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Standard Speed Sylveon GX Deck

Reshiram's Mayhem

Aspiring Trainer
Member
This main point in this deck is to both, round one block out your opponent of placing down energy and also using Sylveon's Fairy Wind attack turn two for up to 140 damage. I'm currently 24-4 with this deck in PTCGO, only losing twice to a Decidueye and Trashalanche.

Pokemon:
3x Sylveon GX GUR
4x Eevee SM
We only run 4x Eevee and 3x Sylveon GX because you don't want to start off with a single Lele, Shaymin, etc. This also helps with decking out the opponent with mulligans.


Supporters:
2x Team Skull Grunt SM (Again, for denying energy attachment)
1x Ace Trainer (I personally haven't used this often, but I find it helpful against Decidueye in my tests)
2x Team Rocket's Handiwork (To again, help with decking out the opponent)
3x Lysandre (To pull out either a lower, HP target or less attacking power target)
4x Team Flare Grunt (I have found this deck just does not work as well without 4 of these guys. Again, to deny energy attachment)
1x Pokemon Ranger
3x Delinquent (Since we will be running 5 stadiums, this helps. Also a very good card against Decidueye decks
1x N (To refresh your deck, also to get cards out of your opponents hand when you mulligan too much)

Items:
4x Puzzle of Time (This helps a lot with when you attack with Sylveon GX. Of course, you can also re-draw 2 cards from your discard pile when you discard 2 POT at once.)
3x Enhanced Hammer (Once more, another set of cards to disable your enemy from attaching any energy)
3x VS Seeker (To pull back Lysandre or Flare Grunt)
4x Max Potion (4 may seem unnecessary but it works for me. This is the only way you will get back lost HP, also very helpful against Decidueye decks)
2x Choice Bands (I normally pull these out of my deck after around turn 1 or 2 depending if I need to lock energy any more. Allows to attack GX's for 140 damage round 2)

Stadiums:
3x Silent Labs
2x Parallel City (Just a good card in general, neither side of the card affects the way you play this deck)

Energy:
Drawing energy the first round is a must as you need it to pull out the Sylveon GX.

11x Fairy Energy
1x Wonder Energy
2x Double Colorless Energy


My strategy:
Always try to go second. I immediately get out my Sylveon GX with Eevee's ability. Once I do this, I can start to try to energy lock the opponent. Since we run 4x Flare Grunt and 3x Enhanced Hammer, chances are you have one these in your hand. You can use these as you need it first round you play. Depending on if I have enough energy lock cards, I search my deck for 1x DCE, 1x Choice band, and 1x Flare Grunt/Enhanced Hammer. From this point, it's a simple strategy. Just attack, lock your opponent of energy, and pull up larger targets with Lysandre
 
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Really like the deck, interested in trying it out, maybe areally dumb question but how does silent lab work for decidueye matchup? I do find it tough not playing a shaymin or lele but if it works due to improitance of getting eevee out then i see what you are saying. Do you thingk any room for some trainers mail for some consistency?
 
Really like the deck, interested in trying it out, maybe areally dumb question but how does silent lab work for decidueye matchup? I do find it tough not playing a shaymin or lele but if it works due to improitance of getting eevee out then i see what you are saying.
I find that it works against Decid because of just what it does. It prevents all Pokemon from using abilities. And since all of Decidueye is is just abilities, It helps against it.
 
I did some testing against this deck with @21times and he had an interesting notion about adding unown to the list to help against things like giving up the extra mulligans. It isn't a bad card to start and would only really require a couple of extra choices to get going. It also has the advantage of possibly allowing you to live through the dreaded T1 Hex which from what I have seen, Quad Sylveon doesn't do frequently. I know when I play Sylveon, I hope I get 4 extra cards right off the bat because that drastically increases my odds of getting a T1 Hex. That's usually an auto win for me.
 
I did some testing against this deck with @21times and he had an interesting notion about adding unown to the list to help against things like giving up the extra mulligans. It isn't a bad card to start and would only really require a couple of extra choices to get going. It also has the advantage of possibly allowing you to live through the dreaded T1 Hex which from what I have seen, Quad Sylveon doesn't do frequently. I know when I play Sylveon, I hope I get 4 extra cards right off the bat because that drastically increases my odds of getting a T1 Hex. That's usually an auto win for me.
I can try to add Unown in my decklist on PTCGO right now and give it a shot but I personally think that it just depends on how someone wants to play. When I get a lot of mulligans, I try to immediately go for as many Team Skull Grunts and energy discard cards as I can so I can deck them out of energy, then N. I can give Unown a shot though and see how that acts in the deck.
 
