Single Prize Decks Solve Standard
Hello everyone, this is Grant Manley with another article about some Standard format decks. Hot off the heels of EUIC, Indianapolis (and some other) Regionals, I was trying to figure out what I wanted to play for the event, so I’m going to go over two of my top picks today. They both just so happen to be single-Prize decks, and they are surprisingly cracked in the current format. Let’s get into it.
My Hoopa / Galarian Moltres Deck
[cardimg name=”Duraludon VMAX” set=”Evolving Skies” no=”123″ align=”right” c=”none”][/cardimg]
This is the exact 60 that I played at EUIC, though I unfortunately barely missed day two with a record of 5-2-2. I hit some unfortunate and unexpected matchups such as [card name=”Duraludon VMAX” set=”Evolving Skies” no=”123″ c=”name”][/card], but I still think this deck was a good play for the event. This deck has strong matchups in the meta with its only real weakness being to well-timed [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] .
This deck is still a strong contender in the format going forward. If you want a better [card name=”Arceus VSTAR” set=”Brilliant Stars” no=”123″ c=”name”][/card] / [card name=”Inteleon” set=”Sword and Shield” no=”58″ c=”name”][/card] matchup, you could play the version that leans heavily into [card name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”88″ c=”name”][/card], which is what I wrote about last time and what won EUIC, however, I don’t value Rapid Strike Urshifu VMAX as highly now that it is a popular deck and everyone is playing [card name=”Manaphy” set=”Brilliant Stars” no=”41″ c=”name”][/card]. It also makes your [card name=”Mew VMAX” set=”Fusion Strike” no=”114″ c=”name”][/card] matchup weaker.
The Deck List
[decklist name=”hoopmolt” amt=”60″ caption=”” cname=”Manaphy” set=”Brilliant Stars” no=”41″][pokemon amt=”20″]1x [card name=”Inteleon” set=”Chilling Reign” no=”43″ c=”deck2″ amt=”1″][/card]2x [card name=”Inteleon” set=”Sword and Shield” no=”58″ 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=”Chilling Reign” no=”41″ c=”deck2″ amt=”4″][/card]2x [card name=”Hoopa” set=”Darkness Ablaze” no=”111″ c=”deck2″ amt=”2″][/card]2x [card name=”Galarian Moltres” set=”Evolving Skies” no=”93″ c=”deck2″ amt=”2″][/card]1x [card name=”Snorlax” set=”Vivid Voltage” no=”131″ c=”deck2″ amt=”1″][/card]1x [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”deck2″ amt=”1″][/card]1x [card name=”Rowlet” set=”Darkness Ablaze” no=”11″ c=”deck2″ amt=”1″][/card]1x [card name=”Galarian Zapdos V” set=”Chilling Reign” no=”80″ c=”deck2″ amt=”1″][/card]1x [card name=”Manaphy” set=”Brilliant Stars” no=”41″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”32″]2x [card name=”Raihan” set=”Evolving Skies” no=”152″ c=”deck2″ amt=”2″][/card]2x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ amt=”2″][/card]2x [card name=”Bird Keeper” set=”Darkness Ablaze” no=”159″ c=”deck2″ amt=”2″][/card]2x [card name=”Klara” set=”Chilling Reign” no=”145″ c=”deck2″ divide=”yes” amt=”2″][/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]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]4x [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”deck2″ amt=”4″][/card]3x [card name=”Energy Search” set=”Sword and Shield” no=”161″ c=”deck2″ amt=”3″][/card]1x [card name=”Energy Retrieval” set=”Sword and Shield” no=”160″ c=”deck2″ amt=”1″][/card]1x [card name=”Rescue Carrier” set=”Evolving Skies” no=”154″ c=”deck2″ amt=”1″][/card]1x [card name=”Cleansing Gloves” set=”Brilliant Stars” no=”136″ c=”deck2″ amt=”1″][/card]1x [card name=”Choice Belt” set=”Brilliant Stars” no=”135″ c=”deck2″ divide=”yes” amt=”1″][/card]1x [card name=”Training Court” set=”Rebel Clash” no=”169″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”8″]4x [card name=”Darkness Energy” set=”XY” no=”138″ c=”deck2″ amt=”4″][/card]1x [card name=”Water Energy” set=”XY” no=”134″ c=”deck2″ amt=”1″][/card]1x [card name=”Fighting Energy” set=”EX Ruby and Sapphire” no=”105″ c=”deck2″ amt=”1″][/card]2x [card name=”Capture Energy” set=”Rebel Clash” no=”171″ c=”deck2″ amt=”2″][/card][/energy][/decklist]
