Sting the Competition with Arceus VSTAR / Beedrill!

Hey everyone! It’s Isaiah, back today to tell you all you need to know about the deck I played to a second-place finish last weekend in the Indiana Regional Championships: Arceus VSTAR/Beedrill.

Before this event, I really wanted to play Urshifu VMAX again. I had been testing it tirelessly (outside of studying for AP Exams, of course) and came to the conclusion that Hoopa V was too hard to deal with, which forced me to look at other options. After playing around with a ton of decks the night before, Arceus/Beedrill was the best option. I was scared of Urshifu showing up, so I played Manaphy over Quick Shooting Inteleon (funnily enough, Manaphy ended up being important as a good starter vs. Mew more than anything). The list ran great for me at the event, and I think the deck is one of the strongest in the format moving forward. Let’s get into it!




****** Pokémon Trading Card Game Deck List ******

##Pokémon - 20

* 4 Arceus V BRS 122
* 1 Dunsparce FST 207
* 3 Arceus VSTAR BRS 123
* 1 Galarian Zigzagoon SSH 117
* 2 Beedrill CRE 3
* 1 Manaphy BRS 41
* 4 Sobble CRE 41
* 3 Drizzile SSH 56
* 1 Inteleon SSH 58

##Trainer Cards - 30

* 2 Evolution Incense SSH 163
* 2 Training Court RCL 169
* 1 Ordinary Rod SSH 171
* 1 Pal Pad UPR 132
* 4 Quick Ball SSH 179
* 1 Big Charm SSH 158
* 1 Energy Search SSH 161
* 1 Raihan EVS 152
* 1 Air Balloon SSH 156
* 2 Scoop Up Net RCL 165
* 2 Single Strike Style Mustard BST 134
* 1 Choice Belt BRS 135
* 1 Professor's Research SSH 178
* 2 Marnie SSH 169
* 3 Ultra Ball ROS 93
* 2 Level Ball NXD 89
* 1 Cheren's Care BRS 134
* 2 Boss's Orders RCL 154

##Energy - 10

* 1 Capture Energy RCL 171
* 1 Water Energy SMEnergy 3
* 3 Double Turbo Energy BRS 151
* 5 Grass Energy SMEnergy 1

Total Cards - 60

****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ******



Header - Card Choices

Here’s my finalist list from this weekend! Most of the counts are simple, but I’ll explain the unusual counts:

Inteleon (043/198)Crobat V (044/072)Marnie (056/073)Professor's Research (147/172)

No Quick Shooting was a call that I didn’t expect any Malamar and that Beedrill gave me enough of an advantage in the mirror where I wouldn’t need it. Both of those things ended up being true, as I went 5-1-1 in games versus Arceus decks this weekend, with my only loss being the finals and the one game I tied being a game three that I was in a favorable position to win. From my testing, Quick Shooting was a card that looked good on paper but rarely came up in-game. I still don’t think you need it, and I would use the slot on a more impactful card.

If I played Bees again in New Jersey, I would play a Crobat V over the Manaphy that was in my list. I missed having Crobat in my deck all of last weekend, and the consistency boost it gives you is too good not to play.

Two Marnie, one Professor’s Research was the count we played because we valued the disruptive power of Marnie, especially against dark Arceus matchups and Urshifu. It can also be important vs. Mew to make it less likely that they can do a huge Power Tablet combo turn. Overall, we realized that you don’t ever want to use draw supporters as Arceus past turn one – you would rather Mustard, Boss or Cheren almost every turn. Marnie gave you a further incentive to play it other than just drawing cards, which made it well worth the spot.

Two Training Court

Training Court (282/264)

This card is essential to the deck. First off, you need a Training Court in almost every game. Because Mustard only draws five cards, it’s not very likely that you will find Grass Energy off of it. With Training Court in play, you guarantee that attachment and can Beedrill to your heart’s content! Against Path decks, Training Court is needed to give you access to Starbirth and allow you to play the game. Finally, Training Court gives you access to energy later in the game and ensures you don’t run out of attachments. Two Training Court should be the standard for Arceus decks from now on.


