The BDIF Has Been Discovered — And It Plays Dream Ball!

Hello everyone! This is Grant Manley here with another article about the Standard format. Fusion Strike is just about to be released, and apparently it’s the largest set ever printed. Although the set has plenty of cool cards as well as the new Fusion Strike mechanic, it doesn’t seem like it will have an earth-shattering impact on the Standard format. This means that current testing and knowledge of the format will more or less carry over into the new format after the set’s release.

That said, we should expect an emergence of the Fusion Strike archetype featuring Mew VMAX and Genesect V, as well as the new Inteleon VMAX to see some play. Mew VMAX is an interesting card to introduce right now, as it is a Psychic-type that’s weak to Darkness-type. This means that it will have lopsided interactions with decks that currently exist such as [card name=”Umbreon VMAX” set=”Evolving Skies” no=”95″ c=”name”][/card] and [card name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”88″ c=”name”][/card]. This may make Rapid Strike Urshifu VMAX slightly weaker in the meta, but that deck has a way of persisting and finding new partners. Gengar VMAX is a notable new card as well, but I’m not convinced that it’s the correct option for Single Strike variants. At best, it’s just that — an option. One or two new archetypes, especially ones that may not be Tier 1, do introduce some change into the format, but I still expect things to remain similar to how they are now.

With the obligatory Fusion Strike preamble out of the way, let’s get into the meat and potatoes. I’ve recently started streaming PTCGO regularly over at twitch.tv/tricroar, and what this has afforded me is the opportunity to play a lot more Pokemon. As such, I’ve gotten to try out more decks and put more time into the game. The best deck I’ve played so far is [card name=”Jolteon VMAX” set=”Evolving Skies” no=”51″ c=”name”][/card] with an interesting combo of [card name=”Dream Ball” set=”Evolving Skies” no=”146″ c=”name”][/card] and [card name=”Dusknoir” set=”Vivid Voltage” no=”71″ c=”name”][/card]. Let’s look at the list:

Jolteon VMAX / Dusknoir / Dream Ball Deck List

[decklist name=”joltdusk” amt=”60″ caption=”” cname=”Dusknoir” set=”Vivid Voltage” no=”71″][pokemon amt=”21″]3x [card name=”Jolteon VMAX” set=”Evolving Skies” no=”51″ c=”deck2″ amt=”3″][/card]4x [card name=”Jolteon V” set=”Evolving Skies” no=”177″ c=”deck2″ amt=”4″][/card]1x [card name=”Inteleon” set=”Sword and Shield” no=”58″ c=”deck2″ amt=”1″][/card]2x [card name=”Inteleon” set=”Chilling Reign” no=”43″ c=”deck2″ amt=”2″][/card]4x [card name=”Drizzile” set=”Sword and Shield” no=”56″ c=”deck2″ amt=”4″][/card]4x [card name=”Sobble” set=”Sword and Shield” no=”55″ c=”deck2″ amt=”4″][/card]2x [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”deck2″ amt=”2″][/card]1x [card name=”Dusknoir” set=”Vivid Voltage” no=”71″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”32″]3x [card name=”Professor’s Research” set=”Sword and Shield” no=”178″ c=”deck2″ amt=”3″][/card]3x [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”deck2″ amt=”3″][/card]1x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ amt=”1″][/card]1x [card name=”Cheryl” set=”Battle Styles” no=”123″ c=”deck2″ amt=”1″][/card]1x [card name=”Peonia” set=”Chilling Reign” no=”149″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]4x [card name=”Level Ball” set=”Battle Styles” no=”129″ c=”deck2″ amt=”4″][/card]4x [card name=”Evolution Incense” set=”Sword and Shield” no=”163″ c=”deck2″ amt=”4″][/card]3x [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”deck2″ amt=”3″][/card]3x [card name=”Elemental Badge” set=”Evolving Skies” no=”147″ c=”deck2″ amt=”3″][/card]1x [card name=”Tool Scrapper” set=”Rebel Clash” no=”168″ c=”deck2″ amt=”1″][/card]1x [card name=”Energy Search” set=”Sword and Shield” no=”161″ c=”deck2″ amt=”1″][/card]1x [card name=”Dream Ball” set=”Evolving Skies” no=”146″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”deck2″ divide=”yes” amt=”2″][/card][/trainers][energy amt=”7″]4x [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”deck2″ amt=”4″][/card]3x [card name=”Lightning Energy” set=”XY” no=”135″ c=”deck2″ amt=”3″][/card][/energy][/decklist][cardimg name=”Jolteon VMAX” set=”Evolving Skies” no=”51″ align=”right” c=”none”][/cardimg]

