Water is a very broad type to work with, it has a pretty good build for basically any kind of deck. I wanted to make a conglomerate of just fast, hard hitting cards and see how well it could do. My attacker core is centered around 2 energy cost attackers wreaking havoc on your opponents board. Articuno hits decently hard and paralyzes, stalling walls before they can set up or softening them so Palafin or Feraligatr can take the knock. Keldeo hits for 110 with a full bench, it's nothing special but I really like Keldeo so I wanted him to make an appearance. Palafin is essentially waters Snorlax, and Feraligatr is a MONSTER that can knock pretty much anything in the format (minus a few outliers). I ran a lot of switching cards to make my offense stay consistent and so Palafin can have many ways to hit for 210. Support is basic, just shady dealings line and Octillery for draw. The best play is using what is probably one of the best middle stage evo's in this whole format, Croconaw. Croconaw is Level and Heavy ball searchable (I only run level but you could run both), and has an INSANE ability that lets you switch it into the active and move all energy from your active to it. Using this ability, you could swing 210 with Palafin, into immediately switching to a fully charged Feraligatr for free if you have the evo in hand. This play is essentially the focal point of the deck, but don't be afraid to use the ability on Articuno or Keldeo, it's also very strong there. DIscord @jaboingus for any questions or ideas (o-o)
Created: 2024/2/9
Version: 5
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