Special Conditions and Item Lock — Making Vikavolt V Work Post-Rotation
Item lock is one of my all time favorite aspects of the game! It feels like I just talked about the deck, but that was before the format changed with the rotation. When I covered [card name=”Vikavolt V” set=”Darkness Ablaze” no=”60″ c=”name”][/card] the first time, I included [card name=”Mareep” set=”Lost Thunder” no=”75″ c=”name”][/card], the go-to option for creating a lock at the time. The latest online event showed us [card name=”Dustox” set=”Lost Thunder” no=”28″ c=”name”][/card] as another option, but that too fell to the rotation. Moving forward the options are more limited, but there’s some good ones. It’s worth mentioning that [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card] has bit the dust as well, so this deck has changed completely. A few things remain the same: You have [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card] and [card name=”Turbo Patch” set=”Darkness Ablaze” no=”172″ c=”name”][/card] (these will be in most lists.) Mareep may be gone, but there’s [card name=”Amoonguss” set=”Unified Minds” no=”14″ c=”name”][/card]. Come to think of it, Amonguss’ Bursting Spores Ability may have had potential before the rotation, though now it’s all that’s left. You use [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”name”][/card] on a [card name=”Foongus” set=”Unified Minds” no=”13″ c=”name”][/card], drop it back down, then you’ve got your opponent’s Active Pokemon Asleep and Poisoned. A recent large tournament introduced a Vikavolt V / [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] variant, combining both decks for some interesting options. This is something I talked about originally, playing a Pikachu and Zekrom-GX to clean things up with its Tag Bolt GX attack in the late game. In addition to these fine ideas, there’s a more typical Vikavolt V list I’ve been working on, brandishing [card name=”Galarian Slowbro V” set=”Darkness Ablaze” no=”99″ c=”name”][/card] for extra damage and [card name=”Yell Horn” set=”Darkness Ablaze” no=”173″ c=”name”][/card] for added disruption. I’ll be highlighting all three of my updated lists for these decks today!
Vikavolt V / Amoongus
[premium]
[decklist name=”.” amt=”60″ caption=”” cname=”Amoonguss” set=”Unified Minds” no=”14″][pokemon amt=”13″]4x [card name=”Foongus” set=”Unified Minds” no=”13″ c=”deck2″ amt=”4″][/card]2x [card name=”Amoonguss” set=”Unified Minds” no=”14″ c=”deck2″ amt=”2″][/card]3x [card name=”Vikavolt V” set=”Darkness Ablaze” no=”60″ c=”deck2″ amt=”3″][/card]1x [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”deck2″ amt=”1″][/card]1x [card name=”Marshadow” set=”Unbroken Bonds” no=”81″ c=”deck2″ amt=”1″][/card]1x [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”deck2″ amt=”1″][/card]1x [card name=”Crobat V” set=”Darkness Ablaze” no=”104″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”36″]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]3x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ divide=”yes” amt=”3″][/card]4x [card name=”Turbo Patch” set=”Darkness Ablaze” no=”172″ c=”deck2″ amt=”4″][/card]4x [card name=”Switch” set=”Sword and Shield” no=”183″ c=”deck2″ amt=”4″][/card]4x [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”deck2″ amt=”4″][/card]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]3x [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”deck2″ amt=”3″][/card]2x [card name=”Cape of Toughness” set=”Darkness Ablaze” no=”160″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”Slumbering Forest” set=”Unified Minds” no=”207″ c=”deck2″ amt=”4″][/card][/trainers][energy amt=”11″]7x [card name=”Lightning Energy” set=”Evolutions” no=”94″ c=”deck2″ amt=”7″][/card]4x [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
Explanations
Four Foongus, Two Amoonguss, and Four Scoop Up Net
[cardimg name=”Amoonguss” set=”Unified Minds” no=”14″ align=”right” c=”none”][/cardimg]
This would have been a whole lot better with [card name=”Ditto Prism Star” set=”Lost Thunder” no=”154″ c=”name”][/card] around, but we don’t have that anymore. The next best thing is maxing out Foongus and playing four Scoop Up Net, this way you’ll have plenty of Bursting Spores uses on tap. You only need two Amoonguss because only one is needed in play to get the Asleep action started. One Foongus could go, but you want some extras because the lock is very important. Aside from the obvious, Poison can be deceptively strong in here as a way to force Knock Outs coming back into your turn. Depending on the damage, you can set one up coming back to your turn. Item lock dissuades a player from having a switching effect to get out of the Special Condition, so it’s often likely you’ll be able to pull the play off.
