Hello everyone, and welcome to perhaps the most degenerate deck you may ever see! Though I have made a deck like this before, back when Sun and Moon sets were just releasing, the deck did not function nearly as well (I will explain why this is later). With the release of several crucial cards from Unbroken Bonds, I think that this deck has absolutely incredible potential to do well, if given a few tweaks.
Pokémon - 17
* 4 Salandit DRM
* 4 Salazzle UNB 31
* 3 Pansage KSS 2
* 3 Simisage BKT 6
* 1 Jirachi-EX PLB 60
* 1 Panpour KSS 11
* 1 Simipour BKT 42
Trainer Cards - 29
* 1 Heat Factory {*} LOT 178
* 4 Professor's Letter XY 123
* 4 Welder UNB 189
* 1 Brigette BKT 134
* 4 Evosoda XY 116
* 1 Brock's Grit TEU 135
* 4 Fire Crystal UNB 173
* 1 Pal Pad FLF 92
* 1 Guzma BUS
* 1 Scorched Earth FCO 110
* 3 Fiery Torch FLF 89
* 4 Level Ball NXD 89
Energy - 14
* 14 Fire Energy XYEnergy 4
Total Cards - 60
For anyone who does not know, both Simisage BKT and Simipour BKT have an attack called Hand Fling which, for two Colorless energy, can deal ten damage for each card in one's hand. An excellent partner for this is Salazzle from Unbroken Bonds, which allows for you to discard a Fire Energy from your hand in order to draw three more cards. Since this ability can stack, it can allow for some nutty draw and damage for just a meager two of any energy. In order to power up our monkeys instantly, we run Welder, which allows for two Fire Energy to be attached to a Pokemon anywhere on our field, as well as draw three additional cards. Both effects are crucial, as it allows for a monkey to be powered up instantly, as well as draw cards to replace the amount of "hand" lost from the attachment process. Sacred Ash, Energy Recycler, and Brock's Grit seem like risky recovery options, but due to the insane draw power of Salazzle, it is practically guaranteed that one will draw exactly what they need. Additionally, these shuffle cards put cards back into the deck to be drawn earlier in the game, and ensure that you do not deck out in the late game. Jirachi-EX seems like a strange choice, but it has the benefit of being searchable via Level Ball, which is the primary search engine of the deck (Ultra Ball requires one to discard two cards from their hand, plus play the card itself, resulting in a net loss of three cards from one's hand). Fire Crystal is an Energy Retrieval on crack, allowing for a net "hand" gain of two cards. Fiery Torch allows for more draw power and card cycling, plus the added bonus that the energy can be retrieved in many different places during the match, rendering it a pseudo "draw two cards". Pal Pad allows for one to recycle Welder in the late game, and the Jirachi-EX/Brigette combo is absolutely incredible for helping to get out all of one's benched Pokemon early (which can easily lead into two/three Salazzle on turn two, and gaining tons of tempo). Professor's Letter allows for one to grab vital Fire Energy from the deck, as well as create a net "hand" gain of one card.
Though this deck seems unstoppable, it does have a few weaknesses; most glaringly, any opponent can force you to shuffle your hand and draw a specific number of cards. However, this is offset by the fact that you can keep activating your Salazzle and Stadiums in order to redraw all of the lost cards. Additionally, N sees a much lessened amount of play now, due to the presence of other powerful draw support, such as Zoroark-GX, Lillie, Welder, Colress, Erika's Hospitality, Professor Sycamore, and, most notably, Cynthia. If you get N'd in the early game, don't be discouraged; this deck is designed with drawing tons of cards, both constantly and instantly, in mind. Additionally, this deck is hit hard by Item and Ability lock. Though Ability lock is not useful against this deck in the late game, it can be devastating if you have not built up your hand yet. However, the caveat to this weakness is that a lot of Ability-locking techs do not work against this deck; anything outside of a hard Wobbuffet, Greninja, or Garbodor (and Hex Maniac too lol) will not touch your Salazzle. Item lock is much more problematic for this deck, as cards such as Trevanant BREAK will be able to reduce your Bench to nothing with FOUR Silent Fears, as well as shut off access to cards like Fire Crystal, Professor's Letter, Evosoda, and more. This deck is very, very afraid of "The Tree".
This deck does have an impressive amount of things going for it as well! For starters, all of your attackers give up only one prize, meaning that the prize trade is often in your favor. Additionally, the amount of damage this deck can do is absolutely absurd; in the late game, expect to have the capacity to even take out mighty TAG TEAM GXs, such as PikaRom and Zoroninja, in one fell swoop (cards like ReshiZard are a little tougher, but increasing one's Simipour count will allow for one to hit for Weakness and render their big, shiny, broken card to nothing). One-of techs work great in this deck as well, due to the insane draw power of this deck. Finally, this deck is incredibly cheap, which is hilarious considering its speed, recovery, and damage output. Though getting one's hands on Jirachi-EX and Heat Factory might seem daunting, it really shouldn't break your bank to make this deck. Overall, I highly recommend this deck if one wants to stomp others with a four year old "Filler Rare". Have fun, get crazy draws, swing for mad damage, and nae-nae people into the Shadow Realm with your monkeys!