This list is deck is a little similar to the one I wrote about last time, keeping the same [card name=”Hoopa” set=”Darkness Ablaze” no=”111″ c=”name”][/card] and [card name=”Galarian Moltres” set=”Evolving Skies” no=”93″ c=”name”][/card] package, but there are several differences as well. This deck has [card name=”Rowlet” set=”Darkness Ablaze” no=”11″ c=”name”][/card], which is actually an incredible tech. Sure, it doesn’t work if your opponent has Manaphy on their Bench, but in Game 1 they’ll have no inclination to go for Manaphy right away without any reason to expect a snipe attack out of nowhere. Even if they do, it’s quite possible that you will be able to attack with Rowlet before they even get a chance to put Manaphy down.
[cardimg name=”Rowlet” set=”Darkness Ablaze” no=”11″ align=”right” c=”none”][/cardimg]
Rowlet does several things for the deck. It snipes down [card name=”Sobble” set=”Chilling Reign” no=”41″ c=”name”][/card] and [card name=”Dunsparce” set=”Fusion Strike” no=”207″ c=”name”][/card] in the early game (among other things), which is handy. This is particularly useful for this deck, which has little in the way of early-game aggression — this deck is passive and not proactive, so being able to take an early Prize or two when you have nothing better to do is extremely helpful. Additionally, [card name=”Bird Keeper” set=”Darkness Ablaze” no=”159″ c=”name”][/card] is a useful draw Supporter for the deck. Inteleon decks like this are the opposite of churn-and-burn, preferring to search out specific pieces at the cost of not being able to ditch your entire hand. As such, it can be difficult to find draw Supporters for these kinds of decks. Bird Keeper is the perfect card because it is a Supporter that draws cards, but it also gives you a switch effect and activates Rowlet too! This is the perfect deck to get maximum value from Bird Keeper as a card.
I talked about Pokemon like [card name=”Snorlax” set=”Vivid Voltage” no=”131″ c=”name”][/card] and the Darkness-types when I wrote about a similar deck in my last article, so check that one out. I’ve added a second copy of Shady Dealings Inteleon as I found it to be needed in every game — if it’s prized, you outright lose. This deck takes most of its Prizes at the end of the game anyway. The second Inteleon improves overall consistency, allows you to attack with one when it’s convenient and still have one in reserve, and also improves your chances of drawing out of opposing Marnie. I also added Manaphy in anticipation of the rise of Rapid Strike Urshifu VMAX. Manaphy single-handedly swings the Rapid Strike Urshifu VMAX matchup, and there are several easy ways to recover it.
[card name=”Galarian Zapdos V” set=”Chilling Reign” no=”80″ c=”name”][/card] is the sole two-Prize Pokemon in this deck and it is remarkably efficient and is almost always used alongside [card name=”Raihan” set=”Evolving Skies” no=”152″ c=”name”][/card]. Once you’ve removed opposing Dunsparce, or if they simply don’t have it, Galarian Zapdos V easily OHKO’s Arceus VSTAR. We do not play [card name=”Cape of Toughness” set=”Darkness Ablaze” no=”160″ c=”name”][/card] for the Galarian Zapdos V — it’s is only useful if [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”name”][/card] is not in play, and we only have one counter Stadium, so even if we have Cape of Toughness, they can play Path to the Peak and neuter the Galarian Zapdos V anyway. We only need one copy for one KO in our path to victory against Arceus VSTAR, which I will elaborate on later. Even if Galarian Zapdos V gets immediately return-KO’d, it’s done its job anyway. Even better, that KO powers up Galarian Moltres. Galarian Zapdos V is mostly used against Arceus VSTAR, but it’s quite handy in many other matchups as well.
