Introducing Vikavolt V — The Fabled Return of Seismitoad-EX
I’ve had a fair amount of success with [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card], dating back to its debut in 2014. For the past year though it has been in decline, especially as it was crippled by several card bans in the Expanded format. In the past, Seismitoad-EX and [card name=”Trevenant” set=”XY” no=”55″ c=”name”][/card] were infamously known to duke it out with Item lock, but since then there’s been nothing particularly compelling besides [card name=”Noivern-GX” set=”Burning Shadows” no=”99″ c=”name”][/card] and [card name=”Vileplume” set=”Ancient Origins” no=”3″ c=”name”][/card] as techs offering the same effect.
Enter Vikavolt V, complete with 210 HP, a harder-hitting attack, and a better second attack to boot. It also carries a less-impactful Weakness, and its Lightning-type offers an abundance of support cards. When I first saw this card it immediately caught my eye, however I hadn’t narrowed down how the deck ought to be built. Some of my first ideas circulated around [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card], Paralyzing Bolt serving as a mostly offensive power while offering the disruption of Item lock. Super Zap Cannon could finish things off thereafter. This strategy was fallible for a few reasons. Most importantly, it lacked disruption enough to be blown back by attacks that can one-shot a Vikavolt V.
I am currently talking about the pre-bans, pre-rotation Ultra Prism – Darkness Ablaze Standard format. Keep that in mind before I continue.
Vikavolt V could be paired with [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] as a closer. I wanted to build to a Tag Bolt GX after many turns of attacking and to win the game in one fell swoop. This was pretty cute, but less feasible with Turbo Patch only attaching to non Pokemon-GX Basic Pokemon. This required the addition of [card name=”Energy Switch” set=”Sword and Shield” no=”162″ c=”name”][/card] in the deck, eating up more space and filling it with cards that are dead in a most scenarios. Finally, I went back to where most people have taken this deck: Disruption. I don’t view this as a control deck. It’s a tempo-based strategy, but in order to execute that strategy you need to complement your lack of damage power with some disruption. This makes you “more powerful”.
There’s two options, [card name=”Mareep” set=”Lost Thunder” no=”75″ c=”name”][/card] and Slowbro V. Slowbro V will be better post-rotation as Mareep will join the Expanded format. Fluffy Pillow is nothing without [card name=”Slumbering Forest” set=”Unified Minds” no=”207″ c=”name”][/card], so that automatically joins this new squad as well. Slowbro V would be paired with [card name=”Dark City” set=”Unified Minds” no=”193″ c=”name”][/card], but that’s a tale for another time. This Vikavolt V with Mareep concoction revolves around shutting off switching cards, primarily [card name=”Switch” set=”Sword and Shield” no=”183″ c=”name”][/card]. Others include Bird Keeper, [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”name”][/card], and [card name=”Tate and Liza” set=”Celestial Storm” no=”148″ c=”name”][/card]. Besides these, there aren’t any other Supporters that switch things up. This makes Mareep super powerful, as these Supporters are usually played in lower counts (subject to change of course.) Vikavolt V is as good as Seismitoad-EX was because it can use Paralyzing Bolt on the first turn. This deck wants to go second, attempting to get the first turn Item lock. Sure, your opponent might get a turn of Items in going first, but they would be able to play Items going second anyways because you can’t attack if you started first. [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card], [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card], and Turbo Patch all work together to get you a first turn attack. I know I mentioned Energy Switch earlier, but I don’t like it. I don’t run it here, but it could be an option in improving your first turn attacking chances by moving an Energy from the Bench to an Active Vikavolt V. Here’s where I’m at:
Vikavolt V Deck List
