Inteleon and Rillaboom VMAX Decks — Sorry Cinderace
I originally didn’t identify [card name=”Inteleon VMAX” set=”Rebel Clash” no=”50″ c=”name”][/card] and [card name=”Rillaboom VMAX” set=”Rebel Clash” no=”18″ c=”name”][/card] as viable cards in my review. However, while playing with them for fun, I believe there is hope for both of them!
Let’s address the elephant in the room: [card name=”Cinderace VMAX” set=”Rebel Clash” no=”36″ c=”name”][/card]. While the Fire-type is cool and all, it’s nowhere near as strong as its rivals. Counter is a cute but miserable attack. Max Pyro Ball is underpowered and costs too many Energy to be a viable attack in competitive play. [card name=”Welder” set=”Unbroken Bonds” no=”189″ c=”name”][/card] accelerates things, but if I’m using Welder in a deck I’d rather give up one or two Prizes than three with this Pokemon VMAX. If you’re set on awarding such a bounty, [card name=”Mewtwo and Mew-GX” set=”Unified Minds” no=”71″ c=”name”][/card] should be the attacker for you; plus Cinderace VMAX is a “Stage-1” Pokemon. Inteleon VMAX and Rillaboom VMAX are also “Stage-1″ Pokemon but they’re solid to the point where that matters not.
Inteleon VMAX is going to be a bit of a control deck, Hydro Snipe moves Energy back into your opponent’s hand and you can make this more oppressive with [card name=”Team Yell Grunt” set=”Sword and Shield” no=”184″ c=”name”][/card] and other disruption cards. Max Bullet finishes things off and with a single Energy for the attack cost, you don’t have to ask for much. Rillaboom VMAX is the opposite, all offense. Max Beating swings for 280 damage at a maximum, enough to take out most relevant Pokemon, save other Pokemon VMAX. The big thing though is the pairing with [card name=”Rillaboom” set=”Sword and Shield” no=”14″ c=”name”][/card] and its Voltage Beat Ability. You’ll be able to churn out extra Energy and keep the ball rolling. The major downside is you’re going to get wrecked by anything Fire-type.
So why these guys? They both bring two vastly different strategies to the table compared to [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card] and [card name=”Toxtricity VMAX” set=”Rebel Clash” no=”71″ c=”name”][/card] that I have previously covered. It’s exciting to have so many viable Pokemon VMAX out all at once! Inteleon VMAX and Rillaboom VMAX are truly two sides to a coin, one defensive and the other strictly offensive. Let’s take a look at my current lists for each and talk about the cards!
Inteleon VMAX Deck List
[premium]
[decklist name=”.” amt=”60″ caption=”” cname=”Inteleon VMAX” set=”Rebel Clash” no=”50″][pokemon amt=”8″]4x [card name=”Inteleon V” set=”Rebel Clash” no=”49″ c=”deck2″ amt=”4″][/card]3x [card name=”Inteleon VMAX” set=”Rebel Clash” no=”50″ c=”deck2″ amt=”3″][/card]1x [card name=”Lucario and Melmetal-GX” set=”Unbroken Bonds” no=”120″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”44″]4x [card name=”Team Yell Grunt” set=”Sword and Shield” no=”184″ c=”deck2″ amt=”4″][/card]4x [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”deck2″ amt=”4″][/card]4x [card name=”Cynthia and Caitlin” set=”Cosmic Eclipse” no=”189″ c=”deck2″ amt=”4″][/card]4x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ amt=”4″][/card]2x [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”deck2″ amt=”2″][/card]1x [card name=”Lusamine” set=”Crimson Invasion” no=”96″ c=”deck2″ amt=”1″][/card]1x [card name=”Lt. Surge’s Strategy” set=”Hidden Fates” no=”60″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Pokégear 3.0″ set=”Unbroken Bonds” no=”182″ c=”deck2″ amt=”4″][/card]3x [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”deck2″ amt=”3″][/card]2x [card name=”Tag Call” set=”Cosmic Eclipse” no=”206″ c=”deck2″ amt=”2″][/card]2x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”2″][/card]2x [card name=”Evolution Incense” set=”Sword and Shield” no=”163″ c=”deck2″ amt=”2″][/card]2x [card name=”Eneporter” set=”Forbidden Light” no=”106″ c=”deck2″ amt=”2″][/card]2x [card name=”Capacious Bucket” set=”Rebel Clash” no=”156″ c=”deck2″ amt=”2″][/card]1x [card name=”Wait and See Hammer” set=”Lost Thunder” no=”192″ c=”deck2″ amt=”1″][/card]1x [card name=”Switch” set=”Sword and Shield” no=”183″ c=”deck2″ amt=”1″][/card]1x [card name=”Counter Gain” set=”Lost Thunder” no=”170″ c=”deck2″ divide=”yes” amt=”1″][/card]3x [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”deck2″ amt=”3″][/card]1x [card name=”Wondrous Labyrinth Prism Star” set=”Team Up” no=”158″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”8″]8x [card name=”Water Energy” set=”Evolutions” no=”93″ c=”deck2″ amt=”8″][/card][/energy][/decklist]
