Pokémon TCG: Sword and Shield—Brilliant Stars

Poltergeist

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Dark Umbreon

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POLTERGEIST

POKEMON (17):

4 Vileplume d (beatdown)
3 Espeon ex (beatdown)
4 Oddish d (evolution)
3 Gloom d (evolution)
3 Eevee d (evolution)

TRAINER (27):

3 Prof. Elm's Training Method (searches)
4 Holon Lake (searches)
3 Great Ball (searches)
4 Rare Candy (enable)
3 Warp Point (disable)
4 Field Worker (draw)
3 Tv Reporter (draw)
3 Copycat (draw)

ENERGY (16):

4 Delta Rainbow Energy
6 Psychic Energy
4 Metal Energy

MAIN IDEA:

The main idea is to start with Oddish or Eevee and search the deck for another basic or evolution card turn one with some stadium assistance. Evolve into Plume turn two or three and abuse draw trainers such as Field Worker to hand the other side some additional cards to increase the chance of trainers in their hand. Plume should lure the other side to use their stadiums and tools on their defenders and attackers which in turn boosts Espeon ex's attack force. Both cards are conditional on the choices made on the other side but their conditonals can be seen as antagonistic and can thus be used to strenghten each other. In case the other side tries to hold their tools and stadium cards Plume will be able to dish out a little more damage to their active defender. In case the other side decides to place them on the battlefield Espeon ex can take over to dish out a nice amount of damage to them in return.

SPOILER:

All translations have been done by vincent and bangiras.

Oddish
Basic Water delta Species Pokémon
Hit Points: 40
[C] Tackle: 10
[W] Spiral Drain: 10
Remove two damage counters from Oddish.
Retreat Cost: C
Weakness: R

Gloom
Stage one Psychic delta Species Pokémon
Hit Points: 70
[C] Drool: 20
[P][C] Acid: 30
The defending Pokémon can't retreat during your opponent's next turn.
Retreat Cost: C
Weakness: P

Vileplume
Stage two Psychic and Metal delta Species Pokémon
Hit Points: 90
Poke-Power Poison Pollen
Once during your turn, filp a coin, if heads, choose one of your opponent's active Pokemon and that Pokemon is now poisoned.
[PM] Poltergeist 30+
Look at your opponent's hand, this attack does 10 more damage for each trainer cards in opponent's hand.
Retreat Cost: C
Weakness: P

Holon Lake
Trainer: Stadium Card
Each player's "delta species" Pokemon may use the attack printed on this card instead of its normal attack.
[C] Delta Call: Search your deck for a "delta species" Pokemon card, show it to your opponent, and put it in your hand. Shuffle your deck afterward.

Field Worker
Trainer - Supporter
Draw three cards. Your opponent may draw one card.

Delta Rainbow Energy
Energy Card - Special Energy Card
This card provides one colorless energy. If this card is attached to a "delta species" Pokemon, it counts as every type of energy but only provides one energy at a time.

ADDITIONAL COMMENTS:

Decide to switch Houndoom out for Espeon ex since both cards tend to combine well with Plume both the later one enables more tactical choices with regard to combat options and is less reliant on hand droughts on the other side. Furthermore Espeon ex allows for an easier resource management which enhenches the consistency of this deck. Another possible choice would be Banette ex but he seems to be less flexible and combines less well with Plume then Espeon ex.

The trainers were modified to incorporate the idea to run a more supportive stadium which helps to obtain needed cards faster from the deck. Furthermore Warp Point was added to hand the deck a chance of a two suspect knock out within one turn. With a decent amount of cards in hand an sufficient damage on the defender this trainer can be used to deevolve a tankish defender on the bench and knock out the new defender with Plume same turn for two prizes within one turn. Other choices would have been Crystal Shard and Exp. All for more resistance combat or a faster recovery from knocked out offense forces. However, Warp Point seemed to be more versatile in the deck.

Please let me know what you think about the current version and the card choices made. Thanks for the assistance in advance.
 
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Hi nikx1,

Thanks for the review. Vileplume needs no more than two energy to attack and Houndoom attacks only in case he is forced to do so. Consider to replace him with Espeon ex at the moment since it has nice synergetic effects too.
 
Not a bad idea at all, I think this could easily work. I mean, Vileplume is very swarmable, Houndoom locks them up. But the prob with this is that You'd only be able to have like 3 Pokemon out tops from the looks of it.

EDIT: Also, you may want to use more energy that can fuel Houndoom.
 
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hey man that's a cool idea and i'm really happy for this vileplume, :______( but i think that you can use another stadium instead od holon research cause you have the enough energys that can provide metal, i think that desert ruins will be cool :)
 
Hi supertyranitar,

Thanks for the review. This is the reason Espeon ex is in consideration instead of Houndoom since he has some nice combo effects with Vileplume too.