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[decklist name=”.” amt=”60″ caption=”” cname=”Vikavolt-GX” set=”Guardians Rising” no=”45″][pokemon amt=”11″]4x Vikavolt V (DAA #60)2x [card name=”Mareep” set=”Lost Thunder” no=”75″ 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]1x Crobat V (DAA #104)1x [card name=”Boltund V” set=”Rebel Clash” no=”67″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”37″]4x [card name=”Professor’s Research” set=”Sword and Shield” no=”178″ c=”deck2″ amt=”4″][/card]4x [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”deck2″ amt=”4″][/card]2x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ amt=”2″][/card]1x [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”deck2″ amt=”1″][/card]1x [card name=”Lusamine” set=”Crimson Invasion” no=”96″ c=”deck2″ amt=”1″][/card]1x [card name=”Cynthia and Caitlin” set=”Cosmic Eclipse” no=”189″ c=”deck2″ amt=”1″][/card]1x [card name=”Bellelba and Brycen-Man” set=”Cosmic Eclipse” no=”186″ c=”deck2″ divide=”yes” amt=”1″][/card]4x Turbo Patch (DAA #172)4x [card name=”Switch” set=”Sword and Shield” no=”183″ c=”deck2″ amt=”4″][/card]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]4x [card name=”Crushing Hammer” set=”Sword and Shield” no=”159″ c=”deck2″ amt=”4″][/card]2x Cape of Toughness (DAA #160)2x [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”deck2″ divide=”yes” amt=”2″][/card]2x [card name=”Slumbering Forest” set=”Unified Minds” no=”207″ c=”deck2″ amt=”2″][/card]1x [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”12″]8x [card name=”Lightning Energy” set=”Evolutions” no=”94″ c=”deck2″ amt=”8″][/card]4x [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
Before I do anything else I want to defend the exclusion of Electropower. This might come as a shock, it personally seemed unfathomable to me at first. But here’s a brief analysis of relevant HP (based off reasonable Electropower scenarios, usually just a single copy):
- 340 HP Eternatus VMAX
- Paralyzing Bolt x3 + Super Zap Canon x1: -50, -50, -50, -190 = -340
- Alternatively you could Paralyzing Bolt seven times, which seems like a lot but Mareep’s sleep lock helps
Electropower doesn’t do anything unless it’s played in multiples, but one noteworthy spot where it does matter is against 320 HP Pokemon.
- 320 HP Pokemon
- Paralyzing Bolt x2 + Super Zap Canon x1 + Electropower x1: -50, -50, -190, -30 = -320
Let’s use [card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card] as an example. You could use Vikavolt V’s Super Zap Cannon attack with a single Electropower for a one-hit Knock Out, but look at the Paralyzing Bolt math. For this, it will be a single Electropower somewhere down the line complementing your four attacks for 50 damage, bringing the total to 230 overall and a Knock Out. In conclusion, there is some merit for Electropower, but when your focus is on using Paralyzing Bolt you don’t “want” to use Super Zap Canon unless you’re finishing a major threat / grabbing your last Prizes. You will have lots of time to keep the Item lock up with Mareep keeping your opponent’s threats at arm’s length. I can see Electropower more as a tech in this deck, maybe as a two-of.
Explanations
Four Vikavolt V
This is your main attacker, the only attacker save [card name=”Boltund V” set=”Rebel Clash” no=”67″ c=”name”][/card]. You want to start with Vikavolt V in your opening hand, albeit not always in the Active Spot. This is so you can use [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card]. You’re going to want all four so you’re never at a loss for an attacker, the goal is to feed a whole four Vikavolt V to your opponent before the game is done. When you do start with it, it becomes imperative to find [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card] or hit a Turbo Patch to get the first turn Paralyzing Bolt. With lots of ways to dig into your deck using support Pokemon and ways to accelerate Energy, this shouldn’t be a problem even if it is your starter. Everything else can be switched from the Active Spot to the Bench, paving the way to another out in Dance of the Ancients.
Two Mareep and Two Slumbering Forest
[cardimg name=”Mareep” set=”Lost Thunder” no=”75″ align=”right” c=”none”][/cardimg]
This is your main source of disruption and you don’t want either card in the Prizes. You want two of each of these as insurance. The best part about [card name=”Slumbering Forest” set=”Unified Minds” no=”207″ c=”name”][/card] is that you’ll be “guaranteed” one between turns phase with it each time you play it. This list plays a way to recover it, so in the long-term you should win the Stadium war and lock in this degenerate gym. Sometimes your opponent may choose to Knock Out [card name=”Mareep” set=”Lost Thunder” no=”75″ c=”name”][/card]. This is okay since you have another, but it wouldn’t be if there was only one.
