Cyrus
Iron Chef - Master Emeritus
~~~SUPERWOOPER VS SLIMEYGRIMEY~~~
-Superwooper-
-Slimeygrimey-
-Superwooper-
Superwooper
Name: SuperWooper
Date: December 9, 2005
Round: Final Four
Opponent: SlimeyGrimey
Secret Ingredient: Dark Vileplume Team Rocket, Dark Gloom TR (optional), and Oddish TR (optional).
Deck Name: Sticky Fever
Pokemon: 24
3 Oddish (TR #63)*
3 Dark Gloom (TR #36)*
3 Dark Vileplume (TR #13)*
3 Pidgey (RG #73)
3 Pidgeotto (RG #45)
3 Pidgeot (RG #10)
3 Grimer (TRR #56)**
3 Dark Muk (TRR #16)**
Energy: 16
12 Grass
4 Darkness
Trainers: 20
4 Rocket’s Hideout
3 Celio’s Network
3 Rocket Ball
3 Rare Candy
3 Holon Mentor
2 Copycat
2 Steven’s Advice
*TR = Original Team Rocket set by WotC.
**TRR = The currently modified legal EX: Team Rocket Returns.
Sticky Fever was partially inspired by the combination of the Pokemon Powers Sticky Goo on Dark Muk and Hay Fever on Dark Vileplume. The other half of inspiration came from the fact that I’m home sick right now and wanted you to share in my misery. Aren’t you lucky?
The combination between Dark Muk’s Power, which adds two stars to the opponent’s Active Pokemon’s retreat cost, and Dark Vileplume, which makes it impossible for either player to play trainers, is devastating. While a Pokemon like Octillery would make it nearly impossible to switch (I think the only things that could do it would be Warp and Cyclone energy, and of course GOW attacks), the synergy between Dark Muk and Dark Vileplume is MUCH stronger, as they have different weaknesses (Dark Vileplume has fighting weakness thanks to the misprint on WotC’s part) and they both take the same type of energy, AND they can both be searched for by Rocket Ball. The main focus of the deck is to get Dark Muk active, burn and poison, then pound away while stopping their retreat/switch.
The Pokemon lines are included in such a high quantity because after your first Vileplume ex comes out, there is no way to shut of it’s power except by using Dark Gloom’s power from the bench, which lets you flip a coin once per turn, and if heads, confuse your opponent’s active Pokemon (also great with Dark Muk to add a THIRD status condition), but if tails, confuse your OWN Pokemon, thus shutting Vileplume off. It’s a risky play, though. So a 3-3-3 line on the 2 Stage 2s and a 3-3 line of Dark Muk seemed appropriate to me.
And while the trainers seem a little heavy in a deck where they’ll be useless come 3rd or 4th turn, only 4 of them aren’t used in setup (Rare Candy acts as a setup card, but only 3 copies are used because of the heavy evolution lines): Rocket’s Hideout. And it’s included in copies of four to get the lock in quickly and efficiently, and then your opponent can never counter it. Holon Mentor is wonderful because you can discard worthless trainers from your hand when you are about to slap down a Dark Vileplume.
There it is! I await the judge’s verdict with anticipation.
-Slimeygrimey-
ingredient: dark vileplume
Pokemon: 28
4 Ludicolo DXH
2 Lombre
4 Lotad
3 Magcargo (2DX1, 1UF)
3 Slugma (collect)
2 Dark Vileplume
2 Oddish
2 Lanturn HL
2 Chinchou
4 Plusle
Trainers: 16
4 Celio
2 Elm's Training Method
4 Rare Candy
2 Swoop!
2 Desert Ruins
2 Battle Frontier
Energy: 16
1 Scramble
3 DRE
5 Water
4 Lightning
1 Heal
1 Warp
1 Cyclone
This deck is absolutely ridiculous because it can totally shut down your opponnent, while functioning to its full potential. There are no draw trainers except the 6 searchers and the 2 swoops which are used to consistantly set up your evos. The deck should function fine since you can get everything you need with Ludicolo and Magcargo. Meanwhile vileplume will be keeping them from setting up and drawing cards. Also you can lock a stadium in place with vileplume. This will absolutely shut down some decks such as RL, as they have no way to get around it and rely heavily on bodies and powers that are shut down by battle frontier. There are also deck such as ZRE and Medicham that are severely affected by desert ruins. You can hurt basically any deck by locking one of those two stadiums in place. With virtually no way to get at vileplume sitting on the bench, it will be very difficult for decks to set up and run while it is in play.
a somewhat large ludicolo and magcargo line are present to aid getting them out quickly. The deck would play only 1-1 vileplume, but i decided to put in an extra 1-1 to decrease the risk of one or both parts being prized, as that would severly hamper the deck's ability to win, as it would give your opponent a leg up since they have trainer cards, and you pretty much don't. You don't need a middle stage since it can't be atm rocked.
UF magcargo and lanturn are included to help against decks that ludicolo otherwise might have problems with if they managed to set up sufficiently despite your lock on them. Scizor, Zapdos and Rayquaza are all very dangerous. Magcargo can take care of Scizor, and Lanturn can do serious damage to both Zapdos and Rayquaza. After you take down one of any of these, you probably won't need to be very worried about any more, as your opponent should have used up most of their available resources getting that one out since vileplume (and possibly bf) has its lock on them.
I include exactly 2 of each stadium for the same reason that i include 2-2 vileplume - I don't them locked in my prizes. More than two, however, is likely wasted space, as once they are in play they will almost never be countered.
I include the 1 heal, warp, and cyclone to help make up for the trainers I lack, and I included only 1 scramble instead of the standard 2 partially because I wanted the space for water/lightning, partially because I should spend very little time behind on prizes since my opponent can't do much with vileplume in play. Rather than trade prizes like Ludicolo might usually do, this one should aim to take out what they do get early, and then just dominate them as they shouldn't have much. So a 2nd Scramble isn't necessary.