18 Trainer decks have existed since the release of Pokémon TCG Pocket and the Genetic Apex set. Rather than relying on a big knockout punch from cards like Mewtwo EX or the speed and pivot ability of Pikachu EX, 18 Trainers elected to live in the middle ground, attempting to use Misty to attack for 80 with Articuno EX a little too early as often as possible. Of course, spawning from Genetic Apex and Promo-A meant we had to play some, well, embarrassing cards to meet deckbuilding requirements.
That being said, the basic "combo" of Misty + Articuno EX was strong enough to see consistent play, even in the face of other archetypes that either outsped or outgunned it. It was also clear that future sets would surely bring additional Trainers and Supporters to fill in the gaps. Space-Time Smackdown and Triumphant Light did not disappoint; the two sets together, among other things, brought an alternative Basic to run in Palkia EX, the meta-defining Giant Cape and Rocky Helmet, an extra tempo/KO secure tool in Cyrus, and the -energy loving Irida.
These additions have evolved the archetype from a simple Misty Highroll cheese deck into a surprisingly consistent archetype that can adapt to nearly any situation –not that it will change the minds of salty opponents that just saw three coins come up heads!
You Should Play Water 18 Trainers IF
- You don’t want to find your Stage 1/Stage 2 to enact your gameplan
- You want to play the same starting Basic every single game
- You're playing on a budget; every card (except Irida) can be traded for, and every card besides the EX of your choice won't even cost Trade Tokens
- You like the idea of having a swiss army knife of support cards to adapt to different situations
You Should Avoid Water 18 Trainers IF:
- You're uncomfortable flipping coins for your most powerful lines
- You desire flexibility in your opening setups
- You need your endgame to be consistent triple-digit attacks once you're set up
- You don't like the reputation of "cheese" decks, no matter how true or false that is
Deck Construction - Core Slots
“Core” cards are completely irreplaceable. If your question on seeing these cards is “I don’t have ____, what should I replace it with?” the answer is either you craft that card, or you play a different deck. Despite the sheer amount of trainer cards in the deck, the best trainers are so hilariously strong that there are shockingly few flex slots.
2x Articuno EX OR 2x Palkia EX
Whichever EX you choose will come down to your personal preference, playstyle, or ability to play the card at all thanks to owning it. Outside of specific matchups that will be brought up later, the current metagame decks generally have the same matchup into Palkia EX as they do into Articuno EX. Hilariously, as of this writing, the matchup between Articuno EX and Palkia EX is an exact even 50-50 in tournament play.
Articuno EX will generally have stronger midgame pressure - it sacrifices the ability to consistently attack first as well as an endgame nuke in exchange for a strong attack curve of Ice Wing for 40 into Blizzard spam for 80 plus 10 to the bench. This is usually more than enough into decks that don't play EX Pokémon at all, such as Rampardos Fighting Toolbox. Articuno EX is also slightly better into Darkrai EX/Magnezone lists with its stronger midgame pressure while Magneton is building on the bench, as it can make more profitable attacks into Druddigon and Kangaskhan, and also threatens the one-shot into a stranded Magneton that's still building energy.
As a fringe benefit, this is also the easiest way to learn the deck if you were already playing Water 18 Trainers, since you already have the basic attacking curve practice.
Palkia EX is a relatively new addition from the Space-Time Smackdown set, and has a much spikier attack pattern. Rather than a consistent 80 all game, Palkia EX gains the ability to attack from turn one with Slash for 30, as well as the game-ending Dimensional Storm to flat-out KO the vast majority of EX Pokémon in the game while also ravaging the bench. Fittingly, Palkia EX is better into Celebi EX decks running Leafeon EX and Exeggutor EX thanks to its one-shot into their lategame sweeper in the endgame. The other benefit is the additional 10 HP, which can come up in matchups like Dialga EX + Arceus EX - Palkia EX will live a Metallic Turbo -> 2 bench Ultimate Force (or 3 bench with Potion), which Articuno EX will not survive.
That said, the average damage output of Palkia EX will be lower outside of the first turn, even counting a Dimensional Storm, as the 3-energy mandatory discard forces Palkia EX back to Slashing until it can build back up.
Can I Play One Of Each?
Technically, nothing is stopping you. However, I would say the overall best way to learn and play the deck is by committing to either Articuno EX or Palkia EX and running 2 copies to keep your opening lines consistent, especially since they both have large retreat costs and we won't be running retreat aid support - this takes away from a theoretical plan of opening Palkia EX, pivoting to Articuno EX, and then pivoting back for the 150 damage finisher, and even then, we only have so much energy to attach per turn! It is also vanishingly uncommon even at the highest level to do so, so take that how you will.
2x Misty and 2x Irida
No matter which basic you choose, Misty is the best card in the deck, and the primary reason we're interested in playing in the first place. 50% of the time you play Misty, she wastes your Supporter for the turn. However, the other 50% where she gets at least one heads is a game-winning advantage. Compared to that, what's a whiffed supporter here and there?