Header - My Record

I’ve never personally found it that interesting whenever people do an in-depth tournament report, so I’ll list my matchups here and then explain how to play the deck better!

  • R1: Mew WLW 1-0
  • R2: Mew LWL 1-1
  • R3: Arceus/Beedrill/Lucario V WW 2-1
  • R4: Mew with two Basic Psychic WW 3-1
  • R5: Malamar WLW 4-1
  • R6: Whimsicott WW 5-1
  • R7: Arceus/Dark WLW 6-1
  • R8: Arceus/Bees ID 6-1-1
  • R9: Mew WW 7-1-1

Day two

  • R10: Arceus/Corvknight LWT 7-1-2
  • R11: Mew WLW 8-1-2
  • R12: Arceus/Beedrill (Sam Chen) W 9-1-2
  • R13: Arceus/Malamar VMAX WW 10-1-2
  • R14: Mew with two Basic Psychic WW 11-1-2
  • R15: Arceus/Birds ID 11-1-3

Top Eight:

  • T8: Mew WW
  • T4: Arceus/Dark WW
  • Finals: Arceus/Birds LWL


Header - Tips and Tricks

  • When possible, put Air Balloon on your active and put Training Court in play before you use Single Strike Mustard. This guarantees that you will be able to Persist Sting after you Mustard out your Beedrill.
  • Check your Prize cards for Supporters, Beedrill, Pal Pad, Scoop Up Net, Tools and Shady Dealings Inteleon.
  • On turn one, get Arceus + Energy before anything else. The most important thing with the deck is getting off a Trinity Nova on turn two. If you don’t, you can still win (I missed quite a few Energy attachments this weekend), but it’s much easier when you can put on pressure with Arceus.
  • Starbirth → Ultra BallDrizzile is a broken combo that makes it easy to get off Mustard. This may seem obvious, but always remember that you can grab Ultra Ball off of Starbirth and then turn that into whatever Trainer you want.
  • Play around Echoing Horn! A lot of games are only lost if you let your opponent bench an Arceus V from the discard pile and KO it for free.
  • Always evolve your Drizzile that does not have Air Balloon attached. You might want to use Scoop Up Net to pick up Inteleon, and it can be crucial that you leave your Air Balloon on board.
  • If you go second, you should almost always start a one-Prize Pokemon over Arceus V. Your opponent will get the first attack off into your Arceus V if you leave it active, which puts you behind in the prize trade.

With that said, let’s get into the more popular matchups!


Header - Matchups

Mew VMAX – 65/35

This matchup was why I was confident in bringing Beedrill to the event – it loves to play against Mew VMAX! You ideally want to start this matchup by leaving your Arceus V on the bench with one-Prize Pokemon active. Assuming your opponent doesn’t flip a catcher heads, this forces them to either KO the Arceus with Mew VMAX or KO a one-Prize Pokemon with Meloetta. Both are excellent outcomes for you. If they KO with Meloetta, you can respond KO with Arceus while using Mustard to get out a Beedrill. They are forced to respect your Beedrill and Boss KO it with Mew, but you can just Mustard out a second one and KO them for three Prizes! At this point, you’re up two Prizes to four, and you can Boss to finish off the game.

If they Boss Arceus and KO it on turn two with their Mew VMAX, you should Mustard out a Beedrill and take three prizes with Persist Sting. They will most likely KO you with Meloetta, and you can Raihan respond KO with Arceus V. They don’t have enough tablets to KO two Arceus VSTAR, so if you can bench and set up a second one, you set up checkmate. Regardless, you can use Boss’s Orders for your final two Prize cards or use a Beedrill to Persist Sting for the game.