[cardimg name=”Inteleon VMAX” set=”Rebel Clash” no=”50″ align=”right” c=”none”][/cardimg]
One Lucario and Melmetal-GX and One Counter Gain
Full Metal Wall GX takes two Energy to get the discarding effect off, but with [card name=”Counter Gain” set=”Lost Thunder” no=”170″ c=”name”][/card] you have an out to do that. Clearing a Pokemon with a bunch of Energy is never bad and the option fits right into this deck. [card name=”Lucario and Melmetal-GX” set=”Unbroken Bonds” no=”120″ c=”name”][/card] is not a terrible starter either, you can spend two turns attaching to it then use the GX attack. This is one of the more suspect cards in the deck and if you find it backfiring on you often I would drop it, but it’s been solid for me so far. Counter Gain only needs to be a one-of with [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] to dig it out.
Four Team Yell Grunt
Get ready for your opponent to have a hand full of Energy. Between [card name=”Inteleon VMAX” set=”Rebel Clash” no=”50″ c=”name”][/card]’s Hydro Snipe and this Supporter, they’re going to have a lot of them. Once your opponent starts missing attacks you’ll have a lot of time to put them further back. Unlike Hydro Snipe, however, [card name=”Team Yell Grunt” set=”Sword and Shield” no=”184″ c=”name”][/card] can work off of any of your opponent’s Pokemon (including the Bench) so you can stop your opponent from attacking altogether if they lack acceleration in some decks.
Four Boss’s Orders
If you want to use Hydro Snipe and get an Energy off the Bench, you’ll have to drag that Pokemon up with [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card]. It’s great for this and finishing off Knock Outs. Boss’s Orders is disruptive in its own right, with ways to recover it you could potentially lock an opponent out of the game if they can’t manage to switch into the Pokemon that they actually want into the Active Spot.
Four Cynthia and Caitlin and One Lusamine
You’ve got an infinite loop by using [card name=”Cynthia and Caitlin” set=”Cosmic Eclipse” no=”189″ c=”name”][/card] for [card name=”Lusamine” set=”Crimson Invasion” no=”96″ c=”name”][/card], then the reverse, continuously. Cynthia and Caitlin is great in any deck like this, especially Green’s Exploration builds, because all you really need are a few cards and a Supporter back from the discard pile. You can get back more than the four copies of Team Yell Grunt that you play as well as healing like your [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”name”][/card].
Four Pokegear 3.0
The soul of the deck is Green’s Exploration, which needs no introduction. Maximizing your shot of finding it is a must. [card name=”Pokégear 3.0″ set=”Unbroken Bonds” no=”182″ c=”name”][/card] is an additional out to finding it, so I’d play the full set of four. Green’s Exploration makes everything in the deck tick, finding your tech Items, another Supporter for your following turn—nearly everything.
Three Reset Stamp and Three Power Plant
This deck isn’t super aggressive by any means, so having as many ways to stop an opponent from doing anything is a good idea. [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] plus [card name=”Power Plant” set=”Unbroken Bonds” no=”183″ c=”name”][/card] at any point of a game could stop someone dead in their tracks. Most Standard format decks play [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card], so you’ll have a way to shut those down and get rid of your opponent’s hand, hopefully replacing it with something far less constructive.
Two Eneporter
I like this as an additional disruption card because of the number of Special Energy in a lot of different decks like the new [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”name”][/card] and [card name=”Horror P Energy” set=”Rebel Clash” no=”172″ c=”name”][/card]. [card name=”Twin Energy” set=”Rebel Clash” no=”174″ c=”name”][/card] has potential in [card name=”Jumpluff” set=”Lost Thunder” no=”14″ c=”custom”]Lost March[/card] decks, and [card name=”Aurora Energy” set=”Sword and Shield” no=”186″ c=”name”][/card] as well as [card name=”Rainbow Energy” set=”Celestial Storm” no=”151″ c=”name”][/card] are already in a few archetypes. You can now push those Energy up to your opponent’s Active Pokemon in order to put them into your opponent’s hand, or push them to a support Pokemon like Dedenne-GX where they will become a whole lot less valuable. Playing multiple ways to bring a rival Pokemon out of attacking range is a must.