Two Dedenne-GX and One Crobat V
I’ve played around with a third [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card] but it felt unnecessary. You don’t want that many sitting ducks for your opponent, these squishy Pokemon are efficient ways to chase Prizes when you’re under everlasting Item lock. You want at least one of each so you have extra gas on your first turn, as the first turn is important for getting an immediate Paralyzing Bolt.
One Tapu Koko Prism Star, Four Turbo Patch, and One Thunder Mountain Prism Star
This is the complete first turn attack bundle. Each way has its own niche, some harder to pull off than others. Thunder Mountain Prism Star would go best with [card name=”Tag Call” set=”Cosmic Eclipse” no=”206″ c=”name”][/card] and [card name=”Guzma and Hala” set=”Cosmic Eclipse” no=”193″ c=”name”][/card], but for now it’s another draw-based out to getting the first turn attack. Most first turn Paralyzing Bolt plays will require at least one Lightning Energy in your discard pile, this is usually accomplished with [card name=”Professor’s Research” set=”Sword and Shield” no=”178″ c=”name”][/card] or [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”name”][/card]. Each route isn’t a given, but playing all six in tandem increases your chances significantly. In the past, [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] decks got the turn one Full Blitz fairly often, and this deck needs one less Energy and abuses Turbo Patch.
One Boltund V
Boltund V is the closer in my list right now and it’s worked decently well. You bide so much time sitting behind the Item lock that you can get a ton of Lightning Energy into play and ramp up your Bolt Storm. I’m not completely sold on this inclusion, but having a Pokemon to carry the squad after Item lock is up seems prudent. Originally this was the Pikachu and Zekrom-GX that I talked about earlier, but that’s come to pass with the additional space required with Energy Switch and such.
Four Marnie
I don’t find it necessary to defend the inclusion of four [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card]. It’s a staple at this point, but this is more towards Marnie being especially powerful with Item lock especially since the cards go to the bottom of the deck. Your opponent is going to play their Items whenever they can, meaning the playable cards will go to the bottom of the deck. The more you do this the more junk will clutter your opponent’s deck, which works to your advantage.
Two Boss’s Orders
This deck isn’t exactly aggressive, but [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card] can bide you more time and works to your Prize plan. Mareep can lock up something of your choosing, perhaps one that works into your Prize map, and then you start chipping away at it. Super Zap Cannon is a more aggressively-geared attack, and in the later game Boss’s Orders can quickly eliminate the last few Pokemon you need to finish up your win.
One Mallow and Lana, One Lusamine, One Cynthia and Caitlin, and One Bellelba and Brycen-Man
Without Tag Call this isn’t much of an engine, but these are the tech Supporters I’ve been working with in this archetype. [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”name”][/card] keeps a Vikavolt V kicking for longer, and you can use [card name=”Lusamine” set=”Crimson Invasion” no=”96″ c=”name”][/card] and [card name=”Cynthia and Caitlin” set=”Cosmic Eclipse” no=”189″ c=”name”][/card] to recover it. The two work in tandem, you can recover one with the other and vice-versa. Lusamine is important because it can get back Slumbering Forest and keep the Mareep Sleep lock on for longer. Cynthia and Caitlin is a pretty neutral draw card, which allows you to get back the Lusamine or something more pressing. [card name=”Bellelba and Brycen-Man” set=”Cosmic Eclipse” no=”186″ c=”name”][/card] can be recovered and reused, but it’s included first and foremost for Eternatus VMAX. It stinks to discard cards from your deck, but it limits their Bench. The inclusion of Bellelba and Brycen-Man will change with the upcoming Standard format ban on it, but for the time being this is the way to go for any deck that seeks to limit an Eternatus VMAX player’s Bench. The Bench disruption is particularly strong because without Items they will have limited ways to build such a formidable Bench again.
