Awesome Blossom--storming a meta near you

Discussion in 'Deck Help and Strategy' started by mrdraz07, Aug 4, 2008.

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  1. mrdraz07

    mrdraz07 New Member

    I have a strange affinity to the Oddish line, and thankfully this time around it's actually good.

    4 Oddish (Psychic)
    3 Gloom (Psychic)
    3 Bellossom
    2 Vileplume
    2 Baltoy
    2 Claydol
    2 Chatot

    2 TM Evoluter
    4 Bebe's Search
    2 Cynthia's Feelings
    3 Energy Switch
    3 Night Maintenance
    2 Professor Rowan
    4 Rare Candy
    4 Roseanne's
    2 Warp Point

    4 Call
    7 Grass
    5 Psychic

    Strat: Set up with Call and Evoluter early game, then you have a couple options: high damage beatdown/swarm with Bellossom, or go for a Trainer/Supporter lock with Vileplume. You'll want to play energies on Vileplume a lot for its' power, which is great for setting up surprise attacks with Energy Switch.

    I've done a little testing against a preliminary Kingdra list and it looks like a very positive match-up. Bellossom's resistance and Vileplume's beefy HP means they'll have to spend 2 or three turns chipping down their HP...if they aren't asleep. Late game you can lay on the beats, because 3 Bellossoms and a Vileplume plus a Psychic energy hits for 130 after poison. You pretty much win if you can survive a donk.

    I haven't tested against much else because I'm not sold on any other decks or lists in DP-on just yet, but anybody willing to test this should give it a shot. It's a blast to play, and it looks like it could be fairly competitive.

    Translations (thx Pokebeach):

    Vileplume LV.41 – Grass – HP120
    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

    Bellossom LV.38 – Grass – HP100
    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

    Oddish LV.7 – Psychic – HP50
    Basic Pokemon

    [C] Poison Powder: Flip a coin, if heads the Defending Pokemon is now Poisoned.
    [P][C] Ram: 20 damage.

    Weakness: Psychic (+10)
    Resistance: none
    Retreat: 1

    Gloom LV.24 – Psychic – HP80
    Stage 1 – Evolves from Oddish

    [.] Fade to Dusk: Remove 2 damage counters from Gloom. Gloom is now Asleep.
    [P][C] Foul Nectar: 30 damage. Flip a coin, if heads the Defending Pokemon is now Poisoned and Confused.

    Weakness: Psychic (+20)
    Resistance: none
    Retreat: 2

    Cynthia's Feelings – Supporter

    Return your hand to your deck and shuffle your deck. Then, draw 4 cards from your deck.
    If any of your Pokemon were Knocked Out on your opponent's previous turn, draw an additional 4 cards.

    You can use a Supporter once during your turn. To use it, play it next to your Active Pokemon and discard it at the end of your turn.

    Technical Machine TS-1 – Trainer – Technical Machine

    [.] Evolutor: Search your deck for 1 Evolution card that Evolves from 1 of your Pokemon and play it on top of that Pokemon, Evolving it. Shuffle your deck afterward.

    To use a Technical Machine, attach it to one of your Pokemon. The Pokemon this card is attached to can use the attack on this card.
  2. slayer_chaos

    slayer_chaos New Member

    Looks really good. The only thing I see is that I really don't think you need 3 Night Maintenance or 3 Gloom. I think you can drop one of each of those. Then you can run 3 Cynthia and 3 Rowan. Although I think Buck's over Rowan would be better in this deck, it gives you some straight draw which you have none of. Plus it puts you in one shot range with bellossom without having to rely on Vileplume, and it also puts Vileplume in 2 shot range for most big guys.
  3. Umbreon777

    Umbreon777 New Member

    You're right, the Oddish line does have a lot of versatility this tme around. Im so glad to see so many viable decks for next format. Best of luck!

