BATTLE READY
Competitive play
x3 Venusaur EX
x3 M Venusaur EX (Main attacker)(needs 4 energy)
x2 Virizion EX (Energy acceleration) (needs 2 energy)
x1 Celebi EX
Cherrim evo line( 4-4 )
(support pokemon, allows old moves to be used) (no energy needed)(I found that it is better to set up more Cherrim to heal more damage per turn, then it is to use and old move that hardly heals any damage at all.)
x3 skyla
x3 N
x2 juniper
x2 colress
heavy ball x3
level ball x3
ultra ball x2
evosoda x4
switch x4
lysandre x2
super rod x2
energy
grass energy x8
53 IMPORTANT CARDS
YOU CAN SWITCH THE EXTRA CARS WITH EITHER OF THE 2 "SIDE DECKS"
grass energy x2
snover x2
abomasnowx2
(take out a supporter)
or
dark circle x2
blend energy x4
celebi x1
FIRST CONCEPT IDEA
Heavy Lifeage
Pokemon
x3 Venusaur EX
x2 M Venusaur EX (Main attacker)(needs 4 energy)
x2 Virizion EX (Energy acceleration) (needs 2 energy)
x2 Celebi EX (support pokemon, allows old moves to be used) (no energy needed)
x3 Floette (added hp)(no energy needed)
x3 Flabebe (evolution) (no energy needed)
x2 Virbank City Gym (added poison damage)
x3 Evosoda (to evolve Floette and M Venusaur EX)
x3 Heavy Ball (to get M Venusaur EX and Venusaur EX on the field)
x3 Level Ball (to get Flabebe and Floette on the field)
x1 Ultra Ball
x3 Switch
x2 Lysandre
x2 Super Rod
x4 Max Potion
x3 Hard Charm
x3 N
x2 Colress
x1 Juniper
x3 Skyla
x10 Grass (very tight on energy, needs at least 2 more imo?)
OK so the goal is to create a HP Tank out of M Venusaur EX. Using both hard charm and floette's ability "flower vail" to add up to 100 HP to the already 230 HP Venusaur (making it now a max of 330, but I’m sure more of an average of 270-290). Before any of this though, we need to get energy on venusaur FAST. The best way I have figured out to do this is to use virizion as an energy accelerator. Normally, virizion is used as a support pokemon to avoide special conditions, but in this case, he is more of a sacrificial pawn to accelerate the energy process. With virizions move emerald slash you can both do 60 damage to an opposing pokemon AND add 2 grass energy from your deck to 1 pokemon. Now instead of 1 energy per turn you can have a max of 3 energy per turn. Finally, your main objective is to keep venusaur in play as long as possible. So after you have him powered up, and on the rare chance it takes damage, you are going to need to heal him. This is where celebi comes in. With celebi’s ability you can use moves from previous evolutions as long as you have the required energy to use it. This is perfect for M Venusaur EX because it can now go back, and instead of only using crisis vine, it can now also use jungle hammer( dealing 90 damage and healing 30 to itself).
On top of all of this, virbank city gym will be in play to add 2 damage counters moe for poisoned pokemon. So crices vine really does 150 damage per turn cycleon top of poisoning and paralyzing the pokemon! (so easy 2 hit K.O.’S)
That’s my idea for the deck! Please feel free to nit pick it!
My Random Thoughts:
This is the tightest deck I have ever built. As it is now, im super tight on space and really need to get at least 2 more grass energy in there…some how. Now, the main weakness in this deck is obviously fire, and with charizard and pyroar decks becoming really popular, I feel like I should put some kind of counter in here. But what? Tropious? Kangaskan? Although, with mega Venusaur’s HP going to be at an average of 270 and a max of 330, and the fact that I will hope to have 2 on the field at a time to switch back and forth in case one takes too much damage I figures it be ok. I’m not sure on what to do there. Also, with this concept, should I run a type of hammer card for discarding energy, or is their just no room? The only thing I could think of that could make this better would be to add a card that makes it impossible for your opponent to retreat…. But I cant think of a grass type that does this… or is the paralices enough?
Edited to coincide with the rules! ~Kecleon