One Marshadow and Four Slumbering Forest
This deck is all-in on the Asleep lock, you don’t want [card name=”Chaotic Swell” set=”Cosmic Eclipse” no=”187″ c=”name”][/card] to stop that, so [card name=”Marshadow” set=”Unbroken Bonds” no=”81″ c=”name”][/card] needs to be in the deck to remove that threat. Four [card name=”Slumbering Forest” set=”Unified Minds” no=”207″ c=”name”][/card] is essential so you never have an opponent flipping one heads to wake up. You want to make things as difficult as possible and this is the way to do it.
Three Pokemon Communication
This list needs to get weird here. [card name=”Pokémon Communication” set=”Team Up” no=”152″ c=”name”][/card] is a way to find Amoonguss. It’s not terrible, it’s another way to find a draw out like [card name=”Crobat V” set=”Darkness Ablaze” no=”104″ c=”name”][/card] or [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card]. The one drawback is the low number of Pokemon in this deck. You could opt for more copies of Amoonguss or [card name=”Evolution Incense” set=”Sword and Shield” no=”163″ c=”name”][/card] instead, but both are very low value and won’t help outside of finding the Pokemon you’re looking for.
Overview
I’ve played the most with this version and like it a lot. The Asleep lock is a lot more consistent in this variant, as opposed to the [card name=”Mareep” set=”Lost Thunder” no=”75″ c=”name”][/card] version. Now you don’t need a switching card at all, you use [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”name”][/card] on a [card name=”Foongus” set=”Unified Minds” no=”13″ c=”name”][/card] and play it back down. This is the most oppressive [card name=”Vikavolt V” set=”Darkness Ablaze” no=”60″ c=”name”][/card] deck in the format currently. It’s the most defensive-based build while the others are more offensive. Much like with the old Mareep version, you’re going to pick the Pokemon you want to Knock Out mentally and deliver. This deck has [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] for further disruption, as well as ample copies of [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card] to pick the right Pokemon to take down. The deck’s strategy isn’t going to change a whole lot throughout the game, you need to focus on the Special Condition lock and trying to use Vikavolt V’s Paralyzing Bolt attack as often as possible. When should this version break the Item lock? Try not to, only use Vikavolt V’s Super Zap Cannon attack when you must take out something too threatening or when you’re about to win the game.
