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Alt. Format XY-On Miltank / Crobat

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.
 
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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.

Thanks for the suggestions! Ace Trainer doesn't really help, as it requires me to have more prize cards and in a speed deck, that shouldn't happen too often. It also doesn't help at all towards early game draw/hand refresh for that same reason.

VS Seeker is also tricky...it's good to "search" Archie's in combination with Battle Compressor, but if I don't have Battle Compressor, it's a dead card in my hand. I'll try it both ways though, 4 might turn out to be better.

Paint Roller also seems iffy, because if there's no stadium in play, it can't be played. It also only draws one card, and it has a chance of getting me something I can't burn.

Silver Bangle is also rotating (assuming XY-On), otherwise it would have been an auto-include.

I definitely like your suggestion of removing the Revives in favor of 1 Lysandre and 1 Sacred Ash, and I'll try it out. I originally had 2 revive because my 4 Miltank + 2 Revive is six prizes, and if they kill them that often, I've already lost.

Enhanced Hammers could come in handy, maybe 2 or so would be good. It doesn't sound like it would be a dead card very often. I'll update my list right now.
 
I'm glad you found some of my suggestions helpful, it was really late when I wrote that. Obviously I overlooked some things.

Keep in mind with VS seeker, you could always play one Professor Sycamore and one Shauna or Professor Birch's Observations and one Xerosic then you can at least have a lot of choice with what to VS seeker back, gives you flexibility.
 
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Pokemon : 12
  • 3 Froakie
  • 2 Frogadier
  • 3 Greninja XY #41
  • 4 Miltank FUF
Items/Supporters/Stadiums : 40
  • 4 Professor Sycamore
  • 3 Shauna
  • 2 Lysandre
  • 4 Trainers' Mail
  • 4 Rare Candy
  • 4 VS Seeker
  • 4 Energy Retrieval
  • 4 Ultra Ball
  • 4 Muscle Band
  • 3 Dive Ball
  • 2 Sacred Ash
  • 2 Professor's Letter
Energy : 8
  • 8 Water Energy
Strategy:

Strategy is to set up T2 Greninja and hit for 110-130 with Miltank for one energy. I recently posted a deck with the other strategy using Archie's and none of the basic or stage 1 evolutions, but it was very inconsistent. This gets out T2 Greninja very often, using Dive Ball, Trainers' Mail, and Sycamore. I'm only wondering if it's worth running Giant Plant Forest and a grass stage 2 for the extra speed instead of the damage boost and snipe capabilities of Greninja. I do have two Shaymin EX I can add, but without AZ or SSU, I'm worried about them being sniped.
 
I like the idea! It's always nice to see original deck ideas. I have a small list of changes I would make, though, which I'll explain.

-2 Ultra Ball ~ The only thing you need the Ultra Balls for is Miltank, which you can fetch other ways as well.
+1 Dive Ball ~ Getting the Greninja line out is vital, and with 8 water Pokemon in the deck, Dive Balls are great.
+1 Pokemon Fan Club ~ These can help get your Miltank and Froakie out, even under item lock. I would have liked to have added another, but there wasn't anything else I saw to remove, plus you should be good with the four VS Seekers.
 
I like the idea! It's always nice to see original deck ideas. I have a small list of changes I would make, though, which I'll explain.

-2 Ultra Ball ~ The only thing you need the Ultra Balls for is Miltank, which you can fetch other ways as well.
+1 Dive Ball ~ Getting the Greninja line out is vital, and with 8 water Pokemon in the deck, Dive Balls are great.
+1 Pokemon Fan Club ~ These can help get your Miltank and Froakie out, even under item lock. I would have liked to have added another, but there wasn't anything else I saw to remove, plus you should be good with the four VS Seekers.

Less Ultra Balls sounds nice...and I like your suggestions and reasoning. I'll update the list on the OP. I haven't had a chance to play this against an actual person yet, only solitaire. Does it seem too slow, are the decks that fast?
 
With a good start, this deck doesn't seem too slow to me. Most Meta decks currently are pretty much all about speed, unfortunately.
 
