I am trying to build a consistent Jumpluff deck that can handle decks such as MagneBoar and Speed Zekrom.
POKEMON (21)
4-2-4 Jumpluff
3 Pichu
2-2 Sunflora
2-2 Yanmega
TRAINERS (29)
Trainers (9)
4 Pokemon Communication
2 Switch
3 Rare Candy
Supporters (20)
3 Professor Oak's New Theory
2 Professor Elm's Training Method
2 Judge
2 Flower Shop Lady
2 Twins
3 Pokemon Collector
3 Black Belt
3 Copycat
ENERGY (10)
8 Grass
2 Rescue
Strategy: Always keep a full bench, with 2 Jumpluffs in play so that if opponent knocks one out, you can bring out the next one and keep doing big damage to opponent. Use Sunflora to make getting multiple Jumpluffs easier. Yanmega is good for early game as well as times where you can KO back by hitting opponent for 70 with SonicBoom or 40 with Linear Attack against an opponent's damaged pokemon so that you don't have to expose Jumpluff to one-hit KO for one turn. That one turn is not trivial, because it "saves" one Jumpluff.
Finally, Black Belt are good for this deck IMO because this deck is usually behind in prizes against decks like ReshiBoar or DonChamp. It is mandatory so that you can one-hit KO Reshiram, Donphan, etc.
Comments and suggestions are appreciated. Thanks.
Edited - 6/6/2011
New Version
POKEMON (24)
4-3-4 Jumpluff
3 Pichu
2-2 Sunflora
3-3 Yanmega
TRAINERS (28)
Trainers (15)
4 Pokemon Communication
2 Rare Candy
3 Pluspower
4 Dual Ball
2 Junk Arm
Supporters (13)
3 Professor Oak's New Theory
2 Professor Elm's Training Method
1 Flower Shop Lady
2 Black Belt
3 Copycat
1 Flower Shop Lady
1 Twins
ENERGY (8)
8 Grass
POKEMON (21)
4-2-4 Jumpluff
3 Pichu
2-2 Sunflora
2-2 Yanmega
TRAINERS (29)
Trainers (9)
4 Pokemon Communication
2 Switch
3 Rare Candy
Supporters (20)
3 Professor Oak's New Theory
2 Professor Elm's Training Method
2 Judge
2 Flower Shop Lady
2 Twins
3 Pokemon Collector
3 Black Belt
3 Copycat
ENERGY (10)
8 Grass
2 Rescue
Strategy: Always keep a full bench, with 2 Jumpluffs in play so that if opponent knocks one out, you can bring out the next one and keep doing big damage to opponent. Use Sunflora to make getting multiple Jumpluffs easier. Yanmega is good for early game as well as times where you can KO back by hitting opponent for 70 with SonicBoom or 40 with Linear Attack against an opponent's damaged pokemon so that you don't have to expose Jumpluff to one-hit KO for one turn. That one turn is not trivial, because it "saves" one Jumpluff.
Finally, Black Belt are good for this deck IMO because this deck is usually behind in prizes against decks like ReshiBoar or DonChamp. It is mandatory so that you can one-hit KO Reshiram, Donphan, etc.
Comments and suggestions are appreciated. Thanks.
Edited - 6/6/2011
New Version
POKEMON (24)
4-3-4 Jumpluff
3 Pichu
2-2 Sunflora
3-3 Yanmega
TRAINERS (28)
Trainers (15)
4 Pokemon Communication
2 Rare Candy
3 Pluspower
4 Dual Ball
2 Junk Arm
Supporters (13)
3 Professor Oak's New Theory
2 Professor Elm's Training Method
1 Flower Shop Lady
2 Black Belt
3 Copycat
1 Flower Shop Lady
1 Twins
ENERGY (8)
8 Grass
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