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Standard Return of the Ninja Frog (Post Rotation)

AFEX

Serena is too cute!
Member
After receiving a lot of feedback, i figured out my best bet for the standard format was Greninja BREAK. I'm not completely sold on it, but I have put together a solid list, if i do become sold on the idea + let's make Greninja BREAK's final rotation in the standard format a good one.

Pokemon- 19
3x Froakie (BKP)
4x Frogadier (BKP/Water Duplicates)
4x Greninja (BKP)
4x Greninja BREAK (BKP)
4x Talonflame STS

Trainers- 33
2x Field Blower (GRI)
3x Rescue Stretcher (GRI)
4x Ultra Ball (SUM)
2x Guzma (BUS)
4x N (FCO)
4x Professor Sycamore (BKP)
3x Choice Band (GRI)
2x Super Rod
2x Fisherman
3x Evosoda
2x Max Potion
2x Lillie

Energy- 8
2x Splash Energy
6x Water Energy

Here I'll list some Matchups, but I'm not going to go to far in depth.

(Un-Favorable) Golisopod GX: First things first, time to talk about pod. This matchup is basically an auto-loss just because of Greninja's weakness to grass, so it's not going to go well, Pod has a slightly speedy-ish set up. Only really needing one pod to start ripping apart whatever you can get in play. The only thing you could even slightly depend on to win this matchup, is A: A pod or two is prized B: Your opponent can't get a pod gx out, or most unlikely C: your opponent pitties you and keeps passing to see if you can at least partially set up to make it a slightly fair match, (I severely doubt that would ever happen. Why did i list it as a possibility I don't know.)

(Favorable) Gardevoir GX: Ahh, Garde. Greninja has a fairly good advantage of Garde, I'll explain. Garde takes a 2-3 turns to set up 2 Gardes' from what I've seen thus far from gameplay and tourney play of the deck. Greninja has the advantage of easily being able to set up fast/ lele-less, where-as Garde needs lele to set up well, Diancie is also a speedy-ish factor for the deck. Garde also depends on Rare candy to set-up, along with what I said earlier Diancie. If Diancie is the starting Pokemon for the opponent the goal would be to knock out out almost immediately as possible because in 2 turns, Diancie can set up one Garde, which is bad news. Knock out Diancie, you're good for the most part, unless they have Rescue Stretcher in hand. If they don't, Greninja is mostly clear. you're hoping by the time you knock out Diancie, your opponent wasn't able to set up a Gardevoir. Now if the best case scenario happens and you're able to set up a Greninja Break before your opponent could set up a Garde, it starts to get really fun. With Giant Water Shuriken, you can start sniping and 1 hit KO'ing Ralts on the bench, and when you set up a Starmie, you can keep fueling Giant Water Shuriken to Tear Apart Ralts/Kirlias. Ralts can be one shot sniped, Kirlia can be 2 shot sniped, Gardevoir can be 2 shot sniped and a midnight slashed with a choice band for a one hit KO. So overall for Greninja this is a very favorable matchup.

(Semi-Un-Favorable) Drampa- Garb: Well, this match can go either way from what I've heard from some of my friends who have played G-BREAK against Drampa Garb. So Drampa Garb is fast to set up so that can be a sour point, 1 energy is all Drampa needs to successfully discard a splash energy from Greninja, which means no resurrecting a Greninja from the active, back to your hand, unless you have both splash energy in your hand in which case... yes Greninja lives to see another day. But at the same time Greninja can tend to rely on items for set up such as Ultra Ball, Strecther, and Field Blower (Non-Essential for set up, more-a-less for disruption) Garb can be easily knocked out unless he knocks you out first. 1 water shuriken and a midnight slash for a garb knockout. Drampa's berserk attack is a huge problem dishing out 150 if you water shurikened a benched Pokemon, so that's ultimately bad-ish news, in the case Greninja BREAK has no damage counters on it, he can survive 1 turn. even if you do manage to knock out a drampa, another Drampa or Garb can come in and punish you either for using too many items, or bench sniping. If you play your cards right and set up fast, you definitely have a chance.

