Pokémon TCG: Sword and Shield—Brilliant Stars

My Vilegar, Full Synopsis.

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Damikas8181

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My version of Vilegar, It may seem like a lot, but i've made the balance quite good and I rarely ever have consistency issues, I've only ever lost 1 tournament game because of inconsistency, out of 29 games. Any thoughts are welcome, or any discussion.

Pokemon:
(2) Sableye--SF 48/100
(1) Azelf--LA 19/146
(2) Unown Q--MD 49/100
(2) Uxie--LA 43/146
(1) Uxie Lv. X--LA 146/146
(3) Gastly--SF 62/100
(2) Haunter--SF 40/100
(1) Haunter--AR 42/99
(3) Gengar--SF 18/100
(1) Gengar Lv. X--AR 97/99
(2) Machop--SF 64/100
(2) Machoke--TM 40/102
(2) Machamp--SF 20/100
(2) Oddish--LA 112/146
(1) Gloom--UD 27/90
(1) Vileplume--UD 24/90

Supporters:
(3) Pokemon Collector
(3) Bebe's Search
(2) Professor Oak's New Theory
(2) Looker's Investigation
(2) Cyrus's Conspiracy
(1) Seeker
(1) Cynthia's Guidance
(1) Palmer's Contribution

Trainers:
(2) Rare Candy
(1) Luxury Ball

Stadiums:
(2) Broken Time-Space

Energy:
(5) Psychic Energy
(2) Fighting Energy
(2) Rescue Energy
(2) Double Colorless
(1) Warp Energy

Backstory:

When Vilegar first came out, the thought on most peoples' mind was "oh yay, an SP counter!" The problem is/was that no, it's not, SP is too consistant and has too many options to get shutdown by something as simple as trainer lock. Therefore my solution was simple, Machamp. I added in a 1/1/1 Tech of machamp and loved it, I got it out reliably 1/3 games, and on SP opponents I got it out 7/10. The problem lied in that it died too quickly and my advantage quickly deflated, so after some re-arranging I added in another 1/1/1 line, and thus far, overall I run 3/2 or 4/1 in touranments. With Cities coming up, I'm going big, or I'm not going home. (Literally my room-mates may dis-own me.)

Description:

In Vilegar (Vileplume/Gengar) the core goal is to get out Vileplume, locking down your opponents trainers, and then using Poltergeist, an attack that for 2 energy does 30 damage for each Trainer/Supporter/Stadium in your opponents hand to the active pokemon.

Reasoning:

Haunter (AR): I chose this Haunter as my 3rd Haunter because I went to a tournament one haunter short, and borrowed it from my friend, my 2nd game, I got stuck with it out, with my last gengar in the deck (Couldn't seem to get it), and prize count being 1/1. Because of his inability to retreat the Smeargle, Time was called and shortly after I KO'd the smeargle for the last prize.

Double Colorless: I run 2 of these for 3 primary reasons.
1. Machamp: both his Hurricane Punch and his Rage use a Double Colorless and it's come in handy many times.
2. Uxie Lv. X: Zen Blade is a very useful attack, hitting Uxie,Azelf,Sableye,Spiritomb for a OHKO.
3. Vileplume: The suprise on your opponents face when you attach a Double Colorless to a Vileplume to retreat, after they used Blaziken or Zangoose=Priceless.

Unown Q: I run 2 so that I have a free retreat on Uxie Lv. X, free retreat on a Sableye, or 1 retreat if for any reason I need to retreat Machamp.

I hope that I've been help to any fellow Vilegar, and I hope I've answered questions or put a new outlook on any readers. Please Comment and give me thoughts/advice/opinions.
 
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Hello there.
I used to play VileGar, but I dropped it because i didn't care for the play style. But this list seems like it would work out well. But one thing:
For a good Vilegar, you almost ALWAYS need 2-2-2 Vileplume. So, what I would try, is:
-2 Sableye
-1 Psychic

+0-1-1 Vileplume
+1 Warp

Warp will help tons too.
 
Hello there.
I used to play VileGar, but I dropped it because i didn't care for the play style. But this list seems like it would work out well. But one thing:
For a good Vilegar, you almost ALWAYS need 2-2-2 Vileplume. So, what I would try, is:
-2 Sableye
-1 Psychic

+0-1-1 Vileplume
+1 Warp

Warp will help tons too.

I've toyed with the idea of more Vileplume, and I actually just took out my other Vileplume for a Rescue Energy. I think I will atleast take out the Psychic energy for another Vileplume, due to the rare candy, in extreme circumstances I can use it, but I've also gotten around the death of Vileplume due to sniping with Seeker. So I'll test the idea with the Vileplume back in and see how it goes with a lower energy count. As far as the Sableye, the whole deck truthfully revolves around me getting one in the first 2 turns so without him the deck would slow down tremendously.
 
I've toyed with the idea of more Vileplume, and I actually just took out my other Vileplume for a Rescue Energy. I think I will atleast take out the Psychic energy for another Vileplume, due to the rare candy, in extreme circumstances I can use it, but I've also gotten around the death of Vileplume due to sniping with Seeker. So I'll test the idea with the Vileplume back in and see how it goes with a lower energy count. As far as the Sableye, the whole deck truthfully revolves around me getting one in the first 2 turns so without him the deck would slow down tremendously.

If the main idea is to get a t1 t2 Sable, Why not try 4? I don't know how you can make room for it, but my vilegar was good even without sableyes.
 
If the main idea is to get a t1 t2 Sable, Why not try 4? I don't know how you can make room for it, but my vilegar was good even without sableyes.

Yeah, I was actually just toying with the idea of taking out 1 haunter or gengar, and adding another Sableye, because with the rescue energy I shouldn't use all 3 Gengars if one of them has a rescue on it. Assuming the game goes all 6 prizes, most games go something like this.

Prize 1- Sableye
Prize 2- Gengar
Prize 3- Machamp
Prize 4- Uxie Lv. X/Gengar (rescued one)
Prize 5- Bait/Uxie Lv.X/Gengar
Prize 6- Machamp

or if need be I do always have Palmers. So maybe then
- 1 Haunter
+ 1 Sableye

Because of the 3 Stage 2 trees, I tried Spiritomb, and was a bit slower, still worked, tried no starter, lost 4/5 games. Tried Jirachi RR, Double Supporter actually hurt me somehow. So I tried Sableye and I can usually be set up turn 2 with atleast 1 Stage 2 ready, and either another Stage 2, or if no BTS out then a full bench and full stage 2's turn 3.
 
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