Vikavolt V / Galarian Slowbro V
[decklist name=”.” amt=”60″ caption=”” cname=”Galarian Slowbro V” set=”Darkness Ablaze” no=”99″][pokemon amt=”11″]3x [card name=”Vikavolt V” set=”Darkness Ablaze” no=”60″ c=”deck2″ amt=”3″][/card]1x [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”deck2″ amt=”1″][/card]1x [card name=”Oricorio-GX” set=”Cosmic Eclipse” no=”95″ c=”deck2″ amt=”1″][/card]1x [card name=”Giratina” set=”Unified Minds” no=”86″ c=”deck2″ amt=”1″][/card]1x [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”deck2″ amt=”1″][/card]1x [card name=”Galarian Slowbro V” set=”Darkness Ablaze” no=”99″ 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]1x [card name=”Crobat V” set=”Darkness Ablaze” no=”104″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”38″]4x [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”deck2″ amt=”4″][/card]4x [card name=”Bird Keeper” set=”Darkness Ablaze” no=”159″ c=”deck2″ amt=”4″][/card]3x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ divide=”yes” amt=”3″][/card]4x [card name=”Yell Horn” set=”Darkness Ablaze” no=”173″ c=”deck2″ amt=”4″][/card]4x [card name=”Turbo Patch” set=”Darkness Ablaze” no=”172″ c=”deck2″ amt=”4″][/card]4x [card name=”Switch” set=”Sword and Shield” no=”183″ c=”deck2″ amt=”4″][/card]4x [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”deck2″ amt=”4″][/card]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]2x [card name=”Cape of Toughness” set=”Darkness Ablaze” no=”160″ c=”deck2″ amt=”2″][/card]1x [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”deck2″ amt=”1″][/card]1x [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”deck2″ divide=”yes” amt=”1″][/card]3x [card name=”Dark City” set=”Unified Minds” no=”193″ c=”deck2″ amt=”3″][/card][/trainers][energy amt=”11″]7x [card name=”Lightning Energy” set=”Evolutions” no=”94″ c=”deck2″ amt=”7″][/card]4x [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
Explanations
One Oricorio-GX
This deck particularly likes [card name=”Oricorio-GX” set=”Cosmic Eclipse” no=”95″ c=”name”][/card] because this list adds to its hand frequently. Its Dance of Tribute Ability is good in any Vikavolt V deck, but not in something like the [card name=”Amoonguss” set=”Unified Minds” no=”14″ c=”name”][/card] list because there’s very little room on the Bench. As such, the extra draw of three is sweet and this list can afford to have it in the deck. You will sometimes have absolutely massive hands!
One Giratina and One Galarian Zigzagoon
These are your Scoop Up Net targets. [card name=”Giratina” set=”Unified Minds” no=”86″ c=”name”][/card] is like a repeatable [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”name”][/card], and [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card] can force Knock Outs of its own. Galarian Zigzagoon works incredibly well with [card name=”Galarian Slowbro V” set=”Darkness Ablaze” no=”99″ c=”name”][/card] by supplementing the damage where it leaves off, giving you the option to force an opponent to push a new Pokemon to the Active Spot while it’s your turn. Combined, these make for better value than four slots dedicated to [card name=”Crushing Hammer” set=”Sword and Shield” no=”159″ c=”name”][/card].
One Galarian Slowbro V and Three Dark City
[cardimg name=”Galarian Slowbro V” set=”Darkness Ablaze” no=”99″ align=”right” c=”none”][/cardimg]
This variant of Vikavolt V revolves around Galarian Slowbro V’s Rapid-Fire Poison. You’re not a lock deck other than the inherent Item lock. Rather, you’re somewhere in the middle utilizing extra offensive power with Poison damage. You’re going to swap out your Pokemon in the Active Spot for Galarian Slowbro V frequently to inflict Poison over and over. The extra 10 damage might not seem like a lot, but it speeds things up more than you would think! [card name=”Dark City” set=”Unified Minds” no=”193″ c=”name”][/card] keeps the Galarian Slowbro V mobile.
Four Bird Keeper
A hard switch effect works great in this deck. [card name=”Bird Keeper” set=”Darkness Ablaze” no=”159″ c=”name”][/card] is perfect to reuse Rapid-Fire Poison over and over. Building big hands works great with this deck and Bird Keeper keeps adding to what you’ve got. You can use Marnie after you’re ready to part with what you’ve been building up to! Marnie is your go-to in the very early game to get a disrupting advantage.
Four Yell Horn
This might seem bad at first glance, but [card name=”Yell Horn” set=”Darkness Ablaze” no=”173″ c=”name”][/card] is strong! Item lock and Confusion is nearly as bad as being Asleep, it’s only a matter of coin flips. Confusion might put someone off of attacking altogether, or damage them in the process. The supplemental damage is never bad and alongside Poison, it racks up quickly. You confuse yourself with Yell Horn, but with so many switching cards it’s no big deal. It works in tandem with Galarian Slowbro V, with Dark City you can retreat a Galarian Slowbro V after its Confused.
