Pokémon TCG: Sword and Shield—Brilliant Stars

Skittles !Taste the Rainbow!

Hatter™

Active Member
Ok, so I have watched the other threads for this deck and I have seen it ridiculed and called a "donkfest" and it can never win or beat the major decks. I am here to tell you that those statements are FALSE. This deck can win a game, not just based on "luck", but on the skill too. You have to place your energy correctly, know how many of each energy you have left in your deck, and know which cards you need to Night Maintenance back in. You have to be able to know exactly what energy are prized by the first or second time you search through your deck, as it can affect what is put back into your deck later in the game. Also, the fact is that this deck can outspeed over 65% of the current format right now and can stack up to the GG's and Magmortar's of the Pokemon world. So without further ado I give you Skittles..


Date: April 23, 2008
Author: Team M,Black Mamba, Mrdraz07
Deck: Skittles
Format: Holon Phantoms- On

The "Basic" Skittles List
Pokemon: 20
4 Pachirisu GE
3 Togepi GE
2 Togetic GE
3 Togekiss GE
2 Baltoy GE
2 Claydol GE
3 Ho-oh SW
1 Duskull DP
1 Dusknoir DP

Trainers: 21
3 Rare Candy
2 Master Ball
3 Bebe's Search
1 Scott
3 Crystal Beach
2 Team Galactic's Wager
2 Night Maintenance
2 Roseanne's Research
3 PlusPower

Energy: 19
(You can do any combination that you wish)
3 Fire
2 Water
3 Psychic
2 Lightning
3 Fighting
2 Basic Dark
2 Basic Metal
2 Grass

The "Advanced" Skittles list-Urban Skittles
Pokemon-19

3x Togepi
1x Togetic
3x Togekiss
3x Ho-Oh
3x Sentret
2x Furret
1x Baltoy
1x Claydol
2 tech slots... 1-1 Crawdaunt EX/1-1 Lanturn PK/1-0-1 Dusknoir/etc.

Trainers-21

3x Celio's Network
3x Rare Candy
2x Roseanne's Research
2x Crystal Beach
2x Windstorm OR 1x Windstorm 1x Cessation Crystal (There were times I really would've liked the tech cess)
2x Castaway
2x Strength Charm
2x Warp Point
1x Copycat
1x Prof. Rowan
1x Night Maintenance

Energy-20

3x Fighting
3x Psychic
3x (tech energy type- water in my case)
2x other 5 basic energy types
1x Boost/Scramble (depends on tech)

Strategy: There are several ways this deck can play out. Your first and foremost strategy is to find an opening hand combo that yields a Togekiss and Ho-Oh with 4 or more energy by turn 2 or 3, or possibly even turn 1 going second. There are no decks in the format that can easily handle this amount of damage this early in the game, so if you manage to get this start you usually win the game. Past turn 4 or 5, if you don’t have or no longer have a Ho-Oh with several energy, you will usually try to get
another Ho-Oh or Togekiss attacking relatively soon, making sure you are recycling energy and KO’d Togekiss lines with Night Maintenance to give you inevitability. An important thing to know about this deck is that it takes a great amount of skill to win if you aren’t lucky enough to get a donk start or if your opponent can survive the donk, but it is no way impossible to win if the game gets past the opening plays.


<img src="http://pokegym.net/gallery/displayimage.php?imageid=31858" alt="010-Ho-Oh" />
<img src="http://pokegym.net/gallery/displayimage.php?imageid=33289" alt="011 Togekiss" />
Card choices/explanations:

THE POKEMON:

Ho-Oh (SW) This is the primary attacker during early game. For 4 energy, Rainbow Wing does 20 damage times the number of basic energy types attached to Ho-Oh. The big reason this deck ticks is that Ho-Oh is basic, making it the best choice for an energy sponge from Togekiss’ power
because it can be fetched from Roseanne’s Research or Pachirisu’s Call for Friends attack. Ho-Oh also has a Poke-Power called Phoenix Turn, which lets you flip a coin if Ho-Oh gets KO’d. If you flip heads, Ho-Oh is not KO’d and you get to remove all damage counters and keep all energy attached to Ho-Oh. This power is an amazing help in a pinch, but is by no means something you should rely on. You only need 3 Ho-Oh because while it is the main attacker, you usually should only go through 2 of them in a
long game, and while Ho-Oh starts aren’t bad, there are better starts to be had.

