Hey 6P readers. Today’s article is about two of my personal favorite decks for the HGSS-on format. I have only used cards that we already have. Meaning that I am not speculating on what cards might come out in future sets (i.e. Pokémon Catcher and Beatric). I find both of these decks to be extremely fun to play and both have produced at least respectable testing results early.
I am going to give my actual lists. These lists absolutely are not perfect. They can easily be improved upon. I just want to get a couple of ideas discussed further.
Blastoise/Floatzel
I cannot take credit for discovering this deck. My inspiration was David Reichenberger’s article. His article lays out a very solid base for this deck in a HGSS-on format. For this deck, I am going to present two deck lists. I will not go into great detail on this deck since David did such a good job of that.
List 1: Consistency
| Pokemon – 20
4 Cleffa HS/CL |
Trainers – 24
4 Pokémon Collector |
Energy – 16
12 Water |
This deck is built for speed. You might be wondering how a deck based off of Stage 2 and a Stage 1 lines can be built for speed. Well, just try this list out. With Cleffa, Professor Oak’s New Theory, and Professor Juniper, you easily play through 4-6 six card hands in your first 3 turns. Very rarely do you miss the set up by turn three. Sometime you can even be up and sniping by turn two.
It is important to note, this deck is not an autoloss to Magnezone and Zekrom. Yes, it will lose most of the time. However, if you can get the turn two set up and start sniping, this deck can exchange prizes with both of those decks. Taking out an early Magnemite/Magneton is invaluable, and Zekrom decks leave too many weak support Pokémon on the bench as snipe bait.
There are a few cards that I would like to point out:
Pokémon Reversal: This card is very good and very disruptive. You do not even need to use it for taking a prize card, but you can use it as a stall tactic. Bringing up a Tepig, Pachirisu, etc. can easily set your opponent ba ck by a full turn.
Professor Juniper: There are only two of these in the deck. I honestly thought about taking them out and replacing them with Judge. Juniper is nice late game, but early game it is not helpful. With Cleffa as your active, it is too tempting to forego the Juniper and just Eeeeeeek for the turn. I could see Judge being much more useful in the early game. I am still testing it and have not come to a decision.
List 2: Teched and Loaded
| Pokemon – 24
4 Cleffa HS/CL |
Trainers – 19
3 Pokémon Collector |
Energy – 17
9 Water |
This version is set up to give the deck more options against lightning based decks. It is still fast, but you lose the potential early game disruption of Pokémon Reversal.
Hariyama: I know everyone is going to flame me for not using Donphan Prime. I get it. The Prime has a sweet Poke-Body, it has 20 more HP, and it can attack for one Fighting energy. However, it only hits for 60 AND it damages your bench. The single energy attack is not that big of a deal with this deck.
If you have a Floatzel and a Blastoise in play, you can energize Hariyama in one turn. You just use Blastoise to move one Rainbow Energy and two Water Energy to an active Hariyama. Then start swinging. For the one Rainbow Energy and two Water Energy, you hit for 60 (or 120 against Lightning decks).
However, for two Rainbow Energy and two Water Energy you hit for 80 or 100 with 20 done to Hariyama. This turns into 160 or 200 against Lightning Decks. This will OHKO every Lightning Pokemon in the game.
The other bonus is that Hariyama is $.25 on Troll and Toad, Donphan Prime is $11.99. This offers a cheap alternative to players on a budget. People have been talking about using Marowak as a cheap Donphan Prime replacement.
It runs on CC and allows you to flip two coins, doing 60 times the number of heads. For most decks, I would say that Marowak is worth it. However, since the energy can be moved around in the deck easily, I would go with Hariyama.
(I debated about using the regular Donphan from HGSS. Donphan’s attack, Double Spin, says, “Flip 2 coins. This attack does 70 damage times the number of heads.” Therefore, on average you will do 70 straight damage, factor in Lightning’s weakness to Fighting, and BOOM you just hit for 140.That will OHKO EVERY Lighting Pokémon in the game. Donphan Prime cannot do that without three Fighting Energy.
Heck, if you get lucky and hit double heads, it will do a straight 140 damage that can OHKO almost everything in the format. That way Donphan can serve as a last resort attacker and not just a Lightning counter. Let me know your thought about this option. It also has a -20 Lightning resistance.
So, if you are facing a Magnezone Prime, you will force them to Lost Zone three energy instead of just two. Against Magnezone Prime decks, that can be huge since energy management is vital.
You could also look into Lucario CL.)
Rainbow Energy: This is obviously for the Fighting Energy costs of Hariyama’s attack. It can be used in conjunction with Blastoise’s Wash Out Poke-Power to power up Hariyama in a single turn.
I honestly think that this deck has a place in the metagame, especially if the format changes before US National and the World Championships. It runs over the deck many people believe could be the BDIF (Reshiram/Emboar). It can fairly easily tech against its weakness. It is consistent. It punishes your opponent for any misplay by sniping the bench.
Matchups:
Donphan: Favorable. It hits Donphan for weakness. It is fast enough to not fall too far behind.
ReshiBoar or ReshiPhlosion: Highly Favorable. This deck has steam rolled basically every build centered on Reshiram that I have seen. It easily takes out Reshiram’s support pieces and makes the deck falter in the prize exchange.