Overview
This is the cutest version of these three Vikavolt V decks. The Poison damage works well with forcing Knock Outs, depending on how things are timed. Sometimes you might want to wait a turn to inflict Poison so you can set up better math. As opposed to the more aggressive [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card] list, this deck can control games completely. If you set things up right and don’t get overwhelmed, you can decide which Knock Outs happen and when. This version is crafty and changes shape each game, it’s mentally stimulating to play and fun to pick how you’re going to win. This is my favorite version right now because of the way it plays. It’s lower maintenance than the Amoonguss version because Yell Horn instantly works upon being played. The single drawback is that the [card name=”Slumbering Forest” set=”Unified Minds” no=”207″ c=”name”][/card] Asleep lock is more powerful than Confusion overall, requiring two coin flips as opposed to one. Overall it’s a trade-off, are you going to be slightly more consistent and have a less powerful lock, or the other way around?
Vikavolt V / Pikachu and Zekrom-GX
[decklist name=”.” amt=”60″ caption=”” cname=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″][pokemon amt=”14″]4x [card name=”Jirachi” set=”Team Up” no=”99″ c=”deck2″ amt=”4″][/card]2x [card name=”Vikavolt V” set=”Darkness Ablaze” no=”60″ c=”deck2″ amt=”2″][/card]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]1x [card name=”Raichu and Alolan Raichu-GX” set=”Unified Minds” no=”54″ c=”deck2″ amt=”1″][/card]1x [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”deck2″ amt=”1″][/card]1x [card name=”Eldegoss V” set=”Rebel Clash” no=”19″ 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]3x [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”deck2″ amt=”3″][/card]3x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ divide=”yes” amt=”3″][/card]4x [card name=”Switch” set=”Sword and Shield” no=”183″ c=”deck2″ amt=”4″][/card]4x [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”deck2″ amt=”4″][/card]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]4x [card name=”Energy Switch” set=”Sword and Shield” no=”162″ c=”deck2″ amt=”4″][/card]2x [card name=”Electromagnetic Radar” set=”Unbroken Bonds” no=”169″ c=”deck2″ amt=”2″][/card]2x [card name=”Big Charm” set=”Sword and Shield” no=”158″ c=”deck2″ amt=”2″][/card]2x [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”deck2″ amt=”2″][/card][/trainers][energy amt=”14″]10x [card name=”Lightning Energy” set=”Evolutions” no=”94″ c=”deck2″ amt=”10″][/card]4x [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
Explanations
Four Jirachi
This version is all offensive, so you want [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card] to hurry things along. The list plays four [card name=”Switch” set=”Sword and Shield” no=”183″ c=”name”][/card] and four [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”name”][/card], so the Jirachi engine makes sense since there’s room for it (the other lists I’ve shown off are more packed). Multiple Stellar Wish uses improves your chances of getting a first turn Full Blitz, now harder than ever with the loss of [card name=”Thunder Mountain Prism Star” set=”Lost Thunder” no=”191″ c=”name”][/card]. Fear not, there’s [card name=”Tapu Koko Prism Star” set=”Team Up” no=”51″ c=”name”][/card] for two Lightning Energy, then paired with [card name=”Energy Switch” set=”Sword and Shield” no=”162″ c=”name”][/card] and an Energy attachment for the turn to seal the deal.
One Galarian Zigzagoon and Four Scoop Up Net
Since this list already has the four Scoop Up Net for Jirachi, a [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card] is a nice addition. It’s no [card name=”Electropower” set=”Lost Thunder” no=”172″ c=”name”][/card], but it’s something to complement your already gaudy damage output. This deck is going to be focused more on two-shots than one-shots like the past, but a couple of Galarian Zigzagoon’s Headbutt Tantrum Ability uses go a long way.
Four Energy Switch
In order to get a first turn Full Blitz attack you need to get the Energy Switch combo off. Energy Switch does allow for a turn 1 Paralyzing Bolt play too if you want to go that route. No matter how you look at it, this is the best way to make up for the loss of Thunder Mountain Prism Star and needs to be maxed out to improve your chances of getting those plays off.
