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Expanded Guardians Rising Tapu Koko Cycle Deck

John InCENAroar

Praising the Vish, Praying for Sableye V
Member
Tapu Koko has a very intersting ability. No doubt about it. It is very similar to Furious Fists Dragonite EX, but has it's own special flavor, doing more damage than Dragonite. This being said, I believe that I have a really fun kind of deck to support the Thunder Chicken.


Pokemon (19):

  • Tapu Koko GX (3)

  • Magnemite BKT (3)

  • Magneton BKT (1)

  • Magnezone BKT (3)

  • Tapu lele GX (1)

  • Grubbin SUM (2)

  • Charjabug SUM (1)

  • Vikavolt SUM (2)

  • Jolteon EX GEN (3)

Trainer: (26)

  • Super Scoop-up (3)

  • Max Potion (2)

  • Super Rod (3)

  • Energy Retrieval/Recycler (2)

  • EXP Share (3)

  • Float Stone (3)

  • Field Blower (2)

  • Lysandre (2)

  • N (2)

  • Rare Candy (3)

  • Hex Maniac (1)

Energy: (15)

  • Lightning Energy (12)

  • Flash Energy AOR (3)

Strategy: Use Vikavolt and Magnezone to accelerate energies and take advantage of Aero Trail with Super Scoop-up. EXP share is there to keep initial energies out for the next Aero Trail, and Super Rod is for cycling dead Kokos back in.

Personal Rating: 3/5

Feel free to leave advice as always. Thanks!

- John
 
Bare in mind that I am mainly a standard player and the only reason this is in expanded right now is the Super Scoop-up. Once they reprint it, this will move back to standard, unless it doesn't happen before the AOR rotation.
 
I personally would drop magnezone and vikavolt for electrode and max elixir as they are much more relaible and less clunky. Along with that flash energy has 0 purpose in this deck since tapu koko was no weakness.
Overall
-3 magnemite
-1 magneton
-3 magnezone
-2 grubbin
-1 charjabug
- 2 vikavolt
-2 jolteon ex
-1 super rod
-2 energy recycler
-3 flash energy
-3 rare candy
-3 exp share
-1 float stone
26 removed
+ 3 trainers mail
+4 vs seeker
+4 sycamore
+1 az
+ 2 voltorb
+2 electrode
+4 ultra ball
+2 level ball
+3 multi switch
+2 ather paradise conservation area
 
I personally would drop magnezone and vikavolt for electrode and max elixir as they are much more relaible and less clunky. Along with that flash energy has 0 purpose in this deck since tapu koko was no weakness.
Overall
-3 magnemite
-1 magneton
-3 magnezone
-2 grubbin
-1 charjabug
- 2 vikavolt
-2 jolteon ex
-1 super rod
-2 energy recycler
-3 flash energy
-3 rare candy
-3 exp share
-1 float stone
26 removed
+ 3 trainers mail
+4 vs seeker
+4 sycamore
+1 az
+ 2 voltorb
+2 electrode
+4 ultra ball
+2 level ball
+3 multi switch
+2 ather paradise conservation area
I assume you mean the Evolutions Electrode? If so, I have several problems. First of all, it uses an ability, which can be shut off by garbodor. Second, when I use the ability, it counts as a knockout, so it becomes more unreliable due to that. Third, it turns into a special energy, which I don't believe works with Koko's ability, similar to how you cannot search for rainbow, double dragon, or wonder energy with Xerneas' Geomancy. I also don't want to run an AZ in my deck because I do plan on updating this to standard at some point, which will be nigh impossible since there is no foreseeable reprint of AZ, unlike Super Scoop-up.
 
I assume you mean the Evolutions Electrode? If so, I have several problems. First of all, it uses an ability, which can be shut off by garbodor. Second, when I use the ability, it counts as a knockout, so it becomes more unreliable due to that. Third, it turns into a special energy, which I don't believe works with Koko's ability, similar to how you cannot search for rainbow, double dragon, or wonder energy with Xerneas' Geomancy. I also don't want to run an AZ in my deck because I do plan on updating this to standard at some point, which will be nigh impossible since there is no foreseeable reprint of AZ, unlike Super Scoop-up.

Tapu Koko's ability does not specify basic energy, so electrode works with it.
 
Tapu Koko's ability does not specify basic energy, so electrode works with it.
It may not specify basic energy, but then again neither does Geomancy, and yet you can only look for basic fairy energies with it. It still falls short for the other reasons as well.
 
It may not specify basic energy, but then again neither does Geomancy, and yet you can only look for basic fairy energies with it. It still falls short for the other reasons as well.

Geomancy requires Fairy Energy, cards like Rainbow, Wonder, and DDE only give energy when in play, so they do not qualify as Fairy Energy. Geomancy failing for those Energy types has nothing to do with those cards being special (if Wonder Energy counted as Fairy Energy at all times you would be able to get it with Geomancy, even though its Special Energy). Koko's ability deals with energy in play, so Special Energy works assuming the energy fits the type required. (For instance Manaphy EX's ability works with a pokemon that has Splash or Rainbow or DDE on it). So unless there is a translation error (which I doubt because the card is already out in Japan), it works with Electrode.
 
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I assume you mean the Evolutions Electrode? If so, I have several problems. First of all, it uses an ability, which can be shut off by garbodor. Second, when I use the ability, it counts as a knockout, so it becomes more unreliable due to that. Third, it turns into a special energy, which I don't believe works with Koko's ability, similar to how you cannot search for rainbow, double dragon, or wonder energy with Xerneas' Geomancy. I also don't want to run an AZ in my deck because I do plan on updating this to standard at some point, which will be nigh impossible since there is no foreseeable reprint of AZ, unlike Super Scoop-up.
While it can be shut off by garb so does vikavolt and manezone and yes your opponenent does take a prize, but you then have the opportunity to N them to lower hand sizes. Since everything else in this deck is gx/ex your opponent will be taking 7 prizes so dont ko 2 and it has almost no effect on the game outcome for your opponent and is far less klunky then the other options.
 
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