Pokémon : 19
4-4 Accelgor
1 Karrablast
2-2 Sunflora
2-2-2 Vileplume
Trainer/Supporter/Stadium : 27
4 Professor Juniper
4 Pokémon Collector
3 Cheren
2 Twins
3 Professor Elm's Training Method
3 Professor Oak's New Theory
3 Level Ball
2 Switch
3 Seeker
Energy : 14
12 Grass Energy
2 Rescue Energy
Though mainly a fun deck, I think it can build off itself quite quickly just from looking at the list. I have not tested yet.
Strategy
Utilizing Karrablast as a booster with Shelmet, Shelmet can evolve itself on the very first turn. Level Ball searches for Gloom, Sunflora, and more Accelgor before I have a complete set up. Vileplume's purpose is to augment Accelgor's very low HP to prevent Pokémon Catcher, Plus Powers, and acceleration of the opponents strategy (obviously.)
An ideal beginning hand would be:
1 Pokémon Collector
1 Shelmet
1 Oddish
1 Level Ball
1 PONT/Juniper
2 Grass Energy
Therefor I could place Shelmet, Oddish, Pokémon Collector for Karrablast, Sunkern, and another Shelmet or Oddish, Grass to Karrablast, Evolve and the following turn Hand Cycle and Attach to another Shelmet. Perhaps Level Ball into Sunflora and then use her ability to grab Gloom. That's a turn two 60 Damage from Accelgor, Sunflora, Gloom, and possibly another Accelgor, while Vileplume would hit turn three.
Thanks. ~
4-4 Accelgor
1 Karrablast
2-2 Sunflora
2-2-2 Vileplume
Trainer/Supporter/Stadium : 27
4 Professor Juniper
4 Pokémon Collector
3 Cheren
2 Twins
3 Professor Elm's Training Method
3 Professor Oak's New Theory
3 Level Ball
2 Switch
3 Seeker
Energy : 14
12 Grass Energy
2 Rescue Energy
Though mainly a fun deck, I think it can build off itself quite quickly just from looking at the list. I have not tested yet.
Strategy
Utilizing Karrablast as a booster with Shelmet, Shelmet can evolve itself on the very first turn. Level Ball searches for Gloom, Sunflora, and more Accelgor before I have a complete set up. Vileplume's purpose is to augment Accelgor's very low HP to prevent Pokémon Catcher, Plus Powers, and acceleration of the opponents strategy (obviously.)
An ideal beginning hand would be:
1 Pokémon Collector
1 Shelmet
1 Oddish
1 Level Ball
1 PONT/Juniper
2 Grass Energy
Therefor I could place Shelmet, Oddish, Pokémon Collector for Karrablast, Sunkern, and another Shelmet or Oddish, Grass to Karrablast, Evolve and the following turn Hand Cycle and Attach to another Shelmet. Perhaps Level Ball into Sunflora and then use her ability to grab Gloom. That's a turn two 60 Damage from Accelgor, Sunflora, Gloom, and possibly another Accelgor, while Vileplume would hit turn three.
Thanks. ~