Pokémon TCG: Sword and Shield—Brilliant Stars

Butterfree DP-LA

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Painmaster212

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Pokemon 16

x4 Caterpie GE
x4 Metapod GE
x4 Butterfree GE
x2 Baltoy GE
x2 Claydol GE


Trainers 30

x3 Professor Oak's Visit
x4 Pluspower
x3 Buck's Training
x2 Warp point
x3 Rare Candy
x3 Bebe's Search
x3 Roseanna's Research
x4 Potions
x3 Leftovers
x2 Night Maintenance

Energys 14

x14 Grass Energys

Strategy

Get Butterfree out asap (turn 1 just owns xD) then just keep just keep attacking with butterfree to disk out 30+ and heal 30+ each turn.



Spoilers

Buck's Training- Supporter

Draw 2 cards from your deck.
When your Pokemon attacks, if this card is in play next to your Active Pokemon, each of your Active Pokemon's attacks does an additional 10 damage to any Active Pokemon.
 
this looks good. add in a 2-2 line on mothim sw. silver wind, retreat, then butteries dozing scales for 100, repeat.
 
ashinto said:
this looks good. add in a 2-2 line on mothim sw. silver wind, retreat then butterfries dozing scales for 100, repeat.
The Mothim wouldn't help much. If anything, it'll slow the deck down. Dozing Scales doesn't need to be doing 100 every other turn, since it would do 120 damage in the time it would take it to do 100 with Mothim. It would also give you 2 chances to poison/put the defending Pokemon to sleep instead of one.
 
Thanks for the replies guys and yea i dont think the mothim line would be much help maybe tech to disk out 70 and heal 70 every 2 turns but it prolly just slow the deck down.Any other ideas?
 
I'd suggest dropping Plus Powers/Potions and add in Tech Machine TS-1 (Evolve) and call energy. Don't ever count on getting that T1 butterfree all the time. If you manage to get the first heads, then you pass because metapod needs 2 energies to attack. Atleast with call energies/TS-1 you can grab bench or evolve fast. I don't think you need potions because of butterfree's 1st attack, which is basically a bench potion. For the PP, how much will 10 more dmg really help this deck?

Good deck idea though, just watch out for the fire guys :)
 
Well the potions are in for extra healing and the PPs are in to to do extra damage and goes good with the 1st attack same goes for bucks training just overall things to keep the butterfrees alive which the deck does good at inless the opp is using fire xD Call energys and tech machines could be good but idk what to take out for them.

Thanks for the replies,any other ideas.
 
-4 Grass
+4 Call

-4 Potion
+4 Switch

-3 Leftovers
+3 Quick Ball/TM TS-1/A 4th of one of your supporters

This should make it faster and more consistent.
 
-4 Grass
+4 Call

-4 Potion
+4 Switch

-3 Leftovers
+3 Quick Ball/TM TS-1/A 4th of one of your supporters

This should make it faster and more consistent.

I played butterfree pre-DPON and that's just wrong


4 switch? the thing has free retreat:lol:

don't drop the potion, keep them, they help, they let you recover from an attack in the 60-70 damage range.

I used to play this with sceptile, but I could see dropping him for speed. Its just real nice to be able to use butterfree's second attack for 2:grass: !

did Strength charm get rotated? if not put in 4 (with 4 PP) that's how I used to play it. If it did, disregard and play 4SSU That will let you recover from a HUGE attack, without having to burn all your potion.

drop the leftovers for the SSU.
do add +4 call.
 
I played butterfree pre-DPON and that's just wrong


4 switch? the thing has free retreat:lol:


You use switch to get an active Caterpie or Metapod back to the bench since if you can't get them fully evolved with Pupate or Emerge. If you have an active Butterfree ready to attack, for example, and you want to try to get your benched Caterpie evolved using Powers, retreat B-free and then send out your Caterpie to try Pupate (and, hopefully, Emerge). If that fails, you're stuck with a sitting duck in your active spot, as you can only retreat once per turn. Anybody who's played the latest Butterfree knows how it can bring your plans to a screeching halt to get stuck with a Metapod with no energies trapped active.

SSU's are good, too, but that makes the deck very flippy.
 
You use switch to get an active Caterpie or Metapod back to the bench since if you can't get them fully evolved with Pupate or Emerge. If you have an active Butterfree ready to attack, for example, and you want to try to get your benched Caterpie evolved using Powers, retreat B-free and then send out your Caterpie to try Pupate (and, hopefully, Emerge). If that fails, you're stuck with a sitting duck in your active spot, as you can only retreat once per turn. Anybody who's played the latest Butterfree knows how it can bring your plans to a screeching halt to get stuck with a Metapod with no energies trapped active.

SSU's are good, too, but that makes the deck very flippy.

I'd play warp points over switch because that way you can mess them up too.
 
You use switch to get an active Caterpie or Metapod back to the bench since if you can't get them fully evolved with Pupate or Emerge. If you have an active Butterfree ready to attack, for example, and you want to try to get your benched Caterpie evolved using Powers, retreat B-free and then send out your Caterpie to try Pupate (and, hopefully, Emerge). If that fails, you're stuck with a sitting duck in your active spot, as you can only retreat once per turn. Anybody who's played the latest Butterfree knows how it can bring your plans to a screeching halt to get stuck with a Metapod with no energies trapped active.

SSU's are good, too, but that makes the deck very flippy.

actually sorry for being so hasty.

I never thought of that. The way I used to play it, you wernt trying to rush it. I played 4 phenome, with sceptile, so I wasn't in any hurry to use all my "emerge" and "pupitate" powers.

If your going without a starter, that might not be a bad Idea.
 
Pat, both can fit in this deck. Sometime you want them to switch, sometimes not.

GodTrainer, I've mostly played Butterfree for speed, with a couple of Pachirisu tossed in for good measure along with the Caterpies. Getting that 120 HP self healer out first turn is just awesome.
 
Ok the ideas i got so far are

-4 grass energy
-3 leftovers

Then

+4 Call Energy
+3 Switch

Maybe find some more room for SSU but that will make the deck pretty flippy. Should i try to find another evo line to put in here? I was thinking Shaymin and its lvl X but its awhile b4 they come out.Thanks for all the replies guys.

Any other ideas?
 
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