Thank you in advance for feedback!
 
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Your list looks solid, but I do have a couple suggestions.

2-2 Starmie line seems unnecessary. I've always viewed Starmie as a Pokémon that obviously helps this deck out, but it's not necessarily needed for it to succeed. I think a 1-1 line is just fine. If you get it out, great. If not, you still play a good amount of energy and I recommend removing one of the Rescue Stretcher for a Super Rod just so you have an option to get some energy back into your deck if needed.

I don't know if I agree with Tapu Fini in this deck. High attack cost which takes away needed energy for Greninja's ability, and it also gives up two prizes. One of the strengths of the deck is that your opponent has to KO six Pokémon to win. Tapu Fini could make the difference in winning or losing the game, as there are a lot of Pokémon that can OHKO it. On the other hand, I see why you included it. The GX attack could come in handy and the 120 snipe combined with Water Shuriken could get you a big KO on the bench. I just this it takes away from the overall strategy of the deck, which is to get out as many Greninja Break as possible and spread damage.
 
I definitely see what you're saying DJ, I'll remove Tapu Fini and make the additions you suggested.

-1 Tapu Fini GX
-1 Rescue Stretcher
-1 Staryu
-1 Starmie

+2 Super Rod (Suggested by you)
+1 Splash Energy
+1 Greninja BREAK (Is this nessecary?)
 
I definitely see what you're saying DJ, I'll remove Tapu Fini and make the additions you suggested.

-1 Tapu Fini GX
-1 Rescue Stretcher
-1 Staryu
-1 Starmie

+2 Super Rod (Suggested by you)
+1 Splash Energy
+1 Greninja BREAK (Is this nessecary?)

Anybody agree with those additions?
 
I think it's a matter of preference. I have always found i am always short on water when I want them for giant water shuriken. As a result I find I have had much greater success playing 2-2 Staryu-Starmie, although I only play 7 water. I think 4 Break are not necessary but I play with 4 because when I play with 3 I tend to always prize 2. Superrod I feel are much stronger for this deck than rescue stretcher for the energy retrieval option if needed. Without many evolution, ball support you may get stuck trying to get Pokemon needed. My suggestions for above deck
-1 rescue stretcher
-2 Guzma
-1 choice band
-1 N
-2 water

+1Staryu-Starmie (I know you just removed them)
+3 timer balls/evosodas
+1 Tapu Lele
+1 Wally

If you are able to Tapu Lele and Wally work fantastic...not sure in new format as I haven't changed my deck yet but you could setup turn 1 with Froakie-Wally and then have 4 frogadier in play for turn 2.
Hope these suggestions help, I do think this deck will miss dive ball the most.
 
I think it's a matter of preference. I have always found i am always short on water when I want them for giant water shuriken. As a result I find I have had much greater success playing 2-2 Staryu-Starmie, although I only play 7 water. I think 4 Break are not necessary but I play with 4 because when I play with 3 I tend to always prize 2. Superrod I feel are much stronger for this deck than rescue stretcher for the energy retrieval option if needed. Without many evolution, ball support you may get stuck trying to get Pokemon needed. My suggestions for above deck
-1 rescue stretcher
-2 Guzma
-1 choice band
-1 N
-2 water

+1Staryu-Starmie (I know you just removed them)
+3 timer balls/evosodas
+1 Tapu Lele
+1 Wally

If you are able to Tapu Lele and Wally work fantastic...not sure in new format as I haven't changed my deck yet but you could setup turn 1 with Froakie-Wally and then have 4 frogadier in play for turn 2.
Hope these suggestions help, I do think this deck will miss dive ball the most.

