FutureSight Article 11: Vanilluxe from Noble Victories

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RattataJoey

Today I will be reviewing the new Vanilluxe from Noble Victories.

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Vanilluxe is a Stage 2 Water type Pokémon with 130Hp, Metal Weakness, a retreat cost of 2, and 2 attacks both of which cost 2 energy, the first attack Double Freeze which for {W}{C} allows you to flip 2 coins and for each heads you deliver 40 damage plus if either coin is heads then the defending Pokémon is paralysed, the second attack for {W}{W} does a straight 60 damage to the defending Pokémon.

From what I've mentioned above its hard to see anyway for the card to make a big impact, the 130Hp can easily be found on Basics since Black and White was released and those same Basics tend to have high damage output usually hitting for 120 damage with 3 energy, So if he's out classed by Basics why write an article about him? Because of his first attack, Double Freeze will paralyse the defending Pokémon as long as you hit at least 1 heads, with your opponent paralysed you have all the advantages of having there active Pokemon being asleep without the worry of them waking up coming into your turn.

So how do we make use to paralysis? Well we already covered the fact that the advantage of the opponents active being paralysed is the same as it being asleep in the sense that they can't attack and unlike confusion they can't retreat out of the condition, which means the defending Pokémon is stuck in the active spot unless your opponent plays switch, but of course there is a drawback to Vanilluxe's attack, that drawback being that the attack relies on a coin toss, which means that there's a slim chance that the attack might fail completely leaving Vanilluxe wide open to an attack.

Thankfully there is way to make the odds more favourable for Vanilluxe in the form of Fliptini,

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Out of the 3 Victini's to be released in this set Fliptini is the Only 1 to carry an Ability, with Victini's 'Victory Star' in play you can choose to re-flip for an attack that requires coin tosses if you where unhappy with the result but you only use 1 Victory star per turn, effectively this doubles the chance of being able to paralyse the defending Pokémon, initially you would have a 25% chance of missing the attack completely but with Victory Star you only have to hit 1 in 4 coin tosses making the chance of missing roughly 6.25%, of course that's still a chance of missing but who would ignore the chance of making a decent attack into a good one.

Now a good question to raise is can my opponent counter paralysis? And the answer to that is yes, as mentioned above your opponent can't retreat out of the effect but they can still use Trainer-Item cards like switch to bring the paralysed Pokémon back to the bench and remove the status condition from there all they have to do is either promote a secondary attacker or anything with free retreat so that they can retreat back to there main attacker.

So with the above in mind how do we play Vanilluxe? And what are the advantages of 1 variant over another?

The first variant I'll cover is Straight Vanilluxe, this variant purely focus's on getting Vanilluxe active with Fliptini on bench and then start setting up a second Vanilluxe on the bench, now this is the simplest variant available which also allows you to take advantage of Vanilluxe's 130Hp with most big attackers outputting 120 damage that remaining 10Hp can buy you the chance to lock another attacker in place and make the prize exchange 2 for 1 in your favour allowing you to remain safe if you concede an early prize, the draw back of straight Vanilluxe though is the fact that you leave your opponent with access to an array of trainers that could get them out of trouble, cards like Switch to remove paralysis, Catcher to drag out Victini and PlusPower to allow them to revenge kill Vanilluxe making the prize exchange 1 for 1 meaning if you fall behind on prizes you'll stay behind.

The second variant covers the weakness' of the above variant but comes with its own drawbacks, the variant I'm talking about is trainer-lock using Vileplume,

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Using trainer-lock allows Vanilluxe the ability to paralysis lock the opponent without fear of switch or catcher and also allows you to practically guarantee a 2 for 1 prize exchange once the field is set-up, the major inherent problem with Vileplume though the the fact that you can't run trainers either and that can slow down set-up when you have to rely on draw supporters and Professor Elm to grab your evolutions from your deck, but thankfully there is away around this, being granted by a card from Emerging Powers, that card being Leavanny (7/98),

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Now of course relying on a Stage2 to help you get out stage 2's seems like a bad idea but there is away to make use of Leavanny without having to evolve upto stage 2 before setting up, the easiest way to do this is to use Mew Prime

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After placing Leavanny in the Lost Zone Mew can use Nurturing to evolve you benched Pokémon allowing the deck some acceleration for its evolutions, making the task of getting out both Vileplume and Vanilluxe a much less arduous task.

