Todd Ingram
New Member
This deck started with a small thread in here, then moved to Rulings, and now is being relocated somewhat back here. Anyway, I love types, so I obviously wanted to make a good grass deck for the new Black and White expansion. There has been some talk of a Tank Serpior deck, and after some deliberation and help here is what I came up with:
4-2-4 serperior
2-2-2 reniculous
2-2 sunflora
1-1 metapod
total: 22
4 candy
3 prof. juniper
4 switch
3 pokemon catcher
3 collector
3 communication
2 elm's training
1 flower shop lady
3 max potion
2 Expert Belt
Total: 28
10 grass energy
POKEMON:
SEPERIOR:
The main focal point of this deck. Good HP, amazing Poke-power that makes healing a snap, and a fairly cheap attack () that not only does 60 damage but lets you move around any grass energy in your play afterwards (think Leaf Trans). The main thing this deck does is to get Serperior out there fast.
RENICULOUS:
Our first supportie, this guy's Poke-power lets you move around your own damage counters AT-WILL. Combine with Max Potion and the fact that he'll never need any Energy, and damage is no concern for this deck.
SUNFLORA:
A staple for any grass deck, really. Helps set up Metapod, Serperior and more Sunflora.
METAPOD:
Another greass staple. Gets rid of those pesky Fire weaknesses.
TECH:
RARE CANDY: Helps get Renic and Serp up fast.
Professor Juniper: An all-around amazing card. PONT hangs his head in shame.
Switch: Perfect for good 'treats and the occasional "crap-my-opponent-used-pokemon-catcher".
Pokemon Catcher: Trololol! Brings up fodder from the bench to blast away with Serp.
Pokemon Collector: One of the best setup cards EVER. Gets support and Serp set up.
Pokemon Communication: Always good to have around, bit better than Bebe for longevity.
Elm's Training Method: This plus a Rare candy and you can have a fully functioning Serptank in two turns.
Flower Shop Lady: No deck is perfect. Late game and I'm running low, slap this down. With enoughextra tech I can set up again in fairly short order.
Max Potion: Amazing card. Reniculous moves all damage to one pokemon, Serp does damage and moves away energy, and Max potion gets it all away for no extra charge.
Expert Belt: Just to make Serp even tankier.
OTHER OPTIONS I CONSIDERED:
Alph Lith 4: Closest thing we'll have to Time Walk next year.
Fisherman: Helps setup late game.
Engineer's Adjustments: Energy lack is not really a concern, but other cards will let me draw more.
TRANSLATIONS:
Max Potion: Choose 1 of your Pokémon. Remove all damage counters on that Pokémon. Then, discard all Energy attached to that Pokémon.
Pokemon Catcher: Choose 1 of your opponent's Benched Pokémon and switch it with his or her Active Pokémon.
Professor Juniper: You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.
Discard your hand, then draw 7 cards.
Solosis:
30 HP Psyc
(P) Nurture
Search your deck for a Solosis card, show it to your opponent, and put it into your hand. Shuffle your deck afterward.
(PC) Rollout 20
Duosion:
60 HP Psy
(c)Recover:
Discard an Energy attached to Duosion and remove all damage counters from Duosion.
(pc)Rollout 30
Reuniclus
90 HP Psy
ABILITY: Damage Swap
As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your Pokémon to another 1 of your Pokémon.
(ppp) Psywave 30+
Does 30 damage plus 10 more damage for each Energy attached to the Defending Pokémon.
Snivy
HP 60 Gra
(g) Tackle 10
(gc) Vine Whip 10
Servine:
HP 80 Gra
(gc) Wring Out
Flip a coin. If heads, the Defending Pokémon is now Paralyzed and discard an Energy card attached to the Defending Pokémon.
Serperior:
HP 130 Gra
ABILITY: ROYAL HEAL
As long as Serperior is in play, remove 1 damage counter from each of your Pokémon between turns.
(gc) Leaf Tornado 60
Rearrange any number of Energy among your Pokémon in any way you like.
*gasp*
4-2-4 serperior
2-2-2 reniculous
2-2 sunflora
1-1 metapod
total: 22
4 candy
3 prof. juniper
4 switch
3 pokemon catcher
3 collector
3 communication
2 elm's training
1 flower shop lady
3 max potion
2 Expert Belt
Total: 28
10 grass energy
POKEMON:
SEPERIOR:
The main focal point of this deck. Good HP, amazing Poke-power that makes healing a snap, and a fairly cheap attack () that not only does 60 damage but lets you move around any grass energy in your play afterwards (think Leaf Trans). The main thing this deck does is to get Serperior out there fast.
RENICULOUS:
Our first supportie, this guy's Poke-power lets you move around your own damage counters AT-WILL. Combine with Max Potion and the fact that he'll never need any Energy, and damage is no concern for this deck.
SUNFLORA:
A staple for any grass deck, really. Helps set up Metapod, Serperior and more Sunflora.
METAPOD:
Another greass staple. Gets rid of those pesky Fire weaknesses.
TECH:
RARE CANDY: Helps get Renic and Serp up fast.
Professor Juniper: An all-around amazing card. PONT hangs his head in shame.
Switch: Perfect for good 'treats and the occasional "crap-my-opponent-used-pokemon-catcher".
Pokemon Catcher: Trololol! Brings up fodder from the bench to blast away with Serp.
Pokemon Collector: One of the best setup cards EVER. Gets support and Serp set up.
Pokemon Communication: Always good to have around, bit better than Bebe for longevity.
Elm's Training Method: This plus a Rare candy and you can have a fully functioning Serptank in two turns.
Flower Shop Lady: No deck is perfect. Late game and I'm running low, slap this down. With enoughextra tech I can set up again in fairly short order.
Max Potion: Amazing card. Reniculous moves all damage to one pokemon, Serp does damage and moves away energy, and Max potion gets it all away for no extra charge.
Expert Belt: Just to make Serp even tankier.
OTHER OPTIONS I CONSIDERED:
Alph Lith 4: Closest thing we'll have to Time Walk next year.
Fisherman: Helps setup late game.
Engineer's Adjustments: Energy lack is not really a concern, but other cards will let me draw more.
TRANSLATIONS:
Max Potion: Choose 1 of your Pokémon. Remove all damage counters on that Pokémon. Then, discard all Energy attached to that Pokémon.
Pokemon Catcher: Choose 1 of your opponent's Benched Pokémon and switch it with his or her Active Pokémon.
Professor Juniper: You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.
Discard your hand, then draw 7 cards.
Solosis:
30 HP Psyc
(P) Nurture
Search your deck for a Solosis card, show it to your opponent, and put it into your hand. Shuffle your deck afterward.
(PC) Rollout 20
Duosion:
60 HP Psy
(c)Recover:
Discard an Energy attached to Duosion and remove all damage counters from Duosion.
(pc)Rollout 30
Reuniclus
90 HP Psy
ABILITY: Damage Swap
As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your Pokémon to another 1 of your Pokémon.
(ppp) Psywave 30+
Does 30 damage plus 10 more damage for each Energy attached to the Defending Pokémon.
Snivy
HP 60 Gra
(g) Tackle 10
(gc) Vine Whip 10
Servine:
HP 80 Gra
(gc) Wring Out
Flip a coin. If heads, the Defending Pokémon is now Paralyzed and discard an Energy card attached to the Defending Pokémon.
Serperior:
HP 130 Gra
ABILITY: ROYAL HEAL
As long as Serperior is in play, remove 1 damage counter from each of your Pokémon between turns.
(gc) Leaf Tornado 60
Rearrange any number of Energy among your Pokémon in any way you like.
*gasp*
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