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Mew Scoops

xXLANTURNPRIMEXx

TROLOLOLOL
Member
I have wanted to bud this deck ever since vanilluxe came out and i havent been able to do it until about a month ago. My good friend built it before me and i have been envious of it for so long until now!!! Heres my list.


Pokemon
4 Mew Prime
3-2-4 Vanilluxe
3-1-2 Vileplume
2 Victini (Reflip)
1 Kyerum
1 Unfezant (fly)

T/S
2 Pokemon Communication
3 Rare Candy
2 Flower Shop Lady
2 Professor Elms New training Method
2 Sages Training
3 Twins
4 Pokemon Collector
4 Professor Oaks New Theory

Energy
4 Rescue Energy
5 Psychic
6 Water

the idea of the deck is to start with mew prime and see of vanilluxe first turn unless you are facing reshiphlosion or six corners. If you do face them see off unfezant first turn so you can start preventing all effects of attacks including damage to mew. obviously get vileplme out turn 2 and vicitini out wtuh the first or second turn collector. Usually you only get one safe see of but if you get two get both vanilluxe and unfezant out. you should be able to play the eentire game with one mew. as long as you get heads. :)
 
This deck definately need rainbow energy in it so you can almost always get the turn 2 Double Freeze. Prism would be better after Next Destinies though
 
iisnumber12 said:
This deck definately need rainbow energy in it so you can almost always get the turn 2 Double Freeze. Prism would be better after Next Destinies though

Backing up Rainbow Energy until Prism Energy is released (if it's released), Mew dies to everything in one-shot anyways (while setting up). You could probably cut maybe two Water Energy and two Psychic Energy for the Rainbow/Prism?
 
I don't know why you are running a line of Vanilluxe and more then 2 Vanilluxe. You should never be using it as a main attacker, that is what Mew is for. Mew sets it up quicker and is in the deck for a reason. Next, Kyurem isn't needed, it's not the point of the deck, pull it.

Pull:
-3 Vanillite
-2 Vanillish
-2 Vanilluxe
-1 Kyurem
Total: 8

Next, lets talk about what we should add Pokemon wise. The first thing that comes to mind is Relicanth, it makes perfect sense for setting up this deck and takes no special or extra energy to do so. Next for consistency purposes I suggest adding another Unfezant and optionally another Victini.

+4 Relicanth (You could with less of these but that hurts the consistency in the beginning which is highly needed for the deck)
+1 Unfezant
+1 Victini
Total: 6

Your TSS line looks solid so I won't mess with that but I will throw the idea around that you could add in more communication/dual ball for early game setup.

Finally your energy line is interesting and unnecessary, let's drop your Psychic to start. Next, we can add in some Rainbow energy and when it comes out Prism Energy but for now we will leave it out.

Pull:
-5 Psychic
Put:
+4 Rainbow

That leaves you with around 3 spots of leftover room to work with. You could tech something in if wanted or just bump up your consistency TSS lines.
 
Yeah I'm just not sure if that's the best option but if you are definitely teching in something than thats the best option.
 
I have vileplume in there... I appreciate your comments but i am not going to take cards out to put trainers in a trainer lock deck... seems a little redundent...
 
xXLANTURNPRIMEXx said:
dual ball? thats a trainer.

I don't see any posts telling you to run dual ball.

@Brendan, I don't really see the need for relicanth in this deck. It has 2 Retreat and slows you down a turn.
 
Not really. It helps setup because it's drawpower and it doesn't slow you down a turn because you are lost zoning a pokemon. Also, the {C}{C} retreat cost doesn't matter because you will keep drawing until it dies.
 
I did say that for early game setup as that is the most important part of the game. Without getting setup this deck fails.

Relicanth is great for a starter as it allows you to get things into the LZ without having to setup a Mew risking it being KO'd. Not only does it help you LZ cards but it gives draw power too. The retreat isn't really an issue if you let it get knocked out, which allows you to access Twins to help your setup even more.

Edit: I've been ninja'd I see but as Joe also stated above haha.
 
pokemonjoe said:
Not really. It helps setup because it's drawpower and it doesn't slow you down a turn because you are lost zoning a pokemon. Also, the {C}{C} retreat cost doesn't matter because you will keep drawing until it dies.

Why, you want to set up your field and start attacking ASAP. So, yes, the 2 retreat does matter. Switch can't even be put in because its a trainer lock deck
 
You don't need to start attacking ASAP because once they get locked it's irrelevant. Forcing them to KO it helps you.
 
Brendan said:
You don't need to start attacking ASAP because once they get locked it's irrelevant. Forcing them to KO it helps you.

Ok, I guess. But, how do you beat durant. You should only have 2 relicanth so you don't always start with it
 
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