• When creating a thread in the Deck Garage, make sure that you post one deck per thread, you use the correct prefix, you have the set name/card number next to each card, you give a strategy for non-metagame decks, and give translations for all cards not available in English.

    When posting in a thread, be sure to explain all your suggestions thoroughly. Additionally, do not ask for advice in another member's thread.

Disrupt Everything (Ursaring Prime/Vileplume)

mawliekid

Like A Boss
Member
Poke
3-1-2 VilePlume
2-2 Ursuring
2-2 Ambipom
3-3 Weavile
2-2 Slowking
1 Victini

Total 25

Tss
4 Collector
3 Elms
3 Rare Candy
3 Team Rockets Trickery
2 PONT
1 IQ
4 Seeker
4 Twins

Total 24

4 Rainbow
4 DCE
3 Rescue

So the strategy of the deck is to disrupt everything. You set up Vileplume ASAP, so they cant use trainers, the proceed to use the necessary strategy.
Ursuring is a hard hitter, and when used in combination with Slowking, you can discard important cards from your opponents deck, while still doing damage. Teddiursa can also be used to lock from T1
Ambipom is to dwindle your opponents hand so that they have nothing to work with.
The lone Victiny is just to help the T1 Teddiursa lock in case you decide to start with it.
And Weavile is to snipe card in the opponents hand, having two Sneasels in play can be useful, you can evolve one, snipe and discard, use Seeker, and then discard another card. When used at the right time, it can be game breaking.

Team Rockets Trickery is being used instead of Cheren simply because it causes the opponent to discard a card. This might change, as the problem I see is that with Vileplume, their hand may become clogged with trainers, and they can just discard something they can't use, making the card practically useless.
The one IQ is in case I need energy. i like to play IQ in low energy decks to help me get them.

The DCE are for speedy set ups
the Rainbow are so I can use any attack, and put damage counters on Ursaring to power it up
The Rescue are because those three spots didn't matter; they just needed to be energy.

My only worries are a consistent T2 or T3 Vileplume, and a possible lack of energy.

C/c welcome. Just know the difference between Criticism and Harrasing
 
I played a very very similiar list, and let me tell you how it went.

Anything over Weavile, Vileplume, and Ursaring is too much in the deck. Too much set up, too much maintenance, not enough benefit.
For example when I Pokémon Collector, with a Sneasle start, I grab two Oddish and a Teddiursa. You really want to focus on getting that t2 Vileplume/Ursaring with a Rainbow Energy.

In a format without Unown P, that's the best Ursaring can do.

Here is my trainer line...

4 Juniper
2 Pont
4 Collector
2 Rare Candy
2 Great Ball (extremely useful in a low trainer deck, helpful for early Vileplume or an extra Ursaring/Weavile.)
3 Professor Elm's
3 Judge
2 Copycat
3 Cheren
2 Seeker
 
@ Wheat; Ok, i might take out Ambipom, but I like Slowking + Ursaring. I like the idea of choosing which card to discard.

In regards to the Greatball, I don't like using it if I'm setting up trainer lock, because if I don't have it T1 or T2, then its dead drawing later on in the game. But trust me, i know its a Great card, I just don't like it with trainer lock.
 
That's exactly why it's good. You can always Juniper it if it's dead in hand later, but it allows for a MUCH more quick Vileplume drop.
 
Back
Top