Sweet little Mystery

Discussion in 'Deck Help and Strategy' started by Dark Umbreon, Apr 9, 2008.

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  1. Dark Umbreon

    Dark Umbreon New Member

    SWEET LITTLE MYSTERY

    The deck below is built with a DP-on environment in mind and uses some cards from the new sets. These cards have not been mentioned thus far on these boards but seemed to be fun and have potential to be competitive to a certain extend. In addition to that the deck is based on an incredible awesome song.

    SONG LYRICS (C) JOHN MARTYN:

    Just that sweet little mystery that breaks my heart
    Just that sweet little mystery makes me cry
    O that sweet little mystery that's in your heart
    It's just that sweet little mystery that makes me try.

    My friends all tell me that I look so sad
    They don't need to ask me why
    They know the reason that I feel so bad
    Since the night you said goodbye
    It's not the letters that you just don't write
    It's not the arms of some new friend
    It's not the crying in the dead of the night
    That keeps me hanging on, waiting for the end.

    Just that sweet little mystery that's in your heart
    Just that sweet little mystery makes me cry
    Oh that sweet little mystery that's in your heart
    It's just that sweet little mystery that makes me try.

    SWEET LITTLE MYSTERY

    POKEMON (17):

    3 Bellossom Lv.38 (beatdown)
    3 Vileplume Lv.41 (beatdown)
    3 Gloom Lv.24 (evolution)
    4 Oddish Lv.7 (evolution)
    2 Claydol Lv.45 (enable)
    2 Baltoy Lv.11 (enable)

    TRAINER (27):

    3 Team Galactic's Wager (disable)
    3 Professor Oak's Visit (draw)
    3 Night Maintenance (enable)
    4 Pokémon Radar (search)
    3 Buck's Training (draw)
    4 Rare Candy (enable)
    4 Quick Ball (search)
    3 Great Ball (search)

    ENERGY (16):

    6 Psychic Energy
    6 Grass Energy
    4 Multi Energy

    MAIN IDEA:

    The main idea is to swarm with Bellossom and have Plume on the bench to dish out status effects with Multi and Psychic while Bellossom hits for a stable 60 to 120 damage for no more than two resources. The trainers are geared toward a fast and effective plant swarm and a decent recover potential from knock outs.

    SPOILERS:

    All cards listed below have been translated on Pokébeach.

    Oddish L.7
    Basic Psychic Pokémon
    Hit Points: 60
    [C] Poison Powder
    Flip a coin, if heads the defending Pokemon is now poisoned.
    [PC] Ram: 20
    Retreat Cost: C
    Weakness: P (+10)

    Gloom L.24
    Stage one Psychic Pokemon
    Hit Points: 80
    [.] Fade to Dusk
    Remove two damage counters from Gloom. Gloom is now asleep.
    [PC] Foul Nectar: 30
    Flip a coin, if heads the defending Pokemon is now poisoned and confused.
    Retreat Cost: CC
    Weakness: P (+20)

    Vileplume L.41
    Stage two Grass Pokémon
    Hit Points: 120
    Poke-Power: Energy Reaction
    You can use this power once during your turn, when you attach a grass energy or a psychic energy from your hand to this Pokemon. Choose one of your opponent's active Pokemon, and if you attached a grass energy that Pokemon is now asleep, if you attached a psychic energy that Pokemon is now poisoned. This power can't be used if this Pokemon is affected by a special condition or if energy is attached as an effect of an attack or a Poke-Power.
    [PCC] Wounding Pollen: 60
    Flip a coin, if heads your opponent can't play any trainers, supporters, or stadiums from his or her hand during your opponent's next turn.
    Retreat Cost: CC
    Weakness: P (+30)

    Bellosom L.38
    Stage two Grass Pokémon
    Hit Points: 100
    [G] Parallel Gain: 30
    Remove one damage counter from each of your Pokemon.
    [GC] Blend Pollen: 40+
    This attack does an additional 20 damage for each of your Vileplume and Bellossom in play. Flip a coin, if heads the defending Pokemon is now burned.
    Retreat Cost: C
    Weakness: R (+30)
    Resistance: W (-20)

    Buck’s Training
    Trainer – Supporter
    Draw two cards from your deck. When your Pokemon attacks, if this card is in play next to your active Pokemon, each of your active Pokemon's attacks does an additional 10 damage to any active Pokemon.

    Pokémon Radar
    Trainer
    Look at the top five cards of your deck, choose any number of Pokemon you find there, show them to your opponent, and put them in your hand. Return the remaining cards to your deck and shuffle your deck.
     
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