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Ludikisses (Ludicolo / Jynx)

Maximinn

Aspiring Trainer
Member
Pokemon:

  • 4 Lotad PLS
    2 Lombre PLS
    4 Ludicolo PCL (Ancient Trait)
    4 Jynx FFI
    1 Suicune PLB
    1 Jirachi EX
Trainers/Supporters/Stadiums:

  • 4 N
    2 Professor Sycamore
    4 Pokemon Fan Club
    2 Colress
    1 Lysandre
    1 Skyla
    1 Teammates
    1 Archie's Ace In The Hole

    1 Computer Search
    4 Dive Ball
    1 Professor's Letter
    4 Rare Candy
    1 Startling Megaphone
    2 VS Seeker
    3 Hard Charm

    2 Rough Seas
Energy:

  • 6 Water Energy
    4 DCE

Strategy:

Use Jynx and Rough Seas to heal Ludicolo for twice the normal amount and keep him alive to use continuous Splash Dances. 3 Jynx and a Rough Seas will heal Ludicolo for 100 Damage per turn.

I'll be honest, this deck sucks. It has not won a single match on PTCGO since I built it. I think the idea is cool though and I'd love to find a way to make it playable.

One problem is that Ludicolo is a stage 2 and needs 2-3 energy attachments to start attacking. He's incredibly slow and doesn't exactly sweep the board once he does set up doing only 60 damage the first turn and 120 every turn thereafter if you can keep up the momentum.

The other problem is that, while healing 100+ damage per turn sounds great, 130 HP (effectively 150 with hard charm) isn't all that much. Loads of common EXs can hit that without issue and even a bad grass Pokemon will knock it out effortlessly (I know this because I got steamrolled by a Servine in a Practice game) and if Ludicolo can be knocked out in one hit then no amount of kisses are going to save him. A lot of the time they don't even need to do 130 damage because the deck is so slow they can often take out Lotad or Lombre before it evolves.

I've tried it with Potion, Pokemon Centre Lady and Fresh Water Set to make more use of Alpha Recovery but, as I said, the problem isn't really a lack of healing, its not surviving long enough to be healed in the first place. I've also thought about trying to run Aurorus FFI and Jamming Net to reduce the damage Ludicolo takes but with Aurorus needing Fossil Researcher to function I don't know if I could fit it in. Not to mention having to use a supporter to bench Amura would make the deck even slower than it is now.

Pokemon Fan Club was a recent addition so I've not tried it in many games yet. Archie was just in case I could get an early Ludicolo by playing down my hand but without Ultra Ball there usually isn't a Ludicolo in the discard until late game and he takes so long to power up from scratch it's just too little to late.

I'd love it if I could make this deck work, probably not at championship level but at least to the point where it can actually win a game now and then. What do you guys think? Is this deck salvageable or is the whole concept just a dud?
 
Unfortunately I don't think this is very viable. There's no way a Stage 2 can be your tank with no ability and only 130HP. I would recommend removing Ludicolo completely for Wailord EX if you're looking for a tank build. He requires a ton of energy, though, so maybe Wailord/Blastoise/Jynx? That's a lot of bench space, though.

Perhaps look into Primal Kyogre EX?
 
Unfortunately, it's not viable competitively (don't feel bad - most stage 2 cards aren't), but it's a great league deck!

I think you're on the right track with Jamming Net and Aurorus. These are the changes I'd make:

-1 Suicune (your deck is built to wall Pokemon-EX anyway)
-1 Pokemon Fan Club (four is overkill)
-1 Jynx (you need more bench space for Lotad)

+3 Jamming Net

You can use Archie to pull Aurorus straight out of the discard pile, but I don't know what to get rid of to add it in. Not only that, but Aurorus's hefty Retreat Cost means it would be prudent to add a Float Stone or Switch to get him out of the active spot, should he ever wind up there, so that's another card to remove. Good luck with your deck.
 
Take out jirachi ex, unless you plan on using ultra balls. If not its really not useful. Since you can only search for it via pokemon fanclub.
 
unfortunately tank strategies are not very good in this OHKO-oriented format, since even with mass healing most decks will be able to 2hko you.

I was really enjoying my Cherrim + Virizion + Generic Attackers tank strategy in the pre-Primal Clash format however, since it was able to turn 2-3hkos from the likes of Donphan, Yveltal, MManectric, Seismitoad, etc into 4 or 5hkos while preventing residual damage from Laser, which ofc makes things unwinnable for the opponent. Munna BCR was even an option for one-sided sleep.

If you want to try and make a tank deck somewhat viable atm, I'd use the Cherrim + Virizion engine along with Rough Seas and Water/Lighting attackers with mostly-generic attacks so you can afford to run a high concentration of Grass Energy. Seismitoad perhaps?
 
Thanks for the feedback guys.

I tried
-1 Suicune
-1 Jirachi EX
-1 Jynx
-1 Fan Club
-1 Colress
-1 Megaphone

+2 Amura
+2 Aurourus
+2 Fossil Researcher

I had one game against a Gengar EX deck and drew really well the first few turns. Once it got rolling it was actually really hard for Gengar to knock it out and I went down to 1 prize to his 5. I had to concede because my lunch hour finished but I'm hopeful that this is showing some kind of promise now.
 
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