Absolutely no to Tapu Lele, I have no money in which to get one, nor does this list need one, i run too low supporter count to even warrant a Lele, evosoda's i agree with timer balls i'm hesitant with, wally i can agree with. thank you on the staryu starmie suggestion, it has been killing me only having a 1-1 line, and if it got prized, that would suck. -2 water though, how about -1? I know energy count isn't as crucial since greninja literally only needs 1 nrg, but at the same time, i feel its not a great idea to disclude water nrgs. So that's my opinion on that, not trying to be mean or stubborn, just being honest.
 
After receiving a lot of feedback, i figured out my best bet for the standard format was Greninja BREAK. I'm not completely sold on it, but I have put together a solid list, if i do become sold on the idea + let's make Greninja BREAK's final rotation in the standard format a good one.

Pokemon- 20
4x Froakie (BKP)
4x Frogadier (BKP/Water Duplicates)
4x Greninja (BKP)
4x Greninja BREAK (BKP)
1x Staryu (EVO)
1x Starmie (EVO)

Trainers-
3x Field Blower (GRI)
2x Rescue Stretcher (GRI)
4x Ultra Ball (SUM)
4x Guzma (BUS)
4x N (FCO)
4x Professor Sycamore (BKP)
2x Sophocles (BUS)
4x Choice Band (GRI)
2x Super Rod

Energy-
3x Splash Energy
10x Water Energy

Here I'll list some Matchups, but I'm not going to go to far in depth.

(Un-Favorable) Golisopod GX: First things first, time to talk about pod. This matchup is basically an auto-loss just because of Greninja's weakness to grass, so it's not going to go well, Pod has a slightly speedy-ish set up. Only really needing one pod to start ripping apart whatever you can get in play. The only thing you could even slightly depend on to win this matchup, is A: A pod or two is prized B: Your opponent can't get a pod gx out, or most unlikely C: your opponent pitties you and keeps passing to see if you can at least partially set up to make it a slightly fair match, (I severely doubt that would ever happen. Why did i list it as a possibility I don't know.)

(Favorable) Gardevoir GX: Ahh, Garde. Greninja has a fairly good advantage of Garde, I'll explain. Garde takes a 2-3 turns to set up 2 Gardes' from what I've seen thus far from gameplay and tourney play of the deck. Greninja has the advantage of easily being able to set up fast/ lele-less, where-as Garde needs lele to set up well, Diancie is also a speedy-ish factor for the deck. Garde also depends on Rare candy to set-up, along with what I said earlier Diancie. If Diancie is the starting Pokemon for the opponent the goal would be to knock out out almost immediately as possible because in 2 turns, Diancie can set up one Garde, which is bad news. Knock out Diancie, you're good for the most part, unless they have Rescue Stretcher in hand. If they don't, Greninja is mostly clear. you're hoping by the time you knock out Diancie, your opponent wasn't able to set up a Gardevoir. Now if the best case scenario happens and you're able to set up a Greninja Break before your opponent could set up a Garde, it starts to get really fun. With Giant Water Shuriken, you can start sniping and 1 hit KO'ing Ralts on the bench, and when you set up a Starmie, you can keep fueling Giant Water Shuriken to Tear Apart Ralts/Kirlias. Ralts can be one shot sniped, Kirlia can be 2 shot sniped, Gardevoir can be 2 shot sniped and a midnight slashed with a choice band for a one hit KO. So overall for Greninja this is a very favorable matchup.

(Semi-Un-Favorable) Drampa- Garb: Well, this match can go either way from what I've heard from some of my friends who have played G-BREAK against Drampa Garb. So Drampa Garb is fast to set up so that can be a sour point, 1 energy is all Drampa needs to successfully discard a splash energy from Greninja, which means no resurrecting a Greninja from the active, back to your hand, unless you have both splash energy in your hand in which case... yes Greninja lives to see another day. But at the same time Greninja can tend to rely on items for set up such as Ultra Ball, Strecther, and Field Blower (Non-Essential for set up, more-a-less for disruption) Garb can be easily knocked out unless he knocks you out first. 1 water shuriken and a midnight slash for a garb knockout. Drampa's berserk attack is a huge problem dishing out 150 if you water shurikened a benched Pokemon, so that's ultimately bad-ish news, in the case Greninja BREAK has no damage counters on it, he can survive 1 turn. even if you do manage to knock out a drampa, another Drampa or Garb can come in and punish you either for using too many items, or bench sniping. If you play your cards right and set up fast, you definitely have a chance.

