"Jet Engine.' Fast Play Your Way into Masters
Quick Guide
I've reached Master Ball – This was the best deck to do it. Not original… BUT SUPER STRONG. After lots of experimentation, this combination got me the most wins.
You ideally have a massive advantage going second.
Card Strategy: x4 Tools – Enables an aggressive Skarm start from Turn 1. Capes are great for surviving breakpoints against Darkrais, while Rockys are perfect for sacrificing plays, adding extra damage to help Solgaleo secure setup KOs.
Sabrina & Cyrus – This combo is essential. Moving and tracking your opponent is key, especially in DarkTina matchups.
Lily – If you get Solgaleo set up early, Lily helps sustain it and allows you to steamroll your opponent while staying above key KO breakpoints.
GIO – More clutch than Red in most situations. It can outright win the game Turn 1 with Skarm, or give Sol the crucial +10 damage needed to KO Charizard, Incinerator, Giratina, Darkrai We don’t play IONO because dropping one of the four tools just isn’t worth it, for reasons explained above.
Matchup Notes: **Vs. Charizard or Incineroar **– Always get a Cape on Sol and stay above 180 HP. This is exactly why we run x2 Capes—keep them reserved for these matchups.
**Vs. Rockruff / Lycanroc / Rampardos **– Do NOT give your Skarm a Cape when facing Lycanroc, as it will get one-shot. Be strategic here—use Skarms as bait for Rampardos. Sabrina & Cyrus are critical to reposition and control these and the Rampardos.
Vs. DarkTina – You’ll see this deck a lot more. In the early game, Cape is better on Skarm for aggressive pressure, especially when attacking into a Rocky Helmet and getting pinged by Darkrai. If your opponent is getting ready to attack, try having a Skarm with Rocky in the active, so you can revenge KO with Sol. Be as aggressive as possible—the longer the match goes, the stronger DarkTina becomes. Cyrus will win most of these games.