Mentioning Mew brings me to my third and final variant for Vanilluxe, this third variation is simply a variation of Mewbox, where you can still use Leavanny to accelerate the process of evolving Vileplume but instead of evolving Vanilluxe along side it you use See-Off to send Vanilluxe out of play allowing Mew to use Double Freeze in his place.

This variant happens to be the fastest Trainer-lock variant and also stands a chance of being faster than straight Vanilluxe but it carries the major draw back of mew only having 60Hp, the variants that use Vanilluxe as a stage 2 have the opportunity to take advantage of Vanilluxe's high Hitpoints to survive revenge Knock-Outs, with the largest amount of damage expected being 120 but with only 60Hp even with Eviolite Mew won't survive the revenge and Prize exchange is will practically be guaranteed to be 1 for 1 and the chances of being the first 1 to secure a knock out with fast decks like ZPST being in format are pretty slim.

Out of the 3 variants lists I strongly prefer the Trainer-lock variant that only uses Mew as an Evolutionary aid as it seems to cover most of the decks weakness' without sacrificing consistency or allowing your opponent an easy chance to turn the game around.

So, what do you guys think? Is Vanilluxe worthwhile? Or is there a variant I've missed that you'd like to point out?

I'm also still willing to take requests on any new cards you guys might want reviewing so don't be afraid to drop me a line.

Signing off for now,
RattataJoey
 
I personally think Sunflora is more useful in the deck than Leavanny since, as a stage 1 it isn't hard to set it up turn 2 without wasting your attack on turn 1 and turn 2 like Mew does. Also, since it gets you any grass Pokemon, it has much more synergy with Rare Candy than Mew does. By not using Mew you also have the ability to use Pichu, Cleffa, and Twins which imo far outclass the ability to set up Vanilluxe as well since Twins will probably be more beneficial there than Leavanny/Mew combo would be anyway.
 
Just pointing this out, Steelix Prime gives this the middle finger.

I must say that this is a well written arcticle, and it may have some potential. But I think that the best way to do this is put it as a pseudo google.dec and spam Twins and babies. I also wonder if Unown CURE will cause problems for this...

Unown CURE
 
^ Neither of those two cards see play. Maybe if this deck becomes tier 1 they will see a rise in popularity, but for the time being, you don't have to worry about those cards.
 
I'm not sure about Mew and Leavanny. It seems easier to manually evolve.

I may use Unown Cure.
 
You need a steel counter, if you ever face Coballion you autolose. And any google variant with a stage 2 attacker is hard to set up (almost not worth it), but then again Reuniclus isn't worth it in here anyways since the point is to never be attacked because of paralysis, so straight VVV is the best way to run it. Also, Levanny isn't good. I wouldn't even bother with sunflora, either, if it's just for Vileplume, you shouldn't have THAT much of an issue with a T2 plume even without it.
 
Unown Cure I could see as a viable tech, way moreso than using Steelix. Unown Cure is one spot that can help in that matchup and not really hurt in others, Steelix is kinda...bad.
 
And to think that the answer was as simple as Unown CURE…

Anyways, I have to agree with the rest of the forum and say that, while very interesting, Mew + Leavanny is quite overrated. You'd have to get Leavanny in the Lost Zone in the first place, and that would take a turn. Then, after that, you'd only have a limited about of time, given Mew's pathetic 60 HP, to set up your Pokemon. I agree with Dark Void and venasour x, that a Babies + Twins approach is much better. One, babies give you much better options than MewVanny. 6-Card refresh FTW. Second, Twins can get you any card you want. Not just evolutions. For instance, you start out with an Oddish and Vileplume, then, voila!, Twins for Rare Candy. Yum.