I play three copies of [card name=”Energy Switch” set=”Sword and Shield” no=”162″ c=”name”][/card] after mostly testing with two — I found that two was simply not cutting it, especially if one happened to be prized. Energy Search is extremely useful and efficient, so I would even consider adding a fourth copy. [card name=”Energy Retrieval” set=”Sword and Shield” no=”160″ c=”name”][/card] allows for important Galarian Moltres plus [card name=”Boss’s Orders” set=”Brilliant Stars” no=”132″ c=”name”][/card] plays that would be otherwise unavailable with a reliance on [card name=”Klara” set=”Chilling Reign” no=”145″ c=”name”][/card]. I play one [card name=”Training Court” set=”Rebel Clash” no=”169″ c=”name”][/card], though I don’t find it to be that useful. I only have it for Galarian Zapdos V’s counter to Path to the Peak.
[card name=”Rescue Carrier” set=”Evolving Skies” no=”154″ c=”name”][/card] was a late addition to the deck because you need to ensure a board full of Sobble and [card name=”Drizzile” set=”Sword and Shield” no=”56″ c=”name”][/card]. If your opponent targets them down, Rescue Carrier is an easy way to get them back and establish your board. Additionally, Rescue Carrier can provide an extra copy of [card name=”Rowlet” set=”Darkness Ablaze” no=”11″ c=”name”][/card] and [card name=”Manaphy” set=”Brilliant Stars” no=”41″ c=”name”][/card] in the matchups where they are useful. Klara is usually best reserved for [card name=”Galarian Moltres” set=”Evolving Skies” no=”93″ c=”name”][/card] plays, and you cannot always afford to use it over other Supporters, so Rescue Carrier proved to be extremely helpful.
[card name=”Choice Belt” set=”Brilliant Stars” no=”135″ c=”name”][/card] is mostly included to help Galarian Moltres hit numbers against [card name=”Arceus VSTAR” set=”Brilliant Stars” no=”123″ c=”name”][/card], especially those with [card name=”Big Charm” set=”Sword and Shield” no=”158″ c=”name”][/card]. Notably, it also lets Galarian Zapdos V OHKO [card name=”Genesect V” set=”Fusion Strike” no=”185″ c=”name”][/card].
[card name=”Capture Energy” set=”Rebel Clash” no=”171″ c=”name”][/card] helps with early game consistency. For the most part, this deck’s win condition is setting up a board of [card name=”Sobble” set=”Chilling Reign” no=”41″ c=”name”][/card] and Drizzile. Its lose condition is bricking off the opening hand and not getting Sobble into Drizzile. Capture Energy is also fantastic for finding Snorlax or Rowlet on the turns that you need them.
[premium]
Hoopa / Galarian Moltres’s Matchups
Mew VMAX — Favorable
[cardimg name=”Galarian Moltres” set=”Evolving Skies” no=”93″ align=”right” c=”none”][/cardimg]
With the decision to forego [card name=”Galarian Moltres V” set=”Chilling Reign” no=”97″ c=”name”][/card], the [card name=”Mew VMAX” set=”Fusion Strike” no=”114″ c=”name”][/card] matchup takes a bit of a hit, however, it remains in this deck’s favor. Galarian Moltres sweeps through their attackers, and Boss’s Orders counters attempted Psychic Leap plays in the early game. Rescue Carrier helps out if they gun down Sobble and Drizzile, and [card name=”Hoopa” set=”Darkness Ablaze” no=”111″ c=”name”][/card] counters [card name=”Meloetta” set=”Fusion Strike” no=”124″ c=”name”][/card]. Galarian Zapdos V and [card name=”Inteleon” set=”Sword and Shield” no=”58″ c=”name”][/card] are rarely used as attackers in this matchup, as they are situational, however, keep an eye out for prime opportunities to use them, as they are sometimes the correct option.
