Pokémon TCG: Sword and Shield—Brilliant Stars

I Double Theme Decks: Improving Through Double-Decking

I suppose that would depend on what the people around you play. My suggestion to new players at my League has generally been focused on the Fire-centric version of Volcanion (Gears of Fire), especially because of the upcoming Volcanion-EX and Magearna tins that more strongly benefit that theme deck. In the tests I have conducted with the Lightning double-deck against other double-decks (which lack EXs), the deck has worked decently, though it wishes for Energy acceleration and some additional Supporters, in the form of draw power and Lysandre. Even with four Ampharos in play, Lysandre feels like a must-have, to drag out less useful Pokemon while using the Ability to tap away at the Pokémon-EX.
 
With the Battle Arena Decks out and in full swing, I will first be providing coverage of some decks that can be made by purchasing two copies of this product; subsequently, this post will be updated with a "double-deck" made from a single product which contains two different decks. (Note that the contents of this post are for the Expanded 2016-2017 format of Black and White-onwards, unless otherwise noted.) As was the case with the Darkrai and Mewtwo Battle Arena Decks, even if you do not play Expanded, this deck contains many useful cards for the Standard (Primal Clash-onwards) format. The purchase is made better if there are people in your area you can trade with that do play such a format, and would thus be interested in trading for cards you might not use.

[Expanded]
Pokémon: 15
4 Rayquaza-EX
4 Eelektrik
4 Tynamo
1 Raichu
1 Pikachu
1 Keldeo-EX

Trainers: 31
4 Professor Sycamore
4 N
2 Professor Birch's Observations
2 Lysandre
2 Skyla
1 Karen
4 VS Seeker
3 Ultra Ball
4 Level Ball
1 Float Stone
1 Professor's Letter
3 Skyarrow Bridge

Energy: 14
4 Fire
10 Lightning


Strategy: The strategy of this deck is rather narrowly focused, but strong if left unstopped. Eelectrik's Ability, which can be used once per Eelectrik in play per turn, allows for a Lightning Energy card to be attached to a Benched Pokemon. Rayquaza-EX should use its second attack, discarding all Lightning Energy, leaving it with one Fire Energy attached. Using Skyarrow Bridge to retreat for free (or Keldeo-EX and Float Stone if Skyarrow Bridge cannot be found to enter play, or to remove the Asleep or Paralyzed Status Conditions) allows an Active Rayquaza-EX to switch with a Benched Rayquaza-EX. Eelektrik can power up whichever Rayquaza-EX is on the Bench for another powerful attack, doing up to 240 damage per turn. While very strong, this strategy is vulnerable to Ability-lock cards, such as Hex Maniac, which significantly reduce how quickly Energy can be attached. Room for improvement would involve trading for Raikou, both the non-EX (1) and EX (2) variants, to replace the Raichu line and one Rayquaza-EX, in addition to the Ace Spec card Computer Search.

[Standard]
Pokémon: 16
4 Raichu
4 Pikachu
2 Articuno
2 Regice
2 Octillery
2 Remoraid

Trainers: 32
4 Professor Sycamore
4 N
2 Lysandre
1 Fisherman
1 Skyla
1 Karen
4 VS Seeker
4 Ultra Ball
4 Level Ball and/or Dive Ball
2 Professor's Letter
2 Switch and/or Escape Rope
3 Rough Seas

Energy: 12
12 Water

Strategy: Not fantastic, but functional. Raichu focuses as the primary attacker (using its first attack, due to a lack of Lightning Energy), with Regice and Articuno providing backup support. By finishing an opponent off with Articuno's second attack, you can claim an often-unexpected extra Prize card, thanks to its Ancient Trait.
 
Last edited:
Fun news for such a long-running thread: it is about a thousand more views, at the time of this posting, from being the top-viewed thread in this subforum!

I was able to get a copy of the Pikachu Power Theme Deck's list of cards, so here is a double-deck using those cards. Noteworthy is that a double-deck also gets you a 4-4-4 line of Beedrill to play around with, and a fun deck to start building around, if you have a set of Revitalizers and Forest of Giant Plants to play with.

