Pokémon TCG: Sword and Shield—Brilliant Stars

HGSS-on VilePluff

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xCiegex

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Pokemon: 26
4 Hoppip
4 Skiploom
4 Jumpuff
2 Oddish
2 Gloom
2 Vileplume
2 Sunkern
2 Sunflora
2 Yanma
2 Yanmega Prime

Supporters: 18
4 Pokemon Collector
4 Judge
3 Professor Elm’s Training Method
2 Copycat
2 Flower Shop Lady
3 Professor Juniper

Trainers: 8
4 Rare Candy
2 Junk Arm
2 Pokemon Communication

Energy: 8
8 Grass Energy
Total: 60

Strategy: Try to set up as many jumpluffs as you can while also trying to set up the trainer lock with vileplume. Use sunflora to try to speed up your jumpluffs. Use Yanmega Prime as a back-up attacker. Obviously jumpluff is your main attacker.
This is a fun deck i may try out.
 
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The only problem is that, if you DO use this competetivly, is that everything can be destroyed by Reshiboar. good thinking with tanking, but, with BW, i don't think this deck would be THAT great competetivly.
 
The only problem is that, if you DO use this competetivly, is that everything can be destroyed by Reshiboar. good thinking with tanking, but, with BW, i don't think this deck would be THAT great competetivly.

Jumpluffs weakness doesn't really matter it only has 90 hp so it will get ohko'ed by a lot of things. Also if i set up the trainer lock fast enough it will cause problems for a lot of decks.
 
Jumpluffs weakness doesn't really matter it only has 90 hp so it will get ohko'ed by a lot of things. Also if i set up the trainer lock fast enough it will cause problems for a lot of decks.

That's true. But, Like i said, remeber that Reshiram is a basic, and if the opponent can get energies quickly enoguh, u could get donked. Good point though.
 
That's true. But, Like i said, remeber that Reshiram is a basic, and if the opponent can get energies quickly enoguh, u could get donked. Good point though.


I won't necessarily get donked, but reshiram takes 3 energy to use his attack or 2 if you use outrage, but this deck is suppose to be fast so i could have a jumpluff set up by then with my bench full. So I could be hitting for damage before them.
 
I won't necessarily get donked, but reshiram takes 3 energy to use his attack or 2 if you use outrage, but this deck is suppose to be fast so i could have a jumpluff set up by then with my bench full. So I could be hitting for damage before them.

what I mean is that if the opponent goes first and gets their energies and trainers, they could set up with energy retreival and emboar (pokemon collector and pokemon communication) to knock you out. but you DO have a point with your speed.
 
what I mean is that if the opponent goes first and gets their energies and trainers, they could set up with energy retreival and emboar (pokemon collector and pokemon communication) to knock you out. but you DO have a point with your speed.

How are they going to set up a stage 2 pokemon on one turn considering you can't play rare candy unless you have had the pokemon on the bench for one turn. SO they can't set up emboar then they wouldn't be able to attach the 3 energies to reshiram.
 
How are they going to set up a stage 2 pokemon on one turn considering you can't play rare candy unless you have had the pokemon on the bench for one turn. SO they can't set up emboar then they wouldn't be able to attach the 3 energies to reshiram.

I mean that the nEXT turn they can destroy you. and don't you know about Emboar's ability?
 
Getting a turn 2 Emboar ability is all most impossible
Unless you start with an amazing hand like 1-0-1 Emboar, candy, reshi, fire energy, interviewers, energy retrieval
And that's not going to happen like that..... And searching that out haha not possible, so jumpluff will be a good deck but I'm just not sure how fast you can set up 2-4 stage 2's because this decks success is that it swarms
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---------- Post added 06/12/2011 at 06:51 PM ----------

You need rescue energy to keep swarming and I'm not sure how well trainer lock will work, it cuts down on your ability to recover a jumpluff and to abuse candy to keep one active..... Remember that your going up against 130hp basics and the low range of stage 2 pokemon are again 130-150 on average
Posted with Mobile style...
 
