Ok, so you are playing XY on then Bandit Ring will be out before rotation, so lets use a few cards from that to deal with the problems this is facing.
(you can see new bandit ring cards here)
http://www.pokebeach.com/2015/06/bandit-ring-leaking-scans-and-translations
-3 Red Card
+3 Ace Trainer (Bandit ring)
It's been said above but I will say it again you will need more draw consistency early in the game.
-1 Acro Bike
+1 VS seeker
You will need more of these to stay consistent and then you will be a lot more likely to get this and a battle compressor on turn one which is your best bet of grabbing a turn one archie.
-3 Trick Shovel
+3 Paint Roller (I assume this is burnable?)
I think this is a good card as it disrupts the opponents strategy a lot and right now you have no way of stopping the opponent from doing their strategy really. Which means that you are basically gambling every game on being able to pull off your strategy before they do and there are some hellishly fast decks out there that can probably take out your starting one or two mil tanks before you even get an archie off, and on top of that lets you draw one. And also I believe you can just play it from your hand even if there isn't a stadium in play. I could be wrong through, but I think you can just burn it to get a more useful card.
-2 Muscle Band
+2 Silver Bangle
This saved me more than I can count back when I played my Greninja/Miltank deck. The ability to hit for 110 + 30 + 30 to knock out a 170hp EX is so important compared to being able to only knock out a 170hp EX with 100 + 30 + 30 + 30. This will, I promise give you more threat against a lot of decks for less work.
-2 Revive
+1 Sacred Ash
+1 Lysandre
I think as you have so much draw power a sacred ash to shuffle two or three dead mil tanks back in is much better than two revives, and Lysandre is a staple every deck needs. Compressor it away at the start of the game then VS seeker it back when you need it. The ability to snag things off the bench that already have 30 or 60 or 90 damage on them from Greninja in previous turns is incredible. I actually used to play three and four VS seekers as it was such a vital part of my decks strategy. But 1 Lysandre is a must for this deck.
I know it doesn't fit in with the turbo theme, but if you could find space for a couple of enhanced hammers then you could do a lot better, the future meta looks like you will be seeing a lot of Double colourless, Double Dragon & Rainbow energies, plus of course all the strong energies and similar variants. Played in a tourney today and only one deck I came up against didn't have any special energy, and tbh it wasn't a very good deck. There are good decks like metal link that don't rely on them, but Toad, Fighting, probably the new Grass decks, Rayquazza all rely on special energy to be great.
I played the old style Greninja deck a lot, took it to some pretty good tourney finishes too. It played Rare Candy and Froakie instead but the concept is the same.
(you can see new bandit ring cards here)
http://www.pokebeach.com/2015/06/bandit-ring-leaking-scans-and-translations
-3 Red Card
+3 Ace Trainer (Bandit ring)
It's been said above but I will say it again you will need more draw consistency early in the game.
-1 Acro Bike
+1 VS seeker
You will need more of these to stay consistent and then you will be a lot more likely to get this and a battle compressor on turn one which is your best bet of grabbing a turn one archie.
-3 Trick Shovel
+3 Paint Roller (I assume this is burnable?)
I think this is a good card as it disrupts the opponents strategy a lot and right now you have no way of stopping the opponent from doing their strategy really. Which means that you are basically gambling every game on being able to pull off your strategy before they do and there are some hellishly fast decks out there that can probably take out your starting one or two mil tanks before you even get an archie off, and on top of that lets you draw one. And also I believe you can just play it from your hand even if there isn't a stadium in play. I could be wrong through, but I think you can just burn it to get a more useful card.
-2 Muscle Band
+2 Silver Bangle
This saved me more than I can count back when I played my Greninja/Miltank deck. The ability to hit for 110 + 30 + 30 to knock out a 170hp EX is so important compared to being able to only knock out a 170hp EX with 100 + 30 + 30 + 30. This will, I promise give you more threat against a lot of decks for less work.
-2 Revive
+1 Sacred Ash
+1 Lysandre
I think as you have so much draw power a sacred ash to shuffle two or three dead mil tanks back in is much better than two revives, and Lysandre is a staple every deck needs. Compressor it away at the start of the game then VS seeker it back when you need it. The ability to snag things off the bench that already have 30 or 60 or 90 damage on them from Greninja in previous turns is incredible. I actually used to play three and four VS seekers as it was such a vital part of my decks strategy. But 1 Lysandre is a must for this deck.
I know it doesn't fit in with the turbo theme, but if you could find space for a couple of enhanced hammers then you could do a lot better, the future meta looks like you will be seeing a lot of Double colourless, Double Dragon & Rainbow energies, plus of course all the strong energies and similar variants. Played in a tourney today and only one deck I came up against didn't have any special energy, and tbh it wasn't a very good deck. There are good decks like metal link that don't rely on them, but Toad, Fighting, probably the new Grass decks, Rayquazza all rely on special energy to be great.
I played the old style Greninja deck a lot, took it to some pretty good tourney finishes too. It played Rare Candy and Froakie instead but the concept is the same.
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