Fast Tinkaton

Quetsacloatl Quetsacloatl Expanded 2,218 views Apr 09, 2024 Updated Oct 20, 2024
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Deck Primer

After too many iterations I decided to rewrite from scratch the description.

The underlying plan is to have a tinkaton ex out with double turbo energy and enough cards in hand to do "enough" damage.

All the other cards revolve around it.

Even if technically dunsparce engine is worth 0.5 card draw each card, it is worth because of poffin, artazon and because you can delay card draw for future turns ( playing around Iono/stamp/Roxanne ).if you stabilize you are really hard to deal with, so we need to

...

After too many iterations I decided to rewrite from scratch the description.

The underlying plan is to have a tinkaton ex out with double turbo energy and enough cards in hand to do "enough" damage.

All the other cards revolve around it.

Even if technically dunsparce engine is worth 0.5 card draw each card, it is worth because of poffin, artazon and because you can delay card draw for future turns ( playing around Iono/stamp/Roxanne ).if you stabilize you are really hard to deal with, so we need to find good early game, and good stability just after.

The best start on the first turn is having dunsparce in front, rotom v behind and "enough" tinkatin behind depending on how much spread damage have your opponent.

the two stars here are: thorton and colress tenacity.

The first saves you in clutch situations, you can swap out your rotom or your fezandipiti out of the game, count as a free switch, and then eveolve and attack.  The second let you easily attack on turn 2 with grand tree and double turbo energy.

It's important to have all base over 60 hp because current meta has a lot of 60 damage spread (dragapult, sableye, dusclops+hawlucha, 2x munkidori).

Jamming tower is to be annoying against dragapult, bravery charm (not really needed), and being a stadium bump.

The weakest cards that could easily be swapped in the future are the 2 friends support, but at the moment there aren't 3 cards draw worth the spot and maybe second tinkaton non ex.

Card Types

Trainer 30
Pokémon 22
Energy 8

Energy Types

Psychic 11
Colorless 10
Lightning 2
Darkness 1

Energy Curve

Distribution of attack energy costs in your deck

1 Energy 8 attacks
8
25.8% of attacks
2 Energy 9 attacks
9
29.0% of attacks
3 Energy 14 attacks
14
45.2% 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

Eminginjo avatar

first time nemona is useful... Hand Trimmer (Temporal Forces) will be an issue

Quetsacloatl avatar

you are not wrong considering hand trimmer a pain, but in the end it's not a widely used cards, and most of the time if they have to use hand trimmer you have stabilized and are in a good condition to win the game

EpicDudeC avatar

Where ultra ball? I feel like that'd be useful here. Though I guess it's probably because you don't want to discard too much from hand.

Quetsacloatl avatar

EpicDudeC There is no Ultraball because you "waste" 3 cards and you deal damage with cards.

If you want to check for base there is nest ball, poffin, artazon and heavy ball.

If you look for evolution there is Jacq and masterball.

The idea is that you are ready to blast turn 2 with 10+ cards in hand

EpicDudeC avatar

Oh yeah I missed the Jacq. Makes sense. I've been eyeing tinkaton for a while as a fun deck but never got my hands on it to try.

Quetsacloatl avatar

Eminginjo I tried Nemona's Backpack (Paldean Fates) x2 on my first iteration as i said on the first edit of main description, that card is not bad by itself but you can use it properly too late, at that point you probably already won or lost the match, i replaced it for more speed and consistency (deck was ready at turn 2.5 more or less, now is ready at turn 2, generally)

Eminginjo avatar

EDIT: actually no you don't have enough energy for that

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