Pokémon TCG: Sword and Shield—Brilliant Stars

HGSS-on Mew/Lux with Kingdra BDIF?

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MrMimeMan24

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So the point of this deck if to get a LUX into the lost zone.then have Mew to use it's Double Freeze attack and having Fliptini to help with the double tails. Kingdra is for the "Spray Splash" body to knock out during my turn letting me keep the lock. The great part of this deck is keeping the lock and having the lock helps to keep the set up. the deck runs the four beach's for the second turn. for the first turn is to "see off" with Mew. then on the second turn should have an extra Oddish on the bench that I dont need anymore and I move it to the active and beach to help with the full set up after the Plume hits the field. Any thoughts as to what can help this deck would be great. and thank you in advance for any help. how is the numbers for each card and if you could think of anything the deck would need please let me know.

Examples
The deck works really well since so many pokemon only needs one or two Spray Splash's
Reshiram has 130HP means I can three times and one spray splash/ hit a double heads one and one heads then add the spray splash.
MewtwoEX is a little harder since it has the perfect number if I hit double heads X2 weakness then add a spray splash and its gone.
Darkrai EX is a lot harder then a lot of others since it has resistance I am still doing an even number of damage and would end with just a few spray splash's and it is knocked out.
Tornadus/Thundurus they have a little trouble since I would need three spray splash's in two turns so the deck needs two Kingdra in play
even Cleffa can still be taken care of for if they put it in play it can be spray splashed and knocked out very easy.

My perfect field
a Plume. two Kindra. a Fliptini. and a getting ready Mew.
since the deck only does 40/80 a turn it gives me a good chance to attach the two energy it needs to keep having the next Mew ready if I hit to many heads or if I flip to many tails.

it does have a few outs if I am not set up during a turn. Since I have two fliptini I can put the extra one up and then end my turn with a beach. if I have an extra Oddish same thing.
Also if I have too Kindra is a nice attacker when my Opp. is not playing any electric and has no fire. 60 damage for one water is still ok when they cant KO me durning that one turn.
Another good out is to attack with Victini it can hit for 30 damage to take a knock out and move its energy to a benched Mew to be ready for next turn

The great thing about this deck is that with the lock and the spray splash's in this deck,it dont matter what the Opp. is playing it never gets to attack do too always being paralyzed and knocked out during my turn. So no matter what deck my Opp. is playing they can even have taken 5 prizes and my lock and the spray splash's takes care of them not attacking no matter what they put into the active spot

There has been times I did get set up before my Opp. Has taken a prize and I get set up my second turn. Since I have the trainer lock and the spray splash’s I can use the lock and break the paralyzing part of the lock to send up and extra pokemon (Oddish/Fliptini) to have a turn to Twins and to beach if needed to get what I need to have a full set up and win the game with my Opp. Not attacking anymore do to my paralyzing and spray splashing I control that they only attack if I let them. For the deck knocks whatever the Opp. Puts into the active spot and I knock it out with spray splash and then paralyze them going back into their turn.


3 Oddish
0 Gloom
2 Vileplume
3 horsea
3 seadra
3 kingdra (UL 85)
4 Mew (prime)
2 Vanilluxe (NVI 29)
2 Fliptini

22 pokemon

4 Collector
4 PONT
4 (N)
3 Elms
3 Rare Candy
1 FSL
4 Twins
4 Tropical Beach

27 T/T/S

4 Rainbow Energy
4 Prism Energy
2 Psy Energy
1 Water Energy

11 energy.
 
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Uh... no, Darkrai is BDIF if you haven't noticed. Darkrai also happens to kill slow set-up decks, such as the one you're talking about.

Mew/Vanilluxe is tier 2 at best.
 
You also have to include a copy of Unfezant with his Fly attack, which allows you to gain immunity against things like Cleffa or with wierd damage numbers for 2 Colorless energy.