Two Capacious Bucket
It’s better than [card name=”Energy Spinner” set=”Unbroken Bonds” no=”170″ c=”name”][/card] in this deck. With [card name=”Capacious Bucket” set=”Rebel Clash” no=”156″ c=”name”][/card] you’re going to be able to get two of your Energy as opposed to sometimes only one. Turning Green’s Exploration into an out to Energy is advised.
One Wait and See Hammer
Playing second now opens yet another disruptive option! [card name=”Wait and See Hammer” set=”Lost Thunder” no=”192″ c=”name”][/card] is an amazing grab off Green’s Exploration if the moment is right.
One Wondrous Labyrinth Prism Star
More ways to stop attacks? Yes please! With [card name=”Wondrous Labyrinth Prism Star” set=”Team Up” no=”158″ c=”name”][/card], you can put another Water Energy down to not be hindered by the extra Colorless Energy yourself, but your opponent might not have the greatest response. Many decks play a low Stadium count or you can win the battle with your Power Plant into Wondrous Labyrinth Prism Star when you think you’ve got their Stadium count beat. It’s worth playing as another option to Power Plant if nothing more, I’ve liked it a lot.
Other Inteleon VMAX Deck Options
Big Charm
More HP is fun, you’d have 350 HP with [card name=”Big Charm” set=”Sword and Shield” no=”158″ c=”name”][/card] attached to Inteleon VMAX. This would force decks to burn more resources into getting a single Knock Out. If you play healing options, then this would be better, forcing out more turns and prolonging the game. The longer the game, the greater chance you have of winning. You’ll eventually wear your opponent down to a point where they’re drawing dead off Reset Stamp. The more Energy cards you return to your opponent’s hand, the more “dead” cards they’ll have off Reset Stamp. Energy cards aren’t always seen as dead, but when they’re multiple Energy attachments off of attacking, they’ll be useless. Team Yell Grunt and Inteleon VMAX’s Hydro Snipe combined make this a reality.
Great Catcher
This wouldn’t normally be amazing, but [card name=”Green’s Exploration” set=”Unbroken Bonds” no=”175″ c=”name”][/card] gives it a bit of potential. Snagging up a Dedenne-GX or a Pokemon-GX attacker that is loading up on Energy is never bad. Thing is, I think I like the dependence on Boss’s Orders, you’re going to usually be hitting into the Active threat, so you won’t want to discard anything to use [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”name”][/card]. This deck doesn’t play too many “good” discards, your Pokemon search ones and some of the Items like Pokegear 3.0 (in the late game) are expendable, but that’s about it.
Hyper Potion and/or Super Scoop Up
With so many “free” turns of extra Energy attachments, you could put some of those Energy cards to good use by discarding them with [card name=”Hyper Potion” set=”Sword and Shield” no=”166″ c=”name”][/card] and getting a heal out of the deal. To the same tune, [card name=”Super Scoop Up” set=”Celestial Storm” no=”146″ c=”name”][/card] has potential because you are so low maintenance as a one step Evolution and single Energy attachment.
Playing Inteleon VMAX
This deck is all about countering what’s given to you. For example, a deck relying on [card name=”Arceus and Dialga and Palkia-GX” set=”Cosmic Eclipse” no=”156″ c=”name”][/card] where you go first. Here, you’ll be able to deny an early Altered Creation GX if things go right. Then, you’ll be returning Energy cards to their hand where it makes the most sense. This will be from the Arceus and Dialga and Palkia-GX at first, but if and when they get Altered Creation GX off then you’ll be targeting [card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card]. You should be under very little pressure from your opponent in the early game. Later, you can threaten Max Bullet, dealing 160 damage and another 60 damage to the Bench. That’s enough to Knock Out a Zacian V. Line things up right with [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card] for maximum effectiveness! Beating [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card] is simple as well, most lists lack Energy acceleration and you can stop them from attacking completely after a [card name=”Team Yell Grunt” set=”Sword and Shield” no=”184″ c=”name”][/card] and a Hydro Snipe. Lightning type decks are terrible matchups for [card name=”Inteleon VMAX” set=”Rebel Clash” no=”50″ c=”name”][/card] because of your Weakness. Energy acceleration is tough, but you can get around it and don’t forget that you deal damage! Inteleon VMAX does enough to pack a punch and threaten a lethal turn.
