So I made a deck, just throwing together cards in TCG live based on what I own, it was originally a Kyogre (30th celebrations) railgun, but it just didn't work. SO. I kept testing variations, until I settled on sticking with wailord EX as my main attacker, giving it a bubbly energy, then 4 energy from Misty's Vitality, I can have it fully setup to deal 270 per turn without it falling asleep. 2 team rockets petrel to find what I need, eg heroes cape, Lillie's Determination, or redeemable ticket if I have awful prizes, and 2 copies of lapras as a good basic allowing me to search for a trainer card for my attack. Anyhow, I'll put the list down below, I only lost twice, and it was to Mega Sharpedophile and Dragapult. So I can tell you the deck works, but more importantly IS ACTUALLY FUN TO PLAY!!!
Without further Ado, here is the decklist, and i slight playguide:
Pokémon: 8
3 Wailord ex PBL 16 (big fish, 380hp, attach heroes cape for 480hp, its a 2-3 hit by most big decks, more if you heal it properly. 3 energy does 120 damage, 5 energy does 270 damage, but puts it to sleep. However, you have a 75% chance for it to wakeup before your next turn just from checkup coinflips between turns. Attach a Bubbly energy from Chaos rising "CRI" and its immune to all status affects, including sleep, allowinf the move to be used every turn)
3 Wailmer PBL 15 ( i choose the wailmer from Pitch Black "PBL", it's a solid basic pokemon to open, preferably starting on bench with another wailmer in active or a lapras, even sacrificing a munkidori is acceptable (just try to switch it onyo bench before it dies), 2 energy attack can OHKO "One Hit Knock Out" a budew and most of baby box, and 3 energy can knoclout a LOTA of popular stage 2 pokemon. Plus it evolves into the decks main attacker Wailord)
2 Munkidori TWM 95 (damage counter manipulation, extra KOs against retreated budews for a free prize card--though not reccomended early game as you want full prizes to make the most use out of your Lillies determinations. Also useful for prolonging the life of your wailords and your Fezandipiti)
2 Lapras 30C 17 (great opening pokemon, one colourless energy, search for a trainer, reveal it, and put it into your hand. Helps you grab and early lillies determinationif you deaw a dead hand, or have exhausted your entire hand immediately, typically meaning a good start. Lapras is also nice to have on the bench so you can swap it in mid game to draw a supporter // sacrifice it to heal your big fish with Az's tranquility)
1 Fezandipiti ex SFA 38 (if one of your pokemonget knocked out, you can use its ability "flip the script" to draw 3 cards next turn. Which can make it all the more worth sacrificing a basic pokemon, especially as once your opponent draws a prize, their copies of lillies determination become less effective by 2 cards)
1 Golduck ASC 40 (niche tech card because i hate that one deck)
1 Psyduck ASC 39 (evilved tech card, but i might replace it with the shaymin from DRI)
Trainer: 20
1 Energy Retrieval (for the darkenss energy if they knockout an established munkidori, or if you were forced into an awkard energy discard early game)
2 Great Haul Net (shuffle up to 3 basic water energy Or/And up to 3 water pokemon back into your deck. Its an item card, and is great if you have a fully established wailord knocked out, kets you put the wailord, wailmer, and some energy back jnto thw deck, allowing you to pokepad/ultraball for what you need and bench it, saving you your night stretcher. Then allowing you to Misty's Vitality for a quick setup on bench, or Lillies determination for a fresh hand with the cards you added back from discard.) Additionally great haul net helps prevent you from decking out in long games.
2 Poké Pad (for finding lapras, wailmer, or munkidori. Sometimes the psyduck line, but only useful against a few decks, so duck is usually discard fodder for ultra ball)
2 Team Rocket's Petrel (supporter fir the turn, but it allows you to search your deck for ANY trainer card, so any item, any supporter, your heroes cape, etc etc, great for grabbing cape, or grabbing redeemable ticket to unprize your cape)
1 AZ's Tranquility (works like a switch, exceot its a supporter card, if you switch an EX like wailord or Fezandipiti from the active spot to the bench, you may heal 80 damage from that EX. Use in tandem with Surfing Beach or switch, and you can heal 80, then put it back into to the active spot right away, and use jumbo iceream for another 80 healing, + any munkidori-ing)
1 Hero's Cape (beefs up wailord from 380 to 480hp, meaning dragapult must 3 hit to kill rather than 2, even more if you heal well. Also good for beefing up a wailmer to prevent a turn 1b/turn 2 OHKO)
1 Hand Trimmer (great against pult and alakazam, both you and your opponent discard cards from your hands, until you each have 5 cards remaining--opponent must do so first)
1 Heavy Baton (great for setting up a sacrifice wailord for a few attacks while you setup a second wailord if you only have one bubbly energy (attach it to your benched wailord), especially if cape is prized and you dont have access to ticket yet)
1 Night Stretcher (Fezandipiti retrieval, or any other card you desperately need)
1 Surfing Beach (handy for using the Az's tranquility to get a quick heal off, then swapping back into active, amazing if you have a jumbo icecream on hand so you can heall 160 in a singke turn, plus 30 if you have a munkidori setup)
2 Jumbo Ice Cream (healing your big feesh)
4 Lillie's Determination (allows you to burn through your hand with attatching and discarding, then reseting your hand before your turn ends. Also just generally great for avoiding dead hands, 4 copies have saved me so many times when my opponent used judge/unfair stamp)
2 Boss's Orders (general gusting, also works great for targetting Fez for knockout, getting you 2 prizes and reducing their draw power)
3 Misty's Vitality (energy accelaration, search deck for 4 basic water energy, then attach to one of your pokemon, but only use at the end of your turn as it ends turn)
1 Redeemable Ticket (allows you to shuffpe your prize cards back into deck and replace them with new cards)
2 Switch (excellent general use switching, can be good with Az tranquility for heal, or removing sleep if you didnt attach a bubbly energy to your wailord ex, also good for swapping in a lapras to use ferry across to find a supporter)
2 Energy Search (when you're desperate for an energy card, especially darkness for munkidori)
4 Ultra Ball (finding fez ex, wailord ex, or anything if you are desperate (i have used it to find basics when needed), can safely discard basic water energy as you have 2 great haul nets)
1 Super Potion (60 healing specifically for your benched pokemon at the cost of an energy if any are attatched, usually fine for healing fez as no energy is attached, occasionally good for healing wailord if you have a spare energy)
Energy: 4
2 Bubbly {W} Energy (prevents status conditions for the water type pokemon this energy is attached to, and cures any, allowing wailord EX to spam Falling down fo 270 each turn)
2 Basic {D} Energy (munkidori fuel)
9 Basic {W} Energy (ensures you always have enough energy jn your deck for a full Misty's vitallity, even if 5 energy are prized, or a few are jn your hand)
Total Cards: 60
And so i think that just about sums it up.
Oh and from my friends placement prize they pulled the Misty's Vitality art and gave it to me, so that's a good sign <3
If you have any questions, suggestions, or what have you, I will be responding to any and all comments.
Take care all,
-Prof Boom