Revisiting Decks That Used To Be Good (Centiskorch, Mad Party & More!)

Revisiting Decks That Used To Be Good

Hello again readers, I’m back with you today with an article that I’ve been saving for a time where the format feels solved and there’s not many new decks popping up anymore. Today, I’m going to “revisit” formats that were played in the last year before rotation. My goal was to take a deck that was playable in those formats and convert them to the best possible way to play them in the current format. I’ve done this before for fun, but I thought it could be helpful to write down how I do this for a few reasons. This doubles to mess around with new decks for fun while also honing your deck-building skills.

So, you’re a bit bored of the format, completely understandable, I am too. Online events mean that the meta is “solved” much faster than in the past. To combat this boredom, I’ve always turned to playing weird rogue decks that have no right to exist. To enable this habit in other players, I’m going to be converting one deck from each format that while still legal but doesn’t see play in the current format. Some of them aren’t exactly a great representation of their format, but I think they fit the criteria I set for myself well. Anyone who has been paying attention to my work for a while will know that I couldn’t pass up on the chance to write about the first deck just one more time.

TEU-DAA: Centiskorch

Centiskorch was the deck that I enjoyed the most in this format and I think could be considered one of the better decks in the game at the time. Without Welder, it has completely fallen by the wayside, something that is probably well deserved.


##Pokémon - 17
4 Minccino SSH 145
4 Cinccino SSH 147
3 Centiskorch V SHF 181
3 Centiskorch VMAX SHF 182
2 Kricketune V BST 142
1 Crobat V PR-SW 98
##Trainer Cards - 31
4 Rose DAA 168
3 Marnie PR-SW 121
2 Professor's Research SSH 201
2 Boss's Orders RCL 189
4 Quick Ball SSH 179
4 Level Ball NXD 89
4 Evolution Incense SSH 163
3 Hyper Potion CPA 54
2 Switch PRC 163
1 Air Balloon SSH 213
2 Rose Tower DAA 169
##Energy - 12
12 Fire Energy 2

This is probably the worst of the decks I built, but it’s also one of the most fun. Rose is a card that feels like it should see play somewhere and Centiskorch isn’t necessarily the worst partner for it. In a format full of two-shots and snipe damage, Centiskorch could do well into the right meta. Obviously, Suicune decks are an auto loss, but everything else is at least a winnable matchup to some extent. When I was building Centiskorch, my goal was to recreate the Welder effect without being absolutely garbage. Rose is really the only card that had a shot at coming close and with both Rose Tower and Kricketune V, getting your hand back after playing Rose is doable.

Rose (168/189)Rose (189/189)Rose (196/189)Rose Tower (169/189)

When choosing between the Cinccino and Inteleon engines, it mostly came down to what would be the most efficient in terms of enabling Rose. Inteleon would obviously be better for guaranteeing the Rose being in your hand but getting Fire Energies into the discard would have been harder. Cinccino also allows you to recover better after using Rose once you’ve drawn cards with Kricketune or Rose Tower. Both engines require high Level Ball counts either way, so that didn’t even have to factor into the decision.

On the topic of “Ball” cards, I’m running the maximum amount Quick Ball, Level Ball and Evolution Incense. My goal is to get as many Pokemon in play in the first turns as possible so that the deck can consistently roll an opponent. Finally, the last interesting tech in the deck is Hyper Potion. In a format full of two-shots, Hyper Potion pairs well with the Rose and G-Max Centiferno. Since Centiskorch is taking two-shots most of the time and isn’t usually being one-shotted, a Hyper Potion combined with a Rose on the same turn is essentially a Mallow & Lana heal that discards your entire hand instead of two cards. Obviously, that’s not perfectly representative of Hyper Potion, but if I’m drawing comparisons to old formats, it fits.

TEU-VIV: Coalossal

I honestly wanted to do Centiskorch again, but that would have been a massive cop out. Coalossal was one of the decks that saw a decent amount of play in the TEUVIV format but was eventually pushed out by the superior Fighting-type, Rapid Strike Urshifu VMAX.


