Table of Contents
Get ready for one of the fastest, most explosive decks in Eevee Grove. A3b-034 A1-089 is built to keep the cards flowing and the pressure relentless. If you want to flood your board with 20-damage pings every turn and stay steps ahead of your opponent, this is the deck for you. It’s all about pushing the pace, drawing deep, and forcing your opponent to scramble while you set up the win.
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Strengths & Weaknesses
Pros | Cons |
+ 3 PROMO-007 in 1 turn is absurd. | - You may not have a good start, but if 4 PROMO-007 aren’t enough for 1 deck, you just got unlucky. |
+ Fastest card draw available even paired with A3b-055, drawing most of your deck in a few turns. | - You are getting PROMO-006 or A2-155 every time. |
+ A3b-034’s 140 HP lets it survive most attacks. | - Burst power is limited if you don’t have A2b-035 early. |
+ Fastest card draw engine for Evolution decks. | |
+ 2 A1-089 very early is brutal. | |
+ Watch your opponent roll their eyes. |
How to Play Sylveon ex Greninja Giratina ex
This deck is all about raw speed and early pressure. Your goal is to get A1-089 online as quickly as possible by drawing with A3b-034 and A3b-055, then overwhelm your opponent before they can set up. We run both Water and Psychic Energy to ensure you can attack with A1-089 even when you don’t start with A2b-035.
Turn 1 Breakdown
- If starting with A3b-055
Your ideal starter most of the time. You get to use Collect to draw more cards to later evolve into A3b-034. - If starting with A1-087
May have to retreat soon especially if you can't evolve into A1-089. If you can, you can use this as an attacker and then retreat later on to make use of its ability more. - If starting with A2b-035
Decent when going first but you have to hope you get Psychic Energy or you won't be able to attack on turn 3. There may be times you need to retreat into A3b-034, especially if your opponent damages it heavily.
Early Priorities
- Try to evolve into A3b-034 as soon as you can to gain more card draw.
- Put A3b-055 on the board as quickly as possible so that if you draw into A3b-034, you can evolve right away.
- Put A1-087 on the board too if you can so you can evolve into A1-089 when you draw it.
- Play PROMO-005 first before PROMO-007 if you’re searching for A3-144.
- Play PROMO-007 first before PROMO-005 if you’re searching for A2b-035, A1-087, or A3b-055.
- One of the key decision points is what your four Pokémon on board will be. If you're lacking card draw early, it may make sense to have 2 A3b-055 evolving into A3b-034. The other two can be a single A1-087 and A2b-035. If you have strong card draw already, 2 A1-087 may make more sense so you can access 2 A1-089.
- Evolving A3b-055 on the Bench instead of the Active spot is safer, especially if you need to keep drawing with it.
- Preserve A2-146 until you can evolve into the Pokémon you want, especially A3b-034, to improve your odds of getting it.
- Another decision point is whether to prioritize A2b-035 early game, especially if you’re using PROMO-005 and A2-146 early. If you’re going first, it can make sense to grab A2b-035 to use its ability right away. If you’re going second and start with A3b-055, especially with A3b-034 in hand, evolving into A3b-034 early is better if you want to attack immediately—especially if you also have A1-089.
- In scenarios where you have A1-087, A3b-055, and A3b-034 plus A2b-035 in hand, it might be better to focus on drawing with A3b-055 instead and get into A1-089 quickly rather than delaying with A2b-035. In these cases, you might skip playing A2b-035 entirely and go for a 2-A1-089 plan. These are important pivots you’ll need to assess based on your hand and board.
- Since the deck draws so many cards, you’re vulnerable to PROMO-006 and A2-155, so try to dump your hand as much as possible unless you’re okay with resetting it. Play A2-147 early and fill your Bench.
- Play A3b-034 first before PROMO-007 so you know what you’re drawing into before locking into a Supporter, especially if you might need A2a-072 or A2-150 that turn.
- As mentioned in my other guides: if you’re planning to reset your hand, it’s often smart to bait a 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.our hand at four or more if you’re okay with a reset, and below three if you want to avoid one.
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.
Midgame Strategy
- At this point, you should have decided which four Pokémon you’ll keep on board. Ideally, you want 2 A1-089, but if you were desperate for draw early on, you might have settled for 2 A3b-034—unless you didn’t play A2b-035.
- Evolve A1-089 as soon as possible to start dealing damage. Assess your damage targets carefully since you might be limited if you don’t have A2b-035 or enough Energy.
- One of the best ways to play a A1-089 deck is by staggering your opponent: reduce their Active Pokémon’s HP into A1-089’s range, then knock it out next turn. This forces them to promote something new and lets you attack first on the following turn.
- Be mindful of where you attach Water Energy, as those can become targets for A2a-072, letting you set up multiple threats.
- Since A1-089 will almost always be online, A2-150 helps you target and pull anything from their Bench. It also acts as a delaying tactic, especially if the Pokémon you pull has no Energy and has to retreat.
Playing Psychic only Energy
- Stronger when going first with A2b-035 active, letting you attack by turn 3.
- Pushes the A2b-035 game plan by running 2 copies for more damage access.
- A3b-034 is always online.
- More vulnerable because you’re leading with an EX.
- If you don’t draw A2b-035 early, your options are limited and you can’t attack with A1-089.
Playing Psychic-only Energy has its merits since you can consistently use A2b-035 and even A3b-034. The drawback is it’s riskier—you're always more vulnerable if you lose any of your Pokémon. Personally, I still prefer mixing Water and Psychic Energy since you can stall for more time and have fallback options just in case.
Card Choices
Core
Must-have cards the deck relies on to function.
- A3b-034 – You can chain even 2 A3b-034 to set up quickly. Evolve the one on the Bench to preserve a point if you don’t need to attack.
- A3b-055 – Get on the board as quickly as possible to enable Evolutions, prioritizing placement in the Active spot.
- A1-087 and A1-089 – Your main damage dealer for the rest of the game (set up in just a few turns). Get it online as soon as possible.
- A2b-035 – Not necessarily as important to set up right away. You can easily win games with just A3b-034 and A1-089.
- A3-144 – Used to evolve A1-089 and is what you’ll be drawing for most of the time.
- A2-150 – More potent here since you can set up A1-089 quickly. Paired with A1-089, it lets you target and pull any Pokémon.
- PROMO-005 and PROMO-007 – Ensures you never have a bad hand, though it’s useless if your hand is already decent.
Optional
Cards that can be cut without hurting core consistency.
- A2-146 – Makes the deck even more consistent by letting you pull A3b-034 to draw again.
- A2a-072 – A healing option to sustain your board, mainly used to prevent knockouts or block opponent’s A2-150 plays.
- A2-147 – Go-to hand dump to stay safer against PROMO-006 or A2-155. Also helps early against A3a-061 and A3-122.
Situational
Techs that only matter in specific matchups.
- A2-150 (2nd copy) – Helps you see A2-150 more often but can be redundant with the deck’s fast draw. Better for EX matchups or the mirror.
- PROMO-006 – Hand reducer that also counters A3b-034.
- A2b-069 – Never have a bad hand again, though it becomes useless if your hand is already decent.
Final Thoughts
A3b-034 A1-089 is a deck built for players who love speed and control. With unmatched draw power and consistent setup, it can bury opponents under relentless pressure while spreading damage every turn. It rewards smart planning, careful resource management, and knowing when to pivot between A2b-035’s burst potential and A1-089’s steady chip damage. If you want a flexible, aggressive deck that punishes slow starts and outdraws almost everything in Eevee Grove, this is a top-tier choice worth mastering.
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!