Short Circuit (Double Pikachu-Power)
Pokémon: 18
4 Pikachu
4 Raichu
2 Magneton
4 Magnemite
4 Electabuzz

Trainers: 24
2 Energy Retrieval
2 Evosoda
2 Poke Ball
2 Pokemon Center Lady
2 Pokemon Fan Club
2 Professor Oak's Hint
4 Professor's Letter
2 Revive
2 Switch
4 Tierno

Energy: 18
18 Lightning Energy

_____________________

Sadly, the Mewtwo double-deck isn't much better. I'd overall suggest skipping over the Evolutions theme decks for double-decking, if that is an option for you.

Unstable Genome (Double-Mewtwo Mayhem)
Pokemon: 18
4 Mewtwo
2 Nidoking
4 Nidorino
4 Nidoran♂
4 Gastly

Trainers: 24
2 Energy Retrieval
2 Great Ball
2 Poké Ball
2 Pokémon Fan Club
2 Potion
2 Professor Oak's Hint
4 Professor's Letter
4 Switch
4 Tierno

Energy: 18
18 Psychic Energy
 
Last edited:
So, right. Time to get on with the Sun and Moon era of theme decks. I will go back and cover the Legendary birds and the Rayquaza vs Keldeo Battle Arena Decks in this post, specifically the doubled forms, but first, I'm updating the Pikachu post to also include the Mewtwo double-deck.
 
Last edited:
Sun and Moon Double-Theme Decks

CAM Growth (Double-Forest Shadow)
Pokémon: 20
4 Decidueye
4 Dartrix
4 Rowlet
2 Shiinotic
2 Morelull
4 Fomantis

Trainers: 24
2 Big Malasada
2 Energy Retrieval
4 Hau
2 Lillie
4 Nest Ball
2 Potion
2 Professor Kukui
4 Timer Ball
2 Ultra Ball

Energy: 16
16 Grass Energy

Fomantis acts as a very useful early-game Energy accelerator, being able to attach extra Grass Energy from your deck to your Pokémon. The advantages of being able to attack more quickly with this double-deck usually outweigh the disadvantages of losing one or two Fomantis from Knock Outs. If you do not want to do this, substitute 4 Fomantis for 2 Kangaskhan and 2 Pinsir. For as long as it lasts in the Standard format, this deck would also benefit from Forest of Giant Plants for rapid Grass-type evolution.

---

Primate Play (Double-Roaring Heat)
Pokémon: 16
4 Passimian
2 Palossand
3 Sandygast
2 Bewear
3 Stufful
2 Oranguru

Trainers: 24
2 Big Malasada
2 Energy Retrieval
4 Hau
2 Lillie
4 Nest Ball
2 Potion
2 Professor Kukui
4 Timer Ball
2 Ultra Ball

Energy: 20
18 Fighting Energy
2 Fire Energy

By eliminating most of the Pokémon not named Passimian, and adding Double Colorless Energy and Mew from Fates Collide, this deck can start to transition into becoming a low Energy cost deck with strong offensive attacks coming from its Basic Pokémon. Rescue Stretcher and Revive are highly recommended additions, to recover Passimian, as is Special Charge to recover Double Colorless Energy.

Night Mind (Double-Roaring Heat)
Pokémon: 18
4 Incineroar
4 Torracat
4 Litten
4 Torkoal
2 Oranguru

Trainers: 24
2 Big Malasada
2 Energy Retrieval
4 Hau
2 Lillie
4 Nest Ball
2 Potion
2 Professor Kukui
4 Timer Ball
2 Ultra Ball

Energy: 18
18 Fire Energy

A more Fire-centric deck built around the Stage 2. It has much to gain from Incineroar GX, save for any benched Oranguru. Even with four Timer Ball, it would also appreciate some Rare Candy.

