So Shuckle GX got revealed, and being the meme that it is I'm basically forced to make a deck around it. The deck basically works like Tapu Koko/Honchkrow except that Shuckle GX's Ability denies Pokemon with 2 or less Energy from damaging it, greatly extending it's longevity. Included are other annoying things, like Hammers, Sneks and retreat-assisting Stadiums.
Pokemon - 16
4 Seviper BUS
3 Shuckle GX
2 Murkrow GRI
2 Honchkrow GRI
2 Tapu Koko SM30
1 Tapu Lele GX
1 Oranguru ULP
1 Oranguru SUM
Supporters - 11
4 Cynthia
3 Guzma
2 Sightseer
2 Lillie
Items - 21
4 Nest Ball
4 Acro Bike
3 Crushing Hammer
2 Ultra Ball
2 Choice Band
2 Escape Rope
2 Enhanced Hammer
1 Rescue Stretcher
1 Field Blower
Stadiums - 3
3 Altar of the Moone
Energy - 9
4 Darkness Energy
4 Double Colorless Energy
1 Psychic Energy
The general idea here is simple: use Triple Poison from Shuckle GX and watch the damage stack up as you add Sevipers to the mix. Retreat as needed into Tapu Koko to deal further damage. When the opposing Active is weak either decide to take the KO on it or Guzma/Escape Rope into a new target in order to stack damage for Honchkrow. Rinse and repeat, while using Hammers to stall and Oranguru to recover any important resources.
Shuckle GX is a pretty funny card and because of it's Ability few Pokemon can actually threaten it right off the bat. The card is a big nuisance to Zoroark and post-rotation Buzzwole as neither of them have a good way to accelerate Energy in the early game, mostly being forced to attach manually.
Seviper is included in a heavy count, but playing down all 4 isn't needed; simply use as many as you can fit while using bench space for other important supports (such as Oranguru SUM) and having a Tapu Koko waiting in the back is hardly a bad idea.
That would be the list so far, enjoy!
Pokemon - 16
4 Seviper BUS
3 Shuckle GX
2 Murkrow GRI
2 Honchkrow GRI
2 Tapu Koko SM30
1 Tapu Lele GX
1 Oranguru ULP
1 Oranguru SUM
Supporters - 11
4 Cynthia
3 Guzma
2 Sightseer
2 Lillie
Items - 21
4 Nest Ball
4 Acro Bike
3 Crushing Hammer
2 Ultra Ball
2 Choice Band
2 Escape Rope
2 Enhanced Hammer
1 Rescue Stretcher
1 Field Blower
Stadiums - 3
3 Altar of the Moone
Energy - 9
4 Darkness Energy
4 Double Colorless Energy
1 Psychic Energy
The general idea here is simple: use Triple Poison from Shuckle GX and watch the damage stack up as you add Sevipers to the mix. Retreat as needed into Tapu Koko to deal further damage. When the opposing Active is weak either decide to take the KO on it or Guzma/Escape Rope into a new target in order to stack damage for Honchkrow. Rinse and repeat, while using Hammers to stall and Oranguru to recover any important resources.
Shuckle GX is a pretty funny card and because of it's Ability few Pokemon can actually threaten it right off the bat. The card is a big nuisance to Zoroark and post-rotation Buzzwole as neither of them have a good way to accelerate Energy in the early game, mostly being forced to attach manually.
Seviper is included in a heavy count, but playing down all 4 isn't needed; simply use as many as you can fit while using bench space for other important supports (such as Oranguru SUM) and having a Tapu Koko waiting in the back is hardly a bad idea.
That would be the list so far, enjoy!