Pokémon TCG: Sword and Shield—Brilliant Stars

VB (Vileplume Bellosom)

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thysereivuth

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Ok so i saw the Vileplume and Bellosom scans and i really wanted to make the deck so heres my list. But yeah dont get mad at me or anything im not exactly sure what a Article is.

Pokemon:
4 Odish(which one should i use)
2 Gloom (which one)
3 Bellosom
2 Vileplume
2 Claydol
2 Baltoy
1 Azelf (LA)

Einergy
4 Call energy
6 Grass
2 Phycic
4 Multi

Trainers

3 Bucks Training
2 oaks visit
4 Bebe
3 Roseane Reasearch
2 Warp Point
2 Plus power
3 Pokeradar
4 Rare Candy
2 Night Maintenace
3 Quick Ball



Strategy
Swarm in with Bellosom to do 100 a turn and possibly burn them. Vileplume to poison or turn them asleep. Azelf to get your prized stuff that you need and claydol to make the deck consistant

The cards
Bellosom
Stage 2 – Evolves from Gloom

[G] Parallel Gain: 30 damage. Remove 1 damage counter from each of your Pokemon.
[G][C] Blend Pollen: 40 damage. This attack does an additional 20 damage for each of your Vileplume and Bellossom in play. Flip a coin, if heads the Defending Pokemon is now Burned.

Weakness: Fire (+30)
Resistance: Water (-20)
Retreat: 1

This card has sooooo much potential to do so much with just two energy and burn them. OK so you can get 4 odish out really easy with call Energy, Rosseane, Pokerader, Quickball, Bebe. So getting the basics out wont be that hard. He is your main attacker.

Vileplume
Stage 2 – Evolves from Gloom

Poke-Power: Energy Reaction
You can use this Power once during your turn, when you attach a Grass Energy or a Psychic Energy from your hand to this Pokemon. Choose 1 of your opponent's Active Pokemon, and if you attached a Grass Energy that Pokemon is now Asleep, if you attached a Psychic Energy that Pokemon is now Poisoned. This Power can't be used if this Pokemon is affected by a Special Condition or if Energy is attached as an effect of an attack or a Poke-Power.

[P][C][C] Wounding Pollen: 60 damage. Flip a coin, if heads your opponent can't play any Trainers, Supporters, or Stadiums from his or her hand during your opponent's next turn.

Weakness: Psychic (+30)
Resistance: none
Retreat: 2

He is pretty much here to support Bellosom. He can add an extra 10 (just like a pplus power) damage to your oppenent just by attaching an energy because there poisoned! Or if you need to stall attach a grass energy to make them fall asleep, But this card can be helpfull in so many different Situations.

Azelf
Basic Pokemon

Poke-Power: Time Walk
You can use this Power once during your turn, when you play this card from your hand onto your Bench. Look at all of your face-down Prize cards, then return them face-down. If you'd like, you may choose 1 Pokemon card out of those Prize cards, show it to your opponent, and put it in your hand. If you do, choose 1 card from your hand and play it face-down as a Prize card.

[P] Imprison: 20 damage. The Defending Pokemon can't retreat during your opponent's next turn.

Weakness: Psychic (+20)
Resistance: none
Retreat: 1

This is what makes this deck runs so consistantly! He allows you to look at your prizes and get the oddish or claydol that you prized!

So what do you think about this deck? And is this considered a Article?
 
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you saying that your team created this deck is like me saying my team created kingdra.

It's a good deck, but bellossom only has 100 hp which you might wanna do something about. as well as that, you want to add multi energy so you can get both effects when attaching to vileplume
 
DID someone already post this deck on the gym? i havnt been on the gym in forever i didnt see it on the gym so i claimed the deck as my own?? Can you attach a multi and get both effect??
 
Hi thysereivuth,

Here is an early submission with no comments to it at all: http://pokegym.net/forums/showthread.php?t=70913

However the main issue is that some combos are so obvious that those are more or less commonly shared knowledge or distributed knowledge situated within the cards themselves.

Now to the deck itself:

- 1 Azelf (that card is a tech)
+ 1 Pokémon Radar or Quick Ball

- 1 Psychic Energy
- 2 Grass Energy
- 1 Call Energy
+ 4 Multi Energy

Multi Energy triggers both status effects when attached to Vileplume based on current rulings. Not entire sure on Warp Point. Maybe Dawn Stadium is more beneficial but I will leave them in as of now.
 
Hi thysereivuth,

Here is an early submission with no comments to it at all: http://pokegym.net/forums/showthread.php?t=70913

However the main issue is that some combos are so obvious that those are more or less commonly shared knowledge or distributed knowledge situated within the cards themselves.

Now to the deck itself:

- 1 Azelf (that card is a tech)
+ 1 Pokémon Radar or Quick Ball

- 1 Psychic Energy
- 2 Grass Energy
- 1 Call Energy
+ 4 Multi Energy

Multi Energy triggers both status effects when attached to Vileplume based on current rulings. Not entire sure on Warp Point. Maybe Dawn Stadium is more beneficial but I will leave them in as of now.


OK i took your advice changes are up

Back to back posts merged. The following information has been added:

http://pokegym.net/forums/showthread.php?t=79338

best list on the Gym.

Your trainers are wack, take out the 2 random PP's and the 2 Quick Balls. Replace em for draw.

This is the basic trainer structure that i run for all my decks. as for the pp its there cuz sometime 100 cant always kill everything there is so many pokemon withy 120 and even 130 so i need the plus power. quickballs are up at 3. They maintaine consistancy. already have enough Draw power in my oppion.
 
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you should play grass oddish and psychic glooms. But you can psychic oddish too.

You can do up to 120 dmg with Bellosoom without Bucks and PP. But i dont know, why you dont play cynthias. Your bellosooms have 100 hp, which is low for stage 2.
 
I completely disagree with Multi in the deck. Ideally you'll want an Oddish with Call to start the game. If you get Bellossom from that Oddish, the Call will shut Multi off. I know that it's not the plan to attach those to Bellossom, but it will come up.

TM TS1 makes this deck work IMO. -3 Radar, +3 TM TS1.
 
you should play grass oddish and psychic glooms. But you can psychic oddish too.

You can do up to 120 dmg with Bellosoom without Bucks and PP. But i dont know, why you dont play cynthias. Your bellosooms have 100 hp, which is low for stage 2.

hmm what should i take out for it?

Back to back posts merged. The following information has been added:

I completely disagree with Multi in the deck. Ideally you'll want an Oddish with Call to start the game. If you get Bellossom from that Oddish, the Call will shut Multi off. I know that it's not the plan to attach those to Bellossom, but it will come up.

TM TS1 makes this deck work IMO. -3 Radar, +3 TM TS1.

I dont like technichal machine imo theyre not all that great. as for the call you might be right i migh just want to play 4 paachys. This is just a rouh draff. reall one coming this sat
 
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