P.S.: Let me know about modifications for this deck in the comments; I've been itching to add a copy or two of Guzma into this deck, but I'm not sure about what to trade out.
Pokémon - 17
* 4 Salandit DRM
* 4 Salazzle UNB 31
* 3 Pansage KSS 2
* 3 Simisage BKT 6
* 1 Jirachi-EX PLB 60
* 1 Panpour KSS 11
* 1 Simipour BKT 42
Trainer Cards - 29
* 1 Heat Factory {*} LOT 178
* 4 Professor's Letter XY 123
* 4 Welder UNB 189
* 1 Brigette BKT 134
* 4 Evosoda XY 116
* 1 Brock's Grit TEU 135
* 4 Fire Crystal UNB 173
* 1 Pal Pad FLF 92
* 1 Guzma BUS
* 1 Scorched Earth FCO 110
* 3 Fiery Torch FLF 89
* 4 Level Ball NXD 89
Energy - 14
* 14 Fire Energy XYEnergy 4
Total Cards - 60
For anyone who does not know, both Simisage BKT and Simipour BKT have an attack called Hand Fling which, for two Colorless energy, can deal ten damage for each card in one's hand. An excellent partner for this is Salazzle from Unbroken Bonds, which allows for you to discard a Fire Energy from your hand in order to draw three more cards. Since this ability can stack, it can allow for some nutty draw and damage for just a meager two of any energy. In order to power up our monkeys instantly, we run Welder, which allows for two Fire Energy to be attached to a Pokemon anywhere on our field, as well as draw three additional cards. Both effects are crucial, as it allows for a monkey to be powered up instantly, as well as draw cards to replace the amount of "hand" lost from the attachment process. Sacred Ash, Energy Recycler, and Brock's Grit seem like risky recovery options, but due to the insane draw power of Salazzle, it is practically guaranteed that one will draw exactly what they need. Additionally, these shuffle cards put cards back into the deck to be drawn earlier in the game, and ensure that you do not deck out in the late game. Jirachi-EX seems like a strange choice, but it has the benefit of being searchable via Level Ball, which is the primary search engine of the deck (Ultra Ball requires one to discard two cards from their hand, plus play the card itself, resulting in a net loss of three cards from one's hand). Fire Crystal is an Energy Retrieval on crack, allowing for a net "hand" gain of two cards. Fiery Torch allows for more draw power and card cycling, plus the added bonus that the energy can be retrieved in many different places during the match, rendering it a pseudo "draw two cards". Pal Pad allows for one to recycle Welder in the late game, and the Jirachi-EX/Brigette combo is absolutely incredible for helping to get out all of one's benched Pokemon early (which can easily lead into two/three Salazzle on turn two, and gaining tons of tempo). Professor's Letter allows for one to grab vital Fire Energy from the deck, as well as create a net "hand" gain of one card.
Though this deck seems unstoppable, it does have a few weaknesses; most glaringly, any opponent can force you to shuffle your hand and draw a specific number of cards. However, this is offset by the fact that you can keep activating your Salazzle and Stadiums in order to redraw all of the lost cards. Additionally, N sees a much lessened amount of play now, due to the presence of other powerful draw support, such as Zoroark-GX, Lillie, Welder, Colress, Erika's Hospitality, Professor Sycamore, and, most notably, Cynthia. If you get N'd in the early game, don't be discouraged; this deck is designed with drawing tons of cards, both constantly and instantly, in mind. Additionally, this deck is hit hard by Item and Ability lock. Though Ability lock is not useful against this deck in the late game, it can be devastating if you have not built up your hand yet. However, the caveat to this weakness is that a lot of Ability-locking techs do not work against this deck; anything outside of a hard Wobbuffet, Greninja, or Garbodor (and Hex Maniac too lol) will not touch your Salazzle. Item lock is much more problematic for this deck, as cards such as Trevanant BREAK will be able to reduce your Bench to nothing with FOUR Silent Fears, as well as shut off access to cards like Fire Crystal, Professor's Letter, Evosoda, and more. This deck is very, very afraid of "The Tree".
This deck does have an impressive amount of things going for it as well! For starters, all of your attackers give up only one prize, meaning that the prize trade is often in your favor. Additionally, the amount of damage this deck can do is absolutely absurd; in the late game, expect to have the capacity to even take out mighty TAG TEAM GXs, such as PikaRom and Zoroninja, in one fell swoop (cards like ReshiZard are a little tougher, but increasing one's Simipour count will allow for one to hit for Weakness and render their big, shiny, broken card to nothing). One-of techs work great in this deck as well, due to the insane draw power of this deck. Finally, this deck is incredibly cheap, which is hilarious considering its speed, recovery, and damage output. Though getting one's hands on Jirachi-EX and Heat Factory might seem daunting, it really shouldn't break your bank to make this deck. Overall, I highly recommend this deck if one wants to stomp others with a four year old "Filler Rare". Have fun, get crazy draws, swing for mad damage, and nae-nae people into the Shadow Realm with your monkeys!
P.S.: Let me know about modifications for this deck in the comments; I've been itching to add a copy or two of Guzma into this deck, but I'm not sure about what to trade out.
Last edited: