][/card] was indirectly what I’ve chose to run instead in this list but I am standing firm on Acro Bike for now. There is small doubt that Erika’s Hospitality could still be better, hence the small percentage attributed to its addition here, but not much. I have not preferred it in testing and I can’t really see that happening. The fifteen percent is more of a nod to the solid players that have also piloted this deck and included Erika’s Hospitality in their own list. As for Erika’s Hospitality itself, it’s a solid way to bolster your hand size and this deck can very easily discard down to just four cards in hand to allow the play of the Supporter. [card name=”Viridian Forest” set=”Team Up” no=”156″ c=”name”][/card] has a lot to do with this, dropping you down a card if you fail it. There’s lots of ways to do it, so the option is a reasonable one if you want it.

Ultra Space | My Percent Chance of Adding It: 35%

Another consistency card at the expense of playing few or no Viridian Forest. Is it worth it? There’s pros and cons to each… I personally prefer Viridian Forest because you already have a lots of outs to your Poipole and Naganadel. I could see a split, or more Stadium cards in general to defend yourself better against Power Plant. Three Stadium cards might be the right number, in which case I would probably go for a [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card] cut and then play a single [card name=”Ultra Space” set=”Forbidden Light” no=”115″ c=”name”][/card]; effectively covering the same bases, and then some, just with a different card name and the potential for multiple uses.

Zebstrika | My Percent Chance of Adding It: 85%

Against a Jessie and James hand lock deck like [card name=”Pidgeotto” set=”Team Up” no=”123″ c=”name”][/card] Control you now have a great one-card answer that’s also solid against anything. [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”name”][/card] can evolve into [card name=”Zebstrika” set=”Lost Thunder” no=”82″ c=”name”][/card] and there’s not much else to it. Sprint puts you back up to a hand of cards, much better than the potential of zero that the new hand lock decks threaten. The added consistency of Sprint in other matchups is pretty slick as well.

 

The Keldeo-GX Predicament

Wait — this deck wants to abuse Keldeo-GX, right? It does, I want to use this section to show how other decks can move to counter it and discuss the polarization of the card in general. Keldeo-GX is on the rise as a random tech to counter Pokemon-GX-based decks, specifically the Worlds-winning Mewtwo and Mew-GX deck as well as Pikachu and Zekrom-GX, which also performed well. Mewtwo and Mew-GX without [card name=”Rainbow Energy” set=”Sun and Moon” no=”137″ c=”name”][/card] can’t run [card name=”Greninja-GX” set=”Sun and Moon Black Star Promos” no=”SM197″ c=”name”][/card] feasibly and as a result doesn’t have an amazing counter to Keldeo-GX. I have thought of some deck-specific counters, though.

Giratina

Double Blaze GX can take out one Keldeo-GX comfortably, but afterwards you’ll have problems with another one. [card name=”Giratina” set=”Lost Thunder” no=”97″ c=”name”][/card] can come back as many times as you need with Distortion Door, you’ll just need to power it up. Turbo Strike from [card name=”Solgaleo-GX” set=”Sun and Moon Black Star Promos” no=”SM104″ c=”name”][/card] works well for this and if you’re in danger of your opponent taking a bunch of Knock Outs you can save your GX attack for Prominence GX instead for a full healing. Giratina should do the trick in this matchup without you having to alter the deck. The issue becomes not landing it in your Prizes and being able to power it up enough times to win.

Greninja-GX and Water Energy

This change would alter a Mewtwo and Mew-GX deck completely, so I don’t like it. I think one Water Energy would be fine, you can Turbo Drive it back if it gets discarded or your Mewtwo and Mew-GX with it attached gets Knocked Out. You’d be able to Mist Slash and just do a vanilla 130 damage to a Keldeo-GX, two-shotting it. This should do the trick but the space commitment is awkward without Rainbow Energy. I still think the Psychic Energy-based version of the list is superior so I don’t condone a complete switch, but I see it being valid.

Power Plant

In the case of stuff like [card name=”Gardevoir and Sylveon-GX” set=”Unbroken Bonds” no=”130″ c=”name”][/card] and Pikachu and Zekrom-GX, Power Plant is the best option. It allows you to take sufficient Prizes to win the game and you should be fine just like that. In the case of Pikachu and Zekrom-GX you should still save your [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card] to attack with against a Keldeo-GX in case there are three total but two Power Plant outside of that will carry you.