Four Crushing Hammer
To be frank, these are the four cards that I see making space for others in the future. They’re strong, but flip-based. Plus, the Mareep Sleep lock is the best way to shut an opponent down. [card name=”Crushing Hammer” set=”Sword and Shield” no=”159″ c=”name”][/card] is best in the early game when you’re not ready to use Mareep. In fact, the Mareep strategy is a bit fancy, requiring a [card name=”Switch” set=”Sword and Shield” no=”183″ c=”name”][/card] to put the Mareep into the Active Spot, then an [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”name”][/card] attached to Mareep to move it back to the Bench and return Vikavolt V to the Active Spot. Crushing Hammer has its games where it’s amazing and others where I wish it was something else. Since this deck possesses another lock entirely, perhaps it’s better to play more cards to complement that lock than an Energy denial package.
Two Cape of Toughness
50 more HP from Cape of Toughness can be very significant. This is the difference between an Eternatus VMAX field of seven Pokemon and a field of nine. It makes a Baby [card name=”Blacephalon” set=”Unbroken Bonds” no=”32″ c=”name”][/card] deck need another Fire Energy to reach a Knock Out, and it requires more [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card] action from a Pikachu and Zekrom-GX deck to achieve a Knock Out. What it doesn’t do is avoid a Knock Out from an [card name=”Arceus and Dialga and Palkia-GX” set=”Cosmic Eclipse” no=”156″ c=”name”][/card]’s Altered Creation GX-boosted Zacian V Brave Blade or a two-shot from [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card]. These two could go, but I have enjoyed having them and dodging Knock Outs when paired with Mallow and Lana.
Eight Lightning Energy and Four Speed Lightning Energy
Unlike Pikachu and Zekrom-GX decks, Vikavolt V doesn’t need as many Energy. It does want to play a full four [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”name”][/card] for the added draw two consistency and ample Basic Lightning Energy. Why the Basic Energy? You want as many as you can fit because of the Tapu Koko Prism Star and Turbo Patch synergy, you want to get some in the discard pile as soon as possible.
Options
I’ve thought of way too many options for this Vikavolt V deck and I still might be missing some, I’ve already talked over why I think Electropower shouldn’t be played unless in lower counts, so we’re skipping that inclusion. The more time you have as a deck, the better off you’ll be. This isn’t an aggro deck, it wins in a war of attrition.
Absol
Extra Retreat Cost for pests like [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] slows down decks further and [card name=”Absol” set=”Team Up” no=”88″ c=”name”][/card] could prove useful in biding extra time.
Galarian Zigzagoon, Giratina, Mewtwo, and Scoop Up Net
This [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”name”][/card] package is one of the most intriguing options for Vikavolt V. [card name=”Mewtwo” set=”Unbroken Bonds” no=”75″ c=”name”][/card] helps recover Supporters. [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card] provides a little extra damage to help Knock Outs or force a Pokemon out of the Active Spot on your turn. Although some decks skip Special Energy, Dimension Breach [card name=”Giratina” set=”Unified Minds” no=”86″ c=”name”][/card] is a reusable disruption compared to everything else that has been single use.
Mimikyu (Darkness Ablaze)
Heal Stop Mimikyu works well in this deck, reducing [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”name”][/card] to only a switching card. Healing against Vikavolt V is does away with all the hard work you put into building Knock Outs.
Tapu Koko V
An alternate to Boltund V, [card name=”Tapu Koko V” set=”Sword and Shield” no=”72″ c=”name”][/card]’s 200 damage attack is nothing to scoff at, but I enjoy the “unlimited” nature of Bolt Storm. Bolt Storm does more damage on average, so I’m sticking with it for now. Spike Draw could be decent, but that’s hardly a reason to play this card.
Wondrous Labyrinth Prism Star
More disruption, but I think [card name=”Wondrous Labyrinth Prism Star” set=”Team Up” no=”158″ c=”name”][/card] hurts you too much to be good.
Bird Keeper
A generic switching card with added draw bonus, Bird Keeper could be another decent way to get back into your Mareep and draw cards for the turn.
Team Yell Grunt
More disruption, although [card name=”Team Yell Grunt” set=”Sword and Shield” no=”184″ c=”name”][/card] is not as powerful since you’re not commanding a true draw lock. You might stop an attack for one turn, but you’re losing your Supporter for turn on something that doesn’t do a whole lot.
