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Expanded Pink Passion

Ghastly Tuesdays

Aspiring Trainer
Member
Intro:

As a super fan of Sableye Garb, I've noticed (In my opinion) a lot more road blocks than there used to be since Sun and Moon hit. I've tried playing around with the deck and changing things up as well as playing other decks, but I always came back to my "Prince Charming." I've finally determined that for me, Sableye is just not the deck I need it to be anymore and I've been searching. Trying to come up with a good control type deck that isn't played a bunch by other players.

After messing around with different ideas, the idea popped into my head about making it be only Sylveon. Once that came to be, I looked at other lists and tried those out. I liked them, but they didn't scream, "me" the way that Sableye did. So I went back to searching. Finally an idea popped into my head and I decided to create my own list that suited my needs. So without further ado, I give you Pink Passion!



****** Pokémon Trading Card Game Deck List ******

##Pokémon - 9

* 4 Eevee SUM 101
* 3 Sylveon-GX GRI 140
* 1 Flareon AOR 13
* 1 Vaporeon AOR 22

##Trainer Cards - 40

(20 Items)

* 4 Puzzle of Time BKP 109
* 1 Rotom Dex SUM 159
* 2 Battle Compressor Team Flare Gear PHF 92
* 2 Bodybuilding Dumbbells BUS 113
* 4 VS Seeker ROS 110
* 1 Field Blower GRI 163
* 1 Dowsing Machine PLS 128
* 1 Enhanced Hammer GRI 162
* 1 Head Ringer Team Flare Hyper Gear PHF 97
* 3 Trainers' Mail AOR 100

(17 Supporters)

* 1 Xerosic PHF 119
* 3 Misty's Determination EVO 108
* 1 Ghetsis PLF 115
* 1 Acerola BUS 112
* 1 Pokémon Ranger STS 113
* 2 Lysandre AOR 78
* 1 Brock's Grit EVO 107
* 1 Pokémon Center Lady GEN 68
* 1 Team Flare Grunt XY 129
* 1 Karen PR-XY XY177
* 1 Plumeria BUS 145
* 1 Team Rocket's Handiwork FCO 124
* 1 Hex Maniac AOR 75
* 1 Delinquent BKP 98

(3 Stadiums)

* 1 Chaos Tower FCO 94
* 1 Silent Lab PRC 140
* 1 Team Aqua's Secret Base DCR 28

##Energy - 11

* 2 Double Colorless Energy FCO 114
* 9 Fairy Energy 9

Total Cards - 60

****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ******


Card Choices:

4 Eevee + 3 Sylveon

Having the deck only feature Eevee as a basic guarantees myself the ideal starter pokemon. Having only three Sylveon is fine as I don't really see the need to have more than two on the field most of the time. The only occasion it sucks is when 2 or more sylveon are prized. That's only happened to me once so far, but we do have a way to deal with that. Having Sylveon's Magical Ribbon attack can help us get around pesky item lock as well as further our board control.

1 Flareon + 1 Vaporeon

Having both of these in the deck helps us control matches we would otherwise have a much harder time with.

1. Rotom Dex

I know a lot of players (At least at my local shop) don't really care for this card, but I feel it's inclusion is a must. Given how many one of supporters we have or jams that could come up, being able to reset prizes makes our life easier. Not something we will use most of the time, but a nice life insurance policy.

4. Puzzle of time

The heart of the deck is exploiting the weakness in what are opponents are playing and really driving home that we potentially have the answer to hopefully grab the win. This helps us grab whatever we need to continue achieving said task.

2. Battle Compressor

We mainly use this to rid our deck of dead cards for the current match. If we find out we're playing Volcanion, then we can rid ourselves of Pokemon Ranger, Karen, and usually Enhanced Hammer. Makes us have a much better time when our opponent plays an N since we're eliminating bad draws. However, it can also help us to set up clever uses for our Vs Seeker, Puzzle of Time, and Dowsing machine if needed.

2. Body Building Dumbells

I originally tested this deck with choice band and while nice, most of the time we'll be two shotting the big boys anyways, so I find it to be better to have the edge in the life department. Having that extra turn can allow us to potentially Acerolla and keep on trucking.

4. Vs Seeker

Getting back cards is a big theme with this deck and this just helps aid us in that quest. Find what works against our opponent and keep exploiting it!

1. Field Blower

Field blower is great against those pesky Virbank Stadiums, Float stones, Choice bands, and other shenanigans our opponents may try and use to get the edge.

1. Dowsing Machine

I chose this over computer search largely for the theme we are aiming at with the deck. We want to figure out what works and reuse again and again while plucking away at our opponent's health. This helps us far more than a Computer Search would. I thought about a Gold Potion, but this is more helpful in the long run. Plus, we can reuse it's effectiveness if need be with our puzzles.

1. Enhanced Hammer

Works well against decks like Night March, Aerodactyl, and Toad

1. Head Ringer

Since we're living in a GX World, you may often find yourself not using this card; however, you'll greatly appreciate it when you need it and can gain tempo due to forcing their Toad or Rayquaza to need that extra boost to keep going while you remove their energy.

3. Trainers' Mail
This card is great when our opponent plays an N. It gives us a shot at getting back what we've lost. However, it also helps us grab that extra puzzle or even Mist's Determination when we could really use that double colorless or Fairy Energy.

1. Xerosic
What do you do when you're item locked and can't get rid of that darn spirit link that's going to be trouble? Xerosic! What are you going to do when your opponent plays a double colorless on the bench? Xerosic! Just another wonderful tool in our arsenal to deal with potential troubles.

