Jumpluff deck

Discussion in 'Deck Help and Strategy' started by Silver, Dec 15, 2007.

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  1. Silver

    Silver New Member

    3-2-3 Jumpluff SW
    2-2 Sunflora SW
    2-2 Xatu SW
    2 Spinda SW
    10 :grass: Energy
    6 :psychic: Energy
    3 TV Reporter
    1 Holon Mentor
    1 Switch
    1 Warp Point
    4 Celio's Network
    3 Super Scoop Up
    3 PlusPower
    3 Rare Candy
    3 Great Ball
    2 Copycat
    2 Steven's Advice

    Well, I need some help on this deck. I was told to replace Natu/Xatu with Venonat/Venomoth, replacing 4 :psychic: with :grass:, and using the two available slots on a TV Reporter and a Night Mainteinance. Also, to replace the Holon Mentor with a Great Ball. Any suggestions?

    Strategy: Playing basically with Jumpluff, direct/indirect damage with it. Sunflora is here to heal (and to damage too), Xatu to counter Special Conditions (and to transfer Sunlora's self-confuse) and Spinda to draw.

    Thanks beforehand :thumb:
     
    Last edited: Dec 15, 2007
  2. master of puppets

    master of puppets New Member

    hey brother ya gonna need a strategy or theyre going to lock it.
     
  3. Silver

    Silver New Member

    Done, thanks for the advice :smile:
     
  4. master of puppets

    master of puppets New Member

    i would advise that you put in another mentor, and if you dont play rare candy then how do you plan to get out all of your jumpluffs?
    i do like the deck though.
     
  5. yelanates

    yelanates New Member

    Personally, I'd cut out the Copycats and 1 or 2 of the Super Scoop. Replace them with Roxanne's Research, which is really nice.

    Do you have any DRE and/or Scramble and/or Multi Energies?
     
  6. Silver

    Silver New Member

    Another Mentor, OK. Any ideas on what should I replace for the Mentor? About the Rare Candies, I have 3 + 2 Skiplooms to evolve.

    Roxanne's Research, OK.
    I didn't find necesary Scrambles, because this deck needs at most 2 energies to attack. I was planning on put Multi Energies instead of the :psychic: ones, but that is if I keep the Xatus. I dunno if I should add DRE's though...

    Thanks for the help!
     
  7. master of puppets

    master of puppets New Member

    oh i see the candys now, didnt earlier. lol

    i would prolly take out a great ball ffor the mentor.
    and multi would prolly be a good idea
     
  8. Silver

    Silver New Member

    Yes, I will change the :psychic: to Multi if I keep the Xatus. If not, I I would change them to :grass: (that is, if I got Venomoths). About the Mentor, yes, I will change it.

    Thanks for your help!
     
  9. Regis_Neo

    Regis_Neo Moderator

    Maybe Double Rainbow? It automatically lets Jumpluff attack, and it should still do 30 times the number of Heads.
     
  10. phoenixback4fire

    phoenixback4fire New Member

    Use venomoths:biggrin:
     
  11. Gardi94

    Gardi94 New Member

    Forget greatball and Mentor! Use the spots for Roseanne's Research. You get a basic & an energy or 2 basic or 2 energy, depending on the situation of the battle.
     
  12. Silver

    Silver New Member

    Yeah, finally I'm thinking on changing the Xatus on Venomoths :thumb:

    Thanks for the aclaration; I wasn't sure if with a DRE Jumpluff's attack still does 30 each heads. Mmm... how many should I need?

    Yes, I will put some Roxanne's Research on the deck, thanks!
     
  13. MrMeches

    MrMeches New Member

    DRE still is reduced by 10 after calculaitng the total damage.

    1 Heads is 20, 2 heads is 50.
     
  14. Silver

    Silver New Member

    So DRE isn't a good idea here, I guess... I'll stick with the :grass: energies then, thanks!
     
  15. zthunderz2

    zthunderz2 New Member

    I agree with the venomoth
    there isn't enough special condition stuff for xatu to be useful
     
  16. Dr. Mason

    Dr. Mason New Member

    Oh there will be. Check out the new Arbok and Weezing in the next set.

    Poison decks are about to skyrocket.
     
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