Togekiss (GE)
This is what makes the deck tick. Togekiss has a Poke-Power called Serene Grace, which says when you evolve one of your Pokemon to Togekiss from your hand, you may look at the top 10 cards of your deck, take any basic energy you find there, and attach them to your Pokemon in any way you like. The main hope here is that you can Rare Candy into a Togekiss within the first 3 turns of the game and attach 4+ energy to Ho-Oh to coast on Rainbow Wing for the game. If that doesn’t
happen, however, have hope! The game is not over yet! If you only get 2 energy—or multiple energy of the same type—from Serene Grace, the mostcommon play is to attach them to your Togekiss then attach an energy for turn to use Togekiss’ attack Air Scroll. For 3 colorless energy, you are
guaranteed 40 damage, then you flip a coin. If heads you add 30 damage, if tails you remove 3 damage counters from Togekiss. This attack does win games with either heads or tails flips.

Pachirisu (GE)
This is the preferred starter in the regular Skittles (Pachirisu/Claydol) version. First turn CFF nets you a great bench of Baltoy, Togepi and Ho-Oh, which gets your main attacker and half of your energy
acceleration and draw/search set up on turn 1. A less important function of Pachirisu is to use Smash Short to get rid of Cessation Crystal, which is a nightmare against the deck because it shuts down all the powers that make the deck good (Serene Grace, Phoenix Turn, and Cosmic Power), but thankfully Cessation Crystal is not played in large quantities.

Claydol (GE)
This is your main source of draw in the Pachirisu/Claydol version of the deck. Having a lot of draw helps you “find the rainbow,” so to speak. There are so many situations where Claydol will help you find exactly what you need. In a pinch, it also becomes an attacker because there are coincidentally Fighting energy in the deck, but the situations in which it would attack are very rare. The advantage in
this version of the deck is that you can potentially find cards the turn you need them and get rid of dead cards in your hand, but the disadvantage is that it’s a power that can be shut down and starve you of cards.

Furret (SW)
This makes a completely different strategy to the deck that has several pros and cons, and this version ended up winning the Southwest Regional. Sentret start gives you a Pokedex to dig 2 cards deep, which is quite good. Furret on turn 2 however practically guarantees that you will be able to find the 2-card Togepi, Rare Candy, Togekiss, and/or Ho-oh combination you need to “taste the rainbow.” Furret is also a better attacker in emergencies because it allows you to conserve your energy
instead of having to retreat to bench it. The disadvantage in this build is that you find cards with an attack instead of a power, which leaves you vulnerable to a well-timed Wager, but they can only have so many of those. The advantage, however, is that it’s a free attack that will find you cards under a Psychic Lock, allowing the deck to set up where the Claydol version wouldn’t be able to.

Trainers. There are several ways to run the trainers of this deck, but there are staples that every deck unarguably must have.

Rare Candy:
This is the backbone of the deck. It’s very obvious why it’s here.

Night Maintenance:
Another staple in this deck.. Recycling energy for
more Serene Grace is key in long games, as well as getting Togekiss
pieces back in so you can search them out again. Two of them are best
because it’s a dead draw early game.

Crystal Beach:
This is your saving grace against Battle Frontier. If a Battle Frontier makes its way onto the table early game, you have to scramble to find this (or Windstorm in some lists) to get rid of it ASAP. Slowing down GG and Mag decks helps somewhat, but a game without it is
still winnable.

Roseanne’s Research:
Another obvious choice. While Pachirisu gets your bench set up, if you don’t start with it, Roseanne’s helps you get set up anyway, and also gets basics without using an attack. This also gets energy in a pinch if you need to add damage to Rainbow Wing, set up Air Scroll, or retreat. Usually you won’t want to run more than 3…2 seems to be the best number.