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Some thoughts,

Although adding stoppers into the deck might slow your opponent down, lets remind ourselves we use stage 2, and our speed in most important, so you toss and energy they needed, but that could of been that 2nd Ninja. I also see the deck is weak in draw, and plans to rely on VS seeker. Beware of item lock in the future, so don't rely on them.

Draw supporter +2 ( Birch, Shauna, Tierno)
Winona could be a great supporter, as it gets out 3 Milktank, and can easy be retrieved with VS Seeker.
Archie - Need one of these also, allows you to get a Ninja on the bench without work. Will be easier to play in the mid to late game, as you toss cards and get a lost Ninja back
Team Mates - Great card, might be a great way to get a milk tank and an energy, or a ninja and a candy. You are planning on giving up a prize card?

Battle Compressor - Yes you need 1, it will get your supporter in the discard if needed, and can just be thrown away if needed, or thin your deck for draw power.

Consistency - Perhaps consider adding another + 1 frokie and +1 Ninja, and now no need for 2 ash, go back to + 1 revive, as it goes to the bench, and if you lose 3 ninja, you should lose anyway. Gives you basics, you should get two-three out turn 1

So that is +9 cards

-2 Ash -Adding a revive and have plenty of Ninja line
-3 Training mail - Do you see anyone using this in the Tournaments - ***Draw power *** You might not be able to even play them.
-2 Dive Balls or -1 dive and -1 ultra Test it (3Ultra / 2 Dive)
-1 VS Seeker You have more to draw.
-1 Muscle band, comes down to, shrunken +30 or +20 Muscle band

You need to keep the consistency with the candies and energy retrievals, as you are sunk with out a ninja.

The only other idea is a Wally, you could swap for a candy and a might be a must if item lock is a problem
 
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With a good start, this deck doesn't seem too slow to me. Most Meta decks currently are pretty much all about speed, unfortunately.

I do hope it works out, it seems very fun in testing. :)

Some thoughts,

Although adding stoppers into the deck might slow your opponent down, lets remind ourselves we use stage 2, and our speed in most important, so you toss and energy they needed, but that could of been that 2nd Ninja. I also see the deck is weak in draw, and plans to rely on VS seeker. Beware of item lock in the future, so don't rely on them.

Draw supporter +2 ( Birch, Shauna, Tierno)
Winona could be a great supporter, as it gets out 3 Milktank, and can easy be retrieved with VS Seeker.
Archie - Need one of these also, allows you to get a Ninja on the bench without work. Will be easier to play in the mid to late game, as you toss cards and get a lost Ninja back
Team Mates - Great card, might be a great way to get a milk tank and an energy, or a ninja and a candy. You are planning on giving up a prize card?

Battle Compressor - Yes you need 1, it will get your supporter in the discard if needed, and can just be thrown away if needed, or thin your deck for draw power.

Consistency - Perhaps consider adding another + 1 frokie and +1 Ninja, and now no need for 2 ash, go back to + 1 revive, as it goes to the bench, and if you lose 3 ninja, you should lose anyway. Gives you basics, you should get two-three out turn 1

So that is +9 cards

-2 Ash -Adding a revive and have plenty of Ninja line
-3 Training mail - Do you see anyone using this in the Tournaments - ***Draw power *** You might not be able to even play them.
-2 Dive Balls or -1 dive and -1 ultra Test it (3Ultra / 2 Dive)
-1 VS Seeker You have more to draw.
-1 Muscle band, comes down to, shrunken +30 or +20 Muscle band

You need to keep the consistency with the candies and energy retrievals, as you are sunk with out a ninja.

The only other idea is a Wally, you could swap for a candy and a might be a must if item lock is a problem

Interesting suggestions, I never realized they could target Greninjas using Lysandres and VS Seekers and completely remove my damage potential. Trainers' Mail I am going to keep, as it's one of the only ways to accelerate Rare Candies to my hand. I don't know about the other removals as well. I'll do this for starters:

-2 Ash
-1 VS Seeker

+1 Froakie
+1 Greninja
+1 Revive

Right now my only concern is being able to get the combo going as soon as possible and be as consistent as possible in doing so. Once that's finished, then I'm going to look into techs and 1-ofs in the deck.
 