---

One-and-Done (Double-Bright Tide)
Pokémon: 20
2 Golduck
2 Psyduck
2 Cloyster
2 Shellder
4 Corsola
4 Herdier
4 Lillipup

Trainers: 24
2 Energy Retrieval
4 Hau
2 Lillie
4 Nest Ball
4 Potion
2 Professor Kukui
4 Timer Ball
2 Ultra Ball

Energy: 16
16 Water Energy

Corsola makes for a fantastic starter, allowing Lillipup to enter play and be able to evolve into Herdier even faster, for its Ability. Golduck functions as the main attacker, although a 2-2 line is terribly thin for that function; I'd recommend getting two more Golduck, and replacing the 2-2 Cloyster line with two more Golduck and Psyduck. Energy Retrieval becomes a card that ensures 120 damage off of Golduck's second attack, and having a Herdier to evolve allows for easy reuse of Energy Retrieval. Further improvements could come with Rescue Stretcher, EXP Share, and the upcoming Wish Baton.

Caniformia (Double-Bright Tide)
Pokémon: 20
4 Primarina
4 Brionne
4 Popplio
4 Herdier
4 Lillipup

Trainers: 24
2 Energy Retrieval
4 Hau
2 Lillie
4 Nest Ball
4 Potion
2 Professor Kukui
4 Timer Ball
2 Ultra Ball

Energy: 16
16 Water Energy

A variant focused more on rapid Stage 2 development, which could use some cards to recover Pokémon from the discard pile. An unrelated fun fact, both dogs and seals belong to the same suborder, when looking for related species.
 
Iron Lion (Double-Steel Sun)
Pokémon: 22
4 Solgaleo
4 Cosmoem
4 Cosmog
4 Bewear
4 Stufful
2 Oricorio

Trainers: 26
2 Altar of the Sunne
2 Energy Retrieval
4 Hau
4 Nest Ball
4 Professor Kukui
2 Rescue Stretcher
4 Switch
4 Timer Ball

Energy: 12
10 Metal Energy
2 Psychic Energy

Well, this is a pleasant but strange problem: these theme decks are some of the first double-decks, excluding Battle Arena Decks, where I have more Trainers than reasonable room to put them into the deck. Bewear, Hau, and Professor Kukui function as a set of draw cards that are quite powerful for a doubled theme deck. Switch is mandatory for reusing Solgaleo's attack, in the absence of Pokémon Ranger or Solgaleo GX. Remember not to use Nest Ball to get Oricorio, as its Ability works only when it comes into play from your hand, not from your deck. While I do not want to take out these cards, if you find you are having trouble getting Energy out of your deck, you could probably cut one Solgaleo and one Rescue Stretcher for two more Metal Energy, or just cut the Oricorio and rely on your draw engine to get the Energy while focusing on just Basic Pokémon.

Echolocation (Double-Hidden Moon)
Pokémon: 22
4 Lunala
4 Cosmoem
4 Cosmog
4 Bewear
4 Stufful
2 Oricorio

Trainers: 26
2 Altar of the Moone
2 Energy Retrieval
4 Hau
4 Nest Ball
4 Professor Kukui
2 Rescue Stretcher
4 Switch
4 Timer Ball

Energy: 12
12 Psychic Energy

When Bewear, used primarily in this deck for extra draw power, can rather suddenly be charged up from zero Energy to three by Lunala, it can become more than a Bench-sitting bear, and pose a massive threat to Basic Pokémon all on its own. The Stage 2 attacker of this theme deck is designed once again to complement the GX version quite well. Replace at least one Lunala for Lunala GX (which can thankfully be obtained from a tin) to have much more control over where your Energy are, how strong Lunala's first attack is, for recovering Energy displaced by Lunala's second attack... Oricorio functions as a way to place damage counters onto benched Pokémon, and to pad out the basic count a bit more. Everything else in this deck is just about getting Lunala set up as quickly as possible. Also, while not fantastic, Bewear GX actually becomes plausible to power up when you can move your Psychic Energy onto it in a single turn with Lunala GX. If there's anything else inexpensive this deck wants with Lunala GX, it would probably be some nice quality of life healing cards, like Max Potion.
 