Yay, colors.
 
i was originally going to focus on on a baby twins engine, then I became focused on the prize exchange and whether falling behind early game would help this deck as much and other decks like google and Gothitelle which can not only use the engine but also manipulate it
 
Vanilluxe>Mew. Mew is okay, but honestly, I'd much rather have the 130 "you-can't-ohko-me" HP. And babies>Leavanny– you don't have to include psychic energy, worry about getting Mew as your starter T1, etc. etc. A 1/1 Pichu/Cleffa split should be fine.

Another interesting combo this deck has is to use healing on Vanilluxe after retreating. Scenario time:

You have two Vanilluxe in play. One's active with 2 Water energy, one is benched with two water energy. You also have a Vileplume and a Victini on your bench, as well as Vanillish (that's the Stage 1, right?). Your opponent is playing ZPST and is pretty much fully setup.

-Vanilluxe KOs something.
-Your opponent sends up Zekrom and does 120 to Vanilluxe.
-You retreat into your other Vanilluxe, attach an energy, and play Seeker to pick up the damaged Vanilluxe and start playing it down again manually.
-You evolve your Vanillish into Vanilluxe.

Next turn, you can keep evolving/attaching energy until your opponent is KO'd. When that happens, all you do is retreat back into another Vanilluxe, rinse, and repeat.

I don't like Sunflora here. The only grass-type is Vileplume, and you might as well just set that up instead of Sunflora. Or just run a thicker line or something.

Well-written article, RattataJoey. I really enjoyed a lot of the input you had into the facets of the deck.
 
For the record, when I said google.dec, I meant don't include Reuniclus (probably should have pointed that out sooner). What I meant was spam Babies and Twins. And I do enjoy Steelix Prime. It helps alot with Kyurem :/

Don't play Mew version. With 130 HP, it doesn't matter as much if you whiff the flips as when it does with Mew. With Mew whiff= auto-KO
 
I play VVV with 4 Mews and the only game Iost was to Durant with Aipom tech. Mew + Leavanny = plain bad, Mew + Vanilluxe = consistent T2 lock. Scizorlicious, how exactly do you plan on getting that exact board set up every game?

Vanilluxe without Mew is easily decimated by Zekrom and other fast decks as they try to set up.
 
The only purpose Mew has here is to Middle Finger the Gothitelle matchup and get a faster lock in place. But when the going gets tough, the real Vanilluxe is better than Mew
 
Not if your smart and add in techs that stop them from ever attacking (such as Kingdra, but there are many more). What does Vanilluxe do against Magnezone? At the Cities I went to yesterday I saw three PrimeTime and a Magneboar (at that same Cities I placed 4th with Mew/Vanilluxe, only losing to making a lot of misplays against CaKE in top cut). I completely believe Mew is the better version of Vanilluxe.
 
I'm building VVV myself, and through testing, I don't use Mew, but I still do fine. I'm trying the deck without Seeker, but I'm not liking it. I think I'm going to re-add 2 more Seeker, because it really helps with the Dragons.

The only bad match ups Vanilluxe truly has is Magnezone, Cobalion, and the occasional Steelix. Once that Vileplume is up, Gothitelle will be useless, the Dragons can't OHKO you (making the prize exchange more favorable), and if you use Bellossom, Kyurem has a harder time scoring KOs.

Still, very nicely written article, RattataJoey. I can see some spelling/grammar mistakes, but the content is what counts, right? ;D
 
I've actually faced CaKE recently and will be honest the match-up is painful. Infact its made me consider adding Zoroark to turn Cobalion on itself and under trainer lock there forced to burn energy's if they want to retreat
 
Zoroark is an interesting tech for Cobalion, but nevertheless, a counter is needed. I run Slowking in my VVV, and it helps so they cannot draw into any energy. Combine that with Zoroark KOing their Cobalions, and then they have nothing to go off of (I run Bellossom for Kyurem). It could work, but I'm a little against teching something in a deck to counter one matchup, unless it is an auto-loss (and TBH, this deck has little to no auto-losses; the opinion for CaKE/CoKE varies for different players.
 
Zoroark can still do his usual counter dragon thing as well as annoying chandelure as it can Eerie glow for weakness
 
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