Hey, everyone! Brad Brown here with my very first article for Some1sPC. To give you a little bit of background about myself, I’m a 90’s kid. I played Red and Blue when they first came out and rightfully picked Bulbasaur until I was peer pressured into liking Charizard the best (we can debate this later if you’d like to). I got my first taste of the TCG from the very beginning with Base set, Jungle, and Fossil. I played the Pokémon TCG game for GameBoy Color as a kid but I never played competitively, until now. I got back into the TCG between the release of the Burning Shadows and Crimson Invasion sets, and this is my first full competitive season. I am now only 117 points shy of my very first Worlds invite, and my first Day 2 in Madison helped me get to this point. I’ve been constantly absorbing every ounce of info I can from content sites like Some1sPC, as well as the fantastic Meta discussions on YouTube that are hosted by numerous content creators. These resources have helped get me to this point in the season and I feel like I can finally give back to the community that has been so great to me.

Moving on to discuss the Regional itself, I decided to play Reshiram & Charizard-GX using the Jirachi/Kiawe engine for the tournament. The deck is incredibly consistent, fast and powerful, and since this is a box type of deck it has at least some sort of answer to hard Water counters, which is one of the many reasons I decided to play it. I was also considering Regi/Hoopa Stall, and Zapdos as well, however after testing with friends the night before, playing on the PTCGO ladder as well as in a few League Challenges and one League Cup, it felt like there was a strong expectancy for Stall, which made Zapdos feel like a bad call. I did not get enough reps in with Stall to feel comfortable enough with it, so ReshiZard felt like the strongest play to get me the points I needed. Let’s go over the deck list that I used to get 46th place this past weekend.

The List:


This build was inspired by Alex Schemanske’s second place list from Santa Clara. I liked how the box version felt very versatile based on the needs of each matchup, and the numerous single prize attackers in this list helped deal with Stall and other single prize attacking decks like Zapdos, NagQuag and baby Blacephalon. However, you do take a weaker matchup to Weezing compared to the version of ReshiZard with a Green’s Exploration engine. The general thought process is that by swinging with Shining Lugia and Arcanine early and keeping the prize trade even or favored in the early game your late game will benefit by putting up a beefy Tag Team GX in your opponent’s face. This makes it more favorable for the deck to close out games and deny your opponent from taking their final prizes. I would like to get to four Nest Ball as well, but finding the spots to cut is difficult and I do not agree with removing anything that would weaken your PikaRom matchup. Additionally, you’re relying on the lone Field Blower to get rid of Bodybuilding Dumbbells on Zoroark-GX for Eevee & Snorlax-GX to get a one-hit knockout. Here are some explanations of my card counts.


3 Jirachi/3 Kiawe

Originally, I started with four copies of each, as that gives you the best odds to start games with them and get a first turn Kiawe off. Unfortunately, I felt like I wasn’t able to dig enough mid-to-late-game and the extra Jirachi/Kiawe would just sit in my hand feeling useless (other than being Ultra Ball fodder). A fourth Ultra Ball and third Acro Bike in place of the fourth copies came in handy in numerous matchups, so for now I feel comfortable keeping these counts.

2 Shining Lugia

Stall was being hyped up an insane amount going into this tournament and only having one Lugia to deal with Hoopa felt insufficient. I could prize it and not have access to it or, once you take a knockout, your opponent could just use Lugia-GX to “Lost Purge GX” your Shining Lugia and the Energy to the Lost Zone while also putting down another baby Hoopa behind it. Due to how long these games go if they set up properly, you usually only have one chance against them, so I didn’t want to risk it with how much hype the deck was receiving. Being forced to discard three Energy for each attack with Turtonator for a mere one prize would mean that they could run you out of resources much easier. They could do this by using Guzma or Counter Catcher to bring up a ReshiZard with a Hoopa Active and run you out of your finite number of Fire Crystals and Switch to get back into Lugia to attack. Two Lugia just felt much safer. It helped immensely against ReshiZard decks using the Green’s and Volcanion build. It also helped against Zap Beasts, as Zapdos needs to use two Electropower to one-shot it and baby Buzzwole is unable to one-shot it on the four prize “Sledgehammer” turn, even with a Professor Kukui. With all that being said, I think I may still cut this for a second Eevee & Snorlax-GX moving forward, as Zoroark and NagQuag gained popularity, and I personally feel that most people will probably be moving away from the Green’s version of ReshiZard.

