My friend got a Greninja break and a bunch of the cards to go with it, so I traded him for them, and here is my list.
Pokémon: 16
The card that I'm the most excited about testing is the healing scarf most of the time you are using moonlight slash as your attack, unless their deck relies heavily on abilities (that's what the muscle band is for. Might add another, just for that reason.) but you do extra damage, if you return the energy to your hand, and healing scarf, heals 20 damage, when you attach energy. So that's a free 20 heal, on top of the potential 30 from rough seas. So 50 heal a turn is nothing to laugh at. I have the battle compressors, to discard the Lysandres, wallys for turn one, and sycamore/N. I think that 3 Wally is good, to ensure a turn one water duplicates. I decided to have 2 ultra ball to discard unwanted stuff, and decrease hand size for octillery draw. I only wanted to have a 1-1 line of octillery, because that's what I'm most comfortable playing, and we want to have froakie as on turn one. I'm also looking for a good backup attacker, and right now, arcticuno AT is looking pretty nice rn. I don't think that more than one is needed, but please leave your opinion below
EDIT: I changed the 1-1 octillery for 2 shaymins, due to having a lot of mull agains. I also took out 1 Vs seeker for a froakie for the same reason. I used one of the open spots for another muscle band. The reason I have 4 tools and 2 attackers, is because for a different match up, you should use different tools. Ie if you are going against mega ray/ mega man, you should use a muscle band, for increased damage. If you are going against night march or vespiqueen vileplume, use healing scarf, because the extra damage is not needed
Pokémon: 16
- 4 Froakie
- 4 Frogadier
- 2 Greninja BRP
- 2 Greninja XY
- 2 Greninja BREAK
- 2 Shaymin EX
- 3 Rough Seas
- 3 N
- 2 Professor Sycamore
- 1 Professor Birch's Observations
- 3 Wally
- 1 Lysandre
- 1 Skyla
- 2 Fisherman
- 2 Ultra Ball
- 3 Dive Ball
- 3 VS Seeker
- 3 Trainers' Mail
- 2 Battle Compressor
- 2 Healing Scarf
- 2 Muscle Band
- 9 Water Energy
The card that I'm the most excited about testing is the healing scarf most of the time you are using moonlight slash as your attack, unless their deck relies heavily on abilities (that's what the muscle band is for. Might add another, just for that reason.) but you do extra damage, if you return the energy to your hand, and healing scarf, heals 20 damage, when you attach energy. So that's a free 20 heal, on top of the potential 30 from rough seas. So 50 heal a turn is nothing to laugh at. I have the battle compressors, to discard the Lysandres, wallys for turn one, and sycamore/N. I think that 3 Wally is good, to ensure a turn one water duplicates. I decided to have 2 ultra ball to discard unwanted stuff, and decrease hand size for octillery draw. I only wanted to have a 1-1 line of octillery, because that's what I'm most comfortable playing, and we want to have froakie as on turn one. I'm also looking for a good backup attacker, and right now, arcticuno AT is looking pretty nice rn. I don't think that more than one is needed, but please leave your opinion below
EDIT: I changed the 1-1 octillery for 2 shaymins, due to having a lot of mull agains. I also took out 1 Vs seeker for a froakie for the same reason. I used one of the open spots for another muscle band. The reason I have 4 tools and 2 attackers, is because for a different match up, you should use different tools. Ie if you are going against mega ray/ mega man, you should use a muscle band, for increased damage. If you are going against night march or vespiqueen vileplume, use healing scarf, because the extra damage is not needed
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