Hi Topo,

Will take an alternate stadium under consideration.
 
I can see the use of Espeon. IMO, I'd actully use him over Houndoom. But perhaps there could be something better. Just can't think of it at the moment.
 
and the dark weakness it's a problem for example against slowking and dragtrode.
hey umbreon but how many damage do you think that the deck can do? hey and another idea :p Dre is helpful too i think :) cause the damage counter that puts Rainbow can hurt cause the vile hp is 90 and if you start with houndour you're gonna start to attack a turn after .
 
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Hi Articjedi,

Plume is not a Pokémon ex and has no dual weakness. Darkness based decks are still out there and do rather well. Gengar ex had the downside of two horrible weakness and Plume cuts that down to one. The Power is nice too but could also backfire.
 
Hi Topo,

Decided to switch Houndoom with Espeon ex since eighter one benefits from the trainers available to the other side. In case the other side holds back their tools and stadiums Plume can dish out a little more and hand the deck some idea on what could come along in the next view turns or Espeon ex can take benefit from the used tools and stadiums for more damage to their active defender.

The amount Plume can dish out relies a lot on the other side and their hand size. From test runs Espeon ex seems to be able to handle situational changes a little better and gives the deck an alternate attacker. So in essence the damage coun is inbetween 30 to 120 damage with Espeon ex as assistance line in addition to Plume. Also hands the deck a chance to resort to Delta Rainbow Energy and frees slots for a more viable and less conditionalm stadium.

Hi supertyranitar,

Like the idea to switch out the stadium for a more reliable and supportive stadium choice. At the moment Holon Lake comes to mind with a necessary switch to both delta Eevee and Oddish for a faster access to the needed attackers which should also help the deck to swarm the other side in a more consistent manner.

Hi folks,

Altered the deck in the original post by switching Houndoom for Espeon ex and changing the stadium and energy choices accordingly. Please refer to the first post for the current version of this deck.

Hi sceptilerancher,

Thanks for the review. See the startegy decription in the modified deck submission.
 
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Vileplume just isn't a good card IMHO. Your opponent can easily manipulate how much damage your doing, and Vileplume only has 1 attack to use. Your not going to be doing 70+ damage with Vileplume, no, it just won't happen because people don't have full hands of trainers. They won't have full hands of trainers because 5/6 of the trainers in their deck will be supporters. And then, you are stuck with having to have a small bench for Houndoom to work at all. Many decks can get by with only 2 bench, forcing you to have a houndoom and a vileplume, and then you don't even have the chance to setup another one on the bench.

This deck just won't work that well and when it does, it won't be that powerful.

Flip to poison? =/


edit: You took away Houndoom? That was the only good thing about the deck. Now they can play all their trainers with no problem and Vileplume will be doing barely any damage at all. I'd drop vileplume and focus on espeon ex.
 
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Hi Prime,

In case the other side uses their stadium and tool cards once the first Espeon ex is out the other side is indeed not real smart with regards to tactical choices. With the combined force of Espeon ex and Plume the deck benefits whether the cards are used or held back. The retreat costs and attack costs are reasonable low for both offense line and their antagonistic dependence on the other side compensates for each other and thus strenghtens the deck as such.

With regards to trainers evil knievel decks such as turn two decks tend to have more than one third of their deck devoted to trainers and a nice part of them tends to be tools and stadium cards since those are the most reliable ones to use. Plume can benefit from that or lure them into play and thus boost Espeon ex in this manner. As stated in your review the deck is not versatile enought with Houndoom since evil knievel decks can work with a low bench and bench size can be assumed to decrease since bench based deck will be hurt by Giant Stump which is a standard stadium for deck which cannot afford to run eighter Cursed Shrine or Battle frontier for various reasons. Examples of such decks would be Dark Heart, Metal Ball and Queendom to mention the more common ones. SMP can be added to the list too since it cannot afford to run these two standard stadium choices eighter and is somewhat hurt by them.
 
The damage is too easily disrupted by the opponent. Vileplume just can't crank out big damage, which is pretty much needed in a deck to do well IMHO. Against medicham, this deck might work, but against anything else, they won't have 5+ trainers in their hands, so Vileplume won't be doing big damage or even nice damage.

Espeon EX is a great card, and should be focused on more than Vileplume who IMHO lacks a lot.
 
Intresting deck, Rockets admin is nice for the deck as you know whats in the opponants hand with Vilepumes attack. The Vilepume might be worth playing with a Vilepume ex as a main attacker, let there had fill with trainers, and the use the Vilepume d to hit for 100+.
 
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