Two Electromagnetic Radar
There’s three very fine targets for [card name=”Electromagnetic Radar” set=”Unbroken Bonds” no=”169″ c=”name”][/card] to snag in this deck. [card name=”Zeraora-GX” set=”Lost Thunder” no=”86″ c=”name”][/card] may no longer be out there, but adding two additional outs to [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card]’s Dedechange is never bad. Plus it thins the deck of some of your main attackers. With little surefire Pokemon search in the format, it’s nice to have other options in a deck like this that actually makes fair use of them.
Two Air Balloon
Without Zeraora-GX the deck needs more switching options. [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”name”][/card] is the best way to do this. While some of your Pokemon might need to discard a single Energy to Retreat with Air Balloon attached, it’s great to have the potential for an always-on pivot card. This deck shifts gears rapidly with Energy Switch, so cards like this are very important to maintaining that flexibility.
Overview
This is the most aggressive, offensive-minded version of [card name=”Vikavolt V” set=”Darkness Ablaze” no=”60″ c=”name”][/card]. Sometimes you’ll lead with Paralyzing Bolt then finish with [card name=”Pikachu and Zekrom-GX” set=”Team Up” no=”33″ c=”name”][/card]’s Full Blitz, or the other way around. You can build up a Tag Bolt GX attack in the back biding time behind the Item lock, or rope big Super Zap Cannon attacks into Knock Outs and rush down an opponent. This is perhaps the most proven variant of Vikavolt V, winning a major online event (albeit with Electropower and other pre-rotation cards). This version of the deck is the best to take as-is and hop into a tournament with. If you don’t like fancy play, take this list for a ride and see how you like it!
Random Vikavolt V Observations
[cardimg name=”Jirachi” set=”Team Up” no=”99″ align=”right” c=”none”][/cardimg]
Vikavolt V doesn’t need to be confined to Item lock duty. It has other applications as a tempo play where you might [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] or [card name=”Reset Stamp” set=”Unified Minds” no=”206″ c=”name”][/card] along with Item lock, then move into a bigger attack. Super Zap Cannon is a far better attack than Grenade Hammer was for [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] in the past. In post-rotation Vikavolt V decks would love to play [card name=”Jirachi” set=”Team Up” no=”99″ c=”name”][/card], but it’s hard to without cutting down on techs. Jirachi keeps your first turns going without [card name=”Acro Bike” set=”Celestial Storm” no=”123″ c=”name”][/card], one of the biggest losses for Lightning type decks. It helps push you closer to a turn one Paralyzing Bolt. Frankly, I don’t think the turbo Vikavolt V lists from pre-rotation work anymore. They relied heavily on Electropower to allow Vikavolt V to be the only attacker, or only attacker without support that is. I’ve been choosing to go first with any Vikavolt V deck. You can’t get the first turn Marnie and Item lock anymore, but in the post-rotation format without Thunder Mountain Prism Star it’s so incredibly difficult to get the first turn attack off that it’s almost moot.
There’s no need to add [card name=”Absol” set=”Team Up” no=”88″ c=”name”][/card] anymore. It was a decent card in any deck to stop Jirachi, but now with Jirachi-based decks playing Scoop Up Net and Switch, Absol has become worse. On the bright side, these are more Item cards creeping into an opponent’s deck, Item cards that don’t stay in play like a Tool. Reset Stamp is never bad in Vikavolt V, but I think once you get to the late game the way things go is determined on the attackers in play and not so much what’s in your opponent’s hand. Taking it out is a space saved, but it’s a valuable card when combined with Item lock, such low hand sizes are often unplayable.
