Okay, so there's a stupid new Sableye from Guardians Rising that keeps your opponent from playing a Supporter from their hand next turn. My approach to this is make the deck as much like Junk Hunt Sableye as possible.
Pokemon:10
4 Sableye GRI
2 Trubbish
2 Garbodor
2 Shaymin-EX
Trainers:44
3 Sycamore
3 Shauna
2 Lysandre
4 Flare Grunt
2 Team Rocket's Handiwork
4 Float Stone
4 Ultra Ball
4 Trainers' Mail
4 VS Seeker
4 Crushing Hammer
2 Super Rod
4 Puzzle Of Time
2 Captivating Pokepuff
2 Field Blower
Energy:6
6 Dark
Okay, after consistency testing, and spending all day changing the list from thinking about things, here are some card explanations.
Shauna over N: Okay, this is a weird one. But I chose Shauna over N because this deck doesn't want the opponent to shuffle draw or get a new hand. Letting my opponent continue with their starting hand means they burn their available resources quickly, which I can in-turn take advantage of and continue disruption.
4 Float Stone and no stadiums: 4 Float Stone allows me set set up a Trubbish with a Float stone almost instantaneously, and helps the Deciduplume matchup. It also allows me to easily retreat into Sableye if I don't start with it. The leftover Float Stones are usually used for Ultra Ball fuel. No stadiums for a simple reason: not enough space to play more than 1. "Oh Scotty, well one is better than none" ... No shut up, if I only played one, my opponents' largely clogged hand with almost undoubtedly replace it, rendering it useless, which is also my reasoning behind 2 Field Blower.
2 Pokepuff, no Skull Grunt and 4 Flare Grunt: Pokepuff is actually one of my winning conditions, but more on that in a minute. Skull Grunt can be useful, but it takes away from the Flare Grunt consistency(which is a big deal), and does more or less the same thing, except Flare Grunt gets rid of already in play energy, which are an immediate threat to Sableye. If my opponent is low on energy, and has already used their Escape Rope(s) and/ or Switch(s), I can Pokepuff down something with 2 or more retreat cost(or more than 1 Pokemon if I get lucky) and strand it in the active position while I proceed to Rocket's Handiwork their deck away.
Pokemon:10
4 Sableye GRI
2 Trubbish
2 Garbodor
2 Shaymin-EX
Trainers:44
3 Sycamore
3 Shauna
2 Lysandre
4 Flare Grunt
2 Team Rocket's Handiwork
4 Float Stone
4 Ultra Ball
4 Trainers' Mail
4 VS Seeker
4 Crushing Hammer
2 Super Rod
4 Puzzle Of Time
2 Captivating Pokepuff
2 Field Blower
Energy:6
6 Dark
Okay, after consistency testing, and spending all day changing the list from thinking about things, here are some card explanations.
Shauna over N: Okay, this is a weird one. But I chose Shauna over N because this deck doesn't want the opponent to shuffle draw or get a new hand. Letting my opponent continue with their starting hand means they burn their available resources quickly, which I can in-turn take advantage of and continue disruption.
4 Float Stone and no stadiums: 4 Float Stone allows me set set up a Trubbish with a Float stone almost instantaneously, and helps the Deciduplume matchup. It also allows me to easily retreat into Sableye if I don't start with it. The leftover Float Stones are usually used for Ultra Ball fuel. No stadiums for a simple reason: not enough space to play more than 1. "Oh Scotty, well one is better than none" ... No shut up, if I only played one, my opponents' largely clogged hand with almost undoubtedly replace it, rendering it useless, which is also my reasoning behind 2 Field Blower.
2 Pokepuff, no Skull Grunt and 4 Flare Grunt: Pokepuff is actually one of my winning conditions, but more on that in a minute. Skull Grunt can be useful, but it takes away from the Flare Grunt consistency(which is a big deal), and does more or less the same thing, except Flare Grunt gets rid of already in play energy, which are an immediate threat to Sableye. If my opponent is low on energy, and has already used their Escape Rope(s) and/ or Switch(s), I can Pokepuff down something with 2 or more retreat cost(or more than 1 Pokemon if I get lucky) and strand it in the active position while I proceed to Rocket's Handiwork their deck away.
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