pokemon-19 (8 basics)
2x Turtwig
2x Grotle
2x Torterra(IFDS)
1x Torterra lv.X
4x Cherubi(IFDS)
4x Cherrim(IFDS)
2x Shaymin
2x Shaymin lv.X
Trainers-26
4x Felicities drawing
2x Miasma valley
2x Rossane's research
2x Rare candy
4x Bebe's search
4x Warp point
2x Night matinence
1x Luxury ball
2x Premier ball
3x Pokeradar
Energy-15
11x Grass energy
4x Call energy
Spoilers for new cards
Cherubi LV.9 – Grass – HP50
Basic Pokemon
[.] Nap: Remove 2 damage counters from Cherubi.
[G] Bullet Seed: Flip 4 coins, this attack does 10 damage x the number of heads.
Weakness: Fire (+10)
Resistance: Water (-20)
Retreat: 1
___________________________________
Cherrim LV.30 – Grass – HP80
Stage 1 – Evolves from Cherubi
Poke-Body: Sunny Day
Each of your Grass-type and Fire-type Pokemon’s attacks does an additional 10 damage to your opponent’s Active Pokemon.
[.] Sweet and Salty Pollen: 20 damage. Remove 2 damage counters from 1 of your Pokemon.
[G][C][C] Solar Beam: 50 damage.
Weakness: Fire (+20)
Resistance: Water (-20)
Retreat: 1
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Shaymin LV.42 – Grass – HP70
Basic Pokemon
[G] Flower Aroma: 10 damage. Remove 2 damage counters from Shaymin, and the Defending Pokemon is now Asleep.
[G][C] Damage Aid: 30 damage. If the Defending Pokemon is affected by a Special Condition, this attack does an additional 50 damage. Then, remove all Special Conditions from the Defending Pokemon.
Weakness: Fire (+20)
Resistance: Water (-20)
Retreat: 1
Shaymin LV.X – Grass – HP100
Level Up
______________________________________
Poke-Body: Sense of Gratitude
Each of your Grass-type Pokemon in play (excluding any Shaymin) has its maximum HP increased by 40. This Body stops working if you already have another Sense of Gratitude Poke-Body in effect.
[G][C][C] Seed Flare: 40 damage. You may choose any number of Grass Energy in your hand and attach them to your Pokemon in any way you like. If you do, this attack does an additional 20 damage for each Energy card you attach.
Weakness: Fire (x2)
Resistance: Water (-20)
Retreat: 1
________________________________________
Torterra LV.47 – Fighting – HP140
Stage 2 – Evolves from Grotle
Poke-Power: Solar Song
You can use this Power once during your turn, when you play this card from your hand to Evolve a Pokemon. Choose any number of your Grass-type Pokemon in play. Search your deck for an Evolution card that Evolves from each of the chosen Pokemon, and Evolve them. Shuffle your deck afterward.
[C][C] Crash Impact: 60 damage. Torterra does 20 damage to itself. Switch the Defending Pokemon with one of your opponent’s Benched Pokemon. Your opponent chooses the Benched Pokemon to switch.
[G][G][C][C] Ground Shaker: 80 damage. During your opponent’s next turn, whenever your opponent plays a Basic Pokemon card from his or her hand onto the Bench, place 2 damage counters on that Pokemon.
Weakness: Water (+30)
Resistance: Lightning (-20)
Retreat: 4
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Luxury Ball – Trainer
Search your deck for 1 Pokemon card (excluding Pokemon LV.X), show it to your opponent, and put it in your hand. Shuffle your deck afterward.
If there’s already a card named Luxury Ball in your discard pile, you can’t play this card.
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Poke-radar – Trainer
Look at the top 5 cards of your deck, choose any number of Pokemon you find there, show them to your opponent, and put them in your hand. Return the remaining cards to your deck and shuffle your deck.
The plan? Simple. Fill up my bench quickly, get 2-4 Cherrim's on it, get out a shaymin X and hit away. Torterra makes this easy, and felicities+Claydol let me drop cards i don't need yet. Torterra covers the fire weakness well enough, and having a stage 1 that can hit for 80 for 3 with 120 hp is downright scary. Night matinence to pick up the pieces, However, the main reason the deck is so good, is because it is consistently doing at least 30 for free and healing for 2 by turn 2. Each turn it simply gets stronger, and with the torterra line, it allows a turn-around victory, as well as some type coverage. Pokeradar does the trick for the search, and i have specialized search for the shaymin that i need to get out by turn 4-5. My average bench by turn 4-5 is...
