Discussion So let's talk about Jumpluff.

Zipplip

Aspiring Trainer
Member
With Lost Thunder bringing back the Lost Zone in a big way, I thought I might as well make a thread discussing the best card to use this mechanic, Jumpluff and it's support.

So first of all, Jumpluff can attack for a single grass energy and it's attack basically says it's Night March 2.0, the free retreat is also a nice bonus. But as people may know any Night march decks needs support and holy crud does it get it in spades.

Skiploom essentially makes Jumpluff a stage 1 thanks to it's ability (which can't even be turned off unless your opponent somehow gets a slaking out fast) while also giving it in an instant 40 damage to boot. If you can get out 3 Skiploom, that's an easy 120 your already doing.

Spinarak is imo the perfect starter pokemon, since if you go second, you can stop your opponent (if they don't have a switching card in hand), and have 20 extra damage ready to go.

Trumbeak provides potential disruption (especially if you hit something they need like Guzma) and 20 free damage instantly without having it's ability turned off (or bench space clogged up).

Lost Mixer, while underwhelming in other decks, will help I feel in the late game if you still need to get a few extra pokemon in the lost zone (best usage I feel with it is getting your spinarak's in the lost zone in the late game).

With Dark Order also supposedly having more cards that can interact with the lost zone, I feel like all this combined makes Jumpluff a deck to watch out for coming into the next season.
 
I think for optimization, from an Expanded standpoint, you'll never use the Jumpluff line. You'll be using Spinarak, Natu as your attacker, Trumbeak, and Lost Mixer to get Pokemon in the Lost Zone
 
I think for optimization, from an Expanded standpoint, you'll never use the Jumpluff line. You'll be using Spinarak, Natu as your attacker, Trumbeak, and Lost Mixer to get Pokemon in the Lost Zone
Just remember, it won't be as easy to get DCEs back since puzzles are getting banned.
 
You can just run dimension valley and some grass
Oh wow I forgot about Dimension Valley haha. Yeah that'll probably be the way to go for expanded. I made a Jumpluff list for standard but that gets me thinking about making a Natu/Spinarak list.
 
I had completely skimmed over Natu when making this post, so thanks for the heads up, and I was mainly thinking for Standard. I still think Jumpluff should be the one to use as the main attacker if your playing Standard since it’s for basic energy rather than a DCE and you have free retreat,
 
I had completely skimmed over Natu when making this post, so thanks for the heads up, and I was mainly thinking for Standard. I still think Jumpluff should be the one to use as the main attacker if your playing Standard since it’s for basic energy rather than a DCE and you have free retreat,

I’ve been actually thinking that you could use Energy Evolution Eevee as a starter, so if you go second you can first turn use Professor Elm’s Lecture to grab hoppips, maybe some nest balls and use Leafeon GX to grab 3 or 4 skiploom so second turn you can potentially get a ton of Jumpluff into play.

You could run DCE and Grass energy so you can use Jumpluff or Natu as a main attacker, and in the worst case scenario you could still use Leafeon to attack while using Lost Mixer to get rid of extra Eevee and Leafeon. Of course there’s also space for Trumbeak and maybe even Hiker to help Trumbeak hit supporters for disruption.

Of course these are all just ideas that probably shouldn’t be used all at once, but I definitely see this deck being built a variety of ways.
 
I’ve been actually thinking that you could use Energy Evolution Eevee as a starter, so if you go second you can first turn use Professor Elm’s Lecture to grab hoppips, maybe some nest balls and use Leafeon GX to grab 3 or 4 skiploom so second turn you can potentially get a ton of Jumpluff into play.

You could run DCE and Grass energy so you can use Jumpluff or Natu as a main attacker, and in the worst case scenario you could still use Leafeon to attack while using Lost Mixer to get rid of extra Eevee and Leafeon. Of course there’s also space for Trumbeak and maybe even Hiker to help Trumbeak hit supporters for disruption.

Of course these are all just ideas that probably shouldn’t be used all at once, but I definitely see this deck being built a variety of ways.
I personally wouldn't run Eeveelutions since I feel the whole point of Lost March is to have as little GX's in it as possible, while also being really good.
 
I think the main appeal in this deck is that it uses cute Pokemon. Very very cute pokemon.

Hitting 180 helps too.
 
Excuse me, but I don't see how Spinarak is any good? I don't see the merit in playing an easily donked basic that does nothing but throw itself and the energy you attach to it into the lost zone.

Right now, I feel the main issue with this deck is going to be card draw. You're going to be pitching so many things with Lost Mixer and Trumbeak that you'll have to play tons of supporters (which standard is currently lacking) to help you move through the deck. No Shaymin EX to help you here. And that of course, takes up deck space you'd probably want to have for the thick Pokemon line you'll be playing, Lost Mixers, etc. I'd imagine this will be resolved by the time this and Lost Thunder comes out though, all thanks to Zebstrika being an absurdly good card.

The other issue is when your Jumpluff gets knocked out. It becomes a bit of a pain since your Skiplooms and Hoppips are all in the lost zone so you will never be able to get more than 4 Jumpluffs out in a single game, somewhat defeating the point of being a single prize attacker. Natu helps, but this DCE/Grass mismatch is a little unfortunate.

And for Expanded, should you completely forgo the Jumpluff line, Natu's combo with Dimension Valley and any basic energy leaves a lot of potential for techs or even a toolbox-y deck.

All in all, pretty excited about Lost March. A very budget friendly deck to help people get into the game, and looks like a lot of fun to play too. :) That is until I lose to it a bunch and learn to despise it.
 
I think most of the merit spinarak has is setting up first turn paralysis and then being fuel for lost mixer. I think it will be good to help you get started to insure your opponent has a hard time to get their first attack up and that you can either return their first ko or become the aggressor. Gaining the tempo in a matchup seems worth using an energy in my mind, but again that’s just a decision some people may prioritize.
 
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