I think that this is the best deck in the format. It operates just like your typical Jolteon VMAX deck, but it has the Dusknoir package included. Thanks to [card name=”Drizzile” set=”Sword and Shield” no=”56″ c=”name”][/card] and [card name=”Inteleon” set=”Sword and Shield” no=”58″ c=”name”][/card] with the Shady Dealings Ability, this deck can consistently activate the [card name=”Peonia” set=”Chilling Reign” no=”149″ c=”name”][/card] + Dream Ball combo. Dusknoir, of course, deactivates all Special Energy in play. This is included specifically to target [card name=”Rapid Strike Energy” set=”Battle Styles” no=”140″ c=”name”][/card] and [card name=”Single Strike Energy” set=”Battle Styles” no=”141″ c=”name”][/card]. This, in turn, makes Urshifu variants a breeze instead of the nightmare matchups they used to be. In games where you use Dusknoir, be mindful that [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”name”][/card] turns into a Colorless Energy. You’ll have to use basic Lightning Energy in order to attack with Max Thunder Rumble.

In all other respects, this Jolteon VMAX list is built as per normal. All cards are run in the minimum quantities requires in order to make space for the Dusknoir package. This means that if you’re playing the Dusknoir, there isn’t much room for changing the card counts. You basically have to run this 60 for the deck to function, or something very close to it. Also, some versions of this deck played [card name=”Duskull” set=”Vivid Voltage” no=”69″ c=”name”][/card] and [card name=”Rare Candy” set=”Sword and Shield” no=”180″ c=”name”][/card] to set up Dusknoir instead of Dream Ball. However, Dream Ball is superior for several reasons.

Problems with Duskull

First, [card name=”Duskull” set=”Vivid Voltage” no=”69″ c=”name”][/card] can potentially get sniped off before it can evolve. The decks that Dusknoir targets have access to either Umbreon VMAX’s Dark Signal or Rapid Strike Urshifu VMAX’s G-Max Rapid Flow, both of which can easily eliminate Duskull. Additionally, having to search out Duskull, [card name=”Rare Candy” set=”Sword and Shield” no=”180″ c=”name”][/card], and Dusknoir is a pain, and it strains the early-game functionality of the deck. Next, Duskull and Rare Candy are dead cards in matchups where you don’t need Dusknoir, whereas Peonia and Dream Ball have at least marginal functionality in every matchup. You can use Dream Ball for any Pokemon after all, so occasionally you may use it to “cheat” an Inteleon or Jolteon VMAX into play. Finally, thanks to Peonia’s ability to tamper with your Prize cards, this deck is overall more resilient to prizing issues than the Duskull version.

Dream Ball Mechanics

Oftentimes you’ll have to use Shady Dealings to search out both [card name=”Dream Ball” set=”Evolving Skies” no=”146″ c=”name”][/card] and Peonia, but there are also times where you already have one in hand and only have to search out the other piece. Even if you aren’t immediately going to use Dream Ball, you can set up the combo any time. If Dream Ball is among your Prizes, using Peonia gives you a 50 percent shot of finding it. Even if you miss, you know Dream Ball is in the other three Prizes. Since Jolteon VMAX can often take two Prizes with its first attack, it is a two out of three shot to pick up Dream Ball. However, your overall odds of getting Dream Ball if it’s Prized are 5/6 thanks to Peonia, or 83%. Saying it’s 67% is a result of gambler’s fallacy. You only whiff Dream Ball if it’s the last Prize (the one you aren’t able to check). As a side note, a similar situation is illustrated in the famous Monty Hall problem, which I find to be a fun thought experiment. These examples help understand how statistics interact with relevant scenarios. Although this understanding likely won’t affect your decision-making in this situation related to Dream Ball, it will certainly help to do so in other situations in the Pokemon TCG.

