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Standard The Dark-side of the Forest (Sableye/Vileplume Lock)

jessalakasam

Floette is love Floette is life
Member
Pokemon: 23
3x Sableye (GUR)
2x Oddish (AOR)
2x Gloom (AOR)
2x Vileplume (AOR)
4x Rowlet (SUM)
4x Dartrix (SUM)
3x Decidueye GX (SUM)
3x Shaymin EX (ROS)

Trainers: 30
4x Level Ball
1x Revitalizer
3x Trainers' Mail
3x Ultra Ball
1x Lillie
1x Mallow
1x Field Blower
4x Forest of Giant Plants
2x Lysandre
3x N
4x Professor Sycamore
3 Float Stone

Energy:
7x Darkness




Translation:
Sableye – Darkness – HP60
Basic Pokemon

[D] Limitation: Your opponent can’t play Supporter cards from their hand during their next turn.

[C] Scratch: 20 damage.

Weakness: none
Resistance: none
Retreat: 1

Mallow – Trainer
Supporter

Choose 2 cards from your deck and shuffle the rest of your deck. Put the chosen cards on top of your deck in any order.

You may play only 1 Supporter card during your turn (before your attack).

Field Blower – Trainer
Item

Choose up to 2 in any combination of Pokemon Tool cards and Stadium cards in play (both yours and your opponent’s) and discard them.

You may play as many Item cards as you like during your turn (before your attack).
 
I was waiting for this deck to first appear... I'm SO running Sableye/Vile/Decidueye when the new set drops. It helps that Sableye is my favorite. There area a couple things I think of looking at the list though. One is that it might be cool to switch out 3 Dark energies for either Rainbow or Grass. Rainbow is what I would do personally. I don't feel comfortable with Decidueye not being able to attacks in an emergency situation, and the Rainbow/Grass energies let it both attack if needed, as well as use that fancy GX attack to recover lost parts to the evil combo. My other thought is maybe including another Field Blower, or even a Rotom Dex. Garb just makes me nervous, especially since there isn't a main attacker in the current list, so a second Blower or the more niche Rotom Dex lets you counter that a bit more consistently (Rotom Dex being a last ditch attempt if Blower ended up being prized). You might also be able to drop a Shaymin as well; with you utilizing so many bench slots (optimally with Plume, all 3 Decid, and maybe a Shaymin on bench from early match), I don't think the 3rd one sitting there is needed. You could maybe even drop the 3rd Shay for a 4th Decidueye. It would be awesome if you had the perfect field with 4 Decid, a Vile, and Sableye in the Active. So evil.
 
I was waiting for this deck to first appear... I'm SO running Sableye/Vile/Decidueye when the new set drops. It helps that Sableye is my favorite. There area a couple things I think of looking at the list though. One is that it might be cool to switch out 3 Dark energies for either Rainbow or Grass. Rainbow is what I would do personally. I don't feel comfortable with Decidueye not being able to attacks in an emergency situation, and the Rainbow/Grass energies let it both attack if needed, as well as use that fancy GX attack to recover lost parts to the evil combo. My other thought is maybe including another Field Blower, or even a Rotom Dex. Garb just makