Quaking Down — Zoroark-GX and Seismitoad-EX Plot Their Revenge

[card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] / [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] was played in Dallas, Texas at the Regional Championships back in January, but it didn’t take a single spot in day two. Players packed [card name=”Pokémon Ranger” set=”Steam Siege” no=”104″ c=”name”][/card] into their lists to counter this fearsome deck, and it seems to have kept Seismitoad-EX out of the second day of play. However, most players, including myself, will go on account saying that they never used Pokemon Ranger to any avail through the course of the entire event. Pokemon Ranger has always been a card that’s cycled in and out of decks, and now it will certainly be on the downturn as far as usage goes. Taking this into consideration, Zoroark-GX with Seismitoad-EX has never been in a better spot than it is going into Costa Mesa, California Regionals on the first weekend of March.

I have been testing this deck quite a bit, and it’s one of my top picks for the event. Seismitoad-EX is extremely strong right now and beats most of the projected metagame. With most Zoroark-GX decks playing [card name=”Red Card” set=”Generations” no=”71″ c=”name”][/card] to score free wins if they hit the right combination of cards, you can directly counter that by simply using Quaking Punch. Better yet, you can flip the script and play a Red Card of your own, something I’m rather fond of. Hand disruption coupled with a Supporter card that draws cards is almost unfair, and I can’t think of a more degenerate card to make good use of that combination other than Seismitoad-EX.

This deck is very linear in structure. Start with a Seismitoad-EX and use Quaking Punch as soon as you can. In the back, build up Zoroark-GX to Trade and establish a fearsome board that won’t be fanned away with an [card name=”N” set=”Fates Collide” no=”105″ c=”name”][/card]. Zoroark-GX also helps you pull off [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card] plays and recycle [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”name”][/card], a card as toxic as its name suggests. Seismitoad-EX won’t be expected much after a lackluster performance in its last Regionals, and if you’re looking for a deck to play with not much experience, this is the one for you. This deck is great for newer players to the Expanded format and seasoned pros alike. Get ready to hear a lot of “pass” from your opponents, let’s go!

Zoroark-GX / Seismitoad-EX

[decklist name=”null” amt=”60″ caption=”” cname=”Exeggcute” set=”Plasma Freeze” no=”4″][pokemon amt=”13″]3x [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”deck2″ amt=”3″][/card]3x [card name=”Zorua” set=”Dark Explorers” no=”70″ c=”deck2″ amt=”3″][/card]3x [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”deck2″ amt=”3″][/card]2x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”2″][/card]1x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”1″][/card]1x [card name=”Exeggcute” set=”Plasma Freeze” no=”4″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”43″]3x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”3″][/card]2x [card name=”N” set=”Fates Collide” no=”105″ c=”deck2″ amt=”2″][/card]2x [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”deck2″ amt=”2″][/card]1x [card name=”Shadow Triad” set=”Plasma Freeze” no=”102″ c=”deck2″ amt=”1″][/card]1x [card name=”Plumeria” set=”Burning Shadows” no=”120″ c=”deck2″ amt=”1″][/card]1x [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”deck2″ amt=”1″][/card]1x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”1″][/card]1x [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”deck2″ amt=”1″][/card]1x [card name=”Cyrus Prism Star” set=”Ultra Prism” no=”120″ c=”deck2″ amt=”1″][/card]1x [card name=”Colress” set=”Plasma Storm” no=”118″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”deck2″ amt=”4″][/card]4x [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Hypnotoxic Laser” set=”Plasma Storm” no=”123″ c=”deck2″ amt=”4″][/card]2x [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”deck2″ amt=”2″][/card]2x [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”deck2″ amt=”2″][/card]1x [card name=”Special Charge” set=”Steam Siege” no=”105″ c=”deck2″ amt=”1″][/card]1x [card name=”Red Card” set=”Generations” no=”71″ c=”deck2″ amt=”1″][/card]1x [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”deck2″ amt=”1″][/card]1x [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”deck2″ amt=”1″][/card]1x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”1″][/card]1x [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”deck2″ divide=”yes” amt=”1″][/card]3x [card name=”Virbank City Gym” set=”Plasma Storm” no=”126″ c=”deck2″ amt=”3″][/card][/trainers][energy amt=”4″]4x [card name=”Double Colorless Energy” set=”Shining Legends” no=”69″ c=”deck2″ amt=”4″][/card][/energy][/decklist]

Explanations

Three Zorua and Three Zoroark-GX

[cardimg name=”Zoroark-GX” set=”Shining Legends” no=”53″ align=”right” c=”none”][/cardimg]

I’ve played more than this, and also less. Three of each has always been the number I’ve come back to. While you may only aim to solidify a position of at least two Zoroark-GX a game, having the third copy saves you from bad Prizes and times where you need to discard a Zoroark-GX piece, something that happens often. A Pokemon recovery card doesn’t have a place in a deck that’s very straightforward like this, and with [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”name”][/card] being such a big part of the strategy, there’s no reason to be getting back yet another Seismitoad-EX, or something else if one gets into your discard pile. If you ever need to, you can use a double Puzzle of Time play to get a Zoroark-GX back. Zoroark-GX isn’t the main attacker in this deck, it’s mainly for support. Picture a scenario where you have a Seismitoad-EX and a support Pokemon like [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] or [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card] on your Bench; now think, where would the space be for anything more than just three Zoroark-GX? This is the optimal count, by a mile.

Three Seismitoad-EX

By adding a fourth Seismitoad-EX, your odds of starting it do not increase very much. You play nine Basics in this list starting off and going to ten is just going to give you about a couple of percent better of a chance of starting it. That said, though, it is your main attacker, but with Acerola chaining being the point of this deck in a nutshell, you’re not going to ever need four of them. Three is just fine, as you’ll usually only use two in a game at most to begin with. While starting Seismitoad-EX is nice, so that you can get an early Quaking Punch off, just adding another copy of [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card] would basically do the same thing for you but give you a card that’s better all through the game versus just on your first or second turn.

Two Shaymin-EX and One Tapu Lele-GX

This support Pokemon lineup is correct. Having two Shaymin-EX to dig for the missing pieces of the early Quaking Punch is amazing and something I don’t want to give up. A single copy of Tapu Lele-GX grants you searchable Supporters via [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”name”][/card], something super nice to have in a deck with a lot of one-ofs in the tech Supporter category. This deck doesn’t use Brigette like most other Zoroark-GX-based decks, so it’s better to put an emphasis on Shaymin-EX rather than Tapu Lele-GX.

One Exeggcute

Propagation is always good, especially in a deck that plays almost the bare-minimum of everything. Almost every card in this deck is always useful, unlike a deck playing four Brigette, for instance. Going down the line, you can trade the extra Brigette to thin them out, but like I said, this deck relies on almost everything that’s included in it. There aren’t ever many cards you actually want to part ways with, and that’s where the lone [card name=”Exeggcute” set=”Plasma Freeze” no=”4″ c=”name”][/card] comes in. Having the chance to use a free Trade is awesome, and Plumeria comes at half the cost thanks to it as well. I will always vouch for this card in anything with Zoroark-GX.

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Three Cynthia, Two N, and One Colress

Six draw Supporters is a fine, healthy number in a deck that also has lots of other draw Supporter (Ability-based, though). [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”name”][/card] is nice to use to keep giving yourself new chances to get the right combination of cards, rather than wasting resources with Professor Sycamore. N is a vital part of any Seismitoad-EX deck and gives you a lockdown in the late game that’s nearly impenetrable, barring perfect draws from your opponent. As with almost any Expanded format deck, you’ll want to play at least one copy of [card name=”Colress” set=”Plasma Storm” no=”118″ c=”name”][/card] for turns where you can walk away with as many as 16 cards! My brick rate with this deck is extremely low, thanks to my Supporter count, mainly.

Two Acerola, One Guzma, and One Shadow Triad

Acerola is the heart and soul of this deck. It keeps your Seismitoad-EX healthy and staves off win conditions for your opponent. The whole point of this build is to use Zoroark-GX to extend your draws to make sure that you have an endless loop of Acerola and healing for when you need it. Guzma is an afterthought in this deck, but it’s still something you’ll want to have to close out games and get your last few Prizes by either trapping something Active with a Hypnotoxic Laser combo or finishing something off with Zoroark-GX and Riotous Beating. Shadow Triad is just extra recovery to keep things running smoothly because sometimes you need to play more Hypnotoxic Laser than you would like to in the early game.

One Plumeria, One Hex Maniac, One Ghetsis, and One Cyrus Prism Star

Lots of tech Supporters belong in a Seismitoad-EX deck. [card name=”Plumeria” set=”Burning Shadows” no=”120″ c=”name”][/card] is bonkers with Exeggcute, giving you a lot of disruptive potential concerning Energy cards. [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] is awesome in a variety of situations, especially with Red Card. I like to use Hex Maniac against Zoroark-GX decks primarily, and it can sometimes bail you out against a stall deck that plays [card name=”Hoopa” set=”Shining Legends” no=”55″ c=”name”][/card] or [card name=”Xurkitree-GX” set=”Sun and Moon Black Star Promos” no=”SM68″ c=”name”][/card]. [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”name”][/card] is incredible for turns where you break the Quaking Punch lock and remove the threat of your opponent popping off with Items. It also is disruptive in that your opponent will have to put dead cards back into his or her deck. There’s so much to say about this card, but it’s also good against decks that play Pokemon Ranger, preventing your opponent from using Pokemon Ranger to actually do anything. [card name=”Cyrus Prism Star” set=”Ultra Prism” no=”120″ c=”name”][/card] is really strong with Seismitoad-EX. You can remove a huge Bench of useful Pokemon that your opponent has set up and make your damage output all the more meaningful. In the late game, it will be hard for your opponent to recover the things that he or she had to shuffle back into the deck.

Four VS Seeker and Four Ultra Ball

You need four [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”name”][/card] for the maximum chances of using something like Acerola. I have even considered [card name=”Pal Pad” set=”Ultra Prism” no=”132″ c=”name”][/card] for more recovering. Ultra Ball is crucial for setting up and getting a quick Quaking Punch online.

Four Puzzle of Time and One Special Charge

[cardimg name=”Puzzle of Time” set=”BREAKpoint” no=”109″ align=”right” c=”none”][/cardimg]

As with any Expanded format Zoroark-GX deck, you should be playing four [card name=”Puzzle of Time” set=”BREAKpoint” no=”109″ c=”name”][/card]. Recovering resources is crucial and getting as many Acerola off as you can is the key to winning with this deck. I love recovering Hypnotoxic Laser and other useful, but situational, cards like [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”name”][/card]. [card name=”Special Charge” set=”Steam Siege” no=”105″ c=”name”][/card] is to make sure that you don’t have to burn your Puzzle of Time combinations on [card name=”Double Colorless Energy” set=”Shining Legends” no=”69″ c=”name”][/card] and that your attacking onslaught won’t ever come to an end.

Four Hypnotoxic Laser, Two Enhanced Hammer

For pure disruption, we have these guys. A full set of Hypnotoxic Laser boosts Seismitoad-EX and its damage output, while Enhanced Hammer makes it very difficult for many of the decks in the format to execute their general strategy and keep attacking. Seismitoad-EX doesn’t win games on raw power alone, it has to rely on many of the “gimmicks” available to you in the game like disruption cards.

Two Float Stone, One Fighting Fury Belt, and One Choice Band

This is the optimal Tool card lineup for this deck. You don’t need Float Stone outside of the first couple turns where you’ll be vying for a quick Quaking Punch, and sometimes in the middle of the game where you want to Acerola into a Pokemon with a Float Stone to put down the same Seismitoad-EX that you just picked up. [card name=”Fighting Fury Belt” set=”BREAKpoint” no=”99″ c=”name”][/card] keeps a Seismitoad-EX kicking for longer and the combination of it with [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card] help you work on different “pass into Knockout” situations — something I’ll cover a little later.

One Red Card and One Field Blower

Red Card is a “newly discovered” gem in the Expanded format. It’s very disruptive with so many decks building huge hand sizes, and important to disrupting dominant decks like Zoroark-GX. Field Blower is a generally useful card and crucial in removing your opponent’s Tools like Float Stone which otherwise can cause Seismitoad-EX a lot of trouble and disrupt the impact of your Hypnotoxic Laser plays.

One Computer Search

Finding certain cards in the early game is a quick sign that [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”name”][/card] is the Ace Spec this deck wants to run, be it Float Stone, Double Colorless Energy, or even Seismitoad-EX. This card can do it all, and consistency is king. Play this Ace Spec over anything else; you won’t be disappointed.

Three Virbank City Gym

You could even go up to four of these, since countering Stadiums in the Expanded format is more critical than ever. Having an answer every time your opponent plays down a Stadium is going to keep you on top of games with the disruption that you’re putting out. A [card name=”Lusamine” set=”Crimson Invasion” no=”96″ c=”name”][/card] could be a consideration for this deck at some point, so keep that in mind.

Four Double Colorless Energy

You want to attack with attackers with two Colorless Energy for their attack cost, so this card fits the bill. There’s no need for any other Energy as you want to attack as quickly as possible and Double Colorless Energy executes that strategy like no other card out there!

Options

Salandit

[cardimg name=”Salandit” set=”Guardians Rising” no=”15″ align=”right” c=”none”][/cardimg]

This cute critter can take down a [card name=”Golisopod-GX” set=”Burning Shadows” no=”17″ c=”name”][/card] in one hit if you have a Choice Band attached along with Poison damage down and a Virbank City Gym in play. This is a nice counter to Zoroark-GX / Golisopod-GX, an otherwise rough matchup.

Team Flare Grunt

More Energy disruption is nice for this deck, and while I don’t like [card name=”Team Flare Grunt” set=”Generations” no=”73″ c=”name”][/card] that much, it’s still an option to consider. It doesn’t come with a small drawback like Plumeria, so if you’re looking for more Energy denial, this might be the card for you.

Xerosic

Special Energy and Tools beware, [card name=”Xerosic” set=”Phantom Forces” no=”110″ c=”name”][/card] is coming for you! This is a potential substitute for [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”name”][/card], but it’s a much slower card, obviously. I like tech Items more than Supporters if possible, so this card hasn’t made my cut, but again, it’s something to look at if you’re searching for a more versatile, but slower, Field Blower.

Passing into Knockouts

One of the biggest reasons Seismitoad-EX is strong is because of Poison. The capability to do your damage in a fashion to force your opponent into a Knockout at the end of his or her turn is huge. Let’s take a look at some scenarios based on Expanded’s most popular card, Zoroark-GX…

  • Quaking Punch for 30 = 30
    • In between turns Poison for 10 = 40
    • In between turns Poison for 10 = 50
  • Quaking Punch for 30 = 80
    • In between turns Poison for 30 = 110
    • In between turns Poison for 10 = 120
  • Quaking Punch for 40 = 160
    • In between turns Poison for 30 = 190
    • In between turns Poison for 30 = 220 (Knock Out going into your turn)

This is just an example, a longer one at that, of a scenario where you get a Knock Out going into your turn. Why is this good? It’s basically like a built-in gust effect! Your opponent has to pick a new Active Pokemon, which will become easy Prizes for you and you can do the whole scenario over again. You can manipulate the damage by holding damage modifiers, Virbank City Gym, or doing the opposite and playing them.

It’s good to get in the habit of planning damage a few turns ahead, usually to the point of taking a Knock Out, so that you can get the most out of every Knock Out. While a Knock Out going into your opponent’s turn is still fine and dandy, it’s so much better to put your opponent in an awkward spot where at the end of his or her turn, he or she needs to make a huge decision about which Pokemon is going to soak up some damage next. If you play your cards right, you can win in dominant fashion!

Matchups

Buzzwole-GX Toolbox | Favorable

These matchups are pretty simple. Your opponent has a huge Retreat Cost, and you can take advantage of that by “locking” it Active with Quaking Punch. With only [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] as a way to switch around (no [card name=”Float Stone” set=”BREAKthrough” no=”137″ c=”name”][/card]), your opponent will have to soak a lot of hits to win the game, which is unlikely.

Garbodor Toolbox | Slightly Favorable

[card name=”Drampa-GX” set=”Guardians Rising” no=”115″ c=”name”][/card] is the biggest nuisance in this matchup, but with larger retreat too, you can get it stuck Active. It’s a clunky attacker as well, so Enhanced Hammer can buy you time and deny big attacks. Be careful not to play into a Trashalanche for huge damage and use Zoroark-GX as needed to deal with [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card]. Quaking Punch is notoriously strong against [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”name”][/card] decks, as they usually rely on setting up a little slower than most decks and play a long game where VS Seeker is a necessity to keep the draws fresh with Supporter usage.

Garbodor / Sableye | Slightly Favorable

[card name=”Sableye” set=”Dark Explorers” no=”62″ c=”name”][/card] is not very good against Seismitoad-EX, even with a few Supporter-based Energy denial cards like Plumeria, Team Flare Grunt, or Xerosic. Sometimes your opponent will even need to use Confuse Ray to buy time! Hold onto your Special Charge and Puzzle of Time for dear life, and you’ll be fine! Use Quaking Punch for days!

Gardevoir-GX | Slightly Favorable

[card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card] relies on Rare Candy to set up. Your opponent won’t be setting up under Quaking Punch lock! Beware of [card name=”Comfey” set=”Guardians Rising” no=”93″ c=”name”][/card] if your opponent plays it; KO Comfey if you have the chance.

Glaceon-GX Toolbox | Slightly Favorable

[card name=”Glaceon-GX” set=”Ultra Prism” no=”39″ c=”name”][/card] is super clunky and relies on Double Colorless Energy to attack. You can punish that with Enhanced Hammer, and unlock most other decks, you really only need a Double Colorless Energy to attack with Quaking Punch. Glaceon-GX struggles against Item lock as it’s a deck that wants to be the one that locks an opponent out of the game, not the other way around.

Greninja BREAK | Even

Hope your opponent can’t set up under Item lock and use Hex Maniac as needed to deny your opponent Knock Outs. Acerola is very strong in this matchup!

