Pokémon TCG: Sword and Shield—Brilliant Stars

HGSS-on Fireflies! Volbeat/ Illumise

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Reader1237

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Since I will not be attending Nationals or Worlds this year I have decided to play a just for fun deck for the rest of the year. I have always liked fast decks and when I saw Illumise I just had to build a deck around him.

Here is the revised list

4 Illumise
4 Volbeat
2 Tyrogue

4 Collector
4 PONT
4 Juniper
4 Dual Ball
4 Junk Arm
3 Pokegear
3 Revive
3 Pokeball
4 Plus Power
3 Switch
3 Circulator
1 Alph 4 (Look at Prizes)

8 Grass
2 DCE


Strategy
Get 4 Volbeat on your bench turn 1 and attack with Illumise's Vulcan beat attack to do 30X the number of Volbeat.
Tyrogue is used to donk opponents if they start with a single baby pokemon.
DCE is used for Volbeats Firefly Light attack to burn and confuse opponents if needed

Please help as I want to make this as good as it possibly can be for such a random deck.
 
Unfortunately, ilumise is waaay to easy to KO. rescue energy+revive ftw? Dump the alph and 4 PONT or juniper for another revive and 4 rescue nrg.
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---------- Post added 07/01/2011 at 06:35 PM ----------

And it looks like a main way you can wina game is deck-out due to mulligans... 10 pokemon... Backup attacker could be..... Maybe a 2-1-2 line of Jumpluff, as you depend on pretty much a full bench for vulcan beat in the first place. -3 pokeball, -3 pokegear, -1 Switch, +2-1-2 jumpluff, +2 rare candy
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4 revives is a must, a couple of Cinccinos might come in handy, since you are gonna play a full bench anyway. Until Archeops comes out this deck won`t be thet deadly.

Feuer Frei, bang bang.
 
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I don't think I need the 4th revive because I have junk arm to reuse the 3 that I have and I will never need 8 illumise in a single game.

I won't put Jumpluff in because it ruins the consistency of getting the 4 Volbeat out on my first turn. I like the idea of a 1-1 or 2-2 Cinccino much better.

I can't wait until Archeops comes out!
 
I don't think I need the 4th revive because I have junk arm to reuse the 3 that I have and I will never need 8 illumise in a single game.

I won't put Jumpluff in because it ruins the consistency of getting the 4 Volbeat out on my first turn. I like the idea of a 1-1 or 2-2 Cinccino much better.

I can't wait until Archeops comes out!

I didnt notice the Junk Arm, I was more concerned about junipper sending all the revives into the discard pile, you should include Good Rod, to recover either Cinicinno or Junk Arm, 4DCE are gonna be needed if your includecincinno, Firefly Light is just awesome against Reshiram.
 
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Yeah, forgot about cinccino. And archeops, im pretty sure it can be worked around in stage 2 decks using candy, but idk... If your going cinccino, drop your slightly redundant alphs an something else for 2 dce, and replace the circulators with reversals. Flippy, but more effective tjan circulator, and you can try again if it fails with junk arm.
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The alphs is really important so I can make sure I grab any prized Volbeat when I get my first KO

What cinccino line do you think I should play? I'm thinking nothing more then a 2-2 so it doesn't affect my chances of setting up my volbeats turn 1
 
For cinccino, run 2-2 so you dont need to worry about one being prized. And alph would run alot better with rotom UD to get any prized volbeat using mischevious trick an then playing a draw card to get it off the top of your deck. Unfortunately, the only draw card you have is juniper, so you will probably want to run some trickery to make rotom/alph work better.
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---------- Post added 07/01/2011 at 09:30 PM ----------

And mischevious trick works every turn, so you can get anythin you need from your prizes in a couple turns.
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I don't need the rotom because it will just take up precious bench space and I should take a prize on the first or second turn so I can draw the Volbeat from my prizes.
 
I don't need the rotom because it will just take up precious bench space and I should take a prize on the first or second turn so I can draw the Volbeat from my prizes.

Ehh that works too, i guess.
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I know just playing these cards like, double the value of the deck, but I ran 3-3 Yanmega in my version of this deck. I also ran only 3 Illumise... Yanma having free retreat is a godsend.
 
Yes you have to flip for each Volbeat.

Yanmega is a good idea because I can just change the PONTs to either Judge or Copycat. And its not the value of the deck I care about because I either have or can get any card I need.
 
But Yanmega it`s quite pointless, the damage dealt by both attacks is pretty much the same damage the fireflies can deal, I agree that you don`t actually need more than 2 illumise, but teching against Donphan is just a wasted effort.
 
I don't mean to thread hi-jack. I'm just very interested in this deck style.

I don't know much about the new meta except Fire seems to be the new beatdown color. I'd say MAYBE throw 2-2 Metapod (Ability that nulls fire weakness) so you don't get wasted right off the bat.

I'm actually working on a similar deck. This isn't even remotely finalized just stuff I've been tinkering with and throwing around. I haven't played since Expedition so bare with me. Again, I don't mean to thread jack but I've been wanting to get back into the game since HGSS base and I finally have the time and money to get back into again.


4-4 Cinccino
2-2 Metapod
4 Illumise
4 Volbeat
2 Cleffa
Tyrogue

2 Professor Juniper
2 Flower Shop Lady
4 Pokemon Collector
4 Switch
4 Revive
4 Pokemon Communication
4 Dual Ball


4 Rescue Energy
2 Double Colorless Energy
7 Grass Energy

Other cards I've considered:
More Juniper
More Flower Shop Lady
Judge
Twins
Junk Arm
2 (Blister Pack Promo)-1-2 Serperior (Royal Heal since all of my main attackers have low HP)
Tropius (undaunted)
Shaymin (Unleashed)
 
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@ S.H. ^

y play metapod when volbeat & ilumise already get one shot without having to worry about weekness
 
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