3. Misty's Determination
This one might seem really strange at first. I don't run Sycamor, N, or even Shauna? That's right. Given the nature of the deck, I find that Misty genuinely is a better card in this deck. I don't want to shuffle away what I have, since that's a supporter wasted that may not give me good results and potentially give my opponent the answer they need. I don't want to burn potential Puzzles or Vs seekers and later realize I would have won if I could only reuse that supporter. This fixes that and also helps grab anything else we may need at the time.

1. Ghetsis
Night March eat your heart out :p

1. Acerolla
I went back and forth between this and AZ till I finally realized that getting those double colorless back is overwhelming better than losing them. Probably should have came to that conclusion sooner.

1. Pokemon Ranger
Helps with things like Noivern GX and Toad

2. Lysandre
One of the few supporters we play as a 2 of. However, it's definitely needed. Can help us get our opponent stuck and allow us to breathe while we set back up or exploit potential weakness when played with Vaporeon or Flareon

1. Brock's Grit
I chose this over something like Super Rod due to the ease of using it later if we need to get rid of it for now and as a way of getting stuff back if we're item locked.

1. Pokemon Center lady
Heals your stuff

1. Flare Grunt
Removing energies is annoying for your opponent and helps you get ahead in tempo

1. Karen
A Night March Player's Worst Nightmare and sometimes a way to get back a Sylveon if we really need to do something drastic.

1. Plumeria
More helpful than you might think. Great for dealing with them setting up their bench if they know the current active is about to bite the dust.

1. Team Rocket's Handiwork
I have noticed while playing that sometimes my opponent dumps their hand so quickly that by the time we're in the late game, I can actually win by deck out. My favorite win condition actually. This helps give us that extra push for games we wouldn't be able to win otherwise.

1. Hex Maniac
A very Versatile card. Can be played to stop my opponent from being able to Shay and Lele turn 1 or remove pesky things like item lock. A very cool card indeed. Just be careful when you play it so you don't ruin your Eevee transformation.

1. Delinquent
It's nice when your opponent doesn't have cards to play. It's also nice having another way to deal with unwanted stadiums.

1. Chaos Tower
A way to get around Espeon's Confusion or poison decks

1. Secret Base

A nice way to get things stuck in the active

1. Silent Lab
Ability denial is also nice. Just be careful since it shuts off your Eevee's ability too.

Testing:

So far I absolutely adore this deck and the versatility that it provides. If I had to say anything, the worst part about it is if we have an opening hand with 1 Eevee and no fairy energy. It doesn't happen that often from what I've seen, but it does happen. Every deck has its share of problems though. Just thought I would share this list I've made and see what you guys thought.

Thanks!
 
So first I have to give you props for how organized and detailed your post is! Being able to go through every card and read why you included it helps a ton. With that said, I'm not very experienced with Expanded, but I did run a Standard Format quad Sylveon deck for a bit when Guardians Rising came out and it was super trolly, but it got the job done.

As far as your deck, it looks like you have an answer to just about everything which is great, but can be a little clunky at times because it lacks focus.

I feel like Pokemon Center Lady isn't needed. You're running Acerola which is just better in general.

Quad Sylveon runs Team Rocket's Handiwork because it's focused on milling their opponent, but this isn't really a dedicated mill deck. I feel like this card is a waste of a Supporter overall. It might come in handy every 1 out of 20 games, but I just don't think that's worth it.

I don't have many suggestions because I feel like the deck is all over the place, but if it's working well for you then keep it how it is. I personally would rather focus on straight energy denial and mill as opposed to doing any damage so I don't think the Flareon and Vaporeon are needed so I'd remove those and add a fourth Sylveon. Again though, since this isn't a dedicated mill deck I could see why you'd want to keep them in.
 
You need like 12 fairy and 4 max potions to play sylveon correctly. Every good sylveon player understands the deck is a stall deck that needs to magical ribbon just about every turn unless your opponent can't not recover then you can start to attack
 
Sylveon is not really similar to Sableye, they both have different strategies. And Ive been having great success with Sableye nowadays. In expanded Sableye is just better.
 
So first I have to give you props for how organized and detailed your post is! Being able to go through every card and read why you included it helps a ton. With that said, I'm not very experienced with Expanded, but I did run a Standard Format quad Sylveon deck for a bit when Guardians Rising came out and it was super trolly, but it got the job done.

As far as your deck, it looks like you have an answer to just about everything which is great, but can be a little clunky at times because it lacks focus.

I feel like Pokemon Center Lady isn't needed. You're running Acerola which is just better in general.

Quad Sylveon runs Team Rocket's Handiwork because it's focused on milling their opponent, but this isn't really a dedicated mill deck. I feel like this card is a waste of a Supporter overall. It might come in handy every 1 out of 20 games, but I just don't think that's worth it.

I don't have many suggestions because I feel like the deck is all over the place, but if it's working well for you then keep it how it is. I personally would rather focus on straight energy denial and mill as opposed to doing any damage so I don't think the Flareon and Vaporeon are needed so I'd remove those and add a fourth Sylveon. Again though, since this isn't a dedicated mill deck I could see why you'd want to keep them in.

I rather appreciate your advice. After thinking about it, I have cut Pokemon Center Lady as well as Handiwork. I've added another fairy energy as well as a Skull Grunt. I'm not sure I want to remove Vaporeon and Flareon, but I am noodling around with the idea.
 
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