Hello, Some1spc readers! It’s Israel, back with another article. Dallas is coming up this weekend and I thought I might add another deck option to your plate if you’re still lost. For those worrying about a last-second ban on something like Double Colorless Energy or Zoroark GX have no fear, this deck is not affected by it. So let's go over what I am going to talk about today:

 

I.Magikarp & Wailord Tag Team
II.Decklist
III.Recommended Cards
IV.Matchups
V.Conclusion

 

Magikarp & Wailord Tag Team

For those who don’t know, there will be a Tag Team card legal in the format for Dallas. It is one massive Pokemon and I thought since it will be legal that I could talk about what decks benefit the most from this card. When I first saw this card, I thought it was little more than a gimmick, and that it wasn’t as good as people made it seem. After playing with it for the last week, however, it might still be a gimmick, but one that turns into a train that doesn't plan to stop once it gets going, leaving your opponents crushed in its wake. Before I go into the decklist, I want to talk about the card itself, for the people that don’t know what it is.

Magikarp & Wailord GX  HP 300

WWWWW Super Splash 180

To start out, this beef stick has 300 HP, which is extremely difficult to knockout without applying Weakness; only a handful of things can reach this number. But this is where the gimmick starts. For the cost of five Water Energy you will deal a clean 180 damage, which is a good number since Rayquaza GX and Tapu Lele GX fall within that range, and with a Choice Band you will get the nice 210 that knocks out most of the other GX attackers in the format. The problem is getting to those five energy. The deck that can best pump out five energy is Blastoise, and that's about half the energy count of the deck--which isn’t terribly difficult to pull off with Battle Compressor and Superior Energy Retrieval--but if the Wailord takes a hit without attacking it becomes an extreme liability and a stretch to just pull off one attack. If it doesn't take a hit by turn one or two then you should be set up enough to get off a Super Splash. Needing five energies on a main attacker make it a gimmick to me, especially since it’s a Tag Team Pokemon that gives up three prizes when it’s knocked out, but like I said once it gets going it will take prizes.

W+ Towering Splash GX 10

If this Pokémon has at least seven extra Water Energy attached to it (in addition to this attack's cost), this attack does 100 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) (You can't use more than 1 GX attack in a game.)

Alright, so this the second part of the gimmick. If you have eight energy on this big boy you’ll get to snipe your opponent’s entire bench for 100 damage. This can be extremely game-changing if you get there, and your opponent is relying on pokemon that have 100 HP or less. Turn two Towering Splash on a Zoroark player that just used Brigette almost spells certain defeat for them. HOWEVER, you need eight energy to use it and that's about 75-80% (depending on energy count) of your energies to pull this off. There are counters to this attack that still exist in the Expanded format, like Mr. Mime and Machoke, and if you're facing a mirror match that teched a Lugia GX you'll also get punished with their GX attack. So you’ll probably only use this attack if you know you’ll win, or that nothing that could backfire against you as a result.

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