Rillaboom VMAX Deck List
[decklist name=”.” amt=”60″ caption=”” cname=”Rillaboom VMAX” set=”Rebel Clash” no=”18″][pokemon amt=”16″]4x [card name=”Grookey” set=”Sword and Shield” no=”11″ c=”deck2″ amt=”4″][/card]1x [card name=”Thwackey” set=”Sword and Shield” no=”12″ c=”deck2″ amt=”1″][/card]3x [card name=”Rillaboom” set=”Sword and Shield” no=”14″ c=”deck2″ amt=”3″][/card]2x [card name=”Rillaboom V” set=”Rebel Clash” no=”17″ c=”deck2″ amt=”2″][/card]2x [card name=”Rillaboom VMAX” set=”Rebel Clash” no=”18″ c=”deck2″ amt=”2″][/card]1x [card name=”Rowlet and Alolan Exeggutor-GX” set=”Unified Minds” no=”1″ c=”deck2″ amt=”1″][/card]1x [card name=”Shaymin Prism Star” set=”Team Up” no=”10″ c=”deck2″ amt=”1″][/card]1x [card name=”Eldegoss V” set=”Rebel Clash” no=”19″ c=”deck2″ amt=”1″][/card]1x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”32″]4x [card name=”Professor’s Research” set=”Sword and Shield” no=”178″ c=”deck2″ amt=”4″][/card]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”4″][/card]2x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”Switch” set=”Sword and Shield” no=”183″ c=”deck2″ amt=”4″][/card]4x [card name=”Rare Candy” set=”Sword and Shield” no=”180″ c=”deck2″ amt=”4″][/card]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]4x [card name=”Net Ball” set=”Lost Thunder” no=”187″ c=”deck2″ amt=”4″][/card]1x [card name=”Ordinary Rod” set=”Sword and Shield” no=”171″ c=”deck2″ amt=”1″][/card]1x [card name=”Energy Recycler” set=”Guardians Rising” no=”123″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Turffield Stadium” set=”Rebel Clash” no=”170″ c=”deck2″ amt=”4″][/card][/trainers][energy amt=”12″]12x [card name=”Grass Energy” set=”Evolutions” no=”91″ c=”deck2″ amt=”12″][/card][/energy][/decklist]
Four Grookey, One Thwacky, Three Rillaboom, One Rowlet and Alolan Exeggutor-GX, and Four Rare Candy
[cardimg name=”Rowlet and Alolan Exeggutor-GX” set=”Unified Minds” no=”215″ align=”right” c=”none”][/cardimg]
This line might look wonky at first glance. Four [card name=”Grookey” set=”Sword and Shield” no=”11″ c=”name”][/card] is nice to have because you’ll see them more often naturally and be able to use your [card name=”Net Ball” set=”Lost Thunder” no=”187″ c=”name”][/card] and [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”name”][/card] for other things. Getting two [card name=”Rillaboom” set=”Sword and Shield” no=”14″ c=”name”][/card] out in one game is important, using the Voltage Beat Ability twice is very powerful and gets you the full charge you need to use [card name=”Rillaboom VMAX” set=”Rebel Clash” no=”18″ c=”name”][/card]’s Max Beating in one turn. [card name=”Rowlet and Alolan Exeggutor-GX” set=”Unified Minds” no=”1″ c=”name”][/card] is an alternative way to set up your important Stage-2 if the opportunity presents itself. There’s a bunch of [card name=”Switch” set=”Sword and Shield” no=”183″ c=”name”][/card] in this deck so you can switch into your Tag Team Pokemon-GX, then as long as you have an out to Grookey you’ll have a Rillaboom all in one turn (so long as [card name=”Thwackey” set=”Sword and Shield” no=”12″ c=”name”][/card] isn’t in your Prizes). Four [card name=”Rare Candy” set=”Sword and Shield” no=”180″ c=”name”][/card] is faster than attacking to set up—but having both Thwacky and Rowlet and Alolan Exeggutor-GX adds another setup condition, a nice thing to have when you’re pretty reliant on getting a Stage-2 up each game.