##Pokémon - 15
4 Coalossal V VIV 173
3 Coalossal VMAX VIV 189
3 Oranguru SSH 148
2 Swablu CPA 48
2 Altaria EVS 106
1 Crobat V PR-SW 98
##Trainer Cards - 33
4 Marnie PR-SW 121
3 Professor's Research SSH 209
3 Cheryl BST 159
2 Boss's Orders RCL 189
4 Quick Ball SSH 179
4 Evolution Incense SSH 163
3 Lucky Ice Pop EVS 150
2 Switch PRC 163
2 Big Charm SSH 158
1 Pal Pad SSH 172
1 Energy Retrieval BLW 92
1 Air Balloon SSH 213
3 Path to the Peak CRE 148
##Energy - 12
4 Stone {F} Energy VIV 164
4 Fighting Energy 6
4 Capture Energy RCL 171

In a very weird turn of events, after building playing this deck a few times, I don’t think it’s as bad as one would assume. We’ve all seen the rather funny Dracozolt VMAX deck that popped up in this format and I decided to sort of base my Coalossal deck around that. Unfortunately, Oranguru is essential to Coalossal’s existence, so I couldn’t build the deck around not having a Bench. Because of that, I had a little more freedom with how I built the deck. Healing is an essential part of it and with that in mind I set about trying to maximize the effectiveness of the deck.

As I said, the Oranguru engine is required and with Coalossal VMAX needing only one Energy to attack, Cheryl is a great way to recover from an attack. What combos well with Oranguru and tech Supporters? Altaria EVS of course. With the addition of Altaria, I fixed a lot of the consistency issues that the deck had been having while also making full use of the engine I was required to play. Coalossal also lost one of its more important cards, Buff Padding, to rotation. I currently have Big Charm in the list as a replacement, but I would have to play a lot more games than I’m willing to commit to determine if it fixes any math. I suspect the answer is yes though.

Altaria (106/203)Big Charm (158/202)Big Charm (206/192)Lucky Ice Pop (150/203)

The reason I think Big Charm could do something is because of the addition of Lucky Ice Pop. We’ve all seen the Twitch clips where a player (always the opponent), heals around 200 damage with a single Lucky Ice Pop. Obviously, it’s not realistic to count on something like that, but even healing 40 or 60 damage could be enough to turn a two-shot into a three shot with the addition of Big Charm. Finally, while the list does play a copy of Crobat V, I have Path to the Peak in the list. I think that the disruption it can provide is sometimes enough to make Coalossal able to stand up to a few of the slower decks in format. However, if it turns out to not be worth the space, changing it to Training Court is an option I’ve been heavily considering enabling a much easier Cheryl usage.

Of the decks I built for this, I think Coalossal is the one with the most potential to do well into the correct meta and it’s a concept that I want to look at further if I find myself with the time.

TEU-BST: Mad Party

This was the last format that Mad Party was really considered at all playable. Shadow Rider Calyrex pushed out the deck very effectively and in general, VMAX decks are a bit more obnoxious to deal with than TAG TEAMs. The closer to the current Standard format you get, the harder it is to find a unique deck that survived rotation and doesn’t see play today. This meant that I had to stretch a bit for this format.


##Pokémon - 25
4 Galarian Mr. Rime SHF 94
4 Dedenne SHF 124
4 Bunnelby SHF 170
3 Sinistea SHF 125
4 Polteageist SHF 126
2 Mareep EVS 54
2 Flaaffy PR-SW 122
1 Oranguru SSH 148
1 Crobat V PR-SW 98
##Trainer Cards - 27
4 Professor's Research SSH 209
2 Bruno BST 121
2 Boss's Orders RCL 189
4 Quick Ball SSH 179
4 Level Ball NXD 89
4 Great Ball SUM 119
3 Evolution Incense SSH 163
2 Rescue Carrier EVS 154
2 Air Balloon SSH 213
##Energy - 8
4 Twin Energy RCL 174
4 Lightning Energy 4

This list strongly resembles a lot of the older Mad Party lists, except it really doesn’t when it comes down to it. So much of Mad Party’s strength came from Dedenne-GX and not being forced to run basic Energy. I said Centiskorch was the worst deck I’d built for this, but Mad Party is certainly a whole lot worse positioned in the format than even Centiskorch is. Ignoring the horrifying requirement to play Flaaffy and crippling lack of explosive power, the format is also completely dominated by the Inteleon engine. Ignoring all those problems, I built Mad Party again!

Part of me wanted to do a weird list where I used Zoroark EVS, Flaaffy and Cinccino with a low count of Sinistea. I’m glad that I shut down that part of me because that might have been worse than what I have now. As it is, I think that the deck is unable to focus on Polteageist as much as it used to, and I only have Sinistea included in the deck because it’s conveniently the best way to discard other Mad Party Pokemon and still draw cards. I also considered a Galarian Articuno V engine focused more on draw Supporters. That one could still be relatively good. Regardless, I settled on a normal engine with Polteageist and Flaaffy to set up additional attackers.