1 Turtonator

This was a game-ender as my buddy, Alex Garcia calls it. I was thinking of putting a Blacephalon-GX in its place, as Will Jenkins mentioned it to me in testing and this card also bodied me in the mirror on PTCGO ladder. It’s another way to hit 300 without having to use a GX attack, but Blacephalon-GX is just too cute; once people see it and they know you haven’t used your GX attack yet, they will target it down. It also gives up two prizes while you’re only getting one free prize via “Burst GX,” so the trade off isn’t worth it. Turtonator only gives up one and can just sit there on Bench until you power it up in a single turn with a Welder plus manual attachment to deal at least 150 (180 with Choice Band) out of nowhere. I used it to end a few games, but otherwise I was mainly attacking with ReshiZard itself for big numbers. It’s up there as one of my potential cuts for more consistency cards if I decide to use this deck in Cups over the next few weekends.

1-1 Arcanine Line

This will never get cut in my opinion. The threat of hitting for 120 while also charging up two Energy to a Benched attacker is way too valuable. You always want multiple threats on board and this combo is a main reason I feel like the deck is so strong. In roughly 80% of my games, I would Kiawe onto Shining Lugia and set up a Growlithe on the Bench to be able to evolve and attack the next turn. It was also a safe strategy to use in order to figure out what I was playing against during some first games, before I knew if I could use ReshiZard/EeveeLax or not. If they decided to take out Growlithe, then Lugia could keep swinging while I set up another attacker. Otherwise, I made sure to find Arcanine the next turn and evolve it so that something like Zapdos couldn’t just Guzma it down so easily.

2 Marshadow SLG

Anyone who has been playing for the last few months knows how annoying this card can be if you are on the receiving end of a “Let Loose” and your deck isn’t prepared to handle it. Two of them means that you can have two separate turns of using Guzma to target down a vital Pokémon while also shuffling your opponent’s hand, maybe even refreshing yours in the process. That is an insane combo, and it helped me immensely in my matchups against PikaRom and Green’s ReshiZard (or anything running a Green’s Engine for that matter). Absolutely sticking with two of these bad boys.

1 Tapu Lele-GX/1 Dedenne-GX

Having at least one copy of Tapu Lele-GX felt vital. With four Ultra Ball, it’s an extra out to easily find Kiawe turn one, which increases your percentages of always getting that combo. The thought of two Tapu Lele-GX was brought up in the room the night before by my buddy, Joey and I agree it could be good late game for a Welder if you already used a Tapu Lele-GX earlier for the Kiawe. However, for me, it just felt like it took up too much Bench space and became an easy target for PikaRom to take four prizes. The Dedenne is a nice backup anyway, especially in a situation where your Tapu Lele-GX is prized and you and your opponent both have a bad hand so you don’t want to “Let Loose” them if you need more than just a Welder. The thing is, I didn’t use Dedenne too often. I think I only used it around five times throughout the entire tournament to find the final pieces to a game-ending combo such as Fire Crystal/Welder if I already used a Lele or something of the sort. The Dedenne is also one of the cuts I’m considering for something like a fourth Acro Bike, or maybe throwing in a fourth Kiawe. It’s definitely a spot I can see people playing with based on what they like in a deck.

4 Ultra Ball/3 Nest Ball

This comes back to consistency. Like I said earlier, I’d really like four Nest Ball in the list but it felt excessive in a best of three, and late game there were times I would just Nest Ball twice to thin my deck so I didn’t draw into them if my opponent used “Let Loose” when I needed a certain card next turn for game. Four Ultra Ball is a must, though. You have five targets you need to Ultra Ball for in Arcanine, Tapu Lele-GX, Dedenne-GX and your two copies of “Let Loose” Marshadow. There were many times I needed to throw away a second Ultra Ball in hand as I had more important resources I couldn’t get rid of, so having the max amount of outs to these five Pokémon is a must have.

3 Acro Bike

Two words: “more consistency” (you might be noticing a theme here). When you don’t start Jirachi, you didn’t get what you needed off Jirachi’s “Stellar Wish,” or your only Jirachi on Bench got knocked out last turn, this helps you dig a little further into your deck to find what you need. I can think of at least five instances throughout Day 1 where it helped me get what I needed to secure a knockout or even a win. Whether it was Nest Ball, Kiawe, Welder, or Fire Crystal. I would not cut these Bikes. If I do anything with them, I would try to find room for a fourth.

