Searching Standard: Beedrill V Swarm

Mike Likes
September 08, 2022
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Hello and welcome to another episode of Searching Standard, where each and every week I look for new, innovative decks for you to play in Standard. This week, I'm looking at a deck that was recently featured on the YouTube channel of Popsicle Knight. It features Beedrill V ASR 1, making the most of its Swarming Sting attack. Let's get started by taking a look at the deck list.

Beedrill V SwarmPopsicle Knight Snorlax 131 Beedrill V 1 Grookey 11 Radiant Venusaur 4 Zarude V 16 Thwackey 12 Rillaboom 14 Manaphy 41 Escape Rope 125 Sonia 65 Cape of Toughness 160 Evolution Incense 163 Professor's Research 147 Marnie 56 Quick Ball 237 Telescopic Sight 160 Turffield Stadium 68 Boss's Orders 132 Galar Mine 160 Ultra Ball 150 Skyla 166 Hisuian Heavy Ball 146 Rare Candy 69 Scoop Up Net 165 Ordinary Rod 171 Grass Energy 91

 


Beedrill V ASR 1 is the main attacker in this deck, and you'll want to try to get as many copies of it into play as you can. That's because Beedrill V ASR 1's Swarming Sting attack will deal 50 damage for each copy of Beedrill V ASR 1 you have in play to any of your opponent's Pokemon in play. By combining that damage along with the extra 30 damage that Telescopic Sight VIV 160 can provide, and you'll be able to Knock Out most opposing Pokemon V's, netting you multiple Prize cards. Since the HP of Beedrill V ASR 1 are a little low, you can attach a copy of Cape of Toughness DAA 160 to it to bring its HP from 210 up to 260 HP, allowing it to remain in the game a little longer.


 


In order to be able to attack as quickly as possible, this deck relies on the Voltage Beat Ability of Rillaboom SSH 14. Voltage Beat allows you to search your deck once per turn to find up to two Grass Energy cards to attach to one of your Pokemon. This is a great way to be able to use Beedrill V ASR 1's Swarming Sting attack right away, or to help power up your secondary attackers. Speaking of secondary attackers, Rillaboom SSH 14 can make for an okay secondary attacker in a pinch, but you'll most likely want to keep it safe on your Bench in order to use its Ability again and again.



Zarude V BRS 16 is another fine secondary attacker. For a single Grass Energy, you can attack with its Leap to Leap attack. This will deal 30 damage to your opponent's Active Pokemon and 30 additional damage to one of your opponent's Benched pokemon. Zarude V BRS 16 also has the Jungle Rage attack you can use, which will deal 120-240 damage, depending on whether your opponent's Active Pokemon is a Pokemon V.




This last group of Pokemon are primarily included in this deck due to their Abilities. With Snorlax VIV 131's Gormandize Ability, you'll be able to draw cards until you have seven in hand at the end of your turn, as long as Snorlax VIV 131 is in your Active Spot. Radiant Venusaur PGO 4 has the Sunny Bloom Ability, which will allow you to draw cards at the end of your turn until you have four in hand. It can also be an effective back up attacker with its Pollen Hazard attack. Finally, Manaphy BRS 41's Wave Veil can help keep the Pokemon on your Bench safe from damage.


 


In order to get multiple copies of Beedrill V ASR 1 into play, you can use this next batch of Trainer cards for help. Quick Ball FST 237 can find any Basic Pokemon from within your deck. Ultra Ball BRS 150 has no restriction to the Pokemon you can pull from your deck to put into your hand. Sonia CPA 65 is limited to finding only Basic Pokemon from your deck to put into your hand, but she can search for up to two Pokemon instead of the usual one you get when you play any sort of poke Ball. Sonia CPA 65 can also find up to two Basic Energy cards to put into your hand instead, if you're sitting pretty with your Pokemon.


 


In order to make sure that your most important Pokemon aren't trapped in your Prize cards, you can play Hisuian Heavy Ball ASR 146. Doing this will also let you know what other cards are included as Prize cards, making it easier to search for specific things from within your deck when you're able to. Both Evolution Incense SSH 163 and Rare Candy PGO 69 help you get Rillaboom SSH 14 into play easier. Search your deck for a copy of Rillaboom SSH 14 with Evolution Incense SSH 163 and then use Rare Candy PGO 69 to evolve into it.


 


Being able to draw additional cards is very important. With Professor's Research BRS 147, you'll be able to draw a new hand of seven cards, but you'll need to discard your current hand first. Make sure you've played any important cards prior to playing Professor's Research BRS 147. Marnie CPA 56 also helps you draw new cards, but more importantly, she resets your opponent's hand, messing with any plans they may have been working toward. When you play Skyla RCL 166, you can search your deck for any Trainer card to put into your hand. Remember that Skyla RCL 166 is a Supporter, so if you search for another Supporter, you won't be able to play it until your next turn.


 


This deck includes a pair of Stadium cards, Turffield Stadium CPA 68 and Galar Mine RCL 160, for a few reasons. First, either of them can be played to discard a Stadium your opponent has played. Turffield Stadium CPA 68 helps ensure that you'll get your Rillaboom SSH 14 engine up and running quickly. Galar Mine RCL 160 can be played to lock your opponent's Active Pokemon in place. This can be especially helpful if your opponent's Active Pokemon doesn't have enough Energy attached for it to be able to attack.


 


Both Boss's Orders BRS 132 and Escape Rope BST 125 can be used to force your opponent to switch their Active Pokemon with one from their Bench. With Escape Rope BST 125, the choice of replacement is theirs, while Boss's Orders BRS 132 allows you to choose whichever Pokemon you would like them to have as Active. Both of these cards can work great in conjunction with Galar Mine RCL 160.


 


The last pair of Trainer cards are general all-purpose cards for this deck. Scoop Up Net RCL 165 can be great to play when you have Snorlax VIV 131 as your Active Pokemon but you want to be able to attack with a Benched copy of Beedrill V ASR 1. Ordinary Rod SSH 171 allows you to shuffle a pair of Pokemon or Basic Energy cards from your discard pile back into your deck. This allows you to draw or search for them in order to play them an additional time.


Wrapping Up

If you're looking for a fun deck that is able to attack any Pokemon your opponent has in play, you should give this deck a try. The combination of Beedrill V ASR 1 and Rillaboom SSH 14 allow you to have multiple powered up attackers that are capable of a decent amount of damage.

What do you think of this deck? Do you have any suggestions for improvements? Let me know by leaving a comment below. And be sure to join me here again next week as I continue my search for innovative decks in the Pokemon TCG. I'll see you then!

- Mike Likes