Thank you in advance for feedback!
Glad to see you chose Greninja BREAK as a post roation deck! Here are a couple points I have about your deck and how it runs:

  • All Greninja players have a crucial decision to make when creating a deck list, and that is whether to choose Starmie or Talonflame as a supporting Pokémon. I'm going to be honest with you, I strongly believe Talonflame is better. Through countless hours of testing and watching it succeed at a competitive level, I have found Talonflame simply makes Greninja far more consistent (something Greninja struggles with). Talonflame will not only act as wall buying you the necessary time you need to setup, but also acts as a search engine allowing you to grab any 2 cards you want! Plus don't forget the 40 damage done from Aero Blitz can help put tons of GXs into OHKO hit range for Greninja. The benefits simply outweigh those of Starmie, especially when you have cards like Fisherman and Super Rod out there.
  • Here are the changes I would make to your deck list:
-1 Froakie- Because the goal of the deck is to get 1 Frogadier down and skip the entire Froakie line with Water Duplictaes, you really only need 3 Froakie.
-1 Staryu- Talonflame is better.
-1 Starmie- Talonflame is better.
-1 Field Blower- The reason you only need 2 is because you don't need to Field Blower of your opponent's Choice Bands (for obvious reasons). We are in a meta where every deck runs at least a couple Choice Band, so naturally that doesn't affect you so no need to remove it.
-1 Guzma- I know this is an amazing card, and can potentially help Greninja pull of the triple Giant Water Shuriken, but 4 is too many. A lot of decks run so many because their Pokémon don't have free retreat (something Greninja has), so I just don't see why a spread damage deck needs to waste a supporter trying to get a specific Pokémon into the active spot.
-2 Sophocles- If you play the deck enough, you will find you can hardly ever afford to just drop 2 cards in your hand. If you really feel like you are lacking draw support I would add 2 Lillie instead.
-1 Choice Band- This is probably one of the most controversial changes, the only reason I'm making it is because I have tested it and found 3 to work better. That being said, I totally understand you running 4 if necessary.
-1 Super Rod- I'm going to add 2 Fisherman, which is a card that brings energy back so having 2 isn't necessary.
-1 Splash Energy- Running 3 is too many when the deck already has so many ways to bring Pokemon back (Rescue Stretcher, Super Rod, Splash Energy).
-2 Water Energy- I gotta be honest with you, your energy counts are super wacky:D. Trust me on this one, no competitive Greninja decks has ever run more than 8 Water Energy (some have run 7).

+4 Talonflame. This card is gonna be the backbone of the deck that will save you from tough spots, and protect you while setting up.
+2 Max Potion- I can't even begin to tell you how well this card works with Greninja! Because Greninja is a single energy attacker who doesn't always even have an energy on it, there are literally zero consequences for healing off all the damage done to Greninja.
+2 Fisherman- Becuase you don't run Starmie, this is how you cycle the energies discarded from Giant Water Shurikens. For me it has worked very well and always finds a way to save the day.
+1 Professor's Letter- I think this card is highly underrated and I have personally had tons of success with it. Sometimes when using Talonflames's Aero Blitz you can grab a Professors Letter in order to grab 2 energies and get anything else you want as well.
+3 Evosoda- This is the new replacement for Dive Ball, and will let you search Pokémon very consistently.

Sorry for making so many change so to your deck list, but I want to give you the decklist that works for me. I have been playing Greninja for a long time and still take it to my local league where I do pretty well in general, and always beat decks like Gardevoir and Metagross. I bolded the changes that whether or not you choose the Talonflame build, I highly recommend you make anyways. All in all, I hope you at least give this deck list a try. Feel free to PM if you want to verse me or have any question on how the deck runs, good luck!
 