Guzma and Hala and / or Tag Call
[cardimg name=”Guzma and Hala” set=”Cosmic Eclipse” no=”193″ align=”right” c=”none”][/cardimg]
These are among my favorite options for this deck, I think [card name=”Tag Call” set=”Cosmic Eclipse” no=”206″ c=”name”][/card] for [card name=”Guzma and Hala” set=”Cosmic Eclipse” no=”193″ c=”name”][/card] on your first turn is about the best possible play you could make. It practically builds up Vikavolt V’s Paralyzing Bolt for you, plus you can snag an [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”name”][/card] to move something out of the Active Spot, the Energy you need, and the [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card]. However, the card falls off heavily after the first turn so I’m not completely sold on it.
Counter Gain and / or Reset Stamp
If you’re behind on Prizes you could use [card name=”Counter Gain” set=”Lost Thunder” no=”170″ c=”name”][/card] instead of Turbo Patch. It’s a safer alternative, but we’re not looking to be behind on Prizes. This applies to [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] too. With [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] making up much of this deck’s draw as it is, you’ll only play Reset Stamp in the very late game and the hand disruption from Marnie is enough. I’m unsure for now, but perhaps you could build this deck more with a late game push at a comeback — these would be the two cards to add.
Giant Bomb
The most effective strategies against Vikavolt V one-shot it, so [card name=”Giant Bomb” set=”Unified Minds” no=”196″ c=”name”][/card] would deal a massive punch to those that dare take that Knock Out.
Great Catcher
A different gust option, but I think you can skip [card name=”Great Catcher” set=”Cosmic Eclipse” no=”192″ c=”name”][/card] as this deck doesn’t need to be as aggro.
Tool Scrapper
Removing an Air Balloon or something like that, something that creates a pivot will give you a fine [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card] target for later.
Capture Energy
Since there’s a Colorless Energy in its attack cost, Vikavolt V decks could play [card name=”Capture Energy” set=”Rebel Clash” no=”171″ c=”name”][/card]. But with [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”name”][/card] in the same list, there’s no room for both. I could see cutting one basic Lightning Energy for a Capture Energy. It might even up your odds for Tapu Koko Prism Star since it can search it out of the deck.
Playing the Deck
Get the Vikavolt V Item lock going and let the rest happen! Some games you might take a little while to collect the pieces of the [card name=”Mareep” set=”Lost Thunder” no=”75″ c=”name”][/card] lock. This might lead you to breaking the Item lock earlier to eliminate an attacking threat. This is the greatest piece of advice I can give starting off — this deck gains its tempo by controlling the pace of the game. If you’re not establishing the Sleep lock you have to find other alternatives. Other than that, try to do the same thing I’ve been talking about in my articles: Try to attack as few times as possible to win the game. If there are two Pokemon VMAX in play, try to Sleep lock those two for your six Prizes. Don’t break the Item lock until you play a Marnie, the same goes if you were playing Reset Stamp and putting your opponent below four cards. The fewer the better, you don’t want the Items to burn you once they’re playable. Other than that, [card name=”Boltund V” set=”Rebel Clash” no=”67″ c=”name”][/card] can occasionally clean things up, but think about the worst possible scenario of breaking the Item lock before you do it. Against Eternatus VMAX you can go for the Sleep lock and use [card name=”Bellelba and Brycen-Man” set=”Cosmic Eclipse” no=”186″ c=”name”][/card] to disrupt them. More on the Mareep option — it’s not a perfect lock, but it’s likely that your opponent’s Active Pokemon will stay asleep with [card name=”Slumbering Forest” set=”Unified Minds” no=”207″ c=”name”][/card] in play. Take note, the better Vikavolt V appears in the eyes of the public, the more likely Supporter switching cards might find their way into decks.
Conclusion
Vikavolt V is another exciting Darkness Ablaze deck! I hope you liked reading about it, it’s currently my second favorite archetype from the new set. The Eternatus VMAX matchup can be close, but it’s winnable. I’m afraid with the incoming Bellelba and Brycen-Man ban, the whole Eternatus VMAX build is going to go largely unchecked. Time will tell… Hit me up in the Subscribers’ Hideout with questions!
Peace,
–Caleb
Follow me on Twitter @shredemerptcg.
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