And as stated above, the deck is far from BDIF. It is completely based on flips and is slow to set up. Often, a single turn of missed coin flips can be too much for this deck.
 
not BDIF at all... umm Id still give that to zeels with Darkrai at close second and its really slow and vileplume is two shoted on the bench by raikou
 
Since so many players are using Big Basics that means I get three free turns of them drewing a card and then saying pass. Since they are stuck in the active spot paralyzed and I use those turns to set my field up iin anyway I wontto easily with those turns. I will always get Plume set up. the very very few times is when its a donk and that does not happen very often since I run so many basics. and those decks that can donk are even worse since they cant handle the trainer lock. which always sets off my twins right off the bat and I have the game when I can use my twins
 
Since so many players are using Big Basics that means I get three free turns of them drewing a card and then saying pass. Since they are stuck in the active spot paralyzed and I use those turns to set my field up iin anyway I wontto easily with those turns. I will always get Plume set up. the very very few times is when its a donk and that does not happen very often since I run so many basics. and those decks that can donk are even worse since they cant handle the trainer lock. which always sets off my twins right off the bat and I have the game when I can use my twins

How turn 3? Darkrai gets out there turn 2.

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How turn 3? Darkrai gets out there turn 2.

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I did not write that clearly I mean all I have to do is paralyze once and that gives me most of the time three or more turns to make sure my whole field is fully set up. for I have to manually evolve Kindra and that gives me many turns to do that and many turns to use spray splash. Since the only thing i need to do is set up Plume and they slow down big time. then since I do not have any EX pokemon they can knock out a few of mine and it is fine since I get a few turns to spray splash since I paralyze over and over again.
 
Yeah like turn two or you can't attack like you said. It also needs turn 1 see off. :/ Feels like a lot of stuff.

---------- Post added 06/01/2012 at 03:19 PM ----------

And why do you run 4 tropical beach???

---------- Post added 06/01/2012 at 03:20 PM ----------

And you need pokemon comm or something to get vileplume out turn 2..
 
The point of the Tropical beach's is when the Opp. does not take out one of my pokemon I can send up the second Oddish to make them knock it out to free up my bench space since the deck needs all five spots and a second Oddish can not be on the bench. they help for the time I can not see off the first turn or when I need a few more cards for the whole set up and I use that turn to get those cards. since most of the cards can be played early and be set down the beach's helps to drew those few more cards to get the whole set up. I have tried other cards but the deck trully needs the beach's. this list is from a few months of tweaking to find the right amount to make sure I get the set up to keep the lock. since it goes down on prizes and they do have to take six knock outs since I do not run EX pokemon I can let them take a few prizes to sweep for my six that i need to take. I tried communication but it just filles my hand after I get Plume out.
 
Another thing I like about this deck is my Opp's Exp Share does not activate and there Retaliate Also does not activate since I knock out pokemon with the Spray Splash's. If my Opp runs Rescue energy that as well does not work.
 
i would like to say one i was the first to play this deck two i top cut with this at 2 br's and 1 regions and 3 it has potential but is too risky with coin flips (quad tails) and you have to know your numbers really well to snipe the right people

---------- Post added 06/07/2012 at 12:13 AM ----------

its not too slow with twins any game is within reach the point of the deck is to come back and hold the lock numerous times i have back from 6-1 it has potential but you have to be incredibly smart to handle this deck
 
i would like to say one i was the first to play this deck two i top cut with this at 2 br's and 1 regions and 3 it has potential but is too risky with coin flips (quad tails) and you have to know your numbers really well to snipe the right people

---------- Post added 06/07/2012 at 12:13 AM ----------

its not too slow with twins any game is within reach the point of the deck is to come back and hold the lock numerous times i have back from 6-1 it has potential but you have to be incredibly smart to handle this deck


Yes you are right it does take some thinking to run this deck and I do agree with you that it is a good deck that can stand toe to toe with any deck. I do fully understand what you mean by "quad tails" and the quad heads as well. I did take this deck to AL states and during the last round of swiss I messed up really badly by having an Oddish in my hand and one on my bench but for some reason did not put the one in my hand down before I used beach :-(. that day I came in 22nd. the guy who beat me the last round came in 20th. So I am sure if I did put the second Oddish down I would have made Top Cut.
 
I think it can go toe to toe with any deck especially with twins, but its too risky with flips mew accelgor is also another thought i still will prob run this deck at nats just to shut the people on this thread up lol
 
So I played this deck yesterday at Battle Roads. It was five rounds. The first round the deck played just fine with my splash’s working just fine. The second round I got donked with me just having a Mew active she played CMT and got the DCE. Third round he played DarkraiEX with a 2-1 Espeon in his deck. So now I was 1 win with 2 losses. The next two round I won them both. So the deck works just fine when it sets up LOL
 
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