Jumpluff/Starmie (MF)
Pokemon x22
4 Hoppip NG (Best Hoppip imo, 50 HP + 0 Retreat = Versatile)
4 Skiploom NG (Best Skiploom, Good attacks, nice retreat)
3 Jumpluff AQ (a possible 60 for 1? WOW! Fluff is nice too)
2 Staryu SK (50 HP, OK attacks.)
2 Starmie SK (70 HP, Anti-Cargo and Anti-Scizor)
2 Cleffa NG (Card advantage)
2 Pichu NG (Anti-pokepower)
2 Suicune NR (Great for stopping double gust threats)
Energy x15
6 Water (Powers Starmie's Water Gun)
4 Rainbow (Powers Cotton Punch and activates Fluff)
2 Boost (Great for a quick Core Blast from Starmie)
2 Cyclone (Move the active to the bench = nice, anti-cune)
1 Grass (TecH... extra energy in case rainbows are prizes.)
Trainers x23
4 Elm (Card advantage)
4 Copycat (Card advantage)
3 Trader (Gets the needed Skiploom or Jumpluff)
4 Focus Band (Broken. Nice on Jumpluff, only 25% of KO)
4 Double Gust (Quick kills, disrupting opp's strategy)
2 Pokemon Fan Club (Gets the Hoppips, or needed baby)
2 Strength Charm (I will explain below)
1 Town Volunteers (Gets back Starmies or w/e)
This is actually the deck I plan on using. It's original, so you might like that
too. The essential idea is revolving around Jumpluff's Poke-BODY "Fluff", which
when Jumpluff has 1 counter on it, you flip a coin whenever an effect or damage
is done to Jumpluff, if heads, nothing happens. It's Dark Blastoise reincarnated
Starmie is put in there to combat fire (with its water gun attack) and combat
Scizor or Steelix (with its core blast attack, which reads CCC - 30 + 20 for
each special energy attached to the defending pokemon) This is good with
strength charm, as a core blast from Starmie against a 4 metal'd Scizor does 70
+ 10 more from Strength.
It's a great deck, and pretty easy to play. Just swarm with Jumpluff... or get
up a quick Starmie (or 2) to deal with the decks Jumpluff might have trouble
with. It's very hard to beat. It absolutely kills Gatr/Sect, and beats Scizor
and Entei/Cargo consistently too, making it one of the best decks in the current
format.
~ RaNd0m
PojoRaNd0m@hotmail.com