Big Hand Treasure Hunt - Ready for Rotation

Toothless Toothless Expanded 2,807 views Mar 16, 2023
Extravagant
Purchase
Deck Primer

(This list is heavily inspired by the Galarian Perrserker/Manetric build posted by LittleDarkFury on his Youtube channel at the following link: https://www.youtube.com/watch?v=6J6rNeI2NQg)

 

This deck has one plan: Get a massive hand size and attack with Galarian Perrserker V (Lost Origin) for hundreds of damage for just 2 energy.

We aim to fulfill this plan by playing a ton of draw supporters that don't require us to discard or shuffle our hands back into the deck while ideally providing

...

(This list is heavily inspired by the Galarian Perrserker/Manetric build posted by LittleDarkFury on his Youtube channel at the following link: https://www.youtube.com/watch?v=6J6rNeI2NQg)

 

This deck has one plan: Get a massive hand size and attack with Galarian Perrserker V (Lost Origin) for hundreds of damage for just 2 energy.

We aim to fulfill this plan by playing a ton of draw supporters that don't require us to discard or shuffle our hands back into the deck while ideally providing us with some utility at the same time. We also take advantage of the Crobat (Battle Styles) line in order to draw even more cards while also conveniently giving us a nice zero retreat pivot when our Perrserkers are KO'd. If you like what you see, I'll go into more detail on the list below, but the tl;dr of the list is just what you have seen: Draw cards, smack for big chungus damage numbers, take prizes. Easy peasy.

 

Card Choices:

Pokemon:

3 Galarian Perrserker V (Lost Origin) - The main (and pretty much only) attacker of the deck. We're looking to take advantage of his Treasure Hunt attack for two energy to deal 20x the number of cards in our hand. It doesn't take long before Perrserker is swinging for 340+ every turn.

4-4-4 Crobat (Battle Styles) - We run a full 4-4-4 line of Crobat because both the Golbat and Crobat draw cards upon evolution (2 cards and 3 cards respectively). I decided to run the Zubat (Silver Tempest) over the Battle Styles one mainly because of its free retreat, although the other one is slightly more resilient to donking with an extra 10HP. Both Zubat and Crobat can function as pivots with their zero retreat costs (Golbat unfortunately has 1 retreat cost). And finally Crobat can even attack in a pinch for any 2 energies for 100 damage.

2-2 Milotic (Evolving Skies) - Milotic serves one purpose: Stop people from disrupting our hand size. This deck would obviously be very susceptible to a brutally timed Marnie, Judge, or Roxanne even more so than almost any other deck in the game. Milotic gives us some protection from that. It's also crazy how many people I've ran into on PTCGL who stop and stare at their screen for a solid 20 seconds after wondering why their Marnie didn't shuffle my hand away.

Radiant Greninja (Astral Radiance) - We need Water Energy in the discard to use with Melonie, might as well draw more cards while doing it.

Lumineon V (SWSH Black Star Promos) - We have a lot of Supporters, this helps me grab one I need when I need it the most.

Manaphy (Brilliant Stars) - We're pretty weak to bench damage, this helps a bit with that.

Trainers:

2 Boss's Orders (Rebel Clash) - Gusting up the right target is pretty crucial, especially for getting the right prizes. May increase the count but 2 has worked so far.

3 Level Ball (Battle Styles) - This deck needs ball searches that don't discard as cost. This fetches Feebas, Zubat, and Golbat making it a pseudo-draw 2 in certain instances.

Avery (Chilling Reign) - Draw 3 with utility of bench denial which is useful against decks like Mew, Lugia, and Regigigas.

2 Arezu (Lost Origin) - Somewhat of a draw 3, but it really helps with grabbing out the Golbats, Crobats, and Milotics as we need them. Can make for some nutty turns when you grab several of the bat evos and evolve them all at once.

2 Schoolgirl (Fusion Strike) - Most of the time, this is a draw 4 with no downside or extra upside. Sometimes, it's just a draw 2. But yeah, we really like when it draws 4 lol.