2 Switch/1 Escape Rope/2 Escape Board

My retreating options felt a little low, however I never really Benched more than two Jirachi all tournament. Due to the draw power in this deck with Welder and Heat Factory, I was usually able to find and attach both Escape Board, or comfortably throw one Board away with Acro Bike to get what I needed. This meant that I usually had an attacker Active, or if I didn’t and one got knocked out, I had one Jirachi with an Escape Board on it that I could promote to the Active spot. The Switch helped me use the second Jirachi from time to time, as well as get out of a “Tingly Return GX.” Otherwise, these counts felt fine. I’m personally not afraid of Absol TEU making it harder to retreat since it’s not a card commonly used right now, other than in Rahul’s PikaRom list, and due to Welder being in this deck. With Welder, you can attach two Energy to your Bench and then manually attach to the Active Jirachi with Escape Board to be able to retreat if need be.   

2 Choice Band

This seemed to be the hot topic of the tournament, as Team DDG cut Choice Band from their lists. As they went over in their Meta Discussion before the tournament, they were willing to take a loss to PikaRom, which seems to be the main reason they decided not to include it. While it definitely helped me in my PikaRom matchups, my decision to keep them in was mainly for the mirror. This deck cannot one-shot an opposing ReshiZard that has no damage on it without six Energy attached for the “Double Blaze GX” attack, which can only be used once per game. If you have already used your GX attack, you also cannot two-shot an opposing ReshiZard without Choice Band if they do not hit into you with “Flare Strike” and they only poke you back with “Outrage.” You do not want to “Flare Strike” first; that makes it easy for an opposing ReshiZard to just “Outrage” you back for a knockout if they have their own Choice Band attached, and then they can save their GX attack for another, potentially game ending one-shot on a clean ReshiZard or EeveeLax. Poking an opposing ReshiZard using “Outrage” for 30 damage is the best way to prep for a knockout the next turn with “Flare Strike” and Choice Band so that the opposing ReshiZard doesn’t just one-shot you back with their own “Outrage” attack. The other instance in which I found Choice Band to be useful was against Zoroark. If it is attached to EeveeLax, it can one-shot a Zoroark with Bodybuilding Dumbbells on it; rather than falling ten damage short and allowing your opponent to Acerola all that damage, then smack you again with a fresh Zoroark with Dumbbells attached once more. I can see the merit in cutting Choice Band if you don’t think you will see PikaRom in your local Meta, or have an issue with Zoro. I think I will personally be keeping both, or at least one in the deck.

1 Field Blower

This was mainly in the deck to help with Weezing’s Spell Tags and the Wishful Batons from both NagQuag and baby Blacephalon (also for Shedinja, if I was to run into the only one in the field that day). Thankfully, I did not see a Weezing all tournament, but only one Field Blower did not help give me enough of an edge in the other two matchups. A second Blower feels like a must have if you expect a lot of these three decks in your local Meta.

Tournament Report:

Day 1:

Round 1 – No show! Free win. We take those.

Round 2 – ReshiZard/Green’s (WW)

This matchup is where the Lugia/Arcanine combo came into play the most. Swinging for 130 to be able to one-shot Volcanion is huge. It means that they have to take out your Lugia or Arcanine, usually with a ReshiZard since Volcanion can’t hit 130 without four Energy down and a Kukui, leaving them open to being hit by one or the other for the initial poke before going in with your own ReshiZard. I was able to pull this strategy off both games to start off 2-0.

Round 3 – PikaRom (LWT)

I somehow ended up at Table 1, which was a pretty cool feeling for someone like me. Game 1 was incredibly close. I was behind and I probably should have scooped to save time but it got to a point where I was able to “Let Loose,” Guzma and knockout a Zeraora-GX to get to one prize remaining. Sadly for me, he was able to dig for his own Guzma for the win. Due to the length of Game 1 however, I felt like I needed to motor through Game 2 in order to have a chance to finish Game 3. I almost let my opponent take a crucial knockout that was not a knockout due to a miscalculation of damage–thankfully a friend and others were watching and noticed enough to say something to help us fix it. He was one damage modifier short of a one-shot on ReshiZard and one Energy short of getting the extra effect of “Tag Bolt GX” (Heat Factory was down not Thunder Mountain), which meant both my ReshiZard and Arcanine stayed on board. A judge was called over since he picked up his prizes and this was fixed up fairly quickly. *No matter how fast you need to play, make sure you are paying attention to the board state to prevent game-altering issues, and always call a Judge if you feel it is necessary, they are there to help all of us* I was able to power up Arcanine on the Bench and also take three prizes with the Active ReshiZard using “Outrage” on his PikaRom. He decided to scoop in order to have more time for Game 3. Unfortunately, after a long Game 1, and even with the time extension, we were not able to finish Game 3 and ended up tying.

