Points about energy denial noted, plus just not wanting to lean too heavily on random cards.
Revised:
Sylveon Control
Pokémon (8)
4× Eevee (SUM)
4× Sylveon GX (GRI)
Trainers (39)
2× Acerola (BUS)
4× Delinquent (BKP)
4× Guzma (BUS)
2× N (FAC)
2× Plumeria (BUS)
3× Team Flare Grunt (GEN)
2× Team Skull Grunt (SUM)
4× Chaos Tower (BKT)
3× Crushing Hammer (GRI)
1× Enhanced Hammer (GRI)
4× Max Potion (BKP)
4× Puzzle of Time (BKP)
4× Red Card (GEN)
Energies (13)
11× Fairy Energy (Basic)
2× Double Colorless Energy (SUM)
It's possible that Tormenting Spray is a better use of slots than Team Skull Grunt but, at this point, too much additional theorycrafting without actual play in the future meta probably isn't super useful; still, if you can see any glaring issues, by all means, let me know!
Having 6 slots for N and red card seems high,have you thought of condesning down by utilizing Judge and then have some room for team rockets handiwork? I rarely ever used N in this deck, by time opponent used N every turn I am still magical ribboning what I need, so shouldn't have bad hand. I could see using it first turn if you hadnt drawn a fairy energy, but thats about it. I actually like playing one professor kukui, givees ability to hit those pokemon with 120 HP with OHKO or allows you to draw 2 cards if you dont have that first turn fairy energy.
Def a win condition for the deck still will be deck out as players will be digging for resources. And seems many players dont expect to run it so they beleive if they hold off til last 6ish cards and just draw per turn they could win
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