2 Switch (Sun & Moon) - Without Air Balloon after rotation, we need good ways to get Milotic and others out of the active without using our attach for turn. I may be using 1 or 2 Beach Court after rotation.

2 Battle VIP Pass (Fusion Strike) - Good for setup early, otherwise it's just an extra 20 damage for Perrserker lol.

4 Melony (Chilling Reign) - The best supporter in the deck usually. We run Water Energy specifically for this. Allows us to set up a Perrserker in a single turn and what makes the deck so suddenly explosive when people think they might have found a way to stem the tide.

Hisuian Heavy Ball (Astral Radiance) - Sometimes we need to get that one important basic out of our prizes, this helps with that.

2 Energy Search (Black & White) - I originally ran the deck without these, but these really help when we're hurting for one energy or the other to take a vital KO.

Raihan (Evolving Skies) - Testing this change currently, essentially a better Melony after we take a KO, but we'll see how well it does.

2 Sky Seal Stone (Crown Zenith) - Perrserker is a basic V, so Sky Seal Stone can steal games outright that we would normally lose. Taking 4 prizes against Mew VMAX is not uncommon for this deck to pull off.

Forest Seal Stone (Silver Tempest) - Sometimes we really need that one card and the Sky Seal effect is either not necessary to win or not applicable for the current matchup. Forest Seal Stone solves a lot of problems there.

3 Capturing Aroma (Silver Tempest) - I will likely swap these for Nest Ball after rotation as getting the wrong flip when I need it the most just feels very bad, plus we already have more ways to search our evos than we do our basics. But for now, these are the only other real "ball" searches we can reliably run without discarding a card.

Energy:

6 Metal Energy (Generations) 

4 Water Energy (Generations) - Had been running a 5-5 line originally, but we need the Metals more than the Waters since Melony can recycle a single Water Energy the whole game, plus I've added Energy Searches which can help with the fixing that much more. 

 

This list has surprisingly been fairly competitive for a rogue strategy against most decks in the format, so feel free to give it a spin! It's not very expensive at all and a lot of fun to play! Feel free to leave any thoughts, suggestions, or other comments! Have a good one!

Card Types

Trainer 28
Pokémon 22
Energy 10

Energy Types

Darkness 12
Water 7
Metal 3

Energy Curve

Distribution of attack energy costs in your deck

1 Energy 12 attacks
12
44.4% of attacks
2 Energy 13 attacks
13
48.1% of attacks
3 Energy 2 attacks
2
7.4% of attacks

Opening Hand Probability Calculator

Calculate the probability of drawing specific cards in your opening hand

%
Probability of drawing at least of in your opening hand

Comments

DogeBoy avatar

You could also use Bibarel (Pokémon GO) to stop your opponent from taking an easy mill win

Internationalmaster avatar

Fun deck idea. Might try it in Charlotte regionals for fun

MujRocksTCG avatar

A Roxanne or judge might be nice incase you deck out?

 

Toothless avatar

MujRocksTCG - If I have to shuffle my hand back in, I've usually lost already by that point. Shuffling back down to 4 or 6 cards really gimps the damage potential. I don't think my deck has ever really dropped below 15 cards either, usually the game is decided by the time I'm sitting on about 20 cards in hand.

Kolakoala44 avatar

Wow this deck is super cool, I have a few ideas for this deck. Firstly go down to one Sky Seal Stone (Crown Zenith) as it shouldn't be needed twice lol. Next I recommend removing Energy Search (Scarlet & Violet) for something like Klara (Chilling Reign) who allows recursion of energy and Pokemon. Finally try to find room for Escape Rope (Battle Styles) or the Cyllene (Astral Radiance) /Pal Pad (Scarlet & Violet)  /Team Yell's Cheer (Brilliant Stars) loop to allow infinite recursion preventing deck out when that becomes relevant in S&V2.

You must be logged in to comment.