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Standard Boosted Fire - Turtonator, Volcanion, Flareon

President Pokemon

Aspiring Trainer
Member
Flareon-EX GEN RC28 4x
Volcanion-EX STS 26 4x
Turtonator-GX GUR 4x

Nest Ball SUM 123 4x
Energy Retrieval SUM 116 4x
Bursting Balloon BRP 97 4x
Professor Sycamore STS 114 4x
Fighting Fury Belt BRP 99 4x
Pokemon Center Lady GEN 68 4x
Brock's Grit EVO 74 4x

Fire Energy 16x
DCE 4x


TURTONATOR-GX TRANSLATION:

Basic Pokemon

[C][C] Trap Shell: 20 damage. If this Pokemon is damaged by an attack during your opponent’s next turn, place 8 damage counters on the Attacking Pokemon.

[R][R][C] Crimson Flame: 160 damage. Discard 2 [R] Energy attached to this Pokemon.

[R] Nitro Tank GX: Attach 5 [R] Energy from your discard pile to your Pokemon in any way you like. (You can’t use more than 1 GX attack per game.)

When your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.

Weakness: Water (x2)
Resistance: none
Retreat: 3

STRATEGY: When you put all 4 Volcanions on your bench, you can discard 4 energy's from your hand so that each fire type pokemon can do 120 more damage. This may sound bad, however you have Energy Recycler, Brock's Grit, and even Turtonator's GX attack to bring them back.
 
1. Volcanion-EX decks without at least 1 Pokemon Ranger are a mistake. Turt's shell trap means you're not quite as weak to Jolteon as the current volc/babyvolc setups are since the 80 damage from shell trap goes through flash ray protection, but you absolutely want a way to attack 2 turns in a row with the same volc-ex, even though it's not your primary attacker.

2. Highly inefficient trainer setup in general, you should be running 4 vs seekers then run trainers like Brock and PCL as one-of cards that can be discarded early and recovered later. Fisherman is a good 1-2 card addition in any Volcanion deck as is Olympia.

3. Tool layout is inefficient, you will never need 4 FFBs in one game since you're running two prize attackers and also running 4 bursting balloons which cannot be equipped on a pokemon that already has a tool on, drop it to 2. You absolutely need float stones for your Volc-EXes, 2-3 of them. An eco arm or two would let you recycle used balloons or other tools if you need them.

4. Fire energy count is slightly higher than it needs to be, you should be shooting for 12 or so. DCEs are obviously there for Turt but I think you'd be better off replacing them with more trainers given that accelerating 2 basic energy on to Turt is not going to be an issue for this deck and you'll need 3 energy cards attached to him for crimson flame anyways, which you definitely want available as a lategame clean up attack.

5. You don't need 4 Turts and you especially don't need 4 Flareons. I'd drop him down to 2-3, drop Flareon to a 1 or none of and include a full set of babyvolcs so you can attach energy from discard without using your GX attack. Having a one prize attacker option also lets you trade prizes more favorably if you need to play that kind of game.

6. You need Lysandre, you have no way to chase down for KOs without him and you're running what is mostly a 2HKO deck. Lysandre will also give you a way to snipe Garbodor which absolutely wrecks this and all Volcanion decks otherwise.

7. No draw support is a big issue here. x2 Shaymin-EX and x1 Tapu Lele-GX is going to be ideal, but you can also run 2-2 Octillery/Remoraid. For Shaymin/Lele you want to switch your nest balls to ultras and for Octillery you can go down to 2 nest balls and include some dive balls since they also search for Volc-EX. You can also include a Hoopa-EX if you go the Shaymin route.

8. No stadiums, huge mistake in a deck that is so vulnerable to Parallel City. Volcanion decks tend to like scorched earth and/or sky field, and a delinquent as a recoverable way to remove negative stadiums like parallel city never hurt either.

9. Include a few max potions if you're going to run Flareon at all. The point of Flareon in Volcanion decks, from my perspective, is to remove energy from near-dead babyvolcs so you can max potion them without discarding energy, reattach an energy from your hand then continue attacking. Then you get to recycle Flareon as a clean up attacker in the late game when you've exhausted your babyvolcs.

Overall I'd just recommend taking an old Volcanion-EX list and teching in 1-2 Turntornator-GX and maybe some balloons and an eco arm rather than trying to reinvent the wheel. Turt fits very well into the present deck archetype with minimal modification.
 
Your list is an interesting idea, but it lacks consistency and has too many 4 lines of cards that are unnecessary. Where is N and Lysandre? Stadiums? Baby Volcanions?
 
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