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#1 |
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Vilegar - How Many Unown Q?
Alright, I’ve built Vilegar for regionals, and I was wondering: 1 Unown Q or 2? When I’ve tested 1, I’ve run into the problem of using it to retreat whatever I started with, leaving nothing to reduce the retreat cost of Spiritomb. When I use 2, however, I find myself more susceptible to donks. Additionally, taking out the second gives me room for another hand refresh Supporter, which I think would really help consistency. Suggestions anyone?
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Lol! Tropius
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#2 |
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How many warp energy do you run?
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#3 |
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I run 3. I tried 4 for awhile, but I just didn't like the way it worked.
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Lol! Tropius
( ^_^)=mm=(^_^ ) |
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#4 |
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1 Unown Q should be fine. I've had the same issues as you, and I've found 1 to be enough.
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#6 |
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I think two just isn't enough in regards to warp energy, mainly because vileplume is a Target to be dragged up and spritomb is very susceptible to being locked up. I think one q is fine usually, you just need to be conservative with it and not attach it all Willy-nilly.
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#7 |
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I run two unown Q and three warp energy and that works fine for me.
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Tyler A. 9-3: seniors: 2 Championship Points Primetime Yanmega/Vileplume SSBB code: 4855-0003-7807 |
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#8 |
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I play 2 warp energy and 2 unown Q and it's worked great. Q helps you get so many things out like Uxie X, quicking Vileplume, smeargle, etc,
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5-1 Swiss, 3rd Place Nebraska States
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#9 |
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1 Unown Q, 3 Warp Energy is my golden ratio.
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#10 | |
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Quote:
Vilegar just needs one...and 13 energy is about the play. 3 warp |
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#11 |
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Warp Energy is totally unnecessary, I get by very well with just two Qs. If you run three Warps, though, I'd say there's no reason to run two Qs.
On the other hand, you seem like you probably want to make your deck as inconsistent as possible, running three Warp and all, so dropping 3x Collector for three more Qs is always a very viable option. 4k post! 4,000 little tidbits of sarcasm and forcing people into bad deals. Love ya all.
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T8 HTPC '12 T32 Nats '11 3rd Regs '12 Help Bulbapedia expand its articles on Pokémon TCG strategy and deck archetypes, past and present! 2012-2013 season: 4-87, 3 Championship Points, 1435.95 |
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#12 |
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You havent actually played vilegar have you? ^ Heavy Warp energy count is pretty much the only reason vilepume can be used successfully as a tech.
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#13 |
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Im pretty sure the "Vile" in Vilegar was talking about Vileplume...have YOU ever played this?
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#14 | |
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Quote:
Problem #1 is that you think Vileplume is a "tech" in VileGar.
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T8 HTPC '12 T32 Nats '11 3rd Regs '12 Help Bulbapedia expand its articles on Pokémon TCG strategy and deck archetypes, past and present! 2012-2013 season: 4-87, 3 Championship Points, 1435.95 |
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#15 |
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I like running two Q, and i do run 2 Warp too. 2 Q is just so much safer, because when i need it early game, i cannot afford to have it prized or i lose my momentum, and its an easy card to get out of the hand, good use for those mid game collectors, and really the only negative is the chance of donk. I've actually had a benched Unown Q save me from 2 donks at States, and only been donked with lone Q once, so he has a good track record in my book xD
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Top 8 at States, 3rd Regionals with Kicks from Brixton =D 2009 2nd Regionals with DandyLions :D 2010 Rec: 46-16 w/Vilegar (4 Cities TC, 2 Wins, 10th States, 4th Regs) =] 2011 Top 8 with Gothitelle, Autumn Regionals :] 2011-2012 season 146/400 CP So far! |
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#16 |
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ok i mis spoke, what iwas intending to say is that heavy warp is what makes vileplume a playable SUPPORT pokemon. without warps its a sitting duck waiting to be dragged up. Eventhough q can be useful mid to late game if you need to darkness grace or something, the risk of starting with it is doubled i just dont think its worth it.
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#17 |
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I play 2 Warp, 1 Q and 4 Rescue. With 4 Rescue I don't always have to retreat my Vileplume, as long as I don't see anything playing around Rescue I can just watch it get knocked out and set up my bench in the meantime. I think 2 Warp is fine for getting Vileplume back to the bench or get out of a lock, but keeping that 4 Rescue count is MUCH more important. Imo. 1 Q is fine, usually my first Spritomb gets KOed anyways, so I don't need it until later (and I get to use twins<3). Getting donked with sole Q one time is one times too many. I also play 2 Rainbow energy just to piss off people trying to play around Fainting Spell/Rescue, gotta love it. <3
I would just try out different combinations of the amount of warp/Q and see what fits your metagame/playstyle. But play those 4 Rescue and some Rainbows, I absolutely love them. |
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#19 |
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Nobody plays Chatot except Pooka.
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New trade thread for the new year! CML! Also, check out my eBay auctions!
T8 HTPC '12 T32 Nats '11 3rd Regs '12 Help Bulbapedia expand its articles on Pokémon TCG strategy and deck archetypes, past and present! 2012-2013 season: 4-87, 3 Championship Points, 1435.95 |
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#20 |
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I've run this deck successfully through 2 States and a couple of Cities and I can attest to the fact that one Q is enough.
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The butler code of honor is frequently misunderstood.
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#21 |
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Really depends on what techs you run in my opinion.
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5-1 Swiss, 3rd Place Nebraska States
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#22 | |
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Quote:
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#23 | |
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Quote:
Unown Q = Unown Q + 1 energy to retreat. Warp Energy = 1 energy to retreat. Unown Q requires 2 cards to work. Warp Energy requires 1. Relying on Q is not very resourceful. Not to mention Unown Q is the WORST start of ANY deck when alone. Worse than Azelf. That alone is why I would not be caught playing 2 of them. ---------- Post added 04/14/2011 at 08:47 AM ---------- ...but everyone plays Azelf.
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www.sixprizes.com
TEAM HATTER! ...like a boss |
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#24 |
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How is this even a question. Do you REALLY want to add another 30HP HIGHLY donkable starter to your deck, for the sake of making 1 card have 1 less retreat cost? There are far better options for that slot.
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I <3 1,3,7-trimethyl-1H-purine-2,6(3H,7H)-dione 3,7-dihydro-1,3,7-trimethyl-1H-purine-2,6-dione |
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#25 | |
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Quote:
Early in the game, if I need to retreat my Tomb or what have you, I would far rather attach Q and use my energy attachment elsewhere. Later in the game, if I'm stuck with a Vileplume active, I'm going to be using an energy attachment either way. It doesn't matter whether it's Warp or something else. Additionally, with Warp providing only Colorless energy, it's completely useless as an attachment to a Gengar without a Psychic. Yes, Q requires two cards to "work" when retreating Vileplume, but if you attach it early in the game, it's unlikely you'll be at a loss for an energy when your Plume gets Luring Flame'd. As I stated above, Warp Energy will always use your energy attachment. Q will use your energy attachment only when used on something with 2+ retreat. Pretty simple.
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New trade thread for the new year! CML! Also, check out my eBay auctions!
T8 HTPC '12 T32 Nats '11 3rd Regs '12 Help Bulbapedia expand its articles on Pokémon TCG strategy and deck archetypes, past and present! 2012-2013 season: 4-87, 3 Championship Points, 1435.95 |
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