I can try to add Unown in my decklist on PTCGO right now and give it a shot but I personally think that it just depends on how someone wants to play. When I get a lot of mulligans, I try to immediately go for as many Team Skull Grunts and energy discard cards as I can so I can deck them out of energy, then N. I can give Unown a shot though and see how that acts in the deck.

I think it is worth trying personally. I don't really play the deck, but I could see how unown could help bring a bit of early stability if for no other reason than it might help you get a second Eevee down early. Most times, I think the biggest mistake the Sylveon player makes is assuming I can't 1 shot your Sylveon as early as T1 and that is just not the case with some decks.
 
I think it is worth trying personally. I don't really play the deck, but I could see how unown could help bring a bit of early stability if for no other reason than it might help you get a second Eevee down early. Most times, I think the biggest mistake the Sylveon player makes is assuming I can't 1 shot your Sylveon as early as T1 and that is just not the case with some decks.

Try Taloneflame instead of Unown ;).
 
TF and Unown will cut down the mulligans, but they won't let you get turn 1 Magical Ribbon. Reshiram, your deck is almost identical to mine, it's going to be good, but against a player who is good and set to play against you, you're probably going to struggle. That's why I've cooled a little on Sylveon right now. It just seems like it's missing one more piece to the puzzle to really make it absolute top tier.
 
TF and Unown will cut down the mulligans, but they won't let you get turn 1 Magical Ribbon. Reshiram, your deck is almost identical to mine, it's going to be good, but against a player who is good and set to play against you, you're probably going to struggle. That's why I've cooled a little on Sylveon right now. It just seems like it's missing one more piece to the puzzle to really make it absolute top tier.

Taloneflame only searches for one less card than Sylveon GX and has free retreat. It helps against turn one Hex maniac or Wobbuffet openings. Nonetheless I agree with you. Sylveon GX would benefit a lot from a full-healing supporter. Acerola would fit the bill :).
 
Ah excellent point. I forgot that TF has free retreat. Hmmmm maybe TF is a good fit in the deck.
 
Ah excellent point. I forgot that TF has free retreat. Hmmmm maybe TF is a good fit in the deck.

My *only* concern with TF is that you get stuck with 3-4 dead cards every single game for a deck that doesn't really need TF to work. That said, the lock would almost always be established T1. That's pretty huge with Red Card and Delinquent IMO. That's all sorts of GG LOL!
 
TF and Unown will cut down the mulligans, but they won't let you get turn 1 Magical Ribbon. Reshiram, your deck is almost identical to mine, it's going to be good, but against a player who is good and set to play against you, you're probably going to struggle. That's why I've cooled a little on Sylveon right now. It just seems like it's missing one more piece to the puzzle to really make it absolute top tier.
I agree with you. There is just always something missing that can allow me to win most games I lose. I feel the lock isn't the strongest that it could be, especially with decks that run energy stacking cards like Aqua Patch, Max Elexir, etc. Kind of cool though that other people are taking the attacking approach to Sylveon GX rather than a pure lock!
 
FYI, I'm trying all of these suggestions. So far TF seems to be the best fit for an anti-mulligan but the issue is you cant get the lock in quick enough because there are no draw cards and putting more draw cards in would ruin the point of the deck and make it a bit less lock-type. The issue I have with all of the other tech-ins is that they add so much more time to getting the lock in and Sylveon drawn. I really think that this deck doesn't really need an anti-mulligan because like I said, it takes too long to get Sylveon out. I just can't want for the next set to come out to see how the cards from that can help this deck, it's a really fun concept deck that I hope one day will get a place in a tier 1 deck list.
 
I really like the concept of the wonder energy, good against espeon and other Pokémon with special conditions. My build is based all on disruption but I do like your build, I would just get rid of ranger.
 
My *only* concern with TF is that you get stuck with 3-4 dead cards every single game for a deck that doesn't really need TF to work. That said, the lock would almost always be established T1. That's pretty huge with Red Card and Delinquent IMO. That's all sorts of GG LOL!

The idea would be to run 4-3-3 on Eevee-Sylveon Gx-Talonflame. This leaves the deck with three to two dead cards but also reduces the risk to mulligan and the risk to be locked out with a T1 Hex Maniac or Wobbuffet. If you want to start of with Red Card and Delinquent I would want a card that locks down abilities on Basic Pokémon to reduce the risk to have the entire tactic destroyed by Tapu Lele search. You need some energy discard to start with and lure the opponent to burn resources for the Delinquent tactic to be more effective mid-game.
 
Thr problem with wonder energy is that it can't be attached to Eevee. Also, it only prevents effects, existing effects are not removed.
 
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