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If [card name=”Dusknoir” set=”Vivid Voltage” no=”71″ c=”name”][/card] is in your hand, you’ll always have to use [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] to put it back into the deck before using Dream Ball. If Dusknoir is Prized, activating it is a multi-step process and likely won’t work out. You’d have to hit the 50% off Peonia and then use Marnie on the following turn to put it into the deck (unless your opponent uses Marnie first). Peonia being prized is the worst-case scenario when it comes to your odds of pulling off the Dream Ball play.

You always need Dusknoir in your deck as well as an open Bench spot in order to use Dream Ball, so keep those things in mind when planning for it.

Oftentimes, Dream Ball into Dusknoir is an automatic win condition, so you often play differently than normal to maximize your odds of pulling it off. However, this depends on the situation and matchup. This is definitely not a deck where you can turn your brain off and throw cards at the wall. Jolteon VMAX is a deck that requires planning and precise gameplay, and Dream Ball adds another layer of complexity to it.

Peonia

Even without the Dream Ball combo, Peonia is a reasonably useful card on its own. It’s incredibly important to know what cards are among your Prizes when considering whether or not to use Peonia. For example, there was one turn where I needed to get Jolteon VMAX in play. I used Shady Dealings and was going to grab [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”name”][/card], but I checked for my Prizes and saw that two Jolteon V and a Quick Ball were prized. I also happened to have Dream Ball in my hand. In that instance, going for Peonia was a solid option. With Peonia, I managed to hit into the Jolteon V and an Energy attachment for turn. I only would have whiffed Jolteon V if the three Prize cards I didn’t check were exactly Jolteon V, Jolteon V, and Quick Ball.

Peonia is more effective the larger hand you have, or at least when you have a few useless cards in your hand. This is because you’ll be able to put those back into the Prizes and hopefully get more value out of the cards that Peonia finds. It can also help find important techs that are in your Prizes, such as [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”name”][/card] or [card name=”Tool Scrapper” set=”Rebel Clash” no=”168″ c=”name”][/card]. Peonia functions as a mediocre draw Supporter at worst, or a powerful search card at best. Simply having Peonia in the deck opens up so many options and decisions throughout each and every game.

Boss’s Orders

This Supporter is significantly less important in this deck as it is in others. This deck manipulates damage on the board in a precise way, and Jolteon VMAX’s attack specifically makes [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card] less relevant by always doing 100 damage to the opponent’s Active Spot Pokemon and 100 damage to an opponent’s Pokemon on the Bench. However, some situations do require the Boss’s Orders. If the opponent constantly pivots into new attackers, they can force Jolteon VMAX to essentially waste 100 damage here and there. Boss’s Orders counters this strategy to some extent. Another situation is vs. [card name=”Tool Jammer” set=”Battle Styles” no=”136″ c=”name”][/card]. If Tool Scrapper is unavailable for any reason, Boss’s Orders is a backup option. This seems like a minor thing, but Tool Jammer can actually be quite debilitating for Jolteon VMAX.

Two Path to the Peak

This Stadium is only here as a counter to [card name=”Zamazenta V” set=”Sword and Shield” no=”139″ c=”name”][/card] because the [card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card] deck is quite popular for some reason. Any fewer than two Path to the Peak and the Zacian V matchup would be close to an auto-loss. Any more than two Path to the Peak is excessive and unnecessary. It’s useless in most matchups and two copies are totally sufficient for beating Zacian V.

Matchups

The reason why [card name=”Jolteon VMAX” set=”Evolving Skies” no=”51″ c=”name”][/card] is so strong is because it beats everything if it draws well. Drawing well isn’t too hard to do with the [card name=”Drizzile” set=”Sword and Shield” no=”56″ c=”name”][/card] and [card name=”Inteleon” set=”Sword and Shield” no=”58″ c=”name”][/card] engine combined with a one-Energy attacker, but the deck sometimes gets unplayable opening hands. In particular, any start without Jolteon V is terrible. It’s possible to come back from a medium slow start, but if you start attacking with Jolteon VMAX on turn 4 or later, you will probably lose.