Two Rillaboom V and Two Rillaboom VMAX
Wait—why not a thicker line like in the [card name=”Inteleon VMAX” set=”Rebel Clash” no=”50″ c=”name”][/card] deck? This is more of a toolbox build, you’re going to be attacking with different things often, and you’re not only playing Inteleon VMAX (and a lone [card name=”Lucario and Melmetal-GX” set=”Unbroken Bonds” no=”120″ c=”name”][/card]). You don’t need more than two Rillaboom VMAX in a game. Every copy awards your opponent three Prizes anyway and you have plenty of ways to find them so investing in greater numbers isn’t needed.
One Shaymin Prism Star
This is a great alternate attacker that can deal massive damage while only awarding a single Prize. When you have multiple Rillaboom in play you’ll be able to ramp up [card name=”Shaymin Prism Star” set=”Team Up” no=”10″ c=”name”][/card]’s damage output easily. I like it as a single Prize Pokemon between your two Rillaboom VMAX, if the game develops in that ideal manner.
One Eldegoss V and One Dedenne-GX
For not-so-turbo decks, this is the ideal support Pokemon split. In addition, with Rillaboom filling your Bench, you’re not going to have ample space for more than one [card name=”Eldegoss V” set=”Rebel Clash” no=”19″ c=”name”][/card] or [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card]. Eldegoss V is strong in this deck because of your additional out to grab it with Net Ball. I’ve been quite happy with this split!
Four Quick Ball, Four Net Ball, and Four Turffield Stadium
This has been the strongest search lineup I’ve tried so far. Quick Ball and Net Ball get your Basic Pokemon and [card name=”Turffield Stadium” set=”Rebel Clash” no=”170″ c=”name”][/card] gets almost everything else. The Stadium is absolutely incredible and makes the archetype quite consistent. If it stays in play for multiple turns, then you’re getting extremely strong value out of a card that’s worth playing even if you get to use it one time per Stadium drop.
One Ordinary Rod, One Energy Recycler, and Twelve Grass Energy
Recovery can be important in a deck that uses Max Beating and discards Energy cards. [card name=”Ordinary Rod” set=”Sword and Shield” no=”171″ c=”name”][/card] is useful if you have a wonky discard pile with [card name=”Professor’s Research” set=”Sword and Shield” no=”178″ c=”name”][/card] or Quick Ball and it’s another way to get back Grass Energy. [card name=”Energy Recycler” set=”Guardians Rising” no=”123″ c=”name”][/card] gets a lot of value and is an instant refresh for more Voltage Beat uses. Twelve Grass Energy has been a good number, but I could see cutting down by one or two. The more the better in this kind of deck, which is pretty reminiscent to [card name=”Tapu Bulu-GX” set=”Sun and Moon Black Star Promos” no=”SM32″ c=”name”][/card] / [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”name”][/card] decks of old. Those decks usually ran twelve Energy in total using Vikavolt’s Strong Charge Ability as often as possible.
Other Rillaboom VMAX Deck Options
Vileplume-GX
There’s a couple reasons you might want to play this. [card name=”Vileplume-GX” set=”Cosmic Eclipse” no=”4″ c=”name”][/card]’s Fragrant Flower Garden is a nice healing Ability; with 330 HP, Rillaboom VMAX can become a tank. Massive Bloom is a solid attack, and its GX move has some niche use. The big draw for me is the Ability for extra healing, but I’m afraid that this inclusion would bog up the deck and be incredibly hard to fit. However, it’s worth trying out in a thin line.
Life Forest Prism Star
I like this a lot and want to fit it in, it would be really strong to get some clutch heals off with [card name=”Life Forest Prism Star” set=”Lost Thunder” no=”180″ c=”name”][/card]. You play so many Stadium cards that it would be more valuable, as your opponent would be looking to counter your Turffield Stadium, then have few, if any, Stadium cards to get rid of the Life Forest Prism Star.
Mallow and Lana with/without Tag Call Engine
With [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”name”][/card] you have another consistency option here that comes with a little healing to go with it. You’d play [card name=”Guzma and Hala” set=”Cosmic Eclipse” no=”193″ c=”name”][/card] as well and [card name=”Tag Call” set=”Cosmic Eclipse” no=”206″ c=”name”][/card] to get both. Tag Call is a mediocre engine, the real upside here is getting access to Mallow and Lana. A Pokemon VMAX with 330 HP and the capability to heal seems pretty scary. I want to be consistent though, that’s why the list is where it’s at. I will try out this option soon.