Mew VMAX lists have started playing one [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card], so I like to leave [card name=”Snorlax” set=”Vivid Voltage” no=”131″ c=”name”][/card] on my Bench in case of a bad Marnie. We cannot checkmate them as easily due to the Marnie, so it’s better to play around it and not commit too many resources to the current hand. Against an opponent who plays well, you may need to take one or two KO’s with Boss’s Orders in the early game. Galarian Moltres won’t always be able to take six Prizes by itself in the late-game.
Arceus VSTAR / Inteleon — Even
Arceus VSTAR / Inteleon is probably one of the more difficult Arceus VSTAR variants to face, though I’ve found the matchup to be about 50-50. The general plan is to take one Prize with Rowlet, one with Hoopa, two with Galarian Zapdos V, and two with Galarian Moltres at the end. This isn’t too much to ask for, but the [card name=”Galarian Zapdos V” set=”Chilling Reign” no=”80″ c=”name”][/card] play relies on all three combo pieces not being prized. Furthermore, you need Rowlet to not be prized, and you need to draw fairly well in order to set up. You also need to not brick off Marnie. As you can see, this is a luck-filled matchup, however, even if some things go wrong, the matchup is still winnable.
If Rowlet is prized, you can still take two Prizes with Hoopa. Sometimes this will cost both Boss’s Orders. If they have Manaphy, you can take it out with Hoopa and then take something else out with Rowlet (when it’s not prized). Otherwise, Rowlet is the preferred first attacker thanks to the draws from [card name=”Bird Keeper” set=”Darkness Ablaze” no=”159″ c=”name”][/card].
If a Galarian Zapdos V piece is prized, you have to get a bit scrappy and creative. Sometimes you will have to play into [card name=”Cheren’s Care” set=”Brilliant Stars” no=”134″ c=”name”][/card], but you have several turns to take out an [card name=”Arceus VSTAR” set=”Brilliant Stars” no=”123″ c=”name”][/card] with 2HKO because they can only take one Prize at a time. Their main way to win when you don’t have access to Galarian Zapdos V is to use Cheren’s Care once or twice, and then to go in with their Aqua Bullet Inteleon when Galarian Moltres starts becoming dangerous. If they manage to pull off Aqua Bullet at an inconvenient time (especially combined with Marnie), that might be a loss.
Rapid Strike Urshifu VMAX — Favorable
This is the matchup that I’ve played the least, but it seems to be in this deck’s favor from what I can tell. This is sort of a mirror match with all [card name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”88″ c=”name”][/card] decks playing [card name=”Galarian Moltres” set=”Evolving Skies” no=”93″ c=”name”][/card], but we have way more options. We have two [card name=”Hoopa” set=”Darkness Ablaze” no=”111″ c=”name”][/card], Aqua Bullet Inteleon, [card name=”Manaphy” set=”Brilliant Stars” no=”41″ c=”name”][/card], Galarian Zapdos, and most importantly, [card name=”Rowlet” set=”Darkness Ablaze” no=”11″ c=”name”][/card]. Early Rowlet is extremely useful for attacking in this matchup. On the defensive side, we want Manaphy down as soon as possible — this completely neuters Rapid Strike Urshifu Vmax; it can’t even KO Inteleon, which is why Aqua Bullet is another great early-game option.
Overall, the attackers and plays this deck wants to make are situation-dependent, however, the fact remains that there are simply more attacking options than the opponent has. As usual, we use Galarian Moltres to clean up the late-game, and expect the opponent to do the same.