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Glad to see you chose Greninja BREAK as a post roation deck! Here are a couple points I have about your deck and how it runs:

  • All Greninja players have a crucial decision to make when creating a deck list, and that is whether to choose Starmie or Talonflame as a supporting Pokémon. I'm going to be honest with you, I strongly believe Talonflame is better. Through countless hours of testing and watching it succeed at a competitive level, I have found Talonflame simply makes Greninja far more consistent (something Greninja struggles with). Talonflame will not only act as wall buying you the necessary time you need to setup, but also acts as a search engine allowing you to grab any 2 cards you want! Plus don't forget the 40 damage done from Aero Blitz can help put tons of GXs into OHKO hit range for Greninja. The benefits simply outweigh those of Starmie, especially when you have cards like Fisherman and Super Rod out there.
  • Here are the changes I would make to your deck list:
-1 Froakie- Because the goal of the deck is to get 1 Frogadier down and skip the entire Froakie line with Water Duplictaes, you really only need 3 Froakie.
-1 Staryu- Talonflame is better.
-1 Starmie- Talonflame is better.
-1 Field Blower- The reason you only need 2 is because you don't need to Field Blower of your opponent's Choice Bands (for obvious reasons). We are in a meta where every deck runs at least a couple Choice Band, so naturally that doesn't affect you so no need to remove it.
-1 Guzma- I know this is an amazing card, and can potentially help Greninja pull of the triple Giant Water Shuriken, but 4 is too many. A lot of decks run so many because their Pokémon don't have free retreat (something Greninja has), so I just don't see why a spread damage deck needs to waste a supporter trying to get a specific Pokémon into the active spot.
-2 Sophocles- If you play the deck enough, you will find you can hardly ever afford to just drop 2 cards in your hand. If you really feel like you are lacking draw support I would add 2 Lillie instead.
-1 Choice Band- This is probably one of the most controversial changes, the only reason I'm making it is because I have tested it and found 3 to work better. That being said, I totally understand you running 4 if necessary.
-1 Super Rod- I'm going to add 2 Fisherman, which is a card that brings energy back so having 2 isn't necessary.
-1 Splash Energy- Running 3 is too many when the deck already has so many ways to bring Pokemon back (Rescue Stretcher, Super Rod, Splash Energy).
-2 Water Energy- I gotta be honest with you, your energy counts are super wacky:D. Trust me on this one, no competitive Greninja decks has ever run more than 8 Water Energy (some have run 7).

+4 Talonflame. This card is gonna be the backbone of the deck that will save you from tough spots, and protect you while setting up.
+2 Max Potion- I can't even begin to tell you how well this card works with Greninja! Because Greninja is a single energy attacker who doesn't always even have an energy on it, there are literally zero consequences for healing off all the damage done to Greninja.
+2 Fisherman- Becuase you don't run Starmie, this is how you cycle the energies discarded from Giant Water Shurikens. For me it has worked very well and always finds a way to save the day.
+1 Professor's Letter- I think this card is highly underrated and I have personally had tons of success with it. Sometimes when using Talonflames's Aero Blitz you can grab a Professors Letter in order to grab 2 energies and get anything else you want as well.
+3 Evosoda- This is the new replacement for Dive Ball, and will let you search Pokémon very consistently.

Sorry for making so many change so to your deck list, but I want to give you the decklist that works for me. I have been playing Greninja for a long time and still take it to my local league where I do pretty well in general, and always beat decks like Gardevoir and Metagross. I bolded the changes that whether or not you choose the Talonflame build, I highly recommend you make anyways. All in all, I hope you at least give this deck list a try. Feel free to PM if you want to verse me or hane any question on how the deck runs, good luck!


Thank you So much! I am going to save all of this info in a google doc! Was i right when it came to matchups?
 