Rapid Strike Urshifu VMAX w/ Melony — 50-50

[cardimg name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”170″ align=”right” c=”none”][/cardimg]

This is the shiny new version of [card name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”88″ c=”name”][/card]. Against such a deck that can devastate opposing boards with consecutive G-Max Rapid Flows, Jolteon VMAX with its posse of [card name=”Sobble” set=”Chilling Reign” no=”41″ c=”name”][/card] and Drizzile is not a fan. Furthermore, Rapid Strike Urshifu VMAX can effortlessly delete Jolteon VMAX with a simple Gale Thrust. Without Dusknoir in the deck, this matchup would be a true auto-loss. Because this version of Urshifu relies on [card name=”Melony” set=”Chilling Reign” no=”146″ c=”name”][/card], it runs Water Energy over Fighting Energy. This means that if Dusknoir comes into play, it’s essentially game over. The opponent will slow that down by sniping off frogs with G-Max Rapid Flow, which can inhibit our deck’s ability to search out [card name=”Peonia” set=”Chilling Reign” no=”149″ c=”name”][/card] and Dream Ball. It’s completely up to luck whether or not Dusknoir will come into play, and it’s based on how the early turns play out. Going first in this matchup is certainly a huge deal, as it determines whether Shady Dealings or G-Max Rapid Flow will get used first.

This Urshifu deck typically plays no Boss’s Orders, or one at the most. This means that Dusknoir is reasonably safe, even if they start attacking with something like [card name=”Vaporeon VMAX” set=”Evolving Skies” no=”30″ c=”name”][/card] or [card name=”Suicune V” set=”Evolving Skies” no=”173″ c=”name”][/card] (both of which are coincidentally weak to Jolteon VMAX). Shutting off [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”name”][/card] is a bit annoying, but considering the auto-win condition of Dusknoir, it’s no big deal. If this matchup became extremely relevant, the Urshifu deck could start playing a single Fighting Energy along with downgrading a [card name=”Capacious Bucket” set=”Rebel Clash” no=”156″ c=”name”][/card] to an [card name=”Energy Search” set=”Sword and Shield” no=”161″ c=”name”][/card]. This would likely tip the scales back into Urshifu’s favor.

Rapid Strike Toolbox – Very Favorable

This matchup is basically an auto-win, as Dusknoir shuts off their ways to attack with Rapid Strike Urshifu VMAX. Some [card name=”Sylveon VMAX” set=”Evolving Skies” no=”75″ c=”name”][/card] lists play exclusively Special Energy, so they would lose on the spot. It’s easier to set up Dusknoir against this version, as they are less specialized for G-Max Rapid Flow than the Melony version. If any versions of Urshifu play basic Fighting Energy, however, they should be able to beat Jolteon fairly easily by OHKO’ing the Jolteon VMAX with Gale Thrust.

Single Strike — Favorable

This matchup is quite favorable, and it’s another one in which you prioritize setting up [card name=”Dusknoir” set=”Vivid Voltage” no=”71″ c=”name”][/card]. [card name=”Houndour” set=”Battle Styles” no=”95″ c=”name”][/card] is going to be the easiest target to take out, allowing you to snag [card name=”Dream Ball” set=”Evolving Skies” no=”146″ c=”name”][/card]. It’s entirely possible that all of the Houndour evolve by the time you start attacking though, especially if the opponent got to go first. [card name=”Houndoom” set=”Battle Styles” no=”96″ c=”name”][/card] has 130 HP. In that case, you’d need either a [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card] ping and an [card name=”Inteleon” set=”Chilling Reign” no=”43″ c=”name”][/card] ping, or three Galarian Zigzagoon pings. With two Galarian Zigzagoon and three [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”name”][/card] in the deck, triple Galarian Zigzagoon ping isn’t all that difficult, albeit not your normal strategy against literally any other matchup.

