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Battle Roads: Mew Prime/Vileplume/Vanilluxe/Unfezant

silver116

<(~__~)>
Member
Hey everyone! It's been a while since I've last posted and probably most of you never heard of me but oh well. This is a deck I came across online and decided to play for BR but I made some tweaks. The one online include relicanth but thats way to risky so here's my variant w/o it. Tell me what you think!

Pokemon: 15 Basic: 9

4 Mew Prime
3-1-2 Vileplume (of course w/ lock)
1 Vanilluxe (could only find one in my collection)
2 Unfezant
1 Victini (for flips, may
1 rotom (to get prized pokes)

Note: I have never in about 15 of my matches prized Vanilluxe

Supporters: 20

4 PONT
4 Pokemon Collector
4 Twins
3 N
2 Sages
2 Prof. Elms Training...
1 Flower Shop lady

Trainers: 11

3 Rare Candy
2 Pokegear (I favor this more than Transceiver)
2 Dual ball
2 Switch
2 Exp. Share (a little tech of mine to keep mews going)

Energy: 14

4 Phychic
4 Water
4 Prism
2 Rescue

Basically the strategy here is to use mew to get Vanilluxe and Unfezant into the lost zone by turn two and maintain a game long paralysis. Use double freeze and right when they are about to die use Unfezants fly. Please test my deck and give your opinions!
 
AUUGH IT'S HURTIN MAH EYES! Serioulsy, it's kind of hard to read. >.< But I will try to help you out.
-2 Pokegear (you have item lock)
-2 Switch (you have item lock)
-1 Collector (3 should be plenty)
-4 Psychic (Um, when do you plan to use this?)
-4 Prism (you only need Water energy)
-1 Rotom (is pointless with the changes I plan to make)
-14

+1 Fliptini (in case it's prized or ko'ed)
+1 Vanilluxe (to be able to get it consistently Lost Zoned)
+4 Water (This is the only type of energy you really need)
+2 Rescue (to help save Mews)
+2 Exp. Share (You'll probably need 4 to get them on Mews before Item lock goes up)
+1 Rare Candy (to ensure T2 Vileplume)
+11
You have 3 more spaces for whatever you need.
 
Kk, thanks for the help, here's the updated list and I fixed the color ;):

4 Mew
3-1-2 Vile
2 Vanilluxe
2 Unfezant
1 Fliptini

4 PONT
4 Pokémon COLL
4 Twins
3 Sages
3 N
4 Pokémon COMM.
4 Rare candy
2 Switch
1 FSL

4 Phychic
4 Rainbow
4 Prism
4 Rescue

Btw I need Phychic energy because I do not use relicanth, rather I go for the see-off
 
For some reason I thought See Off was a {C} or something, lol... But, when you run 4 Prism and Rainbow, you probably won't need {P} Energy anyway...
 
Decided to go relicanth which works great! Vile is set up turn 2-3. Any other problems noticed?
 
My new deck list w/ strategy is:

Pokemon:

3 Relicanth
4 Mew Prime
3-1-2 Vile
2 Vanilluxe (managed to trade for one)
2 Unfezant
1 Fliptini (want to add one more)
1 Cleffa
=19

Supporters:

4 PONT
4 Pokémon COLL.
4 Twins
3 N
3 Sages
1 FSL (for recovery)
=19

Trainers:

4 Pokémon COMM.
4 Candy
2 Switch (helped with oddish starts)
=10

Energy:

4 Prism
4 Rainbow (in case I need to see off turn 1/2)
4 Rescue (in place of revives)
=12

Strategy:

T1~ Start Relicanth either if I have to switch, retreat, or fish him out. Use collector or N or Sages to fish out some basics and Vanilluxe/Unfezant. Use relicanths wisdom to get pokes in zone and draw three.

T2~ Most of my basics are out by this round and at least one poke zoned. I attach to mew and then zone either Unfezant/Vanilluxe to draw three more cards and end the setup phase.

T3~ Relicanth dies, I use twins-Comm.-or cards in hand to set Vile, and then the lock is set in play.

Please test this it is very consistent, it may even be tournament ready.
 
I saw another post similar to this, I'll just copy and paste what I responded with:

I ran this deck at Battle Roads a while back, and as it happens my luck just ran out at times, (this deck is auto loss if you find yourself in sudden death). Two of my games were 1-1 to which time was then called on the round, and unfortunately there's not too much you can do from there on in. I recall playing against Terrakion being 1-0 up and in total control of the game, to which I flipped 6 tails in row that lead to 1-1 and time being called.

While I like your enthusiasm over creativity, I thought it'd be worth sharing my experience with this particular build.

Hopefully your luck is a bit better than mine!

silver116 said:
2 Switch (helped with oddish starts)

Oh and btw if you are going to run this, you don't need Switch, Play Skyarrow Bridge instead. All of your Pokemon with the exception of Relicanth have only 1 retreat cost. I think Relicanth slows the deck down and IMO, I think your current build is very inconsistent.
 