Thank you So much! I am going to save all of this info in a google doc! Was i right when it came to matchups?
I think you were definitely right about those matchups! I would actually add a couple extra ones:

Favorable- Gardevoir (one energy attacker), Metagross (ability lock), Volcanion (water weakness)

Unfavorable- Golisopod (grass weakness), Tapu Bulu (grass weakness)

Semi-unfavorable- Garbodor (ability lock/item attack), Alolan Ninetales (high health/Professor Kukui)

After looking at a tier list (to see all the popular meta decks), this would probably be how I rank all of Greninja's matchups. All the other decks haven't proven to be popular enough for me to rank accurately.
 
After receiving a lot of feedback, i figured out my best bet for the standard format was Greninja BREAK. I'm not completely sold on it, but I have put together a solid list, if i do become sold on the idea + let's make Greninja BREAK's final rotation in the standard format a good one.

Pokemon- 20
3x Froakie (BKP)
4x Frogadier (BKP/Water Duplicates)
4x Greninja (BKP)
4x Greninja BREAK (BKP)
4x Talonflame STS

Trainers-
2x Field Blower (GRI)
2x Rescue Stretcher (GRI)
4x Ultra Ball (SUM)
2x Guzma (BUS)
4x N (FCO)
4x Professor Sycamore (BKP)
3x Choice Band (GRI)
1x Super Rod
2x Fisherman
3x Evosoda
2x Max Potion

Energy-
2x Splash Energy
6x Water Energy

Here I'll list some Matchups, but I'm not going to go to far in depth.

(Un-Favorable) Golisopod GX: First things first, time to talk about pod. This matchup is basically an auto-loss just because of Greninja's weakness to grass, so it's not going to go well, Pod has a slightly speedy-ish set up. Only really needing one pod to start ripping apart whatever you can get in play. The only thing you could even slightly depend on to win this matchup, is A: A pod or two is prized B: Your opponent can't get a pod gx out, or most unlikely C: your opponent pitties you and keeps passing to see if you can at least partially set up to make it a slightly fair match, (I severely doubt that would ever happen. Why did i list it as a possibility I don't know.)

(Favorable) Gardevoir GX: Ahh, Garde. Greninja has a fairly good advantage of Garde, I'll explain. Garde takes a 2-3 turns to set up 2 Gardes' from what I've seen thus far from gameplay and tourney play of the deck. Greninja has the advantage of easily being able to set up fast/ lele-less, where-as Garde needs lele to set up well, Diancie is also a speedy-ish factor for the deck. Garde also depends on Rare candy to set-up, along with what I said earlier Diancie. If Diancie is the starting Pokemon for the opponent the goal would be to knock out out almost immediately as possible because in 2 turns, Diancie can set up one Garde, which is bad news. Knock out Diancie, you're good for the most part, unless they have Rescue Stretcher in hand. If they don't, Greninja is mostly clear. you're hoping by the time you knock out Diancie, your opponent wasn't able to set up a Gardevoir. Now if the best case scenario happens and you're able to set up a Greninja Break before your opponent could set up a Garde, it starts to get really fun. With Giant Water Shuriken, you can start sniping and 1 hit KO'ing Ralts on the bench, and when you set up a Starmie, you can keep fueling Giant Water Shuriken to Tear Apart Ralts/Kirlias. Ralts can be one shot sniped, Kirlia can be 2 shot sniped, Gardevoir can be 2 shot sniped and a midnight slashed with a choice band for a one hit KO. So overall for Greninja this is a very favorable matchup.

