Pokémon TCG: Sword and Shield—Brilliant Stars

HGSS News on Pokebeach: Scans, Data, etc!

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I did notice Typhlosion, but I'm not sure I like the idea of having to have a Fire Energy in my hand as well as using Afterburner to charge it, and the fact I have to use my Cyndaquils to set up both Typhlosion and Great Typhlosion just seems a little overtaxing to me. But then, there are benefits to having it all in the same evolution line (more room for other stuff), and 120 gets a lot of KOs 100 misses. I guess I'll just have to try both.

Anyone else think Pokémon Communicator or Pokégear 3.0 could be useful? Item-based search is really good, and with the high Supporter count in most decks, you shouldn't have to worry about Gear whiffing. Biggest problem is, of course, room.
 
Just for the record I never said I don't like the set - I just said it was simplistic in nature. Which is true, if you look at the cards you'll notice there's nothing really extreme in there. Mainly just damage, energy manipulation and card acceleration. Back to basics. There's a lot of good cards in there just as there have been in previous base sets. Some of the best actually. But also a lot of trash.

Regarding a couple of questions people have been asking: No, clearly the babies, or "Angelic Sleepers" can't evolve. Nothing evolves from them and they don't have Baby Evolution. And the "LEGEND" cards are not 1/2 size - they are full size cards with the design facing sideways. You put the two together to form a single oversized card in play.
 
Jumpluff damage wise is straight up beast. Palkia Lv. X could cripple it (Unless you can feed the Lost Zone every turn) and maybe Dusknoir (Hardly, you're restricting 20 damage from their bench but being a bench sitter itself just adds back 10), but for the most part you're probably getting upwards of 80 damage every turn. What else can pump that kind of damage onto the field for a single energy? Kingdra is about it... but Kingdra has above average HP.

Low HP is managable... on Jumpluff. What might hold this deck back from being "good" is Hoppip's HP. Shadow Room kills it, Luxray GL's bite, Infernape 4's Split Bomb, anything doing 20 + PlusPower/Skuntank Damage/Crobat drop (Uxie, Azelf, Unown Q), or simply 3 crobat drops (lol). Just think about how easily you can pump 30 damage onto the field if you MUST T1. Gyarados players should know the feeling starting with a Magikarp, lol, but I don't see Jumpluff being a set-up deck like Gyarados. I'd personally try out 2-1-2 or maybe 1-0-1 Flutter Wings Beedrill to keep the swarm going while on the go.
 
Is anyone else wondering why Lugia is a water type in this set? Is it to serve as the opposite fire type Ho-oh?
 
Is anyone else wondering why Lugia is a water type in this set? Is it to serve as the opposite fire type Ho-oh?
Something like that - my assumption is that the "LEGEND" cards are focused around the mythology of the Pokémon rather than accurate representation of their video game types. And therefore the Water type is because Lugia is the "Guardian of the Sea", I suppose its a licence to make the Legendary Pokémon unusual types.

Something else peculiar although less notable is that the Baby Pokémon appear before the evolved forms in the set numbering although up to now in Japan they've used Type then Pokédex number to order the cards. Previously you would get, for example, Pichu appearing after Raichu because its later in the National Pokédex. Whilst I'm on the subject of Pichu I would like to point out that I like the card a lot. Both players starting with Pichu is interesting because you'll probably want your opponent to be the one to use it first. The artwork of the whole line is also adorable.

I don't think Jumpluff is that good, simply too low HP for a Stage 2. Although the fact Feraligatr is weak to it and it resists Donphan could be a selling point. I would rather use Donphan for quick damage. I'm not saying I don't see the perks of Jumpluff, but I think there's better to be had from this set. Donphan appeals to me a lot and I can see it working simply with Blissey. Ferligatr is, of course, amazing; and can also run in a chain with Blissey.

Whether we keep PlusPower or not will make a big difference to the value of a lot of cards from this set (and block on a whole, I would predict).
 
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I don't think Jumpluff is that good, simply too low HP for a Stage 2. Although the fact Feraligatr is weak to it and it resists Donphan could be a selling point.

I agree, it does have low HP, especially with damage increasing once again.

I think Jumpluff's major selling point is that it is grass. Grass pokemon have a ton of useful tools to their disposal in the DP-on format.

You have Shaymin Lv.X that can give all grass pokemon +40HP, greatly improving Jumpluff's chances to survive longer. You have Cherrium SF that can help all grass pokemon do +10 more damage with their attacks. You have the other Cherrium (Arceus) that helps all grass Pokemon take 10 less damage from attacks. You have Metapod from HG/SS that removes the weakness on all of your grass pokemon in play. Not to mention Great Meganium that can move grass energy around, and Sceptile GE that can double all of your grass energy in play.

It is clear that grass pokemon have the most support than any other type of pokemon.

Jumpluff can do anywhere from 10-120 (average around 90) damage for 1 grass energy, has resistance to fighting (which isn't bad at all), and has free retreat. Really, the ONLY bad things about the card is it's semi-popular weakness and it's low HP.

Being that it is grass, you can fix both of those problems with Metapod (G/S) and Shaymin Lv.X. With both of these out, you have a 130HP Stage 2 (on-par with other stage 2s) with no weakness doing upwards of 120 damage for 1 energy.

Jumpluff puts Beedrill and so many other cards to shame.

Jumpluff is amazing.
 
Also there's Leaf Guard/Buffer Piece in case the opponent can't be OHKO'd.
 
I would just run 4-4 Jumpluff with a bunch of basic techs like Uxie that can be plopped onto the bench and sit there so you atleast do 70. If they lost cyclone/dark palm you then you just roseannes another up and keep going. Good but not game breaking.
 
Pokemon Communicator is the best card in the set, period.

Typhlosion can move over and make room for AoA Charizard. Charizard is no longer annoyed by needing Claydol; he's got a new best friend in Ninetails.

Jumpluff might be great, but with Charizard's newfound power, it better watch out too.
 
I like how all teh Pokemon that need something to evolve, stones and King's Rock, are all seen in that picture.

AND NEW RAICHU!!! =D
 
T1 jumpluff is my favorite at the moment. just play like a 3-1 uxie line, 3-4 crobat G, and then either a 1-1/2-2 luxray X line. and just slam them for 80+ damage. for 1 energy :D crobats and junk for more power. and everything likes going back into the deck so dusknoir would do absolutely nothing. only problem is the 90 HP thing. but with SSU it should be easy to just keep playing it back down. same with luxray and crobats.
 
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