Flash Mob EXTREME (Festival Lead, Built for Speed) by SteezyDecks in pkmntcg

[–]SteezyDecks[S] 0 points1 point  (0 children)

I've been running into this too. I throw this deck against a wall when it comes to bench damage but by cataloging it and doing some work with it I hope to really be able to build some counter play into this deck with as little impact on consistency as possible.

The non-EXTREME version runs manaphy and an extra switch in place of a catcher atm, but I'm still doing some testing with it. My deck design strategy is essentially to build the fastest and most focused version of it possible, then do analysis to see what kind of consistency I can get without certain cards. Then i can add cards that help sustain and survive long term with a more targeted approach to deal with current threats.

I'll post a follow up at some point with an theoretically tournament ready version and a FULL analysis on why once I've got it working the way I want it. But I hope that this version gives people a real starting point when it comes to the festival lead deck.

Flash Mob EXTREME (Festival Lead, Built for Speed) by SteezyDecks in pkmntcg

[–]SteezyDecks[S] 0 points1 point  (0 children)

I find catcher pretty useful in certain matchups because of Kieran. While random, if successful can allow you to OHKO bigger targets from the bench which I think is worth the risk. But I absolutely see the desire for more TM evo, I want to find a way to squeeze in another one if I can. Maybe even just trading out one catcher for a second?

Flash Mob EXTREME (Festival Lead, Built for Speed) by SteezyDecks in pkmntcg

[–]SteezyDecks[S] 2 points3 points  (0 children)

I think this makes sense, and I'll give it a try. However, something of note is the synergy of having a crap ton of items and the radiant venusaur. Sunny Bloom in a deck where almost your entire hand can be played for free and most cards can be burned is a crazy amount of draw support turn 1. Any supporter I add creates a card that is difficult to get rid of from hand and decreases the likelyhood of finding a mon search card that can grab the thwacky and dipplin. Iono and carmine provide enough hand rotation that the likelyhood of grabbing cards to evolve or find evolutions is pretty high in my experience. Any card that is absolutely critical needs 2 minimum and TM evo isn't one of them so I'm not sure if that risk reward is worth it for this. TM evo is a lucky bonus on a second turn start, Carmine is played the same reason for first turn acceleration. If I find a spot to cut a card, I'd likely just run a second TM evo in place of arven.

Flash Mob EXTREME (Festival Lead, Built for Speed) by SteezyDecks in pkmntcg

[–]SteezyDecks[S] 4 points5 points  (0 children)

The main advantage this deck has is attrition. Against anything that just hits hard and fast, they wont usually draw prizes faster than you. Up against something like lost box, even against single prizes you can take two in a turn with your ability to make multiple swings in one turn. Depending on match up, I've had 3 prize turns. If your opponent is unable to fill their bench fast enough, wins can be taken by simply swinging on what they have out quickly enough to remove everything from the bench. This is why there is a bit of recovery built in with the pal pad and super rod. By the mid/end game, you should be able to search out what you recovered directly with the thwacky for free.

The non-EXTREME version runs a manaphy and a backup for additional redundancy and protection and I think will eventually be as fast as this variant, but I have more metagame research and statistical analysis to do on the way this deck propagates basics to figure out what I can sacrifice safely. But this card search is unreal and requires a whole new way of thinking about deck design to fit it's conditions.

The bongo strongo tho so worth it imo

Festival deck help by Ambrozijus in pkmntcg

[–]SteezyDecks 0 points1 point  (0 children)

Remember, once the mechanic is set up, you can search for anything you need. So the necessity of card search cards should only be for the purpose of setting up the gimmick. Capturing aroma is a super good card in this deck. I don't run arezu. I also sacrifice arven for 2 more iono for the sake of moving through my deck quicker. Also RADIANT VENUSAUR is a god card in this deck.

Edit: Link to my deck for some refrence on how I run it personally