Turtonator

[cardimg name=”Turtonator” set=”Dragon Majesty” no=”50″ align=”right” c=”none”][/cardimg]

Explosive Jet comes with a great drawback and you would still lose to a crafty opponent with three Keldeo-GX as Mewtwo and Mew-GX. If they hold all but just one Pokemon other than Keldeo-GX itself you’ll still never be able to win the game even by taking two Keldeo-GX Knock Outs. You could say that [card name=”Turtonator” set=”Dragon Majesty” no=”50″ c=”name”][/card] would be solid in general and as a non-GX, but as an all-out counter to Keldeo-GX for Mewtwo and Mew-GX I think I would side with Giratina as the best option overall. Distortion Door can even be nice against random matchups to set up better Cross Division GX math or finish other Knock Outs.

Other Banter

As for the rest of the format, [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card] usually has enough non-GX attackers to win the game or Power Plant to carry them — these matchups depend a lot on counts. Keldeo-GX has Weakness advantage in these matchups so the Ability is less important because you’ll be aggressively taking Knock Outs with not much resistance. Malamar is already favored against the Keldeo-GX strategy, so that won’t “work” in that matchup. [card name=”Blacephalon-GX” set=”Lost Thunder” no=”52″ c=”name”][/card] is pretty easy because of type advantage as well and your Ability is just icing on the cake. Now for matchup specifics.

Matchups

Blacephalon-GX: Favorable

As already stated this matchup is won with type advantage as long as you have a halfway decent setup. Don’t pressure your opponent up until you’re ready for a complete game Prize trade. [card name=”Beast Ring” set=”Forbidden Light” no=”102″ c=”name”][/card] will take effect after the first Blacephalon-GX Knock Out and you’ll have to keep up. Look to [card name=”Quagsire” set=”Dragon Majesty” no=”26″ c=”name”][/card] as your best attacking option but I like to take the first Knock Out with a Keldeo-GX so that even if your opponent does hit a bunch of Beast Ring, they will need a [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card] — if they even play it — to take a Knock Out. From there you can sweep with a squad of Quagsire and only give up one Prize per Knock Out. The biggest struggle in a fast-paced matchup like this is setting up effectively so you can trade well. Two [card name=”Naganadel” set=”Lost Thunder” no=”108″ c=”name”][/card] should be at the heart of your plans so that you can just need one Energy attachment per turn to complete a powered-up attack for Knock Out.

Control: Slightly Favorable

Control decks are usually solid for any deck that can get resources back, in this case Energy with Naganadel. Quagsire makes that easier because you can move the Energy around to your Active Pokemon. The problem in the case of [card name=”Pidgeotto” set=”Team Up” no=”123″ c=”name”][/card], at least, is [card name=”Articuno-GX” set=”Celestial Storm” no=”31″ c=”name”][/card] attacking for Knock Out. You might think you’re safe until that happens, but that’s a lot of work to power up. Target anything that has Water Energy attached to it so that Legendary Ascent doesn’t pick up a bunch of them and get some Ice Wing attacks rolling. [card name=”Zebstrika” set=”Lost Thunder” no=”82″ c=”name”][/card] is a neat option to make this matchup nearly unlosable if you don’t ever want to be caught with a hand made zero with Jessie and James. Against more traditional healing-based control decks like [card name=”Vaporeon-GX ” set=”Sun and Moon Black Star Promos” no=”SM172″ c=”name”][/card] you can just win with non-GX attackers punishing Keldeo-GX.

Malamar: Slightly Favorable

Giratina can be a lot to deal with and you only have your Quagsire and one Naganadel (on the three-Prize Turning Point turn) to deal with them. To secure a favorable matchup you need [card name=”Magikarp and Wailord-GX” set=”Sun and Moon Black Star Promos” no=”SM166″ c=”name”][/card] but you can still win without it by simply trading Prizes. [card name=”Keldeo-GX” set=”Unified Minds” no=”47″ c=”name”][/card] can survive to hits so if your opponent ever puts down a Pokemon-GX you could use it to Resolute Blade GX for a one-hit Knock Out ([card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] Bench sizes are usually quite large) and get ahead in the race. Towering Splash GX will be your one definitive way to secure this matchup. You could take out a [card name=”Mysterious Treasure” set=”Forbidden Light” no=”113″ c=”name”][/card] for it or skimp down to two Keldeo-GX. Taking out a Naganadel or a Quagsire is another option. You can Custom Catcher up Mew if your opponent has it first and then go to town with a board wipe with your GX attack.