Another key addition to Vikavolt V in the past was [card name=”Marshadow” set=”Unbroken Bonds” no=”81″ c=”name”][/card]. Now it’s unnecessary unless you’re super committed to [card name=”Slumbering Forest” set=”Unified Minds” no=”207″ c=”name”][/card] and afraid of [card name=”Chaotic Swell” set=”Cosmic Eclipse” no=”187″ c=”name”][/card]. Previously it was at its best so you could manage Thunder Mountain Prism Star plays, now that’s not relevant. How many [card name=”Cape of Toughness” set=”Darkness Ablaze” no=”160″ c=”name”][/card] should one play? If you could fit three for the three Vikavolt V you attack with in a game you would, but at least one of the Knock Outs you take usually isn’t affected by the extra HP. Two has felt like the right number in most lists so you can have two 260 HP Vikavolt V.
Sample Vikavolt V / Galarian Slowbro V gameplay
A hand of Vikavolt V / [card name=”Galarian Slowbro V” set=”Darkness Ablaze” no=”99″ c=”name”][/card]; going second with [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card] on the Active Spot:
- Galarian Zigzagoon
- Cape of Toughness
- [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”name”][/card]
- Reset Stamp
- [card name=”Yell Horn” set=”Darkness Ablaze” no=”173″ c=”name”][/card]
- Lightning Energy
- [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”name”][/card]
- Draw for Turn: Quick Ball
I play Quick Ball, discarding a Lightning Energy to take Vikavolt V from the deck. I’m going to attach the Speed L Energy first before the Quick Ball to see if I need to take a support Pokemon to draw more cards. I get another Lightning Energy and a [card name=”Turbo Patch” set=”Darkness Ablaze” no=”172″ c=”name”][/card]. You want to play the Turbo Patch first to see what flip you get, guiding your next decision. I got a tails here so in general, I think committing to the first one attack is advisable at this point seeing as though I am already in deep. Quick Ball gets played to grab [card name=”Dedenne-GX” set=”Unbroken Bonds” no=”57″ c=”name”][/card], attach Cape of Toughness to Vikavolt V, and play Yell Horn. I play Dedenne-GX and draw:
- Vikavolt V
- [card name=”Dark City” set=”Unified Minds” no=”193″ c=”name”][/card]
- Marnie
- Turbo Patch
- Yell Horn
- Lightning Energy
Another tails on Turbo Patch, sheesh. I play the Darik City Stadium and other Vikavolt V, then use Marnie for:
- [card name=”Oricorio-GX” set=”Cosmic Eclipse” no=”95″ c=”name”][/card]
- [card name=”Eldegoss V” set=”Rebel Clash” no=”19″ c=”name”][/card]
- [card name=”Bird Keeper” set=”Darkness Ablaze” no=”159″ c=”name”][/card]
- [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”name”][/card]
- [card name=”Switch” set=”Sword and Shield” no=”183″ c=”name”][/card]
This was a fine turn. I of course didn’t choose to go second, but it didn’t pan out as favorably as it could have. I hope you picked up on a few things. Once you commit to getting the first turn attack, you should try to finish it. It’s such a negative tempo swing to get invested only to fail then give up. Here I was invested, failed, then failed again, but that’s how it goes sometimes. If one of those Turbo Patch flips was a heads, it’s a whole different story. 50 damage isn’t a whole lot, so getting the most out of what your Vikavolt V does well (Item lock) is essential. That’s something you can learn from with any deck. Do as much as you can to pull off a big swing turn, especially if you’re playing a deck that wins games because of its inherent strengths like Item lock with Vikavolt V. You don’t want to fall into a trap where you play far too conservatively, only to miss out on the ideal opening to assert your attacker’s strengths.
Conclusion
There’s many ways to build a deck around [card name=”Vikavolt V” set=”Darkness Ablaze” no=”60″ c=”name”][/card] right now, it remains one of the format’s strongest cards. I’m unsure which is best, but all are very fun! I like the Galarian Slowbro V version the most because it’s so different. You can inflict both Confusion and Poison, and you’ll be Item locking the whole time. Item lock can be annoying to face, but it’s great to play! Bird Keeper and [card name=”Mallow and Lana” set=”Cosmic Eclipse” no=”198″ c=”name”][/card] remain issues for Vikavolt V, but both appear to be on the downturn again in terms of popularity. We’ll see how that develops in the coming weeks. Take care!
Peace,
–Caleb
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