Accelaura (Double-Rock Steady)

Pokémon: 17
4 Lycanroc
4 Rockruff
2 Lucario
3 Riolu
4 Solrock / (up to 2) Sawk / (up to 2) Bouffalant

Trainers: 28
2 Acerola
2 Brooklet Hill
2 Energy Retrieval
2 Escape Rope
4 Hau
4 Nest Ball
4 Professor Kukui
2 Rescue Stretcher
4 Timer Ball
2 Wishful Baton

Energy: 15
15 Fighting Energy

Notes:
Adjust your four total of Solrock, Sawk, and Bouffalant as seen fit. Personally, I prefer Solrock's drawing attack for the early game. Wishful Baton can turn a Knocked-Out Active Pokémon and a Riolu on the Bench into a Lucario that is protected from attacks for a turn (unless forced out of the Active Pokémon position), as long as you wait to evolve to Lucario at the right time.

There are two other ways to take this deck, and I'm afraid to say I'm not a fan of either of them. Either build up massive hands with Meowstic, and hope your opponent doesn't put them back in with Red Card, N, Judge, or Ilima, or build up your Rhyperiors, and try to make things worse for your opponent through damage and deck discards. Without Devolution Spray and a higher count of Rhyperior, the second plan does not work well. Acerola works partially, but re-evolving a Stage 2 line from the beginning can be very slow. Escape Ropes should be used to bypass the effect of Rhyperior's attack.

Multiplying Chills (Double-Luminous Frost)

Pokémon: 18
2 Alolan Ninetales
2 Alolan Ninetales
4 Alolan Vulpix
4 Alolan Sandslash
4 Alolan Sandshrew
2 Bouffalant

Trainers: 26
2 Energy Retrieval
2 Escape Rope
4 Hau
2 Lana
4 Nest Ball
4 Professor Kukui
2 Rescue Stretcher
4 Timer Ball
2 Wishful Baton

Energy: 16
16 Water Energy

Notes:
As long as your opponent has no way of dealing with Abilities, Alolan Ninetales provides an effective wall against Pokémon-EX and Pokémon-GX on a budget. Just don't expect to take most Pokémon out in one hit, with the overall low damage output of this deck.

That said, please, please, please replace the Alolan Vulpix in this theme deck with the ones from Guardians Rising at your earliest convenience. You will see your ability to set up your Pokémon thrive, a difference of night and day. I really do want to include the Kingdra line in the deck, but don't want to thin out the draw power provided by Alolan Sandslash. If this is an acceptable loss, cut the Alolan Sandslash line for a 3-3-2 Kingdra line, or go with 2-2-2, no Boufallant, and a 2-2 line of Alolan Sandslash.
 
Last edited:
Glad to hear! I'm just making a few last adjustments to some lists before I backpost some of the ones from after the Sun and Moon base set.

PLACEHOLDER: Destruction Fang • Clanging Thunder
 
Last edited:
They are definitely important on the to-do list. I still need to get through the Crimson Invasion deck lists, but I plan on getting to both before the week's end!

EDIT: Well, things sure got busy. As I start to backfill, here is my take on Mach Strike:

Card Sharks (Double-Mach Strike)
Pokémon:
4 Garchomp
4 Gabite
4 Gible
2 Lucario
3 Riolu
4 Solrock / Spiritomb / (up to 2) Type: Null

Trainers:
4 Cynthia
2 Escape Board
2 Escape Rope / Pal Pad
4 Hau
4 Nest Ball
4 Professor Kukui
1 Rescue Stretcher
4 Timer Ball

Energy:
14 Fighting Energy

Notes: This build focuses on the Cynthia/Garchomp/Lucario combo. Solrock helps with early-game draw, Spiritomb with Supporter-recycling and Basic-stalling. Type: Null is a decent attacker, if you need another one. Consider substituting the two Pal Pad back into the dkc,, at the cost of Escape Rope.

Order 66 (Double-Imperial Command)
Pokémon:
4 Empoleon
4 Prinplup
4 Piplup
3 Alolan Sandslash
3 Alolan Sandshrew
3 Corsola

Trainers:
2 Aqua Patch
2 Escape Board
3 Hau
4 Pokémon Fan Club
4 Professor Kukui
2 Rescue Stretcher
2 Sophocles
4 Timer Ball
2 Ultra Ball

Energy:
14 Water Energy

Notes: There are many cards I still want to fit in that I just can't seem to: the last of a 4/4 line of Alolan Sandslash, the two Sophocles, another Hau, the two Escape Ropes... The deck as is seems to cycle through cards very efficiently, and Fan Club can be discarded by Sophocles mid-to-late game.
 
