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Sylveon Control (Post-Rotation)

Merovingian

Dead Game Enthusiast
Member
First of all, I am assuming Breakthrough-on. If not, I lose Puzzle of Time and we'll work from there. But for sake of getting ideas together, here's what I intend on running at the first League Cup I can get this to post rotation:

POKÉMON: 7

  • 4 - Eevee
  • 3 - Sylveon
TRAINERS: 39

  • 4 - Team Flare Grunt
  • 4 - Team Rocket's Handiwork
  • 4 - Delinquent
  • 3 - Guzma
  • 2 - Plumeria
  • 2 - N
  • 1 - Team Skull Grunt
  • 4 - Max Potion
  • 4 - Puzzle of Time
  • 2 - Chaos Tower
  • 2 - Parallel City
  • 2 - Enhanced Hammer
  • 2 - Field Blower
  • 1 - Rotom Dex
  • 1 - Captivating Poke Puff
ENERGY: 14

  • 12 - Fairy Energy
  • 2 - DCE
See that Captivating Poke Puff? That's my ace in the hole for winning a game.

As per guideline 9.3:

2) If both players were on time to the match and were not away from the match for any period of time, the judge determines the winner of the current game in the following manner: GAME 1 - If the last turn ends during game 1, the player with the fewest Prize cards remaining wins game 1 and wins the match. - If both players have the same number of Prize cards remaining, the game continues until one player has fewer Prize cards remaining than the other. The player with the fewest Prize cards remaining is considered the winner of game 1, and the match ends.

And if it goes to game 2:

The active player completes their turn. If either player has fewer than 50% of their initial Prize cards remaining (2 in a Constructed format or 1 in a Limited format), the player with the fewest Prize cards remaining wins the game. Otherwise the game does not count toward determining the winner of the match, and the winner of game 1 wins the match. - If both players have the same number of Prize cards remaining, the game continues until one player has fewer Prize cards remaining than the other. The player with the fewest Prize cards remaining is considered the winner of game 2.

The idea is to do what the deck does best: control and restrict resources. However, if you don't have it already when you're close on time, get Poke Puff out with 'Ribbon.

The idea is to have: it, Guzma, DCE in hand.

On your last turn of the final 3 turn, use Puff and drop down a basic that's 110 or less. Guzma it up, DCE. Get a prize and win (as per end of match procedures).

Sounds a bit situational. But I figure it's better than having no ace in the hole at all.

Any ideas? Thoughts?
 
This thread has been moved to the Deck Garage because the OP is looking for feedback on a completed decklist. If you have any questions, please ask me or any of the Forum Staff.
 
First of all, I am assuming Breakthrough-on. If not, I lose Puzzle of Time and we'll work from there. But for sake of getting ideas together, here's what I intend on running at the first League Cup I can get this to post rotation:

POKÉMON: 7

  • 4 - Eevee
  • 3 - Sylveon
TRAINERS: 39

  • 4 - Team Flare Grunt
  • 4 - Team Rocket's Handiwork
  • 4 - Delinquent
  • 3 - Guzma
  • 2 - Plumeria
  • 2 - N
  • 1 - Team Skull Grunt
  • 4 - Max Potion
  • 4 - Puzzle of Time
  • 2 - Chaos Tower
  • 2 - Parallel City
  • 2 - Enhanced Hammer
  • 2 - Field Blower
  • 1 - Rotom Dex
  • 1 - Captivating Poke Puff
ENERGY: 14

  • 12 - Fairy Energy
  • 2 - DCE
See that Captivating Poke Puff? That's my ace in the hole for winning a game.

As per guideline 9.3:



And if it goes to game 2:



The idea is to do what the deck does best: control and restrict resources. However, if you don't have it already when you're close on time, get Poke Puff out with 'Ribbon.

The idea is to have: it, Guzma, DCE in hand.

On your last turn of the final 3 turn, use Puff and drop down a basic that's 110 or less. Guzma it up, DCE. Get a prize and win (as per end of match procedures).

Sounds a bit situational. But I figure it's better than having no ace in the hole at all.

Any ideas? Thoughts?
You aren't really accounting for if they knockout a Sylveon, or if Poke Puff fails. Also, you auto lose to Metagross and will probably lose to Garb
 
You aren't really accounting for if they knockout a Sylveon, or if Poke Puff fails. Also, you auto lose to Metagross and will probably lose to Garb
I agree, Metagross is auto loss and captivating puff might not be best use of a spot, depending on meta tho I have not played against metagross. For whatever reason its alot of garbador variants and ninetales for me. Main issue to figure out is how to play better against Garbador mathcups. Have to limit items played, higher counts of individual supporters and find a strong dark to stand up to stall while you mill and continue energy denial.
 
Yeah. Between the Puff strategy really only working in single elimination environments and Metagross potentially staying in the format post rotation (fire does get a boost, but I'm not sure it'll be enough to knock it down a few pegs. First turn Kiawe is a pants crapper for Sylveon), I'm looking more into Quad Lapras and Quad Woffuffet as other options.

All 3 have advantages the others don't have, but between Lapras' ability to switch into a formittable attacker (at least, its more potent than Sylveon) and Quad Woffuffet literally being 60 cards of control, it feels like the only thing Sylveon excels at is that you can pick and choose your necessary control cards for the next turn. Which is nice, but I don't think it's good enough.
 
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