With two basic Fighting Energy, the opponent can start wrecking havoc if they luck into them. They also may use Laser Focus to search them out, but that allows you a free hit with Jolteon VMAX. This means they’ll get one hit with [card name=”Single Strike Urshifu V” set=”Battle Styles” no=”85″ c=”name”][/card], which they have to decide between Jolteon VMAX or Dusknoir. If they take out the Jolteon VMAX, you return KO and auto-win with Dusknoir. If they take out Dusknoir, you can still flood the board with enough damage to win normally, and you regain access to Speed L Energy.

Your opponent can use [card name=”Single Strike Urshifu VMAX” set=”Battle Styles” no=”86″ c=”name”][/card]’s Beatdown through Dusknoir, but they don’t get the damage buffs with [card name=”Single Strike Energy” set=”Battle Styles” no=”141″ c=”name”][/card]. This means that you can heal with [card name=”Cheryl” set=”Battle Styles” no=”123″ c=”name”][/card], and you may actually have to do so depending on the situation. If their Single Strike Urshifu VMAX has a basic Fighting Energy attached, be wary of how much damage you put on it because of a potential [card name=”Single Strike Scroll of Scorn” set=”Battle Styles” no=”133″ c=”name”][/card].

Overall, this matchup is favorable for Jolteon VMAX but Single Strike can still win based on a variety of different factors.

Dragapult VMAX — Favorable

In testing I was delighted to find that this matchup is favorable for Jolteon VMAX. [card name=”Crushing Hammer” set=”Sword and Shield” no=”159″ c=”name”][/card] isn’t a huge deal due to one-Energy attacks. [card name=”Tool Scrapper” set=”Rebel Clash” no=”168″ c=”name”][/card] and [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card] counter [card name=”Tool Jammer” set=”Battle Styles” no=”136″ c=”name”][/card]. Jolteon VMAX’s attacks are more powerful and the damage split is much more efficient. Jolteon VMAX also has access to Cheryl whereas [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card] does not. [card name=”Horror P Energy” set=”Rebel Clash” no=”172″ c=”name”][/card] fixes some nice math for Dragapult VMAX, but it isn’t enough to make things close.

In scenarios where the opponent has Sobble in the Active Spot, and Sobble and Dragapult on the Bench, it’s tempting to take out both Sobble. However, it’s correct to snipe Dragapult for 100 and take out the Drizzile next turn. Otherwise, you essentially waste 100 damage for the next turn and give the opponent the opportunity to come in with a clean Dragapult. Players make this rookie mistake all the time and can easily lose because of it. If the opponent already has Drizzile in play, it is sometimes correct to take it out immediately before it can evolve out of sniping range.

The prize count is important to keep in mind. If there’s only two single Prize Pokemon on the board, you’ll always have to take out two Pokemon VMAX, so you don’t want to waste any important damage. Denying access to Drizzile or Inteleon is tempting, but it’s actually an easy way to waste damage and throw away your advantage in the matchup. Investing damage into two Pokemon VMAX that can’t be healed is the most efficient way to win the game.

All of this reasoning applies to any matchup against decks with Inteleon or other single-Prize Pokemon. However, the inclusion of an [card name=”Echoing Horn” set=”Chilling Reign” no=”136″ c=”name”][/card] would more or less make the opposite true. Your reasoning for choosing your targets stays the same, but your actual Prize-taking strategy shifts dramatically around the inclusion of Echoing Horn.

Suicune V — Free

Literally turn your brain off and throw your cards at the table and you win. This matchup is hopeless for [card name=”Suicune V” set=”Evolving Skies” no=”31″ c=”name”][/card]. You can only lose if you have a horrible start, but in that case there’s nothing you can do about it anyway, same as any other matchup.

Leafeon VMAX — Favorable

Grass Knot’s damage in this matchup is severely limited due to Jolteon VMAX’s free retreat, so they’ll need to invest three Energy into each [card name=”Leafeon VMAX” set=”Evolving Skies” no=”8″ c=”name”][/card] for Max Leaf. The healing in this matchup between Max Leaf and [card name=”Pokémon Center Lady” set=”Champion’s Path” no=”60″ c=”name”][/card] is a little annoying, but overall nothing too scary. Prize mapping in this matchup is important, as is not wasting damage. With regards to this, everything I talked about in the Dragapult VMAX matchup also applies here.

