Before we start on this post, I have to mention that this is in no way shape or form my idea. This is a combo that can be easily found online - however, I'm sure there is a large portion of people visiting these forums who exclusively talk here for PTCGO. So I would like to share with you a deck which I've seen make rounds that can potentially give you a turn one win.
When Lost Thunder was released, we saw three different Unowns released. Unown HAND, which let you win the game if it was active and you had 35 cards in hand, Unown MISSING, which let you win the game if it was active and your opponent had 12 supporter cards in their lost zone, and Unown DAMAGE, which let you win if it was active and you had at least 66 damage counters on your benched pokemon. While some have tried to do combos with Unown HAND and Unown MISSING, many of those cards are way too reliant on your opponent playing 12 supporter cards, or your opponent not using a Judge. Unown DAMAGE, however, has ways to win that are completely in your control. Here is one of the card combos that can be done to win on the first turn.
CARD 1: WAILORD-EX
Wailord-EX is probably the most obvious inclusion in this deck. As a basic with a whopping 250 HP, it works great as an HP sponge. The 250 HP is really important, and as you will see later it makes everything work out absolutely perfectly. It does have some downsides - while you aren't usually going to need to retreat with it, the high retreat cost is a bummer. If you don't manage to get the turn one win you will want to attack with Shaymin-EX, and you need to get out of the active position. Float Stone can definitely help with this.
CARD 2: SHAYMIN-EX
While we're on the topic of Shaymin-EX, lets talk about the card. Shaymin isn't exactly a new card that hasn't seen play anywhere else. It's a staple in the Expanded format. However, you are going to need MANY different Shaymin-EX to cycle through nearly your entire deck really really fast. It's attack of Sky Return is also helpful for when you can't get the combo on your first turn. This is the kind of deck that you really want to go through nearly every single card that's there. We also won't be able to use a draw supporter on our first turn, since we want to use our supporter to get out Blastoise.
CARD 3: BLASTOISE
You're going to notice in the final decklist that we play, we won't be playing any of Blastoise's pre-evolutions. That's because we are going to get out Blastoise on our first turn of the game using a combination of Battle Compressor and Archie's Ace in the Hole. Archie's Ace in the Hole allows us to put ANY water pokemon (this includes Blastoise) from our discard pile onto our bench, and then lets us draw 5 new cards. There is a catch, though - Archies has to be the last card in our hand in order to use it. This isn't that much of a problem though, and using Battle Compressor to put Blastoise in our discard, as well as using Tapu Lele-GX (run normal counts) to have another out to it means that we should normally be able to get Blastoise out turn one. So why Blastoise?
Well, Blastoise has the amazing ability Deluge. Deluge allows us to attach as many water energies from our hand to any of our pokemon as many times as you like (similar to the Magnezone we have in standard right now). However, this isn't an attacking deck at all - we are aiming for that sweet TURN ONE WIN. So what is Deluge actually used for?
CARD 4: FROZEN CITY
Many players probably already see how this combo works out. But for those who don't know, let me write it out for you. By using Blastoise's Deluge, we can attach as many energy from out hand to as many pokemon as we like per turn. Frozen City is a stadium card which says that, whenever you attach an energy from your hand to one of your pokemon (excluding team plasma, but that's not relevant), they take two damage counters. By combining Blastoise's Deluge with Frozen City, you can essentially place as many damage counters as you like on your pokemon on the first turn, provided you have enough energy. But at two damage counters a piece, that means you would have to run 33 energy in order to make this work, making the deck horribly inconsistent. So how do we get away with running less than 33 energy?
CARD 5: ENERGY RESET
Energy Reset is not a very widely played card, but it's a card that allows you to place as many energy from your pokemon as you like back into your hand. This means that, with only 3 energy resets used per turn, you can put 9 energy on your pokemon, back into your hand, onto your pokemon, back into your hand, onto your pokemon, back into your hand, and on to them ONE LAST TIME for a grand total of 68 damage counters. I'm not sure if my math is correct, but I'm pretty sure 68 is at greater than or equal to 66 so Unown Damage is completely fufilled.
So, can you really pull it off? Do you actually have enough damage space for you to be able to do this? A bench of 1 Blastoise, 1 Wailord, and 3 Shaymins is pretty common, and with the amount of damage they can hold:
120 + 240 + 100 + 100 + 100 = exactly 660!
Remember, you can also play cards such as Tapu Lele-GX to search out Archie's Ace in the Hole, so you will have more than enough damage to be able to pull it off. By using this combination of Energy Reset and Blastoise, you can very easily get the Unown win condition on your very first turn of the game.
4 Shaymin EX
1 Exeggcute (Plasma Freeze)
1 Tapu Lele GX
2 Unown Damage
2 Wailord EX
2 Blastoise (Boundaries Crossed)
4 Battle Compressor
4 Bicycle (may seem weird, but you HAVE to go through a large portion of the deck
1 Computer Search
4 Energy Reset
3 Order Pad (simply as another out to Energy Reset)
2 Professor's Letter
2 Recycle (also seems weird, but it's another out to Energy Reset if you've already played one, and it's easily drawn wtih Bicycle, Shaymin, or Trainers Mail
2 Superior Energy Retrieval (using Exeggcute, you only have to really discard 1, and it's great for energies that you have had to discard earlier)
4 Trainers Mail
4 Ultra Ball
3 Frozen City
2 Archies Ace in the Hole
2 Float Stone
11 Water Energy
This deck could still use some work, but I think that this deck (which is NOT MINE) is pretty good. What are your thoughts on this combo? Do you think that it needs to be banned? How would you improve my decklist or this post?