Celio’s Network/Bebe’s Search:
These are arguably the best supporters in the format, and work great in this deck for obvious reasons. Claydol versions should run more Bebe’s because it reduces your hand size to draw more with Cosmic Power. The number of these is not concrete; 4 is an acceptable number, 3
works, and 5 is great as well.

After these are in you can add draw and disruption to tailor the deck to
your liking. Here are some good choices:

TV Reporter/Professor Oak’s Visit:
These are great for when you don’t have your draw/search engine set up yet. They allow you to throw away excess cards you don’t need (Crystal Beach, Pachirisu, and energy mainly) and dig
3 cards deep.

Professor Rowan:
This is a great option for draw as well. If you have a Togekiss or Candy in hand, you can keep it and try to find the other piece by digging 4 cards deep. Like other shuffle draw choices, this lets you get excess energy from your hand back into your deck where Togekiss can get them.

Copycat:
Another great shuffle, draw choice. If you do run this, usually only 1 is best.

Pluspower:
If you aren’t running any tech Pokemon, this is a great option because most people don’t expect it. It allows you to hit the higher odd HP benchmarks with Ho-Oh without “wasting” energy. Normally you need 7 energy to OHKO anything with 130 HP, but with Pluspower you only need 6.

Windstorm:
If you’re paranoid about Battle Frontier, these act as Crystal Beach number 4 and/or 5. It also gets rid of Cessation Crystal if necessary, but that normally won’t be a problem.

Cessation Crystal:
This is a good singleton choice after you’re set up, and is much more feasible in the Furret version because it’s less reliable on Poke-Powers. An important thing to remember is that you should not attach this to Ho-Oh because unlike Psychic Lock it will shut off Phoenix Turn,
which you always want to be able to use.

Important play notes:
-Do anything you can to win before going to the late game. It will get a
lot harder to win if it gets past the first few turns.

-If you sense that the game will take a while, be really conscious of your
energy attachments both from Serene Grace and from your hand. You should
always play the game as if Phoenix Turn will flip tails, so only go for
Ho-OHKO’s if you know they can’t respond with a KO back.

-Don’t forget that Togekiss can attack! He wins games! Air Scroll has
the possibility to 2 hitting anything in the format or completely throw off
damage math with healing.

-Night Maintenance, as said above, should really only be used to recycle
either energy or pieces of your Togekiss line. Ho-Ohs are usually just
early game attackers. The only reason you would ever need to get one back
is if the 2 others are prized and you are playing against a deck with
colorless resistance.


GG Variants-55-45

Since Psychic lock won't OHKO Ho-oh, you should have enough time to get the KO’s through on their Gardevoirs’. Whenever they can't respond with a psychic lock, it gives you the opportunity to kiss and set up another Ho-Oh while your current one is beating down on the opponent. Crystal Beach really helps in this matchup. Gallade needs to flip 3 prizes to kill 1 bird, so that isn't efficient for them either. The biggest thing you have to watch out for is Bring Down, but if you're overly worried you can tech an Unown G or Holon WP in. Just remember, if they're not locking you, hit them where it hurts! Dusknoir shouldn't really be a huge problem, especially if you play Crawdaunt or Dusknoir yourself to give them a taste of your own medicine. Feraligatr and Swampert are a little more scary, but Crystal Beach helps there as well.

Magmortar Variants-50-50

Burns from Torchic and Magmortar Lv. X are the scariest part of this matchup. A fast setup combo'd with good Crystal Beach usage is key here. Typhlosion variants are definitely the easier matchup, but it's still not a walk in the park. Crawdaunt EX is a great surprise card here, splashing back a candied Blaze/Typhlosion and Boosting/Kissing to KO and active Mag. Even if they burn you, flipping even 1 heads with Phoenix turn is a detriment to their setup. Utilizing Castaway to get a necessary energy and a strength charm for the KO is important here, too. It's a hard- fought matchup, but definitely winnable.

Banette Variants- 50-50

The worst about this certain matchup is two words, damage counters, now you may ask why? The reason damage counters hurt this deck is because of fact that Ho-oh cannot use his power to stay alive. Also, cessation crystal can hurt this deck in many ways. Unless you get a good setup pachirisu can take care of it, and you can be fully charged without having to rely on powers.