It might not seem like Misty did a lot if she only lands one heads, but rest assured that a turn 1 Misty hitting heads once gives enough tempo to run away with the early game. Consider the situation where you lead Palkia EX and go first - normally, you would have to wait until the second turn to start attacking, at which point the opponent can evolve out of range or otherwise outscale you. However, a turn 1 Misty can steal the first attack, effectively giving you two free Slashes at an opposing Basic!
This also works in our favor going second, as Palkia goes one step closer to Dimensional Storm. However, Articuno EX gets more benefit from going second and hitting a Misty, as a 40 damage Ice Wing followed by an 80 damage Blizzard on your first and second attacking turns is an incredible amount of tempo. As we'll see from our remaining Trainers, this deck is all about tempo, and Misty's free energy is a big first step.
And, y'know. Sometimes we hit the 1/16 chance at 4 heads going first and auto-win with Dimensional Storm. Opponent should have played around it.
Irida is the second big reason we want to play with . Irida is the big consistency boost that took 18 Trainers from a fringe cheese deck to a solid, well-oiled tempo machine. Where Misty directly generates tempo by giving us sooner access to dealing damage, Irida removes tempo from our opponents by negating their attacks. Any attack that doesn't do a crippling amount of damage or that doesn't have a strong followup threat that can't be healed through is effectively nullified through a use of Irida, similarly to how decks utilize Erika. This can be the difference between winning and losing a damage race, which is especially vital since we will invariably lose to a mere two knockouts every single game. As a bonus, a damaged basic that ends up on our bench will also be healed by Irida, which can completely reverse a losing situation.
2x Potion, 1x Giant Cape
More healing never hurts, especially since we can play any of these the same turn we play Irida. Altogether, it is theoretically possible to heal 100 damage off one of our Pokémon in a single turn, which effectively undoes attacks such as Dialga EX's Heavy Impact, two swings from a Power Link Carnivine or a Skarmory, or even a super-effective Sparking Gadget from Pachirisu EX.
2x Sabrina and 2x Cyrus
What's better than running the two best tempo Supporters in the game? Running the three best - because we have Misty - and running 2 copies of all of them! Cyrus is easily enabled by Articuno EX's Blizzard and Palkia EX's Dimensional Storm hitting the bench, but is also indirectly set up by Palkia EX's Slash - frequently, the opponent will be in a position where they will want to retreat to avoid further chip damage from more Slashes, setting up an easy Cyrus pickup later.
Sabrina, meanwhile, is much more flexible –she will frequently be used to interrupt our opponent's plans by jostling a tank out of position onto the bench, stranding a high retreat Pokémon in active to be our personal punching bag, and all of the other things we've seen her be used for. Don't leave home without 2 of each!
2x Poké Ball and 2x Professor’s Research
Drawing cards is good. These draw you cards. Hopefully this is in all of your decks! The 2x Poké Ball might seem strange, given that there is only one additional Basic in the deck that can even be searched for. However, we want to draw our other cards often enough that we're fine having the second copy of Poké Ball be a completely dead card in exchange for pulling the second Basic out of our deck as often as possible.
Either 2x Rocky Helmet, or 1x Rocky Helmet and the second Giant Cape
Pokémon Tools have proven to be game-breakingly powerful, and Rocky Helmet piles on even more pressure once attached to our Basic - 50-100 damage a turn when fully set up is nothing to scoff at! Whether you elect to run the second Helmet or the second Cape is up to your preference and what your goals are. Rocky Helmet is, of course, higher damage output, which can matter when we're in a sustained damage race. The second Giant Cape can be useful to dodge breakpoints, particularly from opposing Palkia EX or to force additional heads flips from an opposing Celebi EX. In a pinch, it can even be used to survive a Head Smash from an active Rampardos with Lucario support! Generally speaking, the second Helmet is more of an auto-include in Palkia EX variants in order to push more sustained pressure, but I again leave this to your taste.
Deck Construction - Flex Considerations
As you might have noticed, we have used 19 of the 20 slots we're allowed - I told you we'd have fewer flex options than you thought! Assuming we count our choice of basic and our Pokémon Tool distribution, we effectively are making 3 choices during deckbuilding. That said, our 20th card is still powerful - just not as strong as the rest we've included!
Mars
This is one of the very few decks where running Mars can actually be relatively strong. The first reason is we're not really making deckbuilding sacrifices - unlike other decks that have more limited Trainer and Supporter slots, we just have more room to fit in hand disruption. The second reason is if we lose a Pokémon, our opponent always needs one point to win - Mars will therefore vengefully reduce our opponent to just one card remaining! Usually we can tell if an opposing threat will knock out our Active and set up our energy to swing back, making a Mars even more devastating if it removes retreat aids, evolutions, healing, or any number of other game-sealing combinations! It is generally not recommended to Mars for 3 - we might as well be playing Red Card and not be using our Supporter for the turn. Also, don't play Red Card.