Others
[cardimg name=”Galarian Weezing” set=”Rebel Clash” no=”113″ align=”right” c=”none”][/cardimg]
I have not tested the [card name=”Whimsicott VSTAR” set=”Brilliant Stars” no=”65″ c=”name”][/card] matchup yet, but it does not look threatening for this deck. We have Manaphy and Aqua Bullet [card name=”Inteleon” set=”Sword and Shield” no=”58″ c=”name”][/card], both of which are quite strong against Whimsicott VSTAR — they cannot even KO Inteleon without using the VSTAR power. After a few snipes in the mid- or late-game, Galarian Moltres can take out Whimsicott VSTAR in one shot. The main obstacles are [card name=”Marnie” set=”Champion’s Path” no=”56″ c=”name”][/card] and [card name=”Avery” set=”Chilling Reign” no=”130″ c=”name”][/card], so watch out for those and try to play around them. This matchup seems fine to me, but that’s only in theory.
The [card name=”Malamar” set=”Chilling Reign” no=”70″ c=”name”][/card] matchup is completely free. We trade one for one, but we also have snipe plays to take an extra Prize here and there. This is part of why [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card] is so strong.
Other [card name=”Arceus VSTAR” set=”Brilliant Stars” no=”123″ c=”name”][/card] variants (besides [card name=”Duraludon VMAX” set=”Evolving Skies” no=”123″ c=”name”][/card]) generally range from even to favorable, [card name=”Galarian Zapdos V” set=”Chilling Reign” no=”80″ c=”name”][/card] and Galarian Moltres are ridiculously strong against Arceus VSTAR. The versions without Inteleon lack the consistency to find important pieces at the right time, and this deck can exploit that with strong combos made possible by Shady Dealings. The Duraludon VMAX matchup is terrible because it’s so difficult to take out an Arceus VSTAR followed by two Duraludon VMAX. It’s possible but made even more difficult due to healing cards and Marnie.
And hope to avoid [card name=”Galarian Weezing” set=”Rebel Clash” no=”113″ c=”name”][/card] because that card is basically impossible to beat.
My Torterra Deck
[decklist name=”tort” amt=”60″ caption=”” cname=”Manaphy” set=”Brilliant Stars” no=”41″][pokemon amt=”22″]2x [card name=”Torterra” set=”Brilliant Stars” no=”8″ c=”deck2″ amt=”2″][/card]1x [card name=”Grotle” set=”Brilliant Stars” no=”7″ c=”deck2″ amt=”1″][/card]3x [card name=”Turtwig” set=”Brilliant Stars” no=”6″ c=”deck2″ amt=”3″][/card]2x [card name=”Inteleon” set=”Sword and Shield” no=”58″ c=”deck2″ amt=”2″][/card]3x [card name=”Drizzile” set=”Sword and Shield” no=”56″ c=”deck2″ amt=”3″][/card]4x [card name=”Sobble” set=”Chilling Reign” no=”41″ c=”deck2″ amt=”4″][/card]2x [card name=”Beedrill” set=”Chilling Reign” no=”3″ c=”deck2″ amt=”2″][/card]1x [card name=”Beedrill” set=”Vivid Voltage” no=”3″ c=”deck2″ amt=”1″][/card]1x [card name=”Empoleon” set=”Brilliant Stars” no=”37″ c=”deck2″ amt=”1″][/card]1x [card name=”Bibarel” set=”Brilliant Stars” no=”121″ c=”deck2″ amt=”1″][/card]1x [card name=”Bidoof” set=”Brilliant Stars” no=”120″ c=”deck2″ amt=”1″][/card]1x [card name=”Manaphy” set=”Brilliant Stars” no=”41″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”34″]2x [card name=”Single Strike Style Mustard” set=”Battle Styles” no=”134″ c=”deck2″ amt=”2″][/card]3x [card name=”Raihan” set=”Evolving Skies” no=”152″ c=”deck2″ divide=”yes” amt=”3″][/card]4x [card name=”Ultra Ball” set=”Brilliant Stars” no=”150″ c=”deck2″ amt=”4″][/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=”Rare Candy” set=”Sword and Shield” no=”180″ c=”deck2″ amt=”3″][/card]2x [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”deck2″ amt=”2″][/card]2x [card name=”Energy Search” set=”Sword and Shield” no=”161″ c=”deck2″ amt=”2″][/card]2x [card name=”Ordinary Rod” set=”Sword and Shield” no=”171″ c=”deck2″ amt=”2″][/card]1x [card name=”Choice Belt” set=”Brilliant Stars” no=”135″ c=”deck2″ amt=”1″][/card]1x [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Training Court” set=”Rebel Clash” no=”169″ c=”deck2″ divide=”yes” amt=”2″][/card][/trainers][energy amt=”4″]3x [card name=”Grass Energy” set=”XY” no=”132″ c=”deck2″ amt=”3″][/card]1x [card name=”Water Energy” set=”XY” no=”134″ c=”deck2″ amt=”1″][/card][/energy][/decklist]This deck was the secret sauce for Indianapolis and I actually considered playing it. I got the idea after getting my face smashed in by a random opponent on PTCGO ladder and the deck is completely cracked. This deck is difficult to play and even more difficult to play against, leading to many free wins against opponents who aren’t sure what to expect, but its biggest obstacle is its own consistency, however, the Shady Dealings engine makes it work so much better than it looks like it should.
