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Expanded Deck Tech: Tapu Koko VMax & Magneton: Paralysis Combo

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Check out a new way to play Tapu Koko VMax in Expanded! This deck uses Surging Spark's Magneton as support and includes a powerful Paralysis combo!

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übersetzt von Joey

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rezensiert von Joey

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Introduction

The Surging Sparks set, released in early November, brought more support to the Electric archetype, and made it more dynamic. This also enabled many combos for this archetype in Expanded, where it is frequently underestimated.

Furthermore, one recursive Pokémon from Surging Sparks significantly improved Tapu Koko VMAX BST 51's performance as a whole.

You can use this Pokémon and its "Paralysis" effect pretty easily, so you can really catch your opponents off guard with it.

Check out the article below to learn more about this strategy!

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Tapu Koko VMax: Paralysis Combo

Decklist

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The Deck

Tapu Koko VMax: The Main Attacker

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Tapu Koko VMax's main attack is pretty straightforward: it deals 180 damage. However, if you have more Prize cards remaining than your opponent, this attack also Paralyses the opponent's active Pokémon.

But How Do We Use This Effect Early On?

The main combo is simple: first, put Magnemite FLI 34 on your bench alongside Tapu Koko's base form, so either Tapu Koko V SSH 72 or Tapu Koko V BST 50. This way, next turn, you'll be able to evolve them into Tapu Koko VMax and Magneton PR-SV 153.

Magneton PR-SV 153's ability, Overvolt Discharge, lets you get up to three basic energies from the discard pile and attach them to your Electric Pokémon. However, when you use this ability, Magneton will be "knocked out", and give your opponent one Prize card.

This sacrifice, however, is one of this strategy's greatest strengths. It activates Tapu Koko VMax's Max Shock attack, and lets you Paralyze the opponent's active Pokémon early on.

About Paralysis in Pokémon TCG

Paralysis prevents Pokémon from attacking or retreating by using energies. This will force your opponent to look for other solutions, such as:

- Using Trainers to retreat your Pokémon, Switch SSH 183, Escape Rope BST 125, Bird Keeper DAA 159, or Guzma BUS 115.

- Using Pokémon abilities that zero retreat costs if you meet certain conditions.

As Paralysis is one of the most restrictive special conditions in Pokémon TCG, it heavily disrupts enemy strategies, which makes Tapu Koko VMax incredibly efficient.

Iron Hands ex: The Greedy Attacker

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This Pokémon stands out because of its attack Amp You Very Much, which gives you an extra Prize card if you knock out the enemy Pokémon with it. It is perfect to knock out basic Pokémon that don't have a lot of HP, particularly if they're essential for the enemy strategy.

With Magneton SSP 59's ability, Overvolt Discharge, you can easily attach energies to Iron Hands ex. This means you'll be able to use lethal combinations, such as this card and Counter Catcher CIN 91, to force your opponent to put a vulnerable target on the board.

Recursive Pokémon

Magneton: The Heart of the Deck

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Magneton PR-SV 153, as we mentioned, plays an essential role in this deck because its ability, Overvolt Discharge, lets you attach energies to your Pokémon rather quickly. You'll need it to use your main attacks.

Furthermore, its "weakness" (that is, the fact it sacrifices itself) is actually useful with Counter Catcher sv4 160. This way, you'll be able to catch opponents off guard by pulling enemy Pokémon into the active position.

Other Recursive Pokémon

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Boltund V RCL 67's attack, Electrify, is essential, as it lets you get two Basic Lightning Energy sv1 257 from your deck and attach them to benched Pokémon. This ability is quite useful if you can't set up Magneton PR-SV 153 straight away.

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Rotom V CRZ 45 is useful on turn 1, particularly if your starting hand isn't the best. Its ability, Instant Charge, draws you 3 cards, but, when you use it, you'll have to end your turn.