Giovanni
It's pretty hard to say no to more damage! Giovanni is more obviously useful in Palkia EX variants, as it pushes Dimensional Storm to the pivotal 160 damage breakpoint - this will one-shot a caped 140 HP Pokémon, including Magnezone, Darkrai EX, and Arceus EX. It also forces Exeggutor EX to be wearing a cape or get KO'd in one hit. Even not counting the one-hit-KO potential this opens up, we can use Giovanni as a freewheel tempo Supporter to put pressure on our opponent's Active and push them into a range to threaten a KO on the next attack –an example is making Articuno EX's damage curve go from 120 damage over two turns to 130 damage over two turns, notably forcing out Erika, Giant Cape, or Potions from an opposing Celebi EX among others. Do note that Giovanni's 10 damage will not add 10 to the bench damage done by Blizzard or Dimensional Storm - this slot would be a lot less flexible if it did!
Blue
An uncommon Supporter, but far from useless. Blue is, at his best, used to help dodge one-shot breakpoints to enable one final attacking turn for a KO. As good as Irida is, she doesn't heal KO'd Pokémon - Blue can function as a poor-man's extra copy of Giant Cape to buy some time to find healing.
This is an example of a build of the deck using Palkia EX as the Basic of choice, and electing to therefore use the second Rocky Helmet. This could, of course, easily be the exact same 18 trainers using Articuno EX! Do what you feel is best for how you want to pilot the deck.
Gameplan
We generally are happier going second rather than first - we don't have any evolutions to take advantage of the first-turn first-evolution, we want to attack as soon as possible, and it reduces the amount of heads needed to make Misty powerful (especially in Articuno EX variants).
Even in the best-case scenario, we do not win the long game against late-game strategies. Our damage is either capped at 80 (in Articuno EX builds) or sporadic (in Palkia EX builds). Therefore, we need to attack hard, attack fast, and win the tempo game in order to win.
Why do you keep saying Tempo? What is that?
Tempo is a measurement of energy being used to convert to damage and KO's over time. Put simply, if we are attaching our energy and getting points, but our opponent is not able to assign their energy to do the same thing, we are ahead on tempo.
An example of how we are going to be ahead on tempo: when given the choice to Misty on turn 1 or Research on turn 1, we will almost always Misty. The extra energy we get from a successful Misty is significantly more impactful the earlier it gets attached, whereas we can usually find the time to draw cards once our attacker gets established.
Likewise, whiffing on a Misty by hitting tails is much more palatable on turn 1 when we're not likely to get KO'd on the immediate backswing, and much worse on a turn where we need to get lucky with heads or lose the game.
We're also going to be incredibly liberal with using our Gust effects if there's any benefit to doing so. Is there an Arceus EX hiding behind a Basic? Use Sabrina to force it into play and make it tank - we either force out a retreat aid, make our opponent spend two energy to bring it to safety, or net 2 knockout points while KO'ing our opponent's win condition. Druddigon out? Sabrina. We just want our opponent to be put off balance? Believe it or not, Sabrina. Even just using Sabrina to spread damage around can be effective to set up later KO-confirms with Cyrus –an example being a match I had during the 5 win emblem event against a Dialga EX/Arceus EX player, where I used Sabrina to bring in Dialga EX that was on the bench behind Shaymin (TL), brought it to 10 HP after burning a Cape and both Potions with Blizzard spam, and then later using Cyrus off of the bench damage to bring the Shaymin back in and get a 3-point double KO with Blizzard - just as well, as I was facing down a charged up Arceus EX the next turn!
How do I play around Sabrina?
This can seem difficult at first blush, especially since we can't load up our bench to put fodder up and our Basic will have a retreat cost of 2. However, we can just as easily not play a Pokémon to the bench until we have set up sufficiently to where Sabrina won't interrupt our plans. Just be careful to not automatically lose if your Active gets knocked out!
I keep flipping tails with Misty! This deck stinks!
You'll just have to trust the deck! Over a long, long stretch of games, you'll find your luck with Misty evens out. It's a lot easier to remember our bad beats than our good ones - playing Misty at good times more often will result in more wins over time. Remember that a turn 1 one-heads Misty is still often strong enough to win the game on the spot, it just doesn't look like it at first. It's also the case that even if we whiff on Misty, there's still a whole boatload of other strong Supporters in the deck to help us get an advantage.
In Closing
Despite the doom and gloom about Water 18 Trainers becoming more powerful with Triumphant Light - didn't we just complain about a meta that was full of Exeggutor EX coin flips, only to be replaced by Misty? - the additional support the archetype has received has focused its goal into a high-octane offensive strategy. I think calling the archetype a "cheese" strategy, as alluded to earlier, is misleading; the Reddit post highlights of coins coming up heads is just one aspect of how you can dominate your foes.
May your coins always come up heads!