Trevenant BREAK | Even

Hope to put your opponent behind with Quaking Punch or just sweep with Zoroark-GX. This matchup can play out many different ways but the one scenario you want to avoid is your opponent getting the first turn Forest’s Curse into play.

Wailord-EX Stall | Even

This deck is beatable since you can use Puzzle of Time to recover your Special Charge after using it. In theory, you can use up to twelve Double Colorless Energy (four natural, two from Special Charge, six from Puzzle of Time combination twice for Special Charge and Double Colorless Energy). It will be a battle of slow disruption against your aggression from Item lock and Poison damage. Try to out speed your opponent so that Lusamine loops don’t get him or her back all the disruption Supporters he or she will need to win the game!

Zoroark-GX / Golisopod-GX | Unfavorable

Here’s where [card name=”Salandit” set=”Guardians Rising” no=”15″ c=”name”][/card] can really shine, but other than that, you’re going to be in for a rough time. Using Plumeria to remove a Grass Energy from Golisopod-GX can be nice to do, and Red Card can get you back into games. Try to disrupt your opponent whenever possible and avoid Golisopod-GX using Armor Press, because at that point, the game will be pretty much over.

Zoroark-GX / Lycanroc-GX | Favorable

[card name=”Lycanroc-GX” set=”Guardians Rising” no=”74″ c=”name”][/card] requires two Energy to attack and has a lot more Pokemon packed into the deck than other Zoroark-GX builds. This said, you can disrupt your opponent far more with Quaking Punch and make it hard for him or her to keep attacking consistently. Use Plumeria to deny a Dangerous Rogue GX play from taking your opponent over the top!

Zoroark-GX / Magnezone | Even

[card name=”Magnezone” set=”Plasma Storm” no=”46″ c=”name”][/card] is a force to be reckoned with if it sets up, but so long as you use Quaking Punch before a Rare Candy is played, that won’t ever be happening! Magnezone generally plays a lot of disruption, so again, the Magnezone coming out is the biggest thing to look out for. You can handle Zoroark-GX on its own, but it’s the partners that come alongside it that are usually the threat you need to maneuver around.

Zoroark-GX / Night March | Slightly Favorable

[cardimg name=”Red Card” set=”Generations” no=”71″ align=”right” c=”none”][/cardimg]

A [card name=”Karen” set=”XY Black Star Promos” no=”XY177″ c=”name”][/card] would basically make this matchup and automatic win, but I don’t think it’s necessary. Quaking Punch is already a disaster for Night March, and to make it worse for them, you have Enhanced Hammer, Hex Maniac, and Red Card. There are so many ways that you can get ahead on Prizes with all the disruption cards you have, so I wouldn’t worry about this matchup at all, even without Karen. If you do have problems with it even still, though, add a Karen to lock up a favorable matchup.

Zoroark-GX / Red Card | Slightly Favorable

This is the “Lonzo” variant. It’s extremely weak to Quaking Punch, and if it doesn’t play Pokemon Ranger, there will be almost no way to win. Focus on denying your opponent Energy and eliminating the [card name=”Zoroark” set=”BREAKthrough” no=”91″ c=”name”][/card] if it ever comes down. Stand In is something you don’t want to have to deal with; Poison is super important to your strategy and you don’t want anything healing it off! Beware of random openings for your opponent to use Foul Play for Quaking Punch, you don’t want to get locked out of the game yourself.

Zoroark-GX / Seismitoad-EX (Mirror Match) | Even

The mirror match can vary depending on the number of Energy disruption Supporters your opponent plays. The more, the better for the player holding them. Seismitoad-EX wars are a thing of the past, and aren’t so common nowadays, but be ready to use Quaking Punch exclusively and hope that you don’t fall victim to a field without a way to keep up the Item lock. Add in some more disruption Supporters like Team Flare Grunt if you’re having trouble in this matchup.

Conclusion

This deck is extremely strong. It’s very linear as I’ve said and has so many ways to gain an edge over your opponent. Poison is insanely powerful right now, as is Quaking Punch. I think this is amongst the best plays for Costa Mesa, California Regionals, so be sure to check it out if you’ll be in attendance. This deck gained a lot from the release of Cynthia, now you don’t have to worry about discarding resources with Professor Sycamore! Zoroark-GX / Seismitoad-EX will be a frontrunner in any Expanded tournament from here on out, so even if you won’t be playing in the Californian Regionals remember to have this deck on your mind for the next Expanded format event you attend. Thanks for reading everyone, be sure to ask me anything you’ve got on your mind in the Subscribers’ Hideout. Take care!

~Caleb

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