Leafeon VMAX is a straightforward deck so there’s nothing special you need to do here. Making use of Cheryl and going with the normal attacking strategy allows you to win games more often than not. Jolteon VMAX can take out two Leafeon VMAX’s in three attacks minimum thanks to supplemental damage from Inteleon and Galarian Zigzagoon. Leafeon VMAX needs four attacks minimum to take out two Jolteon VMAX, and both decks have their respective healing. The math always works out in Jolteon VMAX’s favor in a straight-up fight.

Shadow Rider Calyrex VMAX — Slightly Favorable

[cardimg name=”Shadow Rider Calyrex VMAX” set=”Chilling Reign” no=”205″ align=”right” c=”none”][/cardimg]

This is an interesting matchup that might be closer to even. In any case, it’s certainly possible to loss because of [card name=”Shadow Rider Calyrex VMAX” set=”Chilling Reign” no=”75″ c=”name”][/card]’s potential to OHKO Jolteon VMAX. Play [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] plus [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”name”][/card] to slow them down. You don’t need to rely on them bricking, you just need to slow them down slightly, enough for Jolteon VMAX to pile on enough damage. Fortunately, they have to put at least two Shadow Rider Calyrex VMAX into play in order to function, so focus on targeting down two of them. They don’t play healing cards, so you should be able to win by focusing down two Pokemon VMAX. If each attack is for maximum efficiency, you’ll win with three attacks, but they’ll try to pivot around, and possibly attack with single-Prize Pokemon. It’s more realistic to expect to win in four attacks. If things go wrong and Shadow Rider Calyrex VMAX pops off, they can certainly win and there’s nothing you can do about it. On average though, Jolteon VMAX is favored in the matchup because Shadow Rider Calyrex VMAX simply needs more things to go right. Shadow Rider is higher maintenance in this matchup, and just a slight stumble allows Jolteon to win.

Conclusion

This is an insane deck with incredible matchups across the board. It’s also strong against some other decks that I didn’t go into detail on, such as [card name=”Ice Rider Calyrex VMAX” set=”Chilling Reign” no=”46″ c=”name”][/card] (free matchup) and [card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card] (well-timed Path to the Peak plays for the win). [card name=”Jolteon VMAX” set=”Evolving Skies” no=”51″ c=”name”][/card]’s only struggle can be against [card name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”88″ c=”name”][/card] and [card name=”Single Strike Urshifu VMAX” set=”Battle Styles” no=”86″ c=”name”][/card] decks, but as you can see, [card name=”Dusknoir” set=”Vivid Voltage” no=”71″ c=”name”][/card] offers a powerful balancing factor in those matchups. Sometimes Jolteon VMAX can have a bit of a slow start by whiffing combo pieces early in the game, and that’s basically the only way it ever loses. Of course, that can happen with any deck, it’s just that Jolteon VMAX needs a lot of combo pieces early in the game to maximize its early pressure.

I also expect that Jolteon VMAX will be competitive against Fusion Strike archetypes, but I have not gotten an opportunity to test that out yet. The only stumbling block I can foresee would be Mew VMAX copying Latias from Fusion Strike to gain temporary invincibility. However, there are ways around that, and we don’t yet know if Latias will be a part of the meta.

One last thing, I mentioned earlier that I just started streaming PTCGO! I consistently stream on weekday evenings (eastern time) at twitch.tv/tricroar, and I’m trying to build a community and take content creation full time. I hope you will stop by the stream sometime when you have a moment, and feel free to ask any questions in the chat! I plan to occasionally stream other Pokemon-related content at some point, but for now it’s just competitive TCG content. Watching the stream and hanging out in the chat is basically free coaching!

Thanks for reading! I enjoyed writing about this neat Jolteon VMAX variant, so I hope you will give it a shot!

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I am worried about discarding peonia/cheryl early, maybe pal pad is an option?
 
Interesting read - I liked the Bertrand’s box paradox-esque take on the DB mechanics. Well done.