Table of Contents
Ready to burn through Eevee Grove? A2b-010 and A3b-034 deliver huge early knockouts with fast, reliable setup. A3b-034’s powerful draw engine makes sure you find A3-144 quickly, while A2b-010 dishes out massive damage turn after turn. This is the deck for players who want to hit hard early, stay consistent, and punish anyone without an answer.
Let's draw til they drop!
Strengths & Weaknesses
| Pros | Cons |
| + One of the highest ceilings in the game, with potential for explosive plays faster than ever before. | - Weak to hand disruption like PROMO-006 and A2-155. |
| + Dominates everything (except A3-066). | - Even with A1-045, A3-066 remains a tough matchup, especially against double copies. |
| + High HP to survive hits, supported by A3-155’s healing. | |
| +A3b-034 boosts consistency by a huge margin. | |
| + The reason everyone runs A3-066—if they don’t have it, they’re toasted. |
How to Play Charizard ex Sylveon ex
The addition of A3b-034 adds powerful draw to the burst deck from before, but you're still only running Fire Energy. The main goal is to evolve A2b-008 to A2b-010 as soon as possible. Use A2b-010’s Stoke to gain Energy for Steam Artillery.
Turn 1 Breakdown
If starting with A2b-008:
If you don't have A3-144 and A2b-010 yet, you’ll still need to put one Energy on it to retreat, so just attack with it anyway.
If starting with A3b-055:
Unless you have the A3-144 combo ready, starting with A3b-055 is usually better—especially going second since you can't evolve immediately. Take advantage of using Collect with A3b-055.
- Prioritize evolving into A2b-010 as fast as you can since it's your main damage dealer and A3b-034 can't attack.
- Try to evolve into A3b-034 as quickly as possible to unlock more chances of drawing cards like PROMO-007. Play A3b-034 first to see more options before doing anything.
- Bench your Pokémon early, especially if you have a big hand, since the deck is vulnerable to disruption like PROMO-006, A2b-069, and A2-155.
- Play PROMO-007 first before PROMO-005 if you're trying to find more Basics like A3b-055 or A2b-008.
- Play PROMO-005 before using PROMO-007 to thin your deck and find A3-144 faster. Same for playing PROMO-005 first before evolving into A3b-034.
- If you already have a strong hand (like A3-144 and A2b-010, or A3b-055 and A3b-034), it might be worth holding PROMO-007 to avoid PROMO-006 and A2-155. This lets you use them all next turn and go all-in on drawing. The downside is you can only play one PROMO-007 per turn.
- If you're running A2-146, set it up to find A3b-055 or A3b-034. Waiting until the next turn can be better so you get one more draw to find what you need.
- As in my other guides: if you’re planning to reset your hand, it’s smart to bait PROMO-006, A2b-069, or A2-155. Keep your hand at four or more if you're okay with a reset, and below three if you want to avoid one.
Sabrina vs Mars or Red Card
- Usually, playing all your Pokémon to the Bench is correct to prevent PROMO-006 or A2-155. But this leaves you open to A1-225, especially if you evolved into A2b-010. If losing one turn would cost you the game because you need to retreat, consider not benching in fear of A1-225. Most of the time though, it's still better to play into A2-155 and PROMO-006, since they’re much more common now, especially at higher ranks.
Midgame Strategy
- A2b-010 will use Stoke to load the three Energy needed for Steam Artillery, plus manual attachments for future attacks.
- Use A3-155 to heal A2b-010, buying another turn of attacks or preserving points.
- Watch for opponents trying to bypass A2b-010 with A1-225 or A2-150. A2-155 is your answer, reducing their hand so they can't pull it off. It's even better if they've already taken a Knockout.
- Another option is to save A2-147 for a Pokémon that can survive a A2-150 or A1-225 switch, like A3b-034.
- Once you finish evolving the first A2b-010, aim to set up a second one to keep attacking once the first is Knocked Out.
- Against A3-066, prioritize setting up A1-045 immediately by getting Energy onto A3b-055 so it can hit with three Energy. If they run double copies, preserve A1-225 so you can switch them out when they bring in the second A3-066.
How to Play Red Card & Mars
If You’re Going First
- Against non–Stage 2 decks:
Use PROMO-006 right away to limit their setup—this is when it hurts them most since they’re not combo-reliant and don’t need a 2-card setup. - Against Stage 2 decks:
It might be better to delay a turn. Since they can’t evolve yet, holding PROMO-006 can be more effective—especially after they play PROMO-007.
If You’re Going Second
- If they’ve played all their Basics, it’s usually safe to use PROMO-006—they’re protecting a strong hand.
- If not, hold it—they might already be bricked, and you don’t want to help them reset.
- Against Stage 2 decks, only play PROMO-006 if they’re sitting on 4+ cards—otherwise wait until their hand grows or after a PROMO-007.
Mars Tips
A2-155 becomes stronger later in the game. You can be more conservative early on and play it once you know a Pokémon will get KO’d to increase its impact.
Card Choices
Core
Must-have cards the deck relies on to function.
- A2b-008 – Using SR Charmander to avoid discarding Energy for retreating just in case.
- A2b-010 – Your main damage dealer, capable of knocking out most threats.
- A3b-055 – Ideal starter, especially if you don’t have A3-144. Use Collect to draw cards.
- A3b-034 – Your source of draw, letting you cycle through most of your deck quickly.
- PROMO-007 – Sometimes worth holding if you have A3-144 and A2b-010, or A3b-055 and A3b-034, to play around PROMO-006 or A2-155.
- A3-144 – Your top priority to find, along with A2b-010, so you can evolve right away.
- A3-155 – Lets you keep A2b-010 alive longer, allowing it to deal more damage.
- PROMO-005 – Searches your Basics.
Optional
Cards that can be cut without hurting core consistency.
- A1-045 – Answer to A3-066, so you don’t need to evolve your other A3b-055 into A3b-034.
- A2-155 – A strong counter to other A3b-034 decks, but mainly used to prevent a A2-150 or A1-225 play from bypassing A2b-010 by limiting them to 1 card.
- A2-146 – Makes the deck even more consistent, letting you find what you need or A3b-034, which helps you draw more cards.
- A1-225 – Ensures you always get knockouts, prevents stalling, and also helps against A3-066.
Situational
Techs that only matter in specific matchups.
- A2-147 – Good dump option, avoids knockout thresholds but mainly used to counter a A1-225 or A2-150 play that would bypass A2b-010 and help keep your Bench alive.
- PROMO-002 – The deck can be vulnerable to A1-225 if you bench, but this is also good if you want to switch out your starter right away.
- A2b-071 – Mostly used to bypass A2-147 opponents like A3b-034.
Final Thoughts
This deck is all about getting A2b-010 evolved as fast as possible while A3b-034 powers your draw to keep you ahead. When you pull off the Rare Candy combo early, you’ll be hitting huge knockouts before your opponent can react. If you want a list that rewards smart planning and delivers explosive turns, this is the one to take over Eevee Grove.
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!