Round 4 – ReshiZard/Green’s (WW)

Game 1 was very similar to Round 2; turn one Kiawe onto Lugia and follow up with Arcanine. Game 2, I was able to Kiawe to Lugia and take a knockout on his Volcanion, but I was not able to set up Arcanine. I believe he was forced to GX my Lugia and I stumbled a turn, unable to attack. He poked into my Reshi for 30 and I poked back for 30. My opponent then put down a Fire Crystal, attached for turn to get to four Energy and announced “Flare Strike” for knockout. This put me in a weird spot, because even though he meant to attach a Choice Band from his hand, he didn’t announce that he was attaching a Choice Band. So I sat there waiting for him to resolve Fire Crystal while he announced his attack. Unfortunately, this is a Regional level event, and what I’ve learned from my past Regionals is that you can’t make those mistakes at this level, so once you announce your attack you are in the attack phase and can’t go back. A judge was called to resolve it, who said that the Fire Crystal would go back to his hand unresolved and said it could be switched to a Choice Band attachment if I was to allow it. I didn’t feel like I could allow the switch back. If it were a smaller event, like a League Challenge, I don’t think I would have a problem allowing it. Part of me feels bad for saying no, but at the same time it’s a mistake, and as a competitor you win by capitalizing on your opponent’s mistakes. He seemed understanding of this and realized I probably wouldn’t allow the switch because of the advantage it gave me. I took four prizes in two knockouts with “Outrage” after that, and was later able to close the game out on his final ReshiZard by two-shotting it.  

Round 5 – Baby Blacephalon (LL)

This is a brutal one for me. Even with the baby attackers, it’s hard for me to stream them as efficiently as they can, so eventually, I was forced to swing with ReshiZard while using “Let Loose” to hope he misses pieces. Game 1, I wasn’t able to use Field Blower on Wishful Baton or “Let Loose” while taking a knockout in the same turn as I started one Marshadow, and he later had just enough to take out a ReshiZard with only three prizes remaining. Game 2 was much closer. I was able to “Let Loose” him twice, one time being a Field Blower, “Let Loose,” and knockout combo, which set him back a bit, but because he played Jirachi he was still able to draw out of it and stream knockouts again. This is a very bad matchup if they don’t dead draw off “Let Loose” and can keep their Energy on board via Wishful Baton.  

Round 6 – Regi/Hoopa Stall (WW)

This is a very favorable matchup for ReshiZard, and I made sure to be super teched out for this because I did not want to lose to Stall. I didn’t take more than three prizes in either game, as “Let Loose” made him brick in Game 1 and Game 2; he just dead drew and I benched him out both games. My Shining Lugia took out his Hoopa, and ReshiZard took care of Regigigas and Lugia-GX. He never put down a Lucario & Melmetal-GX in either game.

Round 7 – Zoro/Persian/Slowking (WW)

The start of Game 1 here was petrifying. I started a lone Turtonator with no way to draw out of it. I did however have Kiawe in hand, so I used it on my turn one. He had set up three Benched Pokémon with a Zorua Active but did not find a Zoroark or Energy (thank goodness for me), but he did find Persian-GX and put it down. I had Guzma in hand, so I brought it up and took it out, though I still didn’t have anything on Bench yet. He whiffed one more turn and I finally drew into a Welder to get Bench Pokémon and set up to the point where I couldn’t lose. Game 2 was a bit foggy, but I believe I went the Kiawe to Lugia, follow up with Arcanine and then used a second Lugia to swing on his Marshadow & Machamp-GX on the field. I did not want to use EeveeLax with that threat on board, but he ended up dead drawing and conceded the match.

Round 8 – Granbull (LL)

In this matchup you need to take out the Magcargo to have a chance. I was unable to do that Game 1, as I couldn’t find Guzma and only taking out Granbull meant he could chain Diantha every turn and just get back Granbull, Energy or Ultra Ball, based on his hand. Game 2, even though I took out Magcargo, I didn’t use Arcanine to do so (probably because I knew it only hit for 120 and didn’t knockout Granbull). I also needed to Welder to it in order to attach since he was chaining knockouts like a boss, so I couldn’t Guzma in the same turn. This was a pretty quick 2-0 for my man, Arlo.

