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Standard Post Rotation Quad Sylveon GX

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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Been thinking about this. N does the opposite of what this deck wants, so probably shouldn't be played. That said, what goes there?

Judge is an interesting idea, but it wipes the other cards retrieved by Magical Ribbon, which eliminates the Red Card-Arena-Delinquent combo. Ultimately, I don't think this meets the needs of the deck.

Sycamore is interesting as well as it digs deeper than anything else, but whether I'm blowing up their hand or energy, I can't use him.

Maybe Team Rocket's Handiwork is a better use of those slots? It does give an additional line of attack. If going this route, it might be best to drop Team Skull Grunt for additional copies of Team Rocket's Handiwork and possibly also Team Flare Grunt and extra hammers.

Also considering Lillie. Always gives a hand of 6, and not useless in an opener.

TL;DR, I think you have a point.

Maybe this?


Sylveon Control

Pokémon (8)
4× Eevee (SUM)
4× Sylveon GX (GRI)

Trainers (39)
2× Acerola (BUS)
4× Delinquent (BKP)
4× Guzma (BUS)
2× Plumeria (BUS)
4× Team Flare Grunt (GEN)
3× Team Rocket's Handiwork (FAC)

4× Chaos Tower (FAC)
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)
 
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Been thinking about this. N does the opposite of what this deck wants, so probably shouldn't be played. That said, what goes there?

Judge is an interesting idea, but it wipes the other cards retrieved by Magical Ribbon, which eliminates the Red Card-Arena-Delinquent combo. Ultimately, I don't think this meets the needs of the deck.

Sycamore is interesting as well as it digs deeper than anything else, but whether I'm blowing up their hand or energy, I can't use him.


Maybe Team Rocket's Handiwork is a better use of those slots? It does give an additional line of attack. If going this route, it might be best to drop Team Skull Grunt for additional copies of Team Rocket's Handiwork and possibly also Team Flare Grunt and extra hammers.

Also considering Lillie. Always gives a hand of 6, and not useless in an opener.

TL;DR, I think you have a point.

Maybe this?


Sylveon Control

Pokémon (8)
4× Eevee (SUM)
4× Sylveon GX (GRI)

Trainers (39)
2× Acerola (BUS)
4× Delinquent (BKP)
4× Guzma (BUS)
2× Plumeria (BUS)
4× Team Flare Grunt (GEN)
3× Team Rocket's Handiwork (FAC)

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)

I agree, i dnt thnk N does this deck any good. Handiworks can come in really handy. I play a 1 of for skull grunt bc i believe it situationally can be helpful plua if played first turn u can potentially hit 2 and see their hand to have idea of what deck they play from the start. Which could be huge. I know I am in minority with this choice but I really like Brocks grit...gets you 6 cards, potentially cards you ditch for plumeria and in chance you play mirro match it could decide the game.
I contemplated Lillie, but i rarely have less than 4 or 5 in hands, and to use supporter for the turn just to draw 2 random cards when you are going to magical ribbon does not seem efficient use of suporter.
I do believe red cad-stadium- delinquent will be game changing,esp with no vs seekers. Opponenta N from the beggining to prevent magical ribbons impact so once they use them out and u hit then with the combo they are in trouble and will have to resort to sycamore bringing them closer to decking out
 
I used 3 Sycamore in the deck I took to NAIC. N absolutely has counter synergy. I frequently ribbon for two insta play cards and a Sycamore. Great way to get extra good cards in your hand.

I dropped Rocket's Handiwork. I love the card it's just not right for this deck.
Red card stad delinquent can be devastating. I'm hoping tormenting spray is the cherry on top to REALLY make this good. With no more vs seeker and shaymin I think this combo is going to be very powerful. I just don't kbow how possible it's going to be to pull the whole thing off. But it's definitely going to be harder for people to get themselves out of top deck mode than it is right now.
 
I used 3 Sycamore in the deck I took to NAIC. N absolutely has counter synergy. I frequently ribbon for two insta play cards and a Sycamore. Great way to get extra good cards in your hand.

I dropped Rocket's Handiwork. I love the card it's just not right for this deck.
Red card stad delinquent can be devastating. I'm hoping tormenting spray is the cherry on top to REALLY make this good. With no more vs seeker and shaymin I think this combo is going to be very powerful. I just don't know how possible it's going to be to pull the whole thing off. But it's definitely going to be harder for people to get themselves out of top deck mode than it is right now.

I feel sycamore wont be very good for quad sylveon next format with VS seeker rotating, play too many supproters that we need to be able to ditch them. Plus counting the fact that sycmoare uses the supporter for a turn it reduces the speed of denying energy and hand disruption, especailly if you also play 2-4 acerolas. When I play at tournaments, inlcuding the WI regs I never had empty hands or close to empty hands where Sycamore would be viable option for me. I think it comes down a bit to playing styles as well, of course, but I won quite a few games at the WI regs due to deck out from Team rocket handiwork and PRC bunnelby combo.
 
Sorry, crazy week, plus have been weighing this against the Garb/Sylveon GX deck, though that one definitely isn't "budget friendly".

The problem with relying on mill as a strategy is that Rescue Stretcher and Super Rod are both widely played. It seems like alternating disruption and beats is a more consistent strategy.
 
If that how play testing has gone I understand. With my deck ive gone 22-3 in last 25 and 7 games by deck out. Ive never had trouble with them playing super rod or rescue stretcher. Almost everyone plays 4 sycamore, which is half the deck plus 14 more for starting hand and prizes... that alone is 75% of their deck. Gardevoirs GX attack will deff make it difficult to win by deck out but other than that most decks can be decked out.
Record last 25:
Ninetales: 7-0
Deciplume: 5-0
Zoroark Break: 4-0
Greninja Break: 4-0
Metagross Gx: 2-2
Dark turbo: 0-1 (drew terrible)
 
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