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Today, we’re featuring one of the few decks that can confidently take on A2b-035 A2-110 — and it’s already proven itself with a Top 8 finish at the biggest tournament last week. It’s none other than A1-056!
You can read more about the event results and other top-performing ranked decks [here].
It might catch some people off guard, but when you take a closer look, all the pieces fit perfectly — and in this guide, we’ll break down exactly why.
A1-056, use Hydra Bazooka!
Strengths & Weaknesses
Pros | Cons |
+160 damage and 180 HP line up perfectly in a meta of 130–150 damage and 150 HP | - Being a Stage 2 makes it prone to bricking, especially in hands without setup support. |
+ Access to Water Energy acceleration from A2-050 and A1-220 boosts potential | - Starting without A2-050 makes the deck noticeably weaker and delays the A1-056 setup |
+ Once it hits 5 Energy, A1-056 can take over games with no real drawbacks, consistently one-shotting threats | |
+ Performs well against decks like A2-110 A2b-035 that give you time to evolve or set up with A2-050 |
How to Play Blastoise
Game Plan
The core game plan is to build toward A1-056 as fast and cleanly as possible. Start with A2-050 to ramp Water Energy for either A1-083 or A1-053, then evolve A1-053 into A1-056. Once Blastoise is online with at least 3 Energy, it starts hitting for 100 — but once it hits 5 Energy, it can take over games by one-shotting nearly anything.
Turn 1
- If you start with A2-050, your top priority is finding A1-053 — or at least A1-083. Use A2b-069 or A2-146 to search them out early.
- If you're going first, avoid benching A1-053 or A1-083 right away — A1-225 could pull them active and force a tempo loss.
- If you open with A1-083 or A1-053 and have A1-220, use it immediately to set up for a potential attack or retreat next turn.
- Without A1-220, it’s still better to attach Energy to A1-083 or A1-053 first — in case you draw into Misty later and can ramp Energy straight to A1-083.
- Consider playing PROMO-007 before using PROMO-005 to dig deeper for A2-050 and A1-053.
- Use A2-147 or A2a-072 on A2-050 if you think it can survive one more turn to ramp Energy again.
Midgame
- Evolve into A1-056 as soon as possible — unevolved A1-053 or A1-054 is vulnerable to A1-225.
- If you expect an early A1-225, benching another Basic is worth considering unless A1-056 is about to come online.
- If you're about to fall behind by 2 points, consider not benching another Basic. A1-056 might be all you need to close out the match.
- Energy should mostly go to A1-056, but attaching to A1-083 is still viable — especially if you need to stall or apply pressure through Paralysis.
- If A2-050 gets knocked out, promoting A1-083 lets you stretch your full 2-point value before committing to A1-056.
Endgame
- A1-056 should now have 3 or more Energy and be hitting for 100 or 160 consistently.
- Keep it alive with A2a-072 or A2-147 to maintain control.
- Use A1-225 to pull in weak targets and avoid stalls or slow setups from your opponent.
- If running A2-148, use it on earlier Pokémon — especially if A1-056 already has A2-147. That early chip damage can secure knockouts.
- If you’re using A2-155, time it when you’re forced to sacrifice a Pokémon. Disrupting your opponent’s hand can flip the momentum in your favor.
Card Choices
Pokémon
- A1-053 / A1-054 – Evolution line for A1-056. Evolving quickly is key — unevolved basics are vulnerable to A1-225, which can derail your early momentum.
- A1-056 – Main win condition. With 160 damage and 180 HP, it clears most threats once online. Needs 5 Energy for full power, but 3 Energy already puts solid pressure at 100 damage.
- A2-050 – Perfect starter. Ramps Water Energy to set up A1-053 and A1-083 fast. Missing it early can delay your entire board, so it’s a top priority draw.
- A1-083 – Backup attacker and pivot. Can Paralyze to buy time or set up key damage. Strong early when ramped by A2-050, and helps reposition while A1-056 builds up.
Trainer Cards
- A1-220 – Helps get A1-056 online faster, but also acts as a free point when retreating into A2-050 or when accelerating A1-083.
- A2a-072 – Healing extends Blastoise’s presence and slows down Darkrai’s chip damage. Consider running a second copy if you prefer stalling or longer games.
- A2-147 – Keeps A2-050 alive early or makes A1-056 tankier once it's online.
- A2b-069 – Used to search your evolution line or fix awkward hands when you're bricking on setup pieces.
- A2-146 – Helps search out A1-056 pieces or A1-083 as a secondary attacker if you already have ramp tools.
- A1-225 – Enables you to bring up stalled or vulnerable targets. Since A1-056 hits hard, it allows you to go straight for key knockouts.
- PROMO-005 & PROMO-007 – Core draw engine. Use PROMO-007 first to maximize Basic draw potential before playing PROMO-005.
CARDS TO CONSIDER
- A2a-072 (Second Copy) – Worth adding if you want more healing and prefer playing for the long game.
- A2-155 – Solid disruption option. Since you’ll often give up 1–2 points early, Mars helps slow the opponent and force awkward turns.
- A2b-071 – Great for reaching over 160 and one-shotting bulkier threats like A1a-018 or a A2-148-equipped A2b-035. Still, A1-225 is often more universal in practice.
- A2-148 – Useful for pushing past 160 damage. Unlike Red, it works across the board but requires planning and chip damage setups to secure value.
Final Thoughts
A1-056 is one of the few decks that can stand up to A2-110 A2b-035. With strong Energy ramp, healing, and reliable damage, it punishes slow setups and rewards clean sequencing. If you’re looking for a solid Water deck outside of A1a-018, this is it.
You can also check out our other guides for more insights! With the ranked format here, now is the perfect time to master these strategies, climb the leaderboard, and dominate matchups!
