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leafeon/amoongus deck

sonicboom

is addicted to sonic plushies :)
Member
hello im sonicboom and i have made a intresthing deck here is the decklist
4-3 leafeon (unduanted)
4-4 amoongus (next destinies)
1 espion prime (unleashed)
1-1 houndoom prime (unduanted)
4 proffor oak new theory heartgold soulsilver
2 juniper ( black and white)
3 sage's training (unduanted)
3 dual ball (call of legends)
3 super rod (noble victories)
3 pokemon communucation (black and white)
3 pokemon collector (heartgold soulsilver)
4 seeker (truiphant)
3 super scoop up (black and white)
4 level ball (next destinies)
12 grass energy (base set)

the strategy of this deck is to get leafeon out quikly and use amoongus abilety to
cause two status problems on the defending pokemon and use houndoom prime's
to burn the defending pokemon as well then cause 150 damage with masaima wind
and espeon is for mewtwo ex

do you have any suggestions
 
The deck idea is nice, but i probably do:

-4 grass energy
-3 dual ball
-2 super rod
-4 reversal (get over flippy cards)

make 13 spaces

+3 Catcher
+3 Collector
+2 junk arm
+2 rescue energy
+1 SSU
+2 switch
 
imo, houndoom seems quite unreliable in this deck. I would switch it out for cards that are more useful.

Some card you might consider adding:

pokemon collector
rescue energy
Catcher

I would suggest:
+1 leafeon
+1 amoongus
+1 fungoos
+1 Espeon prime
+3 pokemon collector
+2 rescue energy
+4 junk arm
+2 plus power
+4 pokemon catcher

- 2-2 houndoom (4)
-2 super rod
-1 Seeker
-3 dual ball
-1 level ball
-3 Grass
- 1 Pokemon communication
-4 pokemon reversal


Dealing 100 is really a good amount. with the poison, it's 110 damage. leafeon, 1-1 amoongus for more consistency, 1 more espeon prime in case your 1 is prized. Collector because it's crucial for you to get your fungi benched asap for a possible Turn2 attack. Rescue energy because leafeon uses colourless most of the time to attack and you can conserve your leafeons, espeon and maybe amoongus (in case of snipe). Junk arms to get your balls back or crucial catcher or retry for super scoop up flips. 2 Plus powers to hit the magic mark of 130 damage (110 attack+10 poison+ after opponent's turn, 10 poiton = 130) Key pokemons with 130 kyurem, vanilluxe, reshiram, terrakion(can hit for weakness) and etc. Dual plus power and you can take out 140 hp pokemon such as magnezone, typhlo to name a few. 4 pokemon catcher to eliminate the luck factor of reversal flips.

If you wanna keep houndoom, I think it's fine cause with houndoom and a lucky head flip, taking out an EX pokemon would be much easier. Personally I don't like relying on flips with a bench sitter that is catcher bait.
 
thanks for the advice and bandanzhu i do want to keep houndoom but i might make it a 1-1 line
so i can add a extra a amoongus and foongus or leafeon or espeon
 
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