Zeraora-GX LOT 86's ability, Thunderclap Zone, sets your Pokémons' retreat cost to zero if they have at least one Basic Lightning Energy sv1 257 attached.

Tapu Koko ◇ TEU 51's ability, Dance of the Ancients, lets you get energies from the discard pile and attach them to two of your benched Pokémon (one for each). After you use this ability, you'll have to send Tapu Koko ◇ TEU 51 to the Lost Zone.

Trainers

Supporter to Filter Items and Tools

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This card is great when you need to get Quick Ball FST 237 or Ultra Ball sv1 196 from your deck to develop your game plan.

As you'll be able to draw items with it, you can also get Trainers' Mail ROS 92a, which lets you look at the top 4 cards in your deck and add to your hand any Trainers you'll find there. That means Stadiums, Tools, Items, or Supporters.

Besides drawing Items, you can also use its second effect to get Tools from your deck. Forest Seal Stone SIT 156 is great with Rotom V CRZ 45 on turn 1, for instance. You can also get Counter Gain SSP 169 and use it on Iron Hands ex or Tapu Koko VMax to make their attacks cost one less colorless energy. If you have less Prize cards remaining than your opponent, it is quite useful.

Supporters to "Pull" Enemy Pokémon

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Items to Search for Pokémon

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Ultra Ball sv1 196 lets you get any Pokémon from your deck if you discard two cards from your hand first.

The best way to use it is by discarding two Basic Lightning Energy sv1 257 to enable Tapu Koko ◇ TEU 51 and Magneton PR-SV 153.

Quick Ball FST 237 will let you get any basic Pokémon from your deck if you discard a card from your hand first.

You should use it just as you use Ultra Ball. Whenever you can, use it to discard a Basic Lightning Energy sv1 257 and enable Tapu Koko ◇ TEU 51 and Magneton PR-SV 153.

Item to Get Trainer Cards in General

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Item to "Pull" Enemy Pokémon

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Tools

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Counter Gain SSP 169 discounts the cost of your Pokémons' attacks by one colorless energy if you have less Prize cards remaining than your opponent.

Forest Seal Stone SIT 156 lets you draw any card from your deck, and is perfect in emergencies.

ACE SPEC

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Stadiums

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Thunder Mountain ◇ LOT 191 discounts the cost of your Electric attacks by one Electric energy.

Stormy Mountains EVS 161 lets you get one basic Electric or Dragon Pokémon from your deck and put it on your bench.

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Matchups

Favorable

- This deck is great against Water decks, as they're mostly weak against Electric decks.

- This deck is great against archetypes that use "baby" Pokémon to set up the board because of how explosive Iron Hands ex's attack is.

Unfavorable

- This deck struggles against Fighting decks.

- This deck struggles against Arceus & Dialga & Palkia-GX CEC 156.

- This deck struggles against Control/Stall decks with Snorlax PGO 55.

- This deck struggles against "Instant K.O." decks, such as Roaring Moon ex PR-SV 67.

- This deck struggles against recursive Pokémon with abilities that make Pokémon immune to special conditions like Paralysis or effects of attacks, including Espeon VMAX EVS 65,Cobalion-GX TEU 106, and Virizion V PR-SW SWSH295.

- This deck struggles against Windup ARM LOR 170 because it makes Pokémon immune to Paralysis.

- This deck struggles against strategies that set retreat costs to zero, either with Items like Float Stone BKT 137 or Pokémon abilities like Manaphy-EX BKP 32, Zeraora-GX LOT 86, Darkrai-EX LTR 88, and many others.

Final Words

This deck, boosted by Magneton, uses Paralysis as a powerful tool to control the game, and explores a special condition very few players take seriously.

With the right pieces and the combos above, you can also adapt it and use it with other similar Pokémon effects, like Raichu & Alolan Raichu-GX UNM 54.

What did you think of this deck? Tell us your thoughts in our comment section below!

Thank you for reading, and see you next time!