Alternates: Air Balloon, Pokemon Communication, Zero Rare Candy
While you could replace [card name=”Switch” set=”Sword and Shield” no=”183″ c=”name”][/card] with [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”name”][/card], [card name=”Rillaboom VMAX” set=”Rebel Clash” no=”18″ c=”name”][/card] has a three Energy Retreat Cost so Switch is better. You could add a single copy as a pivot, but it’s only going to be good on a few Pokemon. [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”name”][/card] is an option, but I don’t like it at all over any of the already established consistency Item cards lineup. [card name=”Net Ball” set=”Lost Thunder” no=”187″ c=”name”][/card] and [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”name”][/card] shouldn’t be touched and it’s not like you’re going to cut down on your Turffield Stadium count—that card is too good. You could go to a zero [card name=”Rare Candy” set=”Sword and Shield” no=”180″ c=”name”][/card] list, adding more [card name=”Thwackey” set=”Sword and Shield” no=”12″ c=”name”][/card] and investing heavily in [card name=”Rowlet and Alolan Exeggutor-GX” set=”Unified Minds” no=”1″ c=”name”][/card]. I prefer Rare Candy as it lets you do things in the turn that you get [card name=”Rillaboom” set=”Sword and Shield” no=”14″ c=”name”][/card] out. In certain matchups, you might find your Rillaboom under a lot of pressure where you won’t get to use the Ability because your opponent will use [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card] on it. Having Rare Candy gets rid of that potential issue and makes you more aggressive overall, I wouldn’t touch it.
Weakness Guard Energy
Guzma and Hala would need to be in the deck to run [card name=”Weakness Guard Energy” set=”Unified Minds” no=”213″ c=”name”][/card]. Playing it would give you a shot against [card name=”Welder” set=”Unbroken Bonds” no=”189″ c=”name”][/card] Toolbox decks as well as anything else that’s Fire-based or plays a couple of Fire Pokemon. The type is popular, but waxes and wanes frequently. I’d be most interested in playing Rillaboom VMAX during a time where Fire-type decks are at an all-time low.
Playing Rillaboom VMAX
Set up and swing, avoid Fire-type decks! Do whatever makes sense, if you have a Rowlet and Alolan Exeggutor-GX, and can make a Super Growth play, you should do it (provided Thwacky is in the deck). Rillaboom VMAX’s Max Beating can one-shot about anything, so map out what Knock Outs you want and execute them with Boss’s Orders. Throw [card name=”Shaymin Prism Star” set=”Team Up” no=”10″ c=”name”][/card] in to offset the Prize trade. Rowlet and Alolan Exeggutor-GX’s Tropical Hour GX can be strong in a pinch if you’re able to pull it off. Against Pokemon VMAX decks you’re going to be trading hits, since you can’t one-shot them. In those games it’s going to come down to what Knock Outs you can score off Boss’s Orders and who struck first. Say you’re against [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card], they don’t deal as much damage as you so you can avoid Knock Outs by switching to an undamaged Pokemon. As long as you get to the point of a Knock Out, it’ll be a war of attrition. Play around [card name=”Giant Bomb” set=”Unified Minds” no=”196″ c=”name”][/card] by not discarding any Energy cards, then complete the Knock Out on your next turn (hopefully Giant Bomb won’t be in play) and get your three Prizes. Big Pokemon mean wonky math battles where often the first to attack for a significant Knock Out that yields multiple Prizes will win.
Conclusion
That’s a wrap. These two are both promising in their own unique way, but of the two I’m most excited to keep testing [card name=”Rillaboom VMAX” set=”Rebel Clash” no=”18″ c=”name”][/card]. [card name=”Inteleon VMAX” set=”Rebel Clash” no=”50″ c=”name”][/card] suffers from a rough Weakness to Lightning-type, so maybe [card name=”Weakness Guard Energy” set=”Unified Minds” no=”213″ c=”name”][/card] needs to go in there too. That’s not to say Rillaboom VMAX doesn’t have its work cut out for it with its own Weakness. In addition, there’s yet another unexplored Pokemon VMAX that might have potential—[card name=”Malamar VMAX” set=”Rebel Clash” no=”122″ c=”name”][/card] with its Max Jammer in a hand control-style deck.
Thanks for reading, questions are always welcome in the Subscribers’ Hideout. Take care and continue being safe.
Peace,
–Caleb
Follow me on Twitter @shredemerptcg.
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