    IMO, 3 Gloom makes perfect since, as you cant always rely on rare candy when you have evoluter AND you need 4 stage 2's at once. Maybe drop a Chatot for an Azelf? You wouldnt want an Oddish or Vile/Bellossom prized.
  4. shinygyarados

    shinygyarados New Member

    I have been playtesting this deck for a while, and love bellossome and vileplume as well. The 3 night maintenance are definatly a must in this deck. I even play a TSD in addition just in case. Bellossome just doesnt have enough HP to stay out there as long as other big pokemon. I dont think you need 3 glooms though, but maybe thats just because I have so many recovery cards:wink:

    I know that evolutionator is a good thing for this deck, but it never seems to work as well for me as when I have a starter. Stantler is the one I am working on now and he seems promising. I had never thought of Chatot for some reason and will definitely try him out. One little thing is I think that the grass gloom is better. 1 for 20 and sleep is good for stalling, which is probably what you are doing if you are attacking with gloom anyway:lol:
    good luck!:biggrin:
  5. mrdraz07

    mrdraz07 New Member

    This NEEDS 3 Gloom, maybe even 4. The Evoluter makes running 3 or 4 Gloom a necessity, since you will usually use it on multiple Oddish. I'm also not keen on Azelf here, since early game you should be able to take some prizes with Bellossom. She does 60 + 50% burn all by herself, and if you're charging up a Vileplume you might be able to stall with sleep as well.

    Also the draw in the deck is pretty weird. Sad face for no good Steven's replacement :( I'll try Buck's but I have a feeling it will be underwhelming, just as much as Rowan has been so far.
  6. piñata

    piñata New Member

    LOL Glad to see ur internet is back on LOL

    I would acctually take out a chatot for a 3rd TM cuz u cant search for it now. Just my 2 cents.

    Chobo for life!
  7. Shino Bug Master

    Shino Bug Master Front Page News Editor

    I like the oddish line too, played the delta ones at regionals this year, and vileplume d last year. Hopefulyl, i'll be able to build this deck and make it 3 straight years of Vileplume fun!

    As for the deck, I'd consider Azelf over Chatot, which it looks like someone already mentioned.
  8. mrdraz07

    mrdraz07 New Member

    I haven't run into too many problems with prizing anything yet, so I don't see the need for Azelf. It's not as dependent on swarming as Politoed or Beedrill, because even with just 2 of the evos out you're doing 80, plus up to 60 more after burn and poison.

    Really want to try and find room for Wager. The TM can really help you out of a bind if you lose the wager by fetching Claydol, and can really put you ahead. Plus, winning a wager then locking Trainers and Supporters with Vileplume could be a very devastating play.
  9. Riq

    Riq New Member

    in the deck i just made i play 4 pokeradar. i dont see why energy switch is necessary in here.
  10. Umbreon777

    Umbreon777 New Member

    Man, if this deck can set-up by T2-3. (by set-up I mean having 3 evolutions out) Than it has sick poential. You've got healing, damage ouput, conditions, and trainer lock.

    Keep on bloomin' mrdraz07.
  11. shinygyarados

    shinygyarados New Member

    Energy switch is so that when you attach energies to Vileplume for his power you can still move them to a bellossome if you need to. On this same note, I added in 2 multi so that I could get both effects of vileplumes power. Since this card hasnt come out yet, Im not sure how they will rule this, but if it really works that way it helps the deck out alot. However with having four call energies Im not so sure its a good Idea in your build.
  12. XYZ_Sniper

    XYZ_Sniper New Member

    ok play bucks 10 short on kingdra ftw :)
  13. mrdraz07

    mrdraz07 New Member

    @ Umbreon777: By turn 2 or 3 I usually have a Bellossom attacking and Vileplume hopefully stalling with sleep. Late game is where the deck shines, though...after a while you can easily get all 4 set up. But turn 2 60 with burn is pretty good, amirite?

    @Riq: It's for surprise attacks. People don't anticipate Energy Switch, so using it can get some key KOs.
  14. The Machampion

    The Machampion New Member

    Awesome list man. i want to play this at the br's i go to

  15. SuicidalPikachu

    SuicidalPikachu New Member

    use the grass gloom. it may have 10hp less than the psychic but IMO the attacks outweigh it exponentially. also, i'd try to fit in 2 multi energy, it does wonders to turn a game around when you want both conditions at once.
  16. The Machampion

    The Machampion New Member

    Im not sure multi gets both at once!

    Does it get both at once?, any rulings
    Last edited: Aug 24, 2008
  17. fire spin

    fire spin New Member

    same idea as kingdra so id like to see what that match up is like

    fire weakness will be a pain if leafy mag stays around
  18. SuicidalPikachu

    SuicidalPikachu New Member

    so yea, both would work.
  19. Naki Feralkin

    Naki Feralkin New Member

    Doh! Beat me to it, Draz. I just put an article on something like this over at the beach only an hour ago and didn't even realise you made one too! :p

    I personally think 4 Gloom is the best option, and have you considered Mewtwo Level X for the pixie matchup?
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