You usually want to start attacking with the Single Strike [card name=”Beedrill” set=”Chilling Reign” no=”3″ c=”name”][/card], made possible by [card name=”Single Strike Style Mustard” set=”Battle Styles” no=”134″ c=”name”][/card], however, if the opponent does not attach Special Energy, you can use [card name=”Torterra” set=”Brilliant Stars” no=”8″ c=”name”][/card]. Torterra is a monster of an attacker, but it is a bit slower due to its requirement of having a full field of Evolution Pokemon.
At first glance, it may seem like [card name=”Avery” set=”Chilling Reign” no=”130″ c=”name”][/card] destroys this deck, but the conditions are quite specific for that to be the case. Your opponent needs to have an all-Basic Energy attacker that KO’s Torterra and also use Avery on that turn. They also need no Pokemon of 60 HP or less in play because [card name=”Empoleon” set=”Brilliant Stars” no=”37″ c=”name”][/card] can respond with a KO while you set back up. Combine this with the fact that many decks don’t even play Avery to begin with, and it’s not that big of a deal. Losing Pokemon to Avery doesn’t matter. We have two [card name=”Ordinary Rod” set=”Sword and Shield” no=”171″ c=”name”][/card] and plenty of extra Basic Pokemon. Empoleon is also an easy discard because it recovers itself.
[cardimg name=”Torterra” set=”Brilliant Stars” no=”8″ align=”right” c=”none”][/cardimg]
The 3-1-2 line of Torterra makes the perfect balance; on the turn before you plan to start attacking with Torterra, you need two [card name=”Turtwig” set=”Brilliant Stars” no=”6″ c=”name”][/card] down in case one gets KO’d. If the extra one does not get KO’d, it will evolve into [card name=”Grotle” set=”Brilliant Stars” no=”7″ c=”name”][/card] while the other gets evolved into Torterra with [card name=”Rare Candy” set=”Sword and Shield” no=”180″ c=”name”][/card]. Grotle is needed so as not to miss out on that 50 damage from Torterra’s Evopress, as it can be difficult to Rare Candy both Torterra at once. Grotle’s Ability is cool but not important — you only need two or three Torterra per game. If you need a third one, the deck plays two Ordinary Rod to recover them.
Empoleon and the other [card name=”Beedrill” set=”Vivid Voltage” no=”3″ c=”name”][/card] are used as ways to instantly fuel Torterra’s Evopress. If a Pokemon was KO’d last turn, you will have no way to have a full board of Evolutions. Single Strike Style Mustard could also work, but we usually need to use [card name=”Raihan” set=”Evolving Skies” no=”152″ c=”name”][/card] to power up Torterra. Beedrill’s free Retreat Cost is quite handy, and Empoleon’s attack is actually good as well.