(Semi-Un-Favorable) Drampa- Garb: Well, this match can go either way from what I've heard from some of my friends who have played G-BREAK against Drampa Garb. So Drampa Garb is fast to set up so that can be a sour point, 1 energy is all Drampa needs to successfully discard a splash energy from Greninja, which means no resurrecting a Greninja from the active, back to your hand, unless you have both splash energy in your hand in which case... yes Greninja lives to see another day. But at the same time Greninja can tend to rely on items for set up such as Ultra Ball, Strecther, and Field Blower (Non-Essential for set up, more-a-less for disruption) Garb can be easily knocked out unless he knocks you out first. 1 water shuriken and a midnight slash for a garb knockout. Drampa's berserk attack is a huge problem dishing out 150 if you water shurikened a benched Pokemon, so that's ultimately bad-ish news, in the case Greninja BREAK has no damage counters on it, he can survive 1 turn. even if you do manage to knock out a drampa, another Drampa or Garb can come in and punish you either for using too many items, or bench sniping. If you play your cards right and set up fast, you definitely have a chance.

Thank you in advance for feedback!
I think you were definitely right about those matchups! I would actually add a couple extra ones:

Favorable- Gardevoir (one energy attacker), Metagross (ability lock), Volcanion (water weakness)

Unfavorable- Golisopod (grass weakness), Tapu Bulu (grass weakness)

Semi-unfavorable- Garbodor (ability lock/item attack), Alolan Ninetales (high health/Professor Kukui)

After looking at a tier list (to see all the popular meta decks), this would probably be how I rank all of Greninja's matchups. All the other decks haven't proven to be popular enough for me to rank accurately.


True! Very True!
 
I've seen alot of list not run rare candy and I recommend you do as all the best list in the past have. as even if you plan to watrr dupes every game there are occasions where you can water dupes and rare candy another froakie to thus leaving you with a potential 4 frogadier and 1 greninja down turn 2. This puts you in a really strong place. Also advice for golisopod you can put some early pressure on them with talonflame break aero blitz does 140 to them with choice band leaving then in range for a banded shadow stiching or the other attack. Your also taking 2 prizes to there one so it's not really an auto loss if you get the right momentum.
 
I've seen alot of list not run rare candy and I recommend you do as all the best list in the past have. as even if you plan to watrr dupes every game there are occasions where you can water dupes and rare candy another froakie to thus leaving you with a potential 4 frogadier and 1 greninja down turn 2. This puts you in a really strong place. Also advice for golisopod you can put some early pressure on them with talonflame break aero blitz does 140 to them with choice band leaving then in range for a banded shadow stiching or the other attack. Your also taking 2 prizes to there one so it's not really an auto loss if you get the right momentum.
Not trying to take away from your point or anything, but what "best list in the past" ran Rare Candy? If you could attach a link to the specific list, that would be much appreciated as I'm rather curious.
 
Alex kreklers top 8 at internationals ran 2 rare candy. The deck that got 1st at internationals and 2nd at worlds in seniors ran Starmie so that's not a bad option either btw I just think talonflame is better however Starmie is has the benefit of having a more consistent stream of energy sense vs seeker(for fisherman)is getting rotated. Just something to consider just don't run talonflame and Starmie at the same time
 
Alex kreklers top 8 at internationals ran 2 rare candy. The deck that got 1st at internationals and 2nd at worlds in seniors ran Starmie so that's not a bad option either btw I just think talonflame is better however Starmie is has the benefit of having a more consistent stream of energy sense vs seeker(for fisherman)is getting rotated. Just something to consider just don't run talonflame and Starmie at the same time

Looked it up, i found nothing.
 
I was just pointing out you can use rare candy effectively you can work out whether it's good for you but I've been playing it with brooklit hill and I get out the greninjas and frogadier consistently
 
I was just pointing out you can use rare candy effectively you can work out whether it's good for you but I've been playing it with brooklit hill and I get out the greninjas and frogadier consistently
I can definitely see how Rare Candy may work more effectively with Brooklet Hill, but funnily enough that's another card I dropped from my list in order to streamline it.:D
 
evosodas are not a bad idea to be sure no reason why you cant split 2 evosodas and 2 rare candys were in a whole new world of possibilties greninja will take some time to come into its own but its got some good matchups and when set up can dominate. at least until every deck decides they need to tech in giratina then just shelve it till after the next big tourney.
 
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