Round 9 – ReshiZard/Green’s (WLW)

Game 1 and 2 went very similarly to Games 1 and 2 from Round 4. We had a mid-round deck check after Game 2 and sat there for a bit waiting to be done with our day. Game 3 was pretty intense; we even got a bit of a crowd around us due to the time extension to add to the pressure of our win-and-in match. I set up Lugia and Arcanine as usual and threw the two Energy to Lugia number two on the Bench to get it to a total of three while also using “Let Loose.” He got a knockout with his damaged ReshiZard; I used Jirachi to find Welder, used it with Fire Crystal for ReshiZard and then manually attached to it. This was a huge misplay on my end, because I should have swung with the second Lugia for a knockout keeping the ReshiZard safely on the Bench. Instead, I had to swing with the GX attack from ReshiZard, but thankfully the previous “Let Loose” gave my opponent a rough hand and I was able to take the final knockout the following turn and seal my first Day 2 ever.

Day 2:

Round 10 – ZapBeasts (WW)

Game 1, Lugia was huge to avoid letting him swing on a Tag Team GX with baby Buzzwole for 120 or more during the “Sledgehammer” turn. Game 2, he tried for it again and used Escape Rope, so I fed him Tapu Lele-GX with an Escape Board and one Energy on it and he was unable to hit the combo to knock it out–he couldn’t even find an Energy to attack. I retreated into Lugia to knock it out and started to power up another Lugia. He used Mew to take out the one Lugia with 120 damage on it, and then I used Guzma to bring up a “Let Loose” Marshadow that he had used earlier and took it out leaving the Mew on Bench for me to knockout with Tapu Lele-GX. He dropped a Tapu Koko-GX to remove the Energy from it but I found Turtonator, Welder, manually attached and used Switch into Turtonator for game.

Round 11 – ReshiZard/Kiawe (LL)

Game 1, I bricked pretty hard. It was the first time all tournament that I was not able to attack for two or three turns while he was swinging away, and that was just bad news for me. Game 2, I started lone Reshi, found Kiawe turn one, and next turn dug hard for the final two Energy after he poked me for 60. I needed to get six Energy to use the GX; I was barely able to make it happen for the knockout. He put his Jirachi up and found Kiawe and used it. I was unable to find Guzma so I had to swing on the Jirachi. He took a knockout on my ReshiZard with his own GX and I just fell flat there.

Round 12 – PikaRom (WLW)

This was probably my toughest match of the entire tournament. I had to face a friend and incredibly strong opponent in Justin Bokhari. Game 1, I went first and got Kiawe to ReshiZard–I even had a follow up Guzma to take out either a Dedenne or a Zeraora. He hit into me with a “Full Blitz” and I then found a Choice Band to take a knockout with “Flare Strike.” He used Zeraora-GX to take out my ReshiZard and I two-hit the Zeraora and took out a Marshadow/Zapdos to close this one out. Game 2, he popped off and used “Let Loose” on me, but I was able to Kiawe, though not to a ReshiZard. I eventually found a ReshiZard and got one powered up in the Active spot, but had to make a decision between Welder and Guzma off an Acro Bike. If I chose the Guzma I could have knocked out a PikaRom, but I would have been at a four-card hand after prizes and needed to retreat with Lugia to do so, which would have left me without a backup attacker. So I took Welder. We talked about this after the game and decided that it was a misplay on my part for sure because he followed up by using Tapu Koko’s GX attack, which led me to scoop and go to Game 3. Game 3, I found ReshiZard, Kiawe and used “Let Loose” on him on turn two after he only found two Zeraora-GX and a Dedenne-GX. He couldn’t find a PikaRom and I was able to stream knockouts here. He got Tapu Koko’s GX attack off again for a knockout but I was able to get Turtonator down, Welder to it, manually attach and attach Choice Band for game.

Round 13 – Zoro/Persian/Gyarados (WLL)

The threat of Gyarados sitting on Bench was just too much, as I could never use a Reshi, and he was able to two-shot EeveeLax when I used it. I only won Game 1 because he stumbled after a Mysterious Treasure, discarding Ultra Ball only to find that both Tapu Lele-GX were prized. As long as this deck can set up both Muk and Gyarados–which he did Games 2 and 3–it is extremely in their favor. He told me he didn’t lose a set to any ReshiZard all day long and I can’t say that surprised me.