The [card name=”Inteleon” set=”Sword and Shield” no=”58″ c=”name”][/card] line makes this deck actually work more often than not, though consistency is still the deck’s biggest enemy. Unfortunately, this deck cannot abuse [card name=”Scoop Up Net” set=”Rebel Clash” no=”165″ c=”name”][/card] as well as other Inteleon decks because it does not work well with Torterra’s Evopress. Scoop Up Net is mostly a way to pivot your Pokemon around, or for extra [card name=”Drizzile” set=”Sword and Shield” no=”56″ c=”name”][/card] uses while you’re setting up. It occasionally is used for extra Shady Dealings Inteleon, but that’s not the main purpose. The second copy of Inteleon and copies of Rare Candy help with multiple uses of Shady Dealings. This compensates for the relative lack of value provided by Scoop Up Net.
As with most Inteleon decks, an early Keep Calling is extremely strong whenever you’re able to pull it off. For this deck, I would even say that turn-one Keep Calling is a win condition.
[card name=”Bibarel” set=”Brilliant Stars” no=”121″ c=”name”][/card] provides useful draw power, but it’s not available or necessary in every game. Searchable draw power like this is quite valuable in a deck that has a relative lack of draw power but a plethora of search power.
[card name=”Manaphy” set=”Brilliant Stars” no=”41″ c=”name”][/card] looks counter-intuitive for Torterra, but it’s only used in the [card name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”88″ c=”name”][/card] matchup. [card name=”Manaphy” set=”Brilliant Stars” no=”41″ c=”name”][/card] destroys Rapid Strike Urshifu VMAX, especially with the two copies of Ordinary Rod to recover them.
Torterra’s Matchups
Mew VMAX — Favorable
This matchup is easy if you’re able to set up. If the opponent dares to attack with [card name=”Mew VMAX” set=”Fusion Strike” no=”114″ c=”name”][/card], they will be swiftly destroyed by [card name=”Beedrill” set=”Chilling Reign” no=”3″ c=”name”][/card]. This will likely happen if they do not see it coming, otherwise, they will attack with [card name=”Meloetta” set=”Fusion Strike” no=”124″ c=”name”][/card] and Psychic Leap, not exposing the VMAX to danger. Even if the Mew VMAX player plays the matchup optimally, [card name=”Torterra” set=”Brilliant Stars” no=”8″ c=”name”][/card] still stomps them. Although Torterra has a hard time KO’ing Mew VMAX, it easily OHKO’s everything else. Mew VMAX itself is handled by Beedrill — Beedrill can also be used to take out other attackers, but you should be careful to leave at least one in reserve. If you run out of Beedrill, you will get punished for it.
Arceus VSTAR / Inteleon — Even
[cardimg name=”Double Turbo Energy” set=”Brilliant Stars” no=”151″ align=”right” c=”none”][/cardimg]
This matchup can go either way because Torterra needs a lot of things to go right. If the game plan works, Torterra always wins — for the first turn [card name=”Arceus VSTAR” set=”Brilliant Stars” no=”123″ c=”name”][/card] that will most likely have [card name=”Double Turbo Energy” set=”Brilliant Stars” no=”151″ c=”name”][/card], use Beedrill for KO while setting up your board. The second Arceus VSTAR won’t have Double Turbo Energy, so you’ll need Torterra to take it out. If they have [card name=”Big Charm” set=”Sword and Shield” no=”158″ c=”name”][/card], you will need a full field of Evolutions and the [card name=”Choice Belt” set=”Brilliant Stars” no=”135″ c=”name”][/card]. Even if you whiff KO, it’s not a huge deal. In order to use [card name=”Cheren’s Care” set=”Brilliant Stars” no=”134″ c=”name”][/card], they will have to attach Double Turbo Energy to keep attacking, which allows Beedrill to easily KO. For this reason (countering Cheren’s Care), it’s good to leave a Beedrill play in reserve.
Thanks to the Prize trade, you are afforded a few turns to set up or whiff attack, however, if you are stuck bricking for several turns, you won’t be able to come back. Annoying cards in this matchup are [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card], [card name=”Avery” set=”Chilling Reign” no=”130″ c=”name”][/card], and [card name=”Collapsed Stadium” set=”Brilliant Stars” no=”137″ c=”name”][/card]. Due to the sheer amount of variables in this matchup and the potential for either deck to win, the win rate comes out to about 50-50.
