Psycho_Lugia_X
New Member
Here's a deck I have been working on this weekend, featuring older cards, as that is what I have most of and am most comfortable with.
"The Slow Kill"
--A casual, mono :grass:, poison deck, featuring older cards.
----------------------
>>>Pokémon ))>19<((
----------------------
03 x Koffing --------------Team Rocket
01 x Weezing --------------Expedition
01 x Dark Weezing ---------Team Rocket
03 x Oddish ---------------Team Rocket
02 x Dark Gloom -----------Team Rocket
04 x Shuckle --------------Neo Revelation
03 x Tangela --------------Base 2
02 x Venonat --------------Neo Destiny
----------------------
>>>Trainers ))>21<((
----------------------
04 x Potion ---------------Base
02 x Berry ----------------Neo Genesis
04 x Switch ---------------Base 2
01 x Balloon Berry --------Neo Revelation
02 x Bill -----------------Base
01 x Bill's Maintenance ---Expedition
01 x Professor Elm --------Neo Genesis
03 x Energy Search --------Fossil
02 x Plus Power -----------Base
01 x Low Pressure System --Ex: Dragon
----------------------
>>>Energy ))>20<((
----------------------
20 x Grass Energy
----------------------
>>>Strategy
----------------------
The Pokémon:
The goal here is to get something poisoned and then just chip away at their HP turn by turn. Every Pokémon can posion (most without a flip) and there are about half weak to fire half weak to something else, so their is no real reason to have multiple tyes in the deck.
I try to get the Shuckle in there to stall as its double poison condition takes out the opponent.
Eventually, I try to get the Tangela's out there, since they can really be a pain to deal with. The Tangela's were put in to be support, but I found that they are real sluggers in practice.
You'll notice I have two 1 Stage evo-chains. Those are there to get in extra damage if I need it. Dark Gloom is basically Oddish, but with 10 damage capabilities. I don't plan on using its power.
The Weezings are there to either poison or do some other condition, but more importantly to be walls. Poison, have these higher HP Pokés go in and stall the enemy til the poison gets the best of them. In a pinch, I can always resort to their heavy attacks, but I try to just utilize their special condition inducing skills as well as their stalling potential.
The Trainers:
To help stall, I have 6 healing trainers and 5 switching trainers and Low Pressure System to make my guys a little harder to get rid of. I can heal and switch, heal and switch.
I have 4 drawing cards to help me get stuff moving along. And the energy searches are just there to thin the deck.
------------
Wrap Up
------------
I tested this, and it did pretty well. Any suggestions?
While I'm here, if Shuckle gets hit for zero damage, that would trigger it's 10 damage minimum power, right? It says "40 or less dmg-->reduce to 10 instead" so, would that mean if he gets hit for zero, he gets 10 after all? Thanks.
"The Slow Kill"
--A casual, mono :grass:, poison deck, featuring older cards.
----------------------
>>>Pokémon ))>19<((
----------------------
03 x Koffing --------------Team Rocket
01 x Weezing --------------Expedition
01 x Dark Weezing ---------Team Rocket
03 x Oddish ---------------Team Rocket
02 x Dark Gloom -----------Team Rocket
04 x Shuckle --------------Neo Revelation
03 x Tangela --------------Base 2
02 x Venonat --------------Neo Destiny
----------------------
>>>Trainers ))>21<((
----------------------
04 x Potion ---------------Base
02 x Berry ----------------Neo Genesis
04 x Switch ---------------Base 2
01 x Balloon Berry --------Neo Revelation
02 x Bill -----------------Base
01 x Bill's Maintenance ---Expedition
01 x Professor Elm --------Neo Genesis
03 x Energy Search --------Fossil
02 x Plus Power -----------Base
01 x Low Pressure System --Ex: Dragon
----------------------
>>>Energy ))>20<((
----------------------
20 x Grass Energy
----------------------
>>>Strategy
----------------------
The Pokémon:
The goal here is to get something poisoned and then just chip away at their HP turn by turn. Every Pokémon can posion (most without a flip) and there are about half weak to fire half weak to something else, so their is no real reason to have multiple tyes in the deck.
I try to get the Shuckle in there to stall as its double poison condition takes out the opponent.
Eventually, I try to get the Tangela's out there, since they can really be a pain to deal with. The Tangela's were put in to be support, but I found that they are real sluggers in practice.
You'll notice I have two 1 Stage evo-chains. Those are there to get in extra damage if I need it. Dark Gloom is basically Oddish, but with 10 damage capabilities. I don't plan on using its power.
The Weezings are there to either poison or do some other condition, but more importantly to be walls. Poison, have these higher HP Pokés go in and stall the enemy til the poison gets the best of them. In a pinch, I can always resort to their heavy attacks, but I try to just utilize their special condition inducing skills as well as their stalling potential.
The Trainers:
To help stall, I have 6 healing trainers and 5 switching trainers and Low Pressure System to make my guys a little harder to get rid of. I can heal and switch, heal and switch.
I have 4 drawing cards to help me get stuff moving along. And the energy searches are just there to thin the deck.
------------
Wrap Up
------------
I tested this, and it did pretty well. Any suggestions?
While I'm here, if Shuckle gets hit for zero damage, that would trigger it's 10 damage minimum power, right? It says "40 or less dmg-->reduce to 10 instead" so, would that mean if he gets hit for zero, he gets 10 after all? Thanks.
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