Deck
Builder: acdurias@earthlink.net Deck Name: Vile-confusion Strategy: The Pokèmon mix is good at supporting each other. The colorless Pokèmon take out fire Pokèmon, which my grass are weak against. The venomoths have resistance to fighting, and the vileplumes can sit on the bench and heal damage off any damaged Pokèmon. This deck is designed to confuse Pokèmon to prevent damage and potentially cause 20. It can also poison the opponents and let them linger on until they kill themselves on their own turn, giving you a chance to get a first attack on their next active Pokèmon. If this strategy doesn't work, I simply get out Chansey and double edge them for a quick, easy, and somewhat desperate win. Gloom gives me instant confusion and or poison, and evolving to vileplume un-confuses gloom. Use vileplumes PP to heal, or use vileplume to do heavy damage. Venomoth can make a quick confusion, poison. Use Clefable to metrinome and against energy discarding fire Pokemon. |
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Pokèmon
(24)
4 Oddish |
I like this idea. Actually, a friend of mine has a Vileplume deck that he does pretty good with (when he can get the Vileplume out and off.) I think you've overdone your families a little, so remove 1 Gloom, and 1 Vileplume. Now, I know that you have Clefairy and Clefable in there to combat Fire Pokèmon, but since you only have one Clefable, I suggest you remove the Clefairy and Clefable line in order to make room for some trainers. With only one Clefable, the chances of you getting it out for the wave are minimal. Because we removed the Clefairy/Clefable combo, why don't you add one more Chansey to compensate. Scrunch makes for a good stall as well. | ||||||
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Trainers
(12)
2 Super Potion |
Ok.
I usually suggest that you have 2 Oaks (or Gambler), 2 Bill, 2 Gust of
Wind, and 2 Switch in any deck--but you've got enough trainers here that
need to be evened out as it is.
Add 1 Pokèmon Center, 1 Pokèmon Trader, 1 Pokèmon Breeder, 1 CPU Search, and 1 Gust of Wind to even out your trainers. Next, add 1 Defender in order to protect yourself from those nasty double-edges. Finally, add two Oaks to your deck. You need the drawing power for energies and such. Remove the 1 Imposter Oak. Lone cards tend to not be very helpful. Also, remove 1 Full Heal. |
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Energy
19 Grass |
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Remember that this is one way that I would change it. You need to test this deck out and see if you need to make any alterations on your own. Let me know how it works. ~TPL |