Hypno and Musharna

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I was taking a look over the scans and I came across Musharna and 90 damage for {P}{P}. That suprised me and the only thing that got me down was the pokemon must be asleep, then I on the different lists and found that Hypno once a turn can put a pokemon to sleep. So that you can possibly do 90 damage a turn would devestate in 2-3 turns would this be great or terrible?

EDIT: Please follow the Player's Sandbox rules. I added the links. ~EspeonROX.

Musharna from Black and White.
Hypno from HeartGold and SoulSilver.
 
If only it was PC. Yeah, they could work, and it's not too hard to set-up with 2 Stage 1's, but the only thing I see that would hurt it is its 90 HP. And I don't think anyone would Belt a Musharna. With BTS going out the door, I see this card as rather poor next format.
 
What you seem to forget is that Hypno's poké-power requires a flip in order to put the defending pokemon to sleep, yeah you can always play 2 Hypno's on the bench giving you a better chance but there's always going to be that chance you flip 2 tails, in which case you're left with Musharna's 1st attack - 30 dmg and auto sleep for 1 isn't THAT bad.

Before the rotation i would use a combination of both Hypno HGSS and Darkrai MD which has a poké-power allowing it to put the defending pokemon to sleep once it hit the bench then throw in a few Seeker to give you that assured sleep which Musharna needs. SP pokemon still pose a problem like they do to most decks with them having Power-spray.

An interesting idea indeed.
 
I would think that Dream Eater and the Poke-Power would take out a new active pokemon in 1-2 turns and if you had mutiple Hypno like say 2-3 you could limit the options for new active pokemon and take out the new one for an easy price of 2 Psychic energy. Also the 1st attack for auto asleep and 30 plus 90 damage with Dream eater and an expert belt is pretty much a 1 hit KO
 
As empoleon said, darkrai MD and hypno would be a good choice. Run a couple mesprit to ensure you don't get bound. SSU' and seeker also. I was thinking of renicoulis ( the one with ability to move damage from B/W) to keep active alive. Move damage to mesprit or darkrai seeker/SSU then do 90 again. Good luck!
 
This is for the next rotation and I'm pretty sure they're taking out MD the mesprit is a good Idea multiple Idea's like using crobat Prime to limit the options for the opponent and what the're going to do and possibly snipe a bench pokemon that has poison or just damage you can knock them out with.
 
Ok so I battled my friend and he lost by one prize by playing T-Tar. He said that if HGSS on goes through my deck should work and to try it in Battle Roads and if you're not up to a tournament yet play at the league.
 
Pokemon77 said:
I was taking a look over the scans and I came across Musharna and 90 damage for {P}{P}. That suprised me and the only thing that got me down was the pokemon must be asleep, then I on the different lists and found that Hypno once a turn can put a pokemon to sleep. So that you can possibly do 90 damage a turn would devestate in 2-3 turns would this be great or terrible?

you asked for feedback on the deck, so I posted my 2 cents in your deck list thread. have a looksee
 
This could be alright. 2 for 90 is mediocre now, but in HGSS-on (yeah, I think that's what it's going to be soon), it's not bad at all. Particularly if the opponent's asleep.
The problem is... coin flips. Double tails do happen. Even triple tails. I think this deck could be good if it gets luck, but with lots of tails, it does close to nothing.
 
Sounds like Sablelock!

Anyway, I think the combo is actually kinda good come next Rotation. If you can keep up the combo, once it sets up, it can do a lot of damage.

dmaster out.
 
Thanks dmaster I played it at league and the most prizes an one got was 2 including Steelix and Scizor because of Ho-oh Legend
@ Black Belt I edited my deck I'm waiting for league thanks!
@ Scizorlicious but don't forget that Musharna can put the pokemon to sleep to.
 
Yeah, I think this deck is decent. Next format, sleep could get pretty annoying. The only way to get out of it would be switch.
 
I have a couple problems with this idea however I will admit that it is creative.

Lets start with the most obvious thing, Musharna only has 90 HP, that isn't a lot, most deck should be able to 1-2 shot this thing. Going back on the 2hKOing this thing, Hypno is flipsy. That means it will only be able to work 50% of the time, or once every 2 turns. This means that by the time you get your attack to work, there is a large chance you will have already been KO'd. This wouldn't be much of a problem in the old format, however with limited draw and search and whatnot in this new format, a stage 1 is a little more difficult to get out than you would except, especially when you have to set up two of it and a Stage 1 tech on top of that. 2 energy cost attack, 2 Retreat and no Resistance also don't do this card any favors. I'd have to say this card has some potential, but I don't see it doing much right now, however it is possible that this card will get more support in the future.
 
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