Mons - 17
3 Lurantis GX SUM
3 Fomantis SUM
4 Eevee SUM
3 Espeon GX SUM
1 Jolteon AOR
1 Flareon AOR
2 Shaymin EX ROS
Trainers - 34
4 Professor Sycamore
3 N
2 Lysandre
1 Hex Maniac
1 Pokemon Center Lady
4 Ultra Ball
2 Level Ball
4 VS Seeker
2 Rough Seas
3 Trainer's Mail
3 Float Stone
3 Max Potion
1 Switch
1 Super Rod
Energy - 9
6 Psychic
3 Grass
Fairly linear playstyle, build a Lurantis and power up either a Solar Blade or an Espeon. Techy card choices are the Jolteon and Flareon, which can secure autowins against meta decks. Vaporeon is under consideration, but the Volcanion match-up is so bad that its probably better to just take the loss. Rough Seas is live when Jolteon is, and is a soft counter to Decidueye. Forest of Giant Plants assists too many decks for a fairly negligent benefit on your part, and Parallel City is obviously bad when it brings your main attacker down to 20 damage a turn. Silent Lab is under consideration, but Energy Evolution is extremely useful. I've been going back and forth on the energy count, sometimes favoring the Grass over the Psychic, and testing DCE's. The higher Psychic count helps push turn 1 Espeon, but a turn 2 Flower Supply is also extremely beneficial.
Let me know of any card suggestions you have for this concept. Thanks for reading!
3 Lurantis GX SUM
3 Fomantis SUM
4 Eevee SUM
3 Espeon GX SUM
1 Jolteon AOR
1 Flareon AOR
2 Shaymin EX ROS
Trainers - 34
4 Professor Sycamore
3 N
2 Lysandre
1 Hex Maniac
1 Pokemon Center Lady
4 Ultra Ball
2 Level Ball
4 VS Seeker
2 Rough Seas
3 Trainer's Mail
3 Float Stone
3 Max Potion
1 Switch
1 Super Rod
Energy - 9
6 Psychic
3 Grass
Fairly linear playstyle, build a Lurantis and power up either a Solar Blade or an Espeon. Techy card choices are the Jolteon and Flareon, which can secure autowins against meta decks. Vaporeon is under consideration, but the Volcanion match-up is so bad that its probably better to just take the loss. Rough Seas is live when Jolteon is, and is a soft counter to Decidueye. Forest of Giant Plants assists too many decks for a fairly negligent benefit on your part, and Parallel City is obviously bad when it brings your main attacker down to 20 damage a turn. Silent Lab is under consideration, but Energy Evolution is extremely useful. I've been going back and forth on the energy count, sometimes favoring the Grass over the Psychic, and testing DCE's. The higher Psychic count helps push turn 1 Espeon, but a turn 2 Flower Supply is also extremely beneficial.
Let me know of any card suggestions you have for this concept. Thanks for reading!