I do hope it works out, it seems very fun in testing. :)



Interesting suggestions, I never realized they could target Greninjas using Lysandres and VS Seekers and completely remove my damage potential. Trainers' Mail I am going to keep, as it's one of the only ways to accelerate Rare Candies to my hand. I don't know about the other removals as well. I'll do this for starters:

-2 Ash
-1 VS Seeker

+1 Froakie
+1 Greninja
+1 Revive

Right now my only concern is being able to get the combo going as soon as possible and be as consistent as possible in doing so. Once that's finished, then I'm going to look into techs and 1-ofs in the deck.

Consider the battle compressor, and it is a great way to get to the supporter you want to use in the current turn or next. Winona turn 1 and get 3 milk tanks out. My point with the mail is you get to look at 4 cards or play a supporter.

I find one of the third supporters to add is poke lady to heal and remove special conditions.
 
Consider the battle compressor, and it is a great way to get to the supporter you want to use in the current turn or next. Winona turn 1 and get 3 milk tanks out. My point with the mail is you get to look at 4 cards or play a supporter.

I find one of the third supporters to add is poke lady to heal and remove special conditions.

I think I'd just rather have another draw supporter than the Compressor, and at one-of it really doesn't help too much. I'll very rarely see it anyway, and even then, to have a VS seeker as well is hard to do. I could run Repeat Ball to swarm Miltanks quicker, but Winona being a supporter for the turn is too slow. Trainers' Mail is an item, so not sure what you mean by having to choose between that and a supporter. I can use the Mail to fetch a supporter from the top 4 cards, then play the supporter. It also helps accelerate Rare Candies.
 
I think I'd just rather have another draw supporter than the Compressor, and at one-of it really doesn't help too much. I'll very rarely see it anyway, and even then, to have a VS seeker as well is hard to do. I could run Repeat Ball to swarm Miltanks quicker, but Winona being a supporter for the turn is too slow. Trainers' Mail is an item, so not sure what you mean by having to choose between that and a supporter. I can use the Mail to fetch a supporter from the top 4 cards, then play the supporter. It also helps accelerate Rare Candies.

You will have to try it, If you hold and can play a VS seeker if give you the ability to grab teamates top get 2 cards or a winona, when the time is right. getting those supporter in the trash is easy with compressor. By lower your count of T Mail and increasing the support count give you that suporter already as you draw support is low.

I see to many time you play under item lock, and having supporters is what you need. I understand the need of getting to a rare candy, and with compressor the odds are higher when you toss 3 cards or none if you like. My other point is the "pros" don't seem to use that card much. I have this deck built and have fun with it.
 
You will have to try it, If you hold and can play a VS seeker if give you the ability to grab teamates top get 2 cards or a winona, when the time is right. getting those supporter in the trash is easy with compressor. By lower your count of T Mail and increasing the support count give you that suporter already as you draw support is low.

I see to many time you play under item lock, and having supporters is what you need. I understand the need of getting to a rare candy, and with compressor the odds are higher when you toss 3 cards or none if you like. My other point is the "pros" don't seem to use that card much. I have this deck built and have fun with it.

Agree to disagree I suppose. There aren't really any cards I would willingly discard for no immediate gain. I had the chance to play a few games on TCGone, and the only time my Greninjas were KO'd to the point of me not being able to attack with Miltank, I was using them as main attackers. One for 70 + Muscle Band with an additional 30-60 for each Greninja is not bad at all. I added 2 Wally instead of Ultra Ball to help with item lock, and put the Dive Ball and VS Seeker back up to 4. Dive Ball can be used right away for search before they can item lock, so it's never a dead draw. I still really like Trainers' Mail, in an XY-On format I think it will see a lot more play. Nobody uses it now because you can Skyla for anything you need. I still want to find room for maybe a couple Switch and some Repeat Balls.
 
Bump, updated the OP. I do agree after some testing that Trainers' Mail is not as good as I thought, so I think 2-3 is the better number. 4 is too many. I still think Battle Compressor is unnecessary; I haven't seen a single time in testing where it would have helped. I'd rather have another draw supporter, or even an Acro Bike instead. I'm pretty satisfied with the current build.
 
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