Cherrim
Torterra, Cherrim, Cherrim, Shaymin X, Baltoy/claydol.
At this point i am hitting for 50 for free each turn, and all the cherrim's have 120 hp. They are usually 3 hit ko'd and can kill just about anything in 3 turns. Shaymin is the smasher when a threat too big comes out. I also power up the currently useless torterra at this point with shaymin. The deck runs extremely smooth, and sets up a lot like skittles. I'm not sure about the rare candies, but they have been helping so far. I really really want to fit bucks in here. Or at least some pluspowers, but i really don't know how i would make room. Below are matchups after testing for almost 5 days.
As for current testing against decks in this meta.....
It looses to skittles. Just about every single time. Ho-oh ohko's it without shaymin, and even with shaymin, it can ohko it with 5 energies. It can also set up faster and simply wreak havoc.
G&G: Current record against; 5-3.
I am winning against GG most of the time in testing. Cherrim's healing really messes them up, and Torterra/Shaymin actually pulls through a lot for me in this matchup against the gallade. Since everything on my bench has at least 80 hp, bring down is useless more often then not, and i really don't Fear telepass all that much. This deck is the main reason i want pluspowers. I need some sort of way to 2hit Gardy. Im usually dealing 50 per turn causing me to 3 hit it instead.
Kingdra- Record against 7-1
This is insane. I win this match nearly every game. Resisting kingdra and healing to mess with it is great. It helps that i have gotten Shaymin X out very quickly every game, but still, this is just crazy so far. It simply can't handle the continous rush of cherrim's and once i get shaymin X out the game is usually won.
Magnazone- 1-4 I can't seem to beat this deck for the life of me. I get locked, and just can't seem to find a way out of it. This is the cause of the warp points in the deck. Even with the warp points, this matchup really murders me. I don't know what to do about it. I'm considering adding a 1-1 tech line of something to deal with it, but i don't know what i would add. The only time i have beaten this deck was via a turn 3 cherrim 90 power donk on magnaton. (Got out torterra 3rd turn with 4 cherubi's(One with 3 energy) on my bench. GG)
Dunno what else people are going to running, but this is all i have tested against so far. Feel free to add input about matchups if you test the deck. Rate's and fixes are, as always appreciated. Thank you for your time.
2x Turtwig
2x Grotle
2x Torterra(IFDS)
1x Torterra lv.X
4x Cherubi(IFDS)
4x Cherrim(IFDS)
2x Shaymin
2x Shaymin lv.X
Trainers-26
4x Felicities drawing
2x Miasma valley
2x Rossane's research
2x Rare candy
4x Bebe's search
4x Warp point
2x Night matinence
1x Luxury ball
2x Premier ball
3x Pokeradar
Energy-15
11x Grass energy
4x Call energy
Spoilers for new cards
Cherubi LV.9 – Grass – HP50
Basic Pokemon
[.] Nap: Remove 2 damage counters from Cherubi.
[G] Bullet Seed: Flip 4 coins, this attack does 10 damage x the number of heads.
Weakness: Fire (+10)
Resistance: Water (-20)
Retreat: 1
___________________________________
Cherrim LV.30 – Grass – HP80
Stage 1 – Evolves from Cherubi
Poke-Body: Sunny Day
Each of your Grass-type and Fire-type Pokemon’s attacks does an additional 10 damage to your opponent’s Active Pokemon.
[.] Sweet and Salty Pollen: 20 damage. Remove 2 damage counters from 1 of your Pokemon.
[G][C][C] Solar Beam: 50 damage.
Weakness: Fire (+20)
Resistance: Water (-20)
Retreat: 1
__________________________________
Shaymin LV.42 – Grass – HP70
Basic Pokemon
[G] Flower Aroma: 10 damage. Remove 2 damage counters from Shaymin, and the Defending Pokemon is now Asleep.
[G][C] Damage Aid: 30 damage. If the Defending Pokemon is affected by a Special Condition, this attack does an additional 50 damage. Then, remove all Special Conditions from the Defending Pokemon.
Weakness: Fire (+20)
Resistance: Water (-20)
Retreat: 1
Shaymin LV.X – Grass – HP100
Level Up
______________________________________
Poke-Body: Sense of Gratitude
Each of your Grass-type Pokemon in play (excluding any Shaymin) has its maximum HP increased by 40. This Body stops working if you already have another Sense of Gratitude Poke-Body in effect.
[G][C][C] Seed Flare: 40 damage. You may choose any number of Grass Energy in your hand and attach them to your Pokemon in any way you like. If you do, this attack does an additional 20 damage for each Energy card you attach.