One thing to mention is that if the opponent is lucky and aware of Beedrill, they can go with [card name=”Melony” set=”Chilling Reign” no=”146″ c=”name”][/card] plus triple basic Energy on their first Arceus VSTAR. This makes things a little tricky, but it’s difficult for them to pull off on turn two. If they do get it, it requires a bit more from the Torterra player to respond. You may have to give up an extra Prize in order to set up the Torterra KO, since the faster option of Beedrill isn’t useful in that situation.
Rapid Strike Urshifu VMAX — Favorable
This matchup is easy if [card name=”Manaphy” set=”Brilliant Stars” no=”41″ c=”name”][/card] isn’t prized. [card name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”88″ c=”name”][/card] cannot OHKO [card name=”Torterra” set=”Brilliant Stars” no=”8″ c=”name”][/card], and Torterra 2HKO’s into Rapid Strike Urshifu VMAX. If they ever leave [card name=”Rapid Strike Energy” set=”Battle Styles” no=”140″ c=”name”][/card] on Rapid Strike Urshifu VMAX, you can punish hard with [card name=”Beedrill” set=”Chilling Reign” no=”3″ c=”name”][/card]. Their other attackers are [card name=”Galarian Moltres” set=”Evolving Skies” no=”93″ c=”name”][/card] and [card name=”Galarian Moltres V” set=”Chilling Reign” no=”97″ c=”name”][/card], which are both weak to Grass — this makes Beedrill an efficient attacker, and even the bad Beedrill has some use. [card name=”Empoleon” set=”Brilliant Stars” no=”37″ c=”name”][/card] can also come in for a Prize or two by sniping down [card name=”Sobble” set=”Chilling Reign” no=”41″ c=”name”][/card]. There are so many easy ways to take Prizes in this matchup.
One thing to keep in mind is that they can chain Galarian Moltres KO’s in the late game, so you should be prepared to exchange one-Prize attackers. Ideally, they won’t be able to win this way, because you have lots of time to build a Prize lead — even a small Prize lead is enough to win the game so long as Manaphy is protecting your Bench.
Other Matchups
Once again, I haven’t tested this against [card name=”Whimsicott VSTAR” set=”Brilliant Stars” no=”65″ c=”name”][/card] yet, but it seems like an auto-win. Whimsicott VSTAR cannot OHKO Torterra, and Torterra can easily OHKO Whimsicott VSTAR. Even against Avery, Beedrill can get OHKO’s on Whimsicott.
[cardimg name=”Crushing Hammer” set=”Sword and Shield” no=”159″ align=”right” c=”none”][/cardimg]
It probably isn’t worth using Manaphy because it reduces Torterra’s damage, instead let them have one free KO with the VSTAR power. [card name=”Crushing Hammer” set=”Sword and Shield” no=”159″ c=”name”][/card] may seem like an issue because this deck only plays four Energy, but we have so many ways to recover Energy that it does not matter.
The [card name=”Malamar” set=”Chilling Reign” no=”70″ c=”name”][/card] matchup is about even, but possibly slightly unfavorable because Malamar can chain one-Prize attackers more efficiently than Torterra can, however, if you go first, it is quite easy to get a turn-two Beedrill or Empoleon and take a Prize that way. Since Malamar often chooses to go second, you can often get the first Prize card. From there, you will win if you’re able to chain attackers.
[card name=”Galarian Weezing” set=”Rebel Clash” no=”113″ c=”name”][/card] is probably an auto-loss, but fortunately, that card has fallen off the face of the earth.
In Summary
Thanks for reading! I definitely encourage you to try out these awesome single-Prize decks. They have a bit of a learning curve. I enjoy the level of skill and control that the Inteleon engine brings to decks that would not be viable otherwise.
Torterra’s matchups are amazing, and I considered bringing it to Indianapolis for that reason. It feels bad when it completely bricks and you lose a game against a matchup that should be free. The bricks happen well under 50% of the time, but it still feels like a lot compared to some of the more consistent decks in the format.
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