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Mew/Jumpluff/Vileplume; no particular tournament- CONSISTENCY?

scizorlicious

Now with one fewer 's'
Member
Alright, so here goes...

Pokémon (17)

4x Mew Prime TR
2x Jumpluff HS
2-1-2 Vileplume (UD-UD-UD)
2x Spinarak HS
2-2 Slowking HS (UD-HS)

T/S/S (29)

4x Pokémon Communication
3x Switch
3x Pokémon Catcher (once it comes out)
2x Rare Candy
4x Judge
4x Professor Oak's New Theory
4x Pokémon Collector
3x Flower Shop Lady
2x Twins

Energy (14)

4x Grass Energy
4x Psychic Energy
4x Rainbow Energy
2x Rescue Energy

Strategy is easy... use Mew to LZ a Jumpluff T1, keep using Mew to attack using 'Pluff's Mass Attack. Vileplume is in there for disruption, as are Judge, Catcher, and Slowking. Switch is for if I start with Spinarak, Oddish, or Slowpoke active and want to use See Off T1. Spinarak is for if the opponent is playing Cleffa or any other Pokémon without damaging attacks- the idea is to set up Vileplume and lock Cleffa active (using Catcher if necessary) using Spinarak's attack preventing retreat, then to stall until someone (usually the opponent) decks out or time is called; then to win on the third turn.

I NEED HELP. This deck is not consistent. Usually by the fourth or fifth turn I'm left with a Slowpoke on my bench, maybe a Vileplume, and perhaps a Mew or Spinarak, and my hand's cluttered with energy, useless trainers, Jumpluff, etc. I just have no resources to get anything out. I'm running complete lines of PONT and Judge, as well as Pokémon Communication, but I can't seem to get past this problem. Help?
 
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