If you go first, this matchup is incredibly easy. Just attach to Arceus V on turn one, take a KO with Arceus VSTAR on turn two and you’re cruising! After that, you should easily win as long as you get out one Beedrill throughout the game to punish them attacking with Mew VMAX.

Arceus/Dark – 55/45

The Arceus matchup is much closer for this deck than the Mew matchup because they don’t have as much reliance on special Energy. If you go first and draw reasonably, the matchup is almost unlosable. You can KO your opponent’s Arceus while also establishing Beedrill, meaning that if they try and respond to your attack with their Arceus you one-shot them. From there, it’s just a simple Boss’s Orders on an Arceus V or two one prize attackers to finish off the game.

If you go second, it’s a bit harder. You want to either Trinity Charge or attach to a benched Arceus V and then go for the Beedrill KO on turn two. From here, it’s essential to take advantage of Boss’s Orders to KO an Arceus V whenever you can. If you get that kill, you can again focus down two one-Prize attackers to finish the game. One important thing to think about in this matchup is that Beedrill is a great one-prize attacker. Moltres is weak to Grass, which means that Jet Spear is enough to take a KO even if they don’t have any special Energy attached! Often when my opponent has only two Prizes left, I’ll use Cheren’s Care to leave myself without any V Pokemon on board and finish the game with Beedrill and Aqua Bullet.

Big Charm is the most important card in your deck in this matchup. It prevents your opponent from being able to KO your benched Arceus V with their Trinity Nova, pushes your Arceus VSTAR out of OHKO range from Moltres and even lifts Sobble out of KO range of multiple Quick Shooting. Of course, you won’t get all of these uses in a game, but it’s important to keep in mind the various uses of Big Charm in case you get the opportunity to play it again after a Cheren’s Care.

Arceus/Fighting – 55/45

This matchup ultimately took me down in the finals, but I still think it’s favored. You want to start this matchup by using Beedrill to take the first two Prize cards and then Arceus VSTAR for the next four. Their deck doesn’t play Cheren’s Care, so they will try to race you by using Boss’s Orders on your benched Arceus V. You can stop them from being able to do this by not benching Arceus V until your Arceus VSTAR is damaged. Because of Beedrill, you can play slower and still come out ahead on the prize trade. Another important play to make is Boss KOing benched Arceus V if you ever get the chance.

Finally, bench Dunsparce as early as possible, and place Big Charm on your Dunsparce. Preventing your opponent from getting a Yoga Loop KO is of the utmost importance. You usually will fall behind if your opponent can use Zapdos V for an OHKO – Yoga Loop on Dunsparce can easily set that up. For the same reason, benching Sobble is often bad later in the game because they will be able to Yoga Loop it and get a free prize card, so don’t bench it if you don’t have to.

Whimsicott – 70/30

Talk about a good matchup; Whimsicott is the freest win you can get! Did you know that Beedrill’s attack doesn’t trigger Exp. Share? It only works if you KO them with damage, and Beedrill gets right around it, meaning they won’t be able to attack with Whimsicott the turn after. The best part is that they can’t play around it. Your Whimsicott opponent will always have to attach Double Turbo Energy to attack, and you will always be able to Persist Sting to remove both of their Energy off the board.

After you enjoy sweeping up Whimsicott with Beedrill, you can usually finish the game with a Trinity Nova. If possible, attach Air Balloon to something as soon as you can. Tricky Wind will shut off your access to tools, making it much harder to get a Beedrill attack off. Thankfully, you should get a turn in the middle of the game where your opponent can’t Tricky Wind, and you can attach it there.


Header - Wrapping

And there you have it, that’s the deck! I fell in love with Arceus/Beedrill when piloting it last weekend, and it’s one of the best decks in the metagame moving forward. I hope this article taught you something about the deck; it won’t be going anywhere soon. As always, if you have any questions, feel free to message me on Twitter @IsaiahBradner; I’m always happy to talk!

Stay safe, everyone, and good luck in New Jersey!

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