JamieSerhan17 said:
I saw another post similar to this, I'll just copy and paste what I responded with:

I ran this deck at Battle Roads a while back, and as it happens my luck just ran out at times, (this deck is auto loss if you find yourself in sudden death). Two of my games were 1-1 to which time was then called on the round, and unfortunately there's not too much you can do from there on in. I recall playing against Terrakion being 1-0 up and in total control of the game, to which I flipped 6 tails in row that lead to 1-1 and time being called.

While I like your enthusiasm over creativity, I thought it'd be worth sharing my experience with this particular build.

Hopefully your luck is a bit better than mine!


Oh and btw if you are going to run this, you don't need Switch, Play Skyarrow Bridge instead. All of your Pokemon with the exception of Relicanth have only 1 retreat cost. I think Relicanth slows the deck down and IMO, I think your current build is very inconsistent.


OMG! I read this! I appreciate the feedback but I strongly believe that the last decklist you posted on wasnt as consistent. If u did once play this deck, build my version and you'll see the difference.
 
Here's what I'd do, for a more "consistent" deck:

Pokemon:

3 Relicanth - Not needed, two retreat cost is wasteful. Why attach an energy when you could be potentially setting yourself up for a turn two Double Freeze if you wanted to? Better yet, any good player will just Catcher around Relicanth leaving your bench filled with a useless Pokemon.

1 Fliptini - 2 is a must. If your only one is prized, it's pretty much game over.

1 Cleffa - Why? What happened to Pichu? Set yourself up, what your opponent brings it out is irrelevant as they'll be locked down. You want to fall behind with this deck, so you can hit that Twins and set up Vileplume. Pichu will tempt your opponent into doing that, as you'll be bringing out several Pokemon with lowish HP.

Supporters:

3 N - Bump this up to 4 IMO.

3 Sages - I don't understand this addition, why not Juniper? There's very little in your deck you want to be getting rid of, however if you are going to then better to have 7 cards right?

Trainers:

4 Pokémon COMM - This confused me. All your cards are searchable with Collector, with the exception of Vileplume. Perhaps two at most, as Twins will most of the time be setting up Vileplume anyway.

2 Switch - Like I said, Skyarrow Bridge.


Energy:

4 Rescue (in place of revives) - I would only have two, 4 seems overload.

Add more basic {P}, this way it'll give you something to put back with FSL. I would suggest maybe 3 or 4. One thing someone suggested which I thought was a really good idea was adding DCE. This way it'll allow you to use Fly instantly, say you're stuck in a tight position, which I found quite frequently.

I found your decklist wasn't "free flowing" enough and didn't provide enough synergy, hence why I called in inconsistent. If you're going to play this deck, then I would strongly advise you take into consideration some of the points I've highlighted.

Hope this helps!
 
Thank you for you great advice and thought you put into testing my deck. Here's what I think:

1~ I would like to keep to keep relicanth as it does allow me to set up vile fast. His retreat doesn't matter much because my aim is to have him knocked out so I can use twins and such.

2~ Thanks for bringing up N. It is kind of dumb of me only to run three. I will get rid of one sage and add an N.

3~ Since I want to keep relicanth, pichu is no longer needed. Cleffa was meant for more late game purposes rather than as a starter.

4~ I WILL add Victini. You have a great point.

5~ Finally a question: Do you think this is possibly a competitive deck? Mew needs a comeback.

Cheers

Also, COMM is so that I can get Vanilluxe or Unfezant in hand to wisdom away.
 
silver116 said:
1~ I would like to keep to keep relicanth as it does allow me to set up vile fast. His retreat doesn't matter much because my aim is to have him knocked out so I can use twins and such.

Ah, I see about the Communication part but like I said, good players will Catcher around Relicanth and just knock out the more valuable things such as your Victini. I would strongly advise not to play it, however it's your call at the end of the day.

Pichu will allow you to fully set up. I found myself starting with a lone Mew in the active and no Collector quite often, to which I would use communication to get Pichu to fully set up knowing Mew has the free retreat, (also where Relicanth could be a downfall). You shouldn't need Cleffa in the late game as you'll be already set up. If you're not, then I would imagine your deck hasn't worked out for you plus, isn't that what the Supporter cards are for?

It is a competitive deck yes, also very very luck based even if the odds are stacked in your favor. You wouldn't think you could flip 6 tails in a row, but I managed it. Time is your worst enemy here, which I ended up finding myself in quite a lot. You know in sudden death that at least 4 cards in your deck that will be dead, and Vileplume will be very tough to set up. 60HP isn't too hard to knock out either.

The last thing I'll say is to watch out for Raikou EX, I played this in the ND format.

Hope this helped
 
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