Weakness: Fire (x2)
Resistance: Water (-20)
Retreat: 1
________________________________________
Torterra LV.47 – Fighting – HP140
Stage 2 – Evolves from Grotle
Poke-Power: Solar Song
You can use this Power once during your turn, when you play this card from your hand to Evolve a Pokemon. Choose any number of your Grass-type Pokemon in play. Search your deck for an Evolution card that Evolves from each of the chosen Pokemon, and Evolve them. Shuffle your deck afterward.
[C][C] Crash Impact: 60 damage. Torterra does 20 damage to itself. Switch the Defending Pokemon with one of your opponent’s Benched Pokemon. Your opponent chooses the Benched Pokemon to switch.
[G][G][C][C] Ground Shaker: 80 damage. During your opponent’s next turn, whenever your opponent plays a Basic Pokemon card from his or her hand onto the Bench, place 2 damage counters on that Pokemon.
Weakness: Water (+30)
Resistance: Lightning (-20)
Retreat: 4
________________________________________________
Luxury Ball – Trainer
Search your deck for 1 Pokemon card (excluding Pokemon LV.X), show it to your opponent, and put it in your hand. Shuffle your deck afterward.
If there’s already a card named Luxury Ball in your discard pile, you can’t play this card.
__________________________________________________
Poke-radar – Trainer
Look at the top 5 cards of your deck, choose any number of Pokemon you find there, show them to your opponent, and put them in your hand. Return the remaining cards to your deck and shuffle your deck.
The plan? Simple. Fill up my bench quickly, get 2-4 Cherrim's on it, get out a shaymin X and hit away. Torterra makes this easy, and felicities+Claydol let me drop cards i don't need yet. Torterra covers the fire weakness well enough, and having a stage 1 that can hit for 80 for 3 with 120 hp is downright scary. Night matinence to pick up the pieces, However, the main reason the deck is so good, is because it is consistently doing at least 30 for free and healing for 2 by turn 2. Each turn it simply gets stronger, and with the torterra line, it allows a turn-around victory, as well as some type coverage. Pokeradar does the trick for the search, and i have specialized search for the shaymin that i need to get out by turn 4-5. My average bench by turn 4-5 is...
Cherrim
Torterra, Cherrim, Cherrim, Shaymin X, Baltoy/claydol.
At this point i am hitting for 50 for free each turn, and all the cherrim's have 120 hp. They are usually 3 hit ko'd and can kill just about anything in 3 turns. Shaymin is the smasher when a threat too big comes out. I also power up the currently useless torterra at this point with shaymin. The deck runs extremely smooth, and sets up a lot like skittles. I'm not sure about the rare candies, but they have been helping so far. I really really want to fit bucks in here. Or at least some pluspowers, but i really don't know how i would make room. Below are matchups after testing for almost 5 days.
As for current testing against decks in this meta.....
It looses to skittles. Just about every single time. Ho-oh ohko's it without shaymin, and even with shaymin, it can ohko it with 5 energies. It can also set up faster and simply wreak havoc.
G&G: Current record against; 5-3.
I am winning against GG most of the time in testing. Cherrim's healing really messes them up, and Torterra/Shaymin actually pulls through a lot for me in this matchup against the gallade. Since everything on my bench has at least 80 hp, bring down is useless more often then not, and i really don't Fear telepass all that much. This deck is the main reason i want pluspowers. I need some sort of way to 2hit Gardy. Im usually dealing 50 per turn causing me to 3 hit it instead.
Kingdra- Record against 7-1
This is insane. I win this match nearly every game. Resisting kingdra and healing to mess with it is great. It helps that i have gotten Shaymin X out very quickly every game, but still, this is just crazy so far. It simply can't handle the continous rush of cherrim's and once i get shaymin X out the game is usually won.
Magnazone- 1-4 I can't seem to beat this deck for the life of me. I get locked, and just can't seem to find a way out of it. This is the cause of the warp points in the deck. Even with the warp points, this matchup really murders me. I don't know what to do about it. I'm considering adding a 1-1 tech line of something to deal with it, but i don't know what i would add. The only time i have beaten this deck was via a turn 3 cherrim 90 power donk on magnaton. (Got out torterra 3rd turn with 4 cherubi's(One with 3 energy) on my bench. GG)
Dunno what else people are going to running, but this is all i have tested against so far. Feel free to add input about matchups if you test the deck. Rate's and fixes are, as always appreciated. Thank you for your time.
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