Arithmetic- 55-45
You can OHKO any card that they bring at you. However, the deck relies on moving damage counters and a smart player will know how to get rid of your Ho-Oh's before they know what hit him. If you can get a Ho-Oh by turn 2-3 you should be good though, since it does take Arithmetic a few turns to gets its set up out there and running. Dusknoir will prove immensely helpful in this matchup so you can keep their bench at 3 or less pokemon.

Mirror- 50-50
Most of this match-up is based on coin flips and whoever sets up faster. If you are going against a mirror match-up you will have to plan out every turn carefully. During this match-up it is in your best interest to build up all of your pokemon so they can all attack, and possibly sack a Pachirisu. Unless you get setup faster than you would want to go and hit quickly if it seems that your opponent is having trouble setting up.
Since Ho-ohs and Togekisses have odd numbered HP it is good to utilize your castaways to get a strength charm so you can one shot them easily. This match-up can be easier to win if you have been using this deck for a while, and most likely it comes down to who knows how to play the deck. This is a difficult match-up, and once again you have to think each turn and try and play out everything in your head before you do it.
 
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This deck did well at many Regionals, placing in the Top Cuts.
I've done well and enjoyed playing with my own, less developed version.

Sorry for the delay in publishing due to staffing issues.
 
omgz amazing!!! And to think it's a deck I randomly threw together for States when it wasn't even heard of...what a special feeling.
 
One of the players in my league has had success using a Magmortar/Togekiss deck, but his Trainer engine is something of legends around here. 6 Supporters total, all Searchers. His draw power? BAlls. Lots and lots of Balls. Gets a surprisingly fast T2-3 setup, without an effective Starter and without massive stores of Energy.
 
I knew this deck was front page news the first time I played it. Congrats guys.

I perfer the Furret build for the reasons mentioned above but also because it requires less bench space than the Claydol/Pachi alternitive. This I believe limits the effectiveness of the opponent's Crawdaunt/Dusknoir.

I found that there were times that I didn't have enough energy attached to attack with either Ho Oh or Togekiss. I used Holon Circle which allowed me to break out of Plox for one turn to activate Serene Grace. This, of course, had mixed results and often fell victim to Tauros and counter stadiums.

Ultimately, I was Burned by Mags and got Hard Feelings from Dusknoir but it was a great ride and a fast and furious deck.
 
the matchups you give is too good. I don't believe that gardelade matchup (you gotta be quite lucky ) but its forgivable i havent played gg alot so you may be close ( I still think that pokepower shutdown will stop you but it depends on the version). The magmortar matchup on the other hand is not near 50/50 What if he uses fireball bazooka? and wharp points? if he goes straigth out flame blast you may be rigth but against a thinking opponent you are not..

I know your deck is good i've played it but I still think the matchups is to optimistic.. And what everybody hates about the deck.... its too random. A flip 1 coin card should never be the cornerstone of a competetive deck.

Also the trainers need a bit of change they seem "ok" , but i think you can make a better spread

On the positive YES togekiss is an great attacker too many players forget that
 
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Some other fun cards in Skittles include:

Holon WP Energy + Warp Point = In combination these cards allow you to deal with status conditions and damage counter placing attacks much better than Skittles lists that don't run them. You can abuse free retreat + Warp Point to get your opponent's bench pokemon active for a KO. I've had that win games both when an opponent was trying to stall behind a sacrificial basic or when an opponent had managed to set up a pokemon outside of my OHKO range but I was able to Warp a benched pokemon up to take the final prize card.

Super Scoop Up + Professer Rowan = SSU is a great card by itself. Most commonly I used it to scoop up benched Togekisses either to recycle them for another Serene Grace or to avoid Dusknoir's power when facing G&G. However it can also be great when combined with Rowan, as you can scoop up a Ho-oh or Kiss with energy attached and then get the energy back into your deck for another Serene Grace.