Last edited:
Often dusty, never defeated, the post will be coming up later today, as well as the backlog of other decks I have yet to tend to.

_______

Hailfire Hammer (Double-Tropical Takedown)

Pokémon: 20
4 Alolan Exeggutor
4 Exeggcute
2 Alolan Marowak
2 Cubone
4 Alolan Sandslash
4 Alolan Sandshrew

Trainers: 26
2 Energy Retrieval
2 Escape Board
1 Escape Rope
1 Field Blower
1 Lady
4 Hau
2 Nest Ball
4 Professor Kukui
1 Rescue Stretcher
4 Sophocles
4 Ultra Ball

Energy: 14
7 Grass Energy
1 Darkness Energy
1 Fighting Energy
1 Psychic Energy
4 Water Energy

At the moment, this deck is strange compared to most other theme decks, and heavily dependent upon Alolan Exeggutor's attack. Not one of my recommended double-decks, but I've done what I can with what I have.

_______

Mind Control (Double-Twilight Rogue)

Pokémon: 17
4 Dusknoir
4 Dusclops
4 Duskull
2 Malamar
3 Inkay

Trainers: 30
2 Cynthia
2 Escape Board
2 Escape Rope
2 Field Blower
4 Hau
1 Lady
4 Nest Ball
2 Pokémon Fan Club
4 Professor Kukui
1 Rescue Stretcher
2 Switch
4 Timer Ball

Energy: 13
13 Psychic Energy

Notes: Make use of Malamar's Ability to charge Dusknoir for attacking.

_______

Midnight Mind (Double-Twilight Rogue)

Pokémon: 15
4 Lycanroc
4 Rockruff
2 Solrock
2 Malamar
3 Inkay

Trainers: 31
2 Brooklet Hill
2 Cynthia
2 Escape Board
2 Field Blower
4 Hau
1 Lady
4 Nest Ball
2 Pokémon Fan Club
4 Professor Kukui
2 Rescue Stretcher
2 Switch
4 Timer Ball

Energy: 16
8 Fighting Energy
6 Psychic Energy

Notes: A version of this double-deck that makes better use of Brooklet Hill by actually having Fighting types in the deck.
 
Last edited:
Fingertips (Double-Blazing Volcano)
Pokémon: 19
4 Entei
3 Blaziken
3 Combusken
3 Torchic
2 Magcargo
3 Slugma
1 Shuckle

Trainers: 28
2 Guzma
2 Kahili
4 Nest Ball
2 Pokémon Fan Club
2 Professor Kukui
1 Rescue Stretcher
2 Sightseer
2 Switch
2 Tate & Liza
3 Timer Ball
4 TV Reporter
2 Ultra Ball

Energy: 13
13 Fire Energy

Notes:
There are so many useful Trainer cards that I had difficulty narrowing the deck down to 60 cards for quite some time. This is probably the first time that I felt a double-deck had too MANY draw Supporters; this is a welcome change.

While expensive, Entei has a way of stacking the deck in its favor, quite literally, with Magcargo. Eruption can cause some minor disruption by discording important cards from the opponent's deck, at the cost of not letting you decide what card to draw for the next turn with Smooth Over. Blaziken and Shuckle can work together for early-game Energy acceleration, but Entei and Magcargo can ensure late-game Fire Energy in the discard pile. Remember that Shuckle's Ability is only activated by being played from the hand, not a Nest Ball.

I have considered putting up to 2 Mallow back in, for added consistency, but finding space has been difficult. I really wanted to include the Houndoom line and Entei into the same deck, but both together took up too much space. To include Houndoom, I would probably go with -4 Entei, -2 Kahili, -1 TV Reporter, and add +3 Houndoom, +4 Houndour.

Rare Candy is an exclusion that sticks out like a sore thumb; deck improvements would include this card.

Last, the double-deck name derives from two sources. The first is from having just about the entire deck's contents at your fingertips with Smooth Over. The second... well, enjoy listening to They Might Be Giant's song Fingertips, because yes, everything is catching on fire.



PLACEHOLDER: Storm Caller
 
Last edited:
Back
Top