Zekrom: Unfavorable/Highly Unfavorable. The weakness hurts. Zekrom is also one of the few decks that is consistently faster than BlastZel. It can cripple BlastZel early. If you run the teched version, it is not impossible to win; it just takes a very well played game.
Magnezone Variants: Slightly Unfavorabe/Unfavorable. If BlastZel can snipe the early Magnemites/Magnetons this game can be won. The teched in Hariyama can really help this deck. If the opponent is not ready to trade prizes for about four consecutive turns (which Magnezone can struggle with if they misplay energies) it has a good chance to win.
Cinccino: Very Favorable. It just hits too hard for Cinccino.
LostGar: Even/Slightly Unfavorable. If it is the Mew variant, you lose the speed advantage. You also run a high Pokémon count. There will almost always be Pokémon in your hand.
Magnezone/Floatzel/Vileplume
This is the deck that I am really enjoying right now. I know that people who are in Magnezone’s corner are pairing it with Emboar. I know that a lot of people might disagree with using Floatzel. Please just try it out and then make a decision.
The purpose of this deck is to get Magnezone Prime onto the field with two Floatzel on the bench. Then you can play three energy per turn to deal 150 damage and knock out basically everything. The Vileplume is the secondary focus. However, if you can get it set up in a solid amount of time (by turn 3 or 4), it really skews many games your way. Let’s see the deck list:
| Pokemon – 23
4 Cleffa HS/CL |
Trainers – 19
2 Interviewer’s Questions |
Energy – 18 |
Cleffa: It is the starting Pokémon for the deck. It can easily rescue you from a horrible opening hand. If you can stay asleep just once early in the game during the opponent’s turn, the game is in good shape. It is also your free retreater after a knock out.
Floatzel: It is your energy accelerator. Buizel is the basic form.
Magnezone Prime: This card is the focus of the deck. It is a draw engine by itself. It lets you draw until you have six cards in your hand. Its attack is also featured in this deck. It allows you to do 50 damage for each energy you send from your side of the field to the Lost Zone. It can OHKO virtually every Pokémon in the format. Magnemite and Magneton and the necessary lower forms.
Vileplume: This is the game turner. Its Poke-Body locks both players from using any Trainer-Items. Just think about all the trainers that are set to become popular: Rare Candy, Pokémon Communication, Junk Arm, Energy Retrieval, PlusPower, Potion, Defender, Switch, Pokémon Reversal (soon to be replaced with Pokémon Catcher), etc. Those are all useless.
It shuts down Reshiram decks from energy recovery. It kills Zekrom decks that rely on Super Scoop Up. It is not that hard to get out by turn 3 and sometimes by turn 2. That can really change a game. Oddish and Gloom are the necessary lower forms.
Interviewer’s Question: Is there to allow you to search out energy when needed.

Judge: One of my personal favorite cards. Judge is very disruptive. I just love it when my opponent is setting up their hand for next turn. You see that they get that critical card: Emboar, Blastoise, Vileplume, Machamp, etc. Then you just Judge it away. Paired with Magnetic Draw, you have a full hand with six new cards again. This card can single handily turn a game.
Pokémon Collector and Professor Elm’s New Training Method: These are the search cards in the deck. They operate under Trainer-Item lock.
Rare Candy: In the optimal situation you are only going to use two of these. One for your first Magnezone Prime and one for your Vileplume.
There is 18 energy in this list. That requires you to play extremely tight. One misplay can and likely will cost you the game. With the prevalence of Pokémon with over 100 HP, you will need to send three energy per turn to the Lost Zone.
There are a few possible alterations that could be made:
- The deck could use a little bit more energy. I often find myself running down on Lightning Energy. It might be worth it to take out one Rare Candy and the one Gloom to make room for two more Lightning Energy.
- The single Gloom could be taken out.
- You could drop the Trainer-Item lock altogether and add in two Shaymin and two Alomomola as a hard Donphan counter. I do not like this idea. I would rather “pound it out” with Donphan than give up the Trainer-Item Lock.
Matchups:
ReshiBoar or ReshiPhlosion: Even. This deck may go down and early prize, but it just tanks too hard with Magnezone Prime. However, the single knock out with the non-Ability Emboar could even the match for ReshiBoar or the energy discard from Typhlosoin could set Magnezone back just enough to make a difference.
Zekrom: Favorable. If you can survive early donk, you will win this game. Zekrom is focused around its trainers. The Vileplume will wreck it.
Donphan: Even/Slightly Unfavorable. The weakness hurts and without Sunyshore City Gym there is not a hard counter. You can however use Floatzel as a backup attacker to hit Donphan for weakness.
Blastoise/Floatzel: Highly Favorable. If you can avoid the early snipes, its GG.
LostGar: Even. This deck runs a lot of Pokémon. LostGar will likely get the one per turn. However, they will need to keep the wave of attackers in order. You will OHKO everything in their deck.
Well, I hope that you all at least consider these two decks. I think that they could see some play. If Reshiram based decks see play, there will be a place for Blastoise based decks.
In my opinion, Magnezone Prime/Floatzel is just a bit faster than MagneBoar, MagneGatr, or MagnePhlosion. Thus, it can attack faster. Its water partner can even be uses as a secondary attacker against two of the more feared decks: Reshiram and Donphan.