yay a cool grass deck, im getting a hgss booster box and i may be able to get the cards to run it too! this is a pretty solid deck that has some good potential but suffers against reshiram and emboar and from its low hp . but you can find a counter for them easily and a solution for hp . jumpluff is extreemly easy to set up compared to other decks, so you could possibly get a 2nd/3rd turn trainer lock + 70-120 damage with 1 grass. cheers to a great deck! as for help, maybe you should take out some grass because nothing has high attack cost for your attackers because of yanmega's body and jumpluff's 1 energy attacks. hope i helped there
 
Why would you limit your overall game by playing a 4-2-4 of your main attacker when you have vileplume? Seems very counter productive since you'll normally end up in situations where you've lost both pluffs that you built through the line and you'll find yourself unable to rare candy due to your own vileplume. So why not drop the rare candies and beef up your lines a little? Also, why no starter(s)? Other decks that involve stage twos play cleffa to aid them in setting up and I see no reason why this should be any different since the first turn bounce damage you would do seems like it would end up being pointless early game when you could be setting up a field instead.

Try:
-4 candy
-2 junk arm
+3 cleffa/starter of your choice
+2 skiploom
+1 gloom

If you decide you'd rather keep the candies and drop the trainer lock option, you have a different route you can take:
-2-1-2 plume line
-2-2 yanmega
-3 elms
-3 copycat
-3 grass
-1 FSL
-1 oaks/judge

+3 cleffa
+2-1-2 magnezone
+2 communication
+2 junk arm
+3 rainbow
+3 pluspower
+2 switch

I prefer the latter of the changes as it gives you more speed, a better set up, and a secondary attacker that is beefier than pluff. The pluspowers also give you a better chance of OHKOing pokemon when your opponent doesn't fill their bench or if they have more than 120 HP. You can also just leave the magnezone line out and put yanmega back in but zone makes your judges less potentially lethal to you.
 
Why would you limit your overall game by playing a 4-2-4 of your main attacker when you have vileplume? Seems very counter productive since you'll normally end up in situations where you've lost both pluffs that you built through the line and you'll find yourself unable to rare candy due to your own vileplume. So why not drop the rare candies and beef up your lines a little? Also, why no starter(s)? Other decks that involve stage twos play cleffa to aid them in setting up and I see no reason why this should be any different since the first turn bounce damage you would do seems like it would end up being pointless early game when you could be setting up a field instead.

Try:
-4 candy
-2 junk arm
+3 cleffa/starter of your choice
+2 skiploom
+1 gloom

If you decide you'd rather keep the candies and drop the trainer lock option, you have a different route you can take:
-2-1-2 plume line
-2-2 yanmega
-3 elms
-3 copycat
-3 grass
-1 FSL
-1 oaks/judge

+3 cleffa
+2-1-2 magnezone
+2 communication
+2 junk arm
+3 rainbow
+3 pluspower
+2 switch

I prefer the latter of the changes as it gives you more speed, a better set up, and a secondary attacker that is beefier than pluff. The pluspowers also give you a better chance of OHKOing pokemon when your opponent doesn't fill their bench or if they have more than 120 HP. You can also just leave the magnezone line out and put yanmega back in but zone makes your judges less potentially lethal to you.


So i'm taking out a stage 2 line and adding one in? That doesn't make sense. Jumpluff isn't hard to get out especially with sunflora. I can set up atleast 2 jumpluff and a vileplume, and then continue to set up yanmega and jumpluff lines.
 
How do you get the jumpluff out when you can't play rare candy? And magnezone gives you more consistency since you already play judge.
 
If you look at the changes I listed, the magnezone version still plays rare candy. My point was that you have to have 3-4 skiploom if you're going to play vileplume. Otherwise, you end up in situations where you physically are unable to get a jumpluff out until you fish out a FSL and search a skiploom and a jumpluff the following turn. Forcing yourself to play through your full stage two line isn't really a good idea.
 
If you look at the changes I listed, the magnezone version still plays rare candy. My point was that you have to have 3-4 skiploom if you're going to play vileplume. Otherwise, you end up in situations where you physically are unable to get a jumpluff out until you fish out a FSL and search a skiploom and a jumpluff the following turn. Forcing yourself to play through your full stage two line isn't really a good idea.

I made some changes anyway i added the 2 skiploom and the second gloom.
 
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