Flaaffy (055/203)Polteageist (SV053/SV122)Polteageist (83/189)Polteageist - SWSH081

Ironically, Mad Party also received one of the bigger buffs it could have gotten in EVS. Rescue Carrier is incredibly good in the deck, as it allows you to use only Bunnelby as an attacker rather than cobble together Polteageist. It also allows you to grab Mad Party Pokemon from the discard and use Tea Break with a hand that otherwise would have been dead if it was Ordinary Rod. The other notable inclusion in this deck is Bruno, since you lost Dedenne-GX, I needed some form of additional consistency for the deck to function. I do think that one copy of Bruno could turn into a Galarian Articuno V if you were so inclined.

This one took a lot of willpower to even build, let alone play. It served the practicing of deck-building function of this exercise rather than the fun portion. If you’re desperate enough to play Mad Party though, then I suppose I might have helped you along a bit.

TEU-CHR: Rillaboom

Okay, so Rillaboom really wasn’t a large deck in this format, but everything else either rotated or is currently a deck. Near the end of the format, I was starting to play around with this concept, but ultimately, I didn’t care enough to continue. Converting this one to the current format was the easiest though.


##Pokémon - 18
4 Grookey SSH 11
1 Thwackey SHF 12
3 Rillaboom SSH 14
3 Mew CEL 11
3 Dhelmise V SSH 9
3 Dhelmise VMAX SHF 10
1 Zarude V VIV 22
##Trainer Cards - 29
4 Rare Candy UL 82
4 Quick Ball SSH 179
2 Air Balloon SSH 213
2 Boss's Orders RCL 189
4 Switch PRC 163
3 Turffield Stadium EVS 234
1 Energy Retrieval BLW 92
1 Energy Recycler GRI 123
4 Professor's Research CEL 23
4 Marnie PR-SW 121
##Energy - 13
11 Grass Energy 5
2 Capture Energy RCL 171

The final deck in this article also happens to be one I think could stand on its ow two feet in the current format. Fire is relatively irrelevant right now and the healing capability of this deck is nothing to sneeze at. At first, I was going to build this deck with Boost Shake, but with the addition of Mew CEL into the format, I decided that Rare Candy would be my card of choice instead. Boost Shake also might be more viable with Mew, but I think Rare Candy allows for more explosive potential after turn one.

Boost Shake (142/203)Boost Shake (229/203)

Let’s talk about the matchups this deck might face first. Dragapult VMAX does low amounts of damage and struggles in the face of the healing power provided by Zarude V. Single Strike is forced to refrain from using Umbreon VMAX and if Big Charm were included in this list, would potentially struggle to KO a Dhelmise VMAX. Jolteon is in the same boat as Dragapult. Suicune doesn’t really care about anything in this matchup and presumably treats it like any other VMAX matchup, so that one is probably more difficult. Most of the VMAX matchups are just trading VMAX two-shots and Zarude V allows for some ability to trade better. Not awful all things considered.

I’ll be honest, I just really wanted to play Mew CEL in a deck and Rillaboom was the first thing that came to mind that fit my other criteria. This list is probably the most refined out of everything today because I had already tried Rillaboom before Celebrations was released. There’s also less to talk about, because all the cards make complete logical sense when you look at the deck. You need a high amount of Switch because Rillaboom and Dhelmise have a large Retreat Cost and using Zarude V without losing three Energy from Dhelmise would be very good. Energy Retrieval and Energy Recycler are also both natural inclusions to make full use of Rillaboom and Zarude. I think with the proper use of Zarude and Rillaboom, Dhelmise could easily reach seven or eight Energy attached and be able to snipe of any Pokemon V at will. It’s just a question of if you get outpaced by your opponent at that point, which is the same thing as almost every meta deck.

Final Thoughts

Yes, obviously I’m a bit tired of the current format and don’t really want to talk about another meta deck that’s been covered to death. That’s why I thought bringing a different concept to the table would be a decent decision today and I’m rather happy with how it’s turned out. With that said, the next article I write with be about Fusion Strike, something that I’m really excited about for a variety of reasons.

That’s all I have for today. I hope someone found this helpful or decided to have fun with some off the wall decks for a change. As always, feel free to Tweet at me or PM me with any questions and I’ll try to answer them. Until next time!

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