Torterra/Vileplume/Spiritomb experiment

Discussion in 'Deck Help and Strategy' started by banana eater, Feb 28, 2011.

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  1. banana eater

    banana eater New Member

    Hi Gymers,

    I Made a deck first for fun, but after some playtesting, I tought it worths some improvement. Perhaps with your advices I can make a competitive and a creative deck. Here it is :

    Pokemon (25)

    3-3-3 Torterra SF
    2-2-2 Vileplume UD ( oddish, gloom are UD because of their grass type)
    4 Spiritomb AR
    2 Uxie LA
    1 Azelf LA
    1 unown Q MD
    1 Turtwig GL RR
    1 Roserade GL RR

    T/S/S (21)

    3 Bebe Search
    4 pokemon Collector
    2 Seeker
    3 BTS
    2 Miasma Valley
    1 Palmer
    3 Professor Oak new Theory
    1 Judge
    2 Energy exchanger

    Energies(14)

    2 Warp energy
    4 DCE
    8 Grass

    The strategy is quite simple : use Spiritomb to lock trainers and evolve Turtwig quickly into a Grotle but NOT into a Torterra, It must be played from the hand. Why ? Because of Torterra's power , Sunshine Song :this Poke-Power lets you choose as many grass type Pokemon you have in play and evolve them from the deck when you play it from your hand. Great, and there's more : Spiritomb AR prevents any Power Spray to cancel Sunshine Song , and speed up Oddish's evolution into a Vileplume, locking up the opponent.
    It's useful against SPs with no Dialga techs because there is the trainer lock , Torterra' type(Fighting ! )
    it's resistance and it's cheap attack, Crash impact. For :colorless::colorless: , you throw up 60 damage (120 to a luxray !). Only drawback, you take 20 damage when you use it.
    and since I need badly DCEs, I added energy exchyanger despite Vileplume. Seeker allows me to remove it to play E.Exchanger or can either remove a damaged pokemon. Warp energy can retreat a highly damaged torterra to seeker it and retreats spiritomb, or Bright looked Vileplumes.

    Now for techs : -Unown Q make spiritomb's retreat (or even Vileplume) easier.

    - Turtwig GL : Used against Gyarados, for it's water resistance. Since they can't play Belts when they're locked, It can't be OHKO exept from a previous double Flash Bite from Crobat G. It's body allows it to hit 60 more when it's HP are below 30, and Gyarados hits him fom 70. It's attack Giga drain heals it from the same amount of damage it did .

    -Roserade : Used against Gengar SF, after Torterra's second attack for 80 costing:grass::grass::colorless::colorless:, charge him for :colorless: and attack poison bind. Gengar can't retreat and become poisoned. 80 +10+10 from poison +10 from pioson at the end of his turn KOs Gengar.

    -Miasma Valley : a Kind of tech to add more damage, since my pokemon are nearly all grass pokemon and psychic.

    I'd want advice :
    -about the deck overall
    -about getting more quickly DCE;
    - Gyarados counters (really, it hurts because of torterra weakness to water)
    -Garchomp C counter ( A room to fit Ambipom G ? I feel Dragonite will be less effective here...)

    Thanks in advance to all.
     
  2. Yoshi-

    Yoshi- New Member

    Dont waste your time with turtwig gl, if a deck needs tech to beat what its designed to beat then there is no point to the deck.

    Otherwise, Torterra needs his belt so Id consider contest halls, otherwise you can seeker up a plume, play the belt and play it back down again. Play 4 Call Energys.

    I just read you use 3 fighting terras but that seems to be kinda pointless, I agree a fighting terra is a nice tech but Id focus on the UL one. I heard someone somewhere won a tournament with it and it might be a cool card ;P (*cough*) EEU is not going to work in here, vileplume, playing trainers with vileplum never does, I know it soudns like it might be worth a try but it really isnt, and you dont even need eeu to begin with. And play tons of judges, a torterra is quit scary with 4 cards in hand and unable to play trainers.

    I might actually try this xD
     
  3. UkeleleMilo

    UkeleleMilo New Member

    If you keep the fighting one, (I'd suggest keeping that torterra :p) then I'd suggest putting in a bunch of seekers so that you can Seeker your Vileplume, play trainers (vs seeker? :D) then use land shake after putting your vileplume damage do spread some damage around :) (assuming they play down a pokemon they seekered.)
     
  4. banana eater

    banana eater New Member

    OK, I made some changes and it looks like this.

    pokemon (24)

    3-3-3 Torterra ( 2 UD, 1 SF)
    2-2-2 Vileplume UD
    4 Spiritomb AR
    2 Uxie LA
    1 Azelf LA
    1 unown Q MD
    1 Roserade GL RR

    T/S/S (20)

    3 Bebe Search
    4 pokemon Collector
    2 Seeker
    3 BTS
    2 Contest Hall
    1 Palmer
    2 Expert Belt
    3 Judge


    Energies(16)

    4 Call energy
    2 Warp energy
    4 DCE
    6 Grass

    @Yoshi : I feel that I should put 3 Belts But I don't find room. Don't you think I can cut the Calls to 3 instead of 4 ?
    Should I play Ambipom G ? (Even If I don't have much space...)

    @UkuleleMiko: I already tried VS seeker + 3 seekers. True, It can be nice but I don't find enough room to put Calls, or in my previous version PONT for example. plus I often have clunky hands when I play Plume + trainers. But I'm keeping my 2 Seekers.

    Lost remover may be interesting, Vs Dialgachomps, Gengars (special Metal, rescue energies ...)
     
    Last edited: Mar 1, 2011
  5. Speedy Scizor

    Speedy Scizor New Member

    Really cool idea!
    But it seams that 4 Collectors, 4 call energy and 2 contest hall is to much, so I say -2 contest hall (they are flippy)
    Then you have 2 places over! :smile:
     
  6. banana eater

    banana eater New Member

    bad news guys.

    I tested my new list, and well, I often get clunky hands. SPs stomps on me. The UL Torterra craves for DCE but 7 times out of 10 I don't have it . Plume is being sniped out and Torterra can't retaliate strong enough.

    Because of my clunky hand, When a Terra has been KO'ed I can't follow . Guess I have to re-think a list or perhaps I'm not made for that deck :/
     
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