Energy Recycle System = This card gives you the choice of either taking 1 energy from your discard pile to your hand or 3 to your deck. It can replace 1 Night Maintenance or be used in addition to them. As the article points out Night Maintenance usually is used to get energy back into your deck. This card does the same thing, but instead of giving you the option to get a pokemon back too instead you can get that 1 critical energy card back in hand for +20 damage.
 
I'm not saying that this deck doesn't work and is bad but can someone tell me how this deck is good. It seems kind of slow and really luck reliant because you need to get a kiss out to stack your energy on ho-oh and when ho-oh dies you have to flip a heads for it to survive which if if doesn't a lot of work is gone. Ho-oh doesn't have a lot of HP so if you flip a tails on your first flip early game you are going to fall behind very quickly.

Also congrats for getting a nice article up.
 
Your main attacker is a basic pokemon and you have mad energy acceleration with Togekiss. That's mad speed most of the time. Yes, like just about any other deck you can have bad starts where you have to manually power up a Ho-oh or Togekiss and that can take some time, but that's not the case most games.

The thing is that you don't want to over commit on your first Ho-oh if you don't have much else in play. It's tempting to load him up with energy for the OHKOs but then it does become luck based and if you flip tails or get burned or hit with a Cess Crystal KO you are hosed. Generally you get better results by settling for the two hit KOs with that first attacker and building up your next guy. That way if you get heads it's a nice bonus but if you get tails you aren't in a bind.
 
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the matchups you give is too good. I don't believe that gardelade matchup (you gotta be quite lucky ) but its forgivable i havent played gg alot so you may be close ( I still think that pokepower shutdown will stop you but it depends on the version). The magmortar matchup on the other hand is not near 50/50 What if he uses fireball bazooka? and wharp points? if he goes straigth out flame blast you may be rigth but against a thinking opponent you are not..

I know your deck is good i've played it but I still think the matchups is to optimistic.. And what everybody hates about the deck.... its too random. A flip 1 coin card should never be the cornerstone of a competetive deck.

Also the trainers need a bit of change they seem "ok" , but i think you can make a better spread

On the positive YES togekiss is an great attacker too many players forget that



Gallade- 3 Prizes flipped to OHKO me...
Gardevoir- cant OHKO Ho oh and chances are if a ho oh is active, its ready to attack...

Too random..ya random made it win a regionals and top cut many others... i know...

wow great positive..... >.<

NOTE TO EVERYONE: This is not an easy deck to play.. ya there will be people.. but you just donk and win.. and yet no you can't, you have to know what energy are left... if you should Togekiss... can you ko them if you flip tails on your attack....
 
Ya I don't know what's slow about Candying to 1 stage 2 to get energy on a basic, or what's bad about flipping a coin to keep your Pokemon un-KO'd. Most games I will get out a Ho-Oh with 4 or 5 energy by turn 2 or 3, and it's a stream of 80-120 damage Rainbow Wings until it gets dealt with. A lot of people are calling it a donk when it's really just SPEED. That's what the deck is supposed to do...out-speed the format.
 
It's a really fun deck, and it's pretty decent, but right now it's kind of limited. I will say this, this deck can only get better. If it's winning Regionals with very few options of attackers, think about how good it will be when more sets come out and there are a slew of other options.
 
Well Prime that depends on if you look at Skittles as Togekiss + stuff or as Ho-oh + Togekiss. I tend to think of it as the latter. Ho-oh's rather unique energy requirements limits you in some ways to bringing in other attackers. Crawdaunt ex fits really well. Manectric MT works, but isn't as useful. And those are the main two that benefit from a setup like Ho-oh's.

Magmortar + Togekiss uses an entirely different energy arrangement and is dissimilar enough in play to be a "different" deck IMHO.

Last format you had Metagross dx with Scizor in MSNBC and in MetaGross with Salamence and even in Metanite as a tech. The builds and play for each weren't always that similar.
 
I think you can define Skittles as being Togekiss+multitype. Right now, Ho-oh is the best Skittles attacker. When the next set drops, I'm expecting Garchomp to be right up there.
 
^idk... if Garchomp was going to be used... it would of been used already(I know it HAS been used with Togekiss)... I doubt that the Level X would make that much of an impact on the deck
 
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