Mewtwo and Mew-GX: Favorable

Keldeo-GX is very good in this matchup. It obviously depends on the version of the [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] deck, but most aren’t playing [card name=”Rainbow Energy” set=”Celestial Storm” no=”151″ c=”name”][/card] anymore. Against that version you can target [card name=”Jirachi-GX” set=”Unified Minds” no=”79″ c=”name”][/card] and then Turning Point on the boosted turn for a one-hit Knock Out with Naganadel or use your Resolute Blade GX after some chip damage to complete a Knock Out. You can still manage to trade favorably if you can just Knock Out two Mewtwo and Mew-GX for six Prizes.

Naganadel / Quagsire Mirror: Even

[cardimg name=”Pheromosa and Buzzwole-GX” set=”Unbroken Bonds” no=”192″ align=”right” c=”none”][/cardimg]

The mirror is a support Pokemon-based resource battle. If you can eliminate your opponent’s Energy sources and buy time to get ahead on Prizes then you’ll have the advantage. The first Knock Out can often have a lot to do with who wins and if you were to play both Magikarp and Wailord-GX and [card name=”Volcanion Prism Star” set=”Forbidden Light” no=”31″ c=”name”][/card] you could use Sauna Blast first to set up a board-wiping Towering Splash GX. Of course [card name=”Mew” set=”Unbroken Bonds” no=”76″ c=”name”][/card] could just be in your opponent’s list, though, and then you’d have to do some extra work to get to that point. I’ve only played this matchup a couple times so I will need to more to have a more informed option. Hey, the [card name=”Pheromosa and Buzzwole-GX” set=”Unbroken Bonds” no=”1″ c=”name”][/card] would be really good in this one too. Lots to think about, but I don’t think it’s something I would go super out of my way to tech for — it’s a first to take a Knock Out kinda battle.

Pikachu and Zekrom-GX: Slightly Favorable

[card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card] will be the only fear here, unless of course, your opponent is playing a ton of [card name=”Zapdos” set=”Team Up” no=”40″ c=”name”][/card], or [card name=”Eelektross” set=”Unified Minds” no=”66″ c=”name”][/card]. The last two aren’t popular so the Power Plant option is the big deal. You want your opponent to lay the first one down and it will be important that you hold your own Stadium cards until that happens, if you don’t you will almost certainly outright lose. Resolute Blade GX can one-shot a [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] if your opponent has a full Bench, otherwise I would primarily man Quagsire as a two-shot attacker in this matchup. This one has a lot to do with the composition of your opponent’s list. In the coming weeks as we get more tournament results it should be more clear if this is going to be a negative matchup going forward if Power Plant grows substantially in popularity.

Reshiram and Charizard-GX: Favorable

The [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] list is playing one or two Power Plant these days but your opponent’s deck is so slow and you can run them over with your Water Pokemon, just taking one-hit Knock Outs. The Ability-based version is tougher, but not by a whole lot. The two non-GX threats of note are [card name=”Turtonator” set=”Dragon Majesty” no=”50″ c=”name”][/card] and [card name=”Victini Prism Star” set=”Dragon Majesty” no=”7″ c=”name”][/card]. Both can still be one-shot with Sonic Edge and then you can sweep [card name=”Reshiram and Charizard-GX” set=”Unbroken Bonds” no=”20″ c=”name”][/card] away once they’re in the forefront. This version usually doesn’t even play Power Plant so Keldeo-GX will be the main carry. Quagsire is still a great attacker if all goes wrong.

Conclusion

Remember in every matchup to go for a setup of two Naganadel and two Quagsire if possible. That will ensure that your strategy can’t be disrupted by a Custom Catcher play on either one and you’ll have enough juice to get by. You’ll even have a Quagsire that can attack without risking losing the Pokemon from play altogether — if you had the Fighting type one in play this would be yet another reason why I’m not a huge fan of it — it would mess up your setup and “eat up” a [card name=”Wooper” set=”Dragon Majesty” no=”25″ c=”name”][/card] that could have been your main support Pokemon that makes everything happen. With all this said I’m gonna cut it here. Let me know if there’s anything you’re confused about or any questions you might have in the Subscribers’ Hideout. Thanks so much for reading, and have yourself a wonderful day!

Peace,

Caleb

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