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mew-pluff

is this a fast deck

  • yes

    Votes: 2 40.0%
  • no

    Votes: 3 60.0%

  • Total voters
    5
  • Poll closed .

smiland0711

lover of pokemon
Member
pokemon:
4 mew
3 jumpluff
3 pichu
3 Igglybuff
2 tyrogue
4 manaphy

T/S/S
4 pokemon collector
3 junk arm
3 pokemon catcher
3 revive
4 plus power
4 dual ball
3 max potion
3 PONT
3 juniper

energy:
4{G}
4Rainbow Energy
3 Rescue Energy

:ninja The strategy is to get jumpluff in the lost zone and then one shot every thing
 
Actually, that's not true at all. Pretty much the only common sniper in the metagame is Yanmega who can OHKO Mew. If you could OHKO the opponent's main attacker or you could kill a benched pokemon that isn't doing anything what would you do? Most people would KO the Mew, meaning your bench will be full of useless stuff, and then once they have killed your Mew they'll OHKO your baby pokemon to take 6 prizes in 6 turns. I'd suggest leaving Pichu since that will fill up both benches for Jumpluff's attack, but removing the rest. Something like this:

-1 Jumpluff the chances of 2 being prized are really low
-3 Igglybuff a horrible card, doesn't do anything as your starter, and gives free prizes once your mew die
-2 Tyrogue even if all your basics have free retreat you still won't get donks often enough to warrant the use of this guy
-4 Manaphy Pichu is the ideal starter (other than Mew itself) since it will fill both benches, powering mass attack
-4 Dual Ball this isn't ZPS, you only need 1-2 basics and 4 collector does that just fine there's no need for this
-3 Rescue Energy since none of Mew's attacks require colorless energy you'd just be wasting an energy attachment for the turn using this. Besides, with 4 mew, 3 revive, and 3 junk arm you'll have no problem getting 6 mew out
-2 Juniper you'll rarely want to discard your hand to PONT is better
-19

+2 Relicanth in case the Pokemon you want to see off is stuck in your hand, you can use this to LZ it and draw at the same time
+2 Cincinno since seeing Pichu may make the opponent suspect Jumpluff, they may not fill their bench. In that case, lz Cincinno instead
+2-2 Zoroark this lets you KO Zekrom, Reshiram, and a bunch of other stuff without losing several Mew in the process
+4 PlusPower because Mass Attack caps at 120, too low to OHKO Reshiram, Zekrom, Donphan, and all stage 2s, this lets you get OHKOs on them
+1 PONT this should be maxed since it's better than Juniper in this deck
+2 Psychic Energy with only 4 energy to power See Off, you won't get it off t2 as often as you like
+4 Double Colorless Energy powers LZed Cincinno or Zoroark with 1 energy, also lets relicanth retreat with 1 energy
+19
 
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