Round 14 – NagQuag (LL)

Game 1 was very close; I was able to get a Field Blower off and tried ending the game with EeveeLax but I was two prizes short before he two-shot EeveeLax for game. Game 2, I had a lone Turtonator start with Kiawe again, but this time it didn’t work out so well for me. Even after I took out Volcanion Prism Star he just used Quagsire to one-shot Turtonator.

Even with how Day 2 ended I still had a lot of fun being able to play five extra rounds with a chance for money. Having the experience definitely makes me feel ready for next time, but as long as you are prepped for any matchups and know your deck inside and out, I believe you have a shot at Top 8 even if it is your first time in Day 2, as long as you stay mentally focused and take it one game at a time. Finally, here is some insight into how I feel about the matchups against some of the main decks.

Matchup Spread:

ReshiZard Green’s

Highly favored if you keep two Lugia and are able to swing with Arcanine. This swings the matchup heavily in your favor, as they are not able to one-shot the Lugia with anything other than a ReshiZard (or EeveeLax GX attack, but normally they want to save the GX and use ReshiZard’s)


To be honest, I still need to test this matchup more. It feels like whoever goes first and gets the Kiawe off to their own ReshiZard has a huge advantage, but it also depends on how you can stream attackers after that, and if you can poke into their ReshiZard first.


Favored if you have Choice Band but slightly unfavored if you don’t. I feel like you need to swing with ReshiZard in this matchup and drop the Lugia/Arcanine combo for either midgame use or not at all. The biggest concern is that you need to be careful how many Energy you put on board if you do use Arcanine or Kiawe/Welder. If you put more than five Energy down, a Tapu Koko-GX will come flying down without needing any additional damage modifiers and punish you by taking three prizes from a ReshiZard knockout very easily without a way for you to one-shot it back. If you do have more than five Energy, you should have two fully powered up ReshiZard to make sure you can get a knockout in return and just put insane pressure on your opponent.


Unfavored. I think I caught some good fortune in my matchup, but using all the single prize attackers at first to get past the “Sledgehammer” turn is very important, since Arcanine can withstand it without damage modifiers and Lugia can withstand it even after a Kukui. They need Beast Energy and Kukui to one-shot it and that can be a huge issue if you can’t return one-shot it after that. Plus, Koko-GX can be an issue if they have already taken three prizes and only need one Tag Team knockout.


Heavily favored. Between two Lugia, two “Let Loose” and a 1-1 Arcanine your Stall matchup should be almost 90-10 in your favor. Just make sure to save Field Blower for Metal Frying Pan if they get Lucario & Melmetal-GX out.


I feel like most of these are even with the deck as is (unfavored against Gyarados) but it can probably be favored with a second EeveeLax included. Zoroark needs to dig to find most of its stuff, so as long as you can target down the Persian-GX or their non-GX Pokémon so they can’t use the “Cat Walk” Ability, it should be a little easier for you.


Unfavored. As we saw in Top 8 and in the Finals, Blacephalon seems to be a tough deck for ReshiZard to handle, especially with something like a Persian-GX that we saw Zach Lesage include in his list over the weekend. I didn’t see a single one all tournament and I’ve only played the matchup using the Green’s engine, which ended terribly for me at a Cup when my opponent hit me with a “Let Loose.” In theory, using only single prize attackers, and being able to charge a Turtonator in one turn and use Choice Band for knockouts to get through Beast Ring turns in only two turns should help. It’s a matchup I need to put more testing into, though.

Single Prize Attackers

NagQuag, baby Blacephalon and Weezing are all unfavored. The deck needs a second Field Blower to deal with these decks more efficiently and you need to play very carefully around each. For NagQuag, Arcanine is key in streaming attackers to accelerate Energy back to the board so you start swinging with EeveeLax next turn. Against baby Blacephalon, you need to Field Blower, “Let Loose” and take a knockout all in one turn to stifle their board. Against Weezing, you need to limit your Bench to prevent as much spread damage as possible and eventually end with just an EeveeLax or ReshiZard depending on if they have Larvitar, Frost Rotom or Mimikyu threatening, but having no Miltank makes it very difficult in my opinion.

If you are still here, thank you for sticking it through to the end and reading this entire report! If there was something I missed that you would like to discuss or would just like to go into something in more detail, I’m always available to chat! Just hit me up on Twitter @doubleb036. I try to be available to test on PTCGO as much as I can, so you can let me know if you want to get some testing in or just try some meme decks too. Feel free to come say hi at NAIC as well! I look forward to being more involved in the community moving forward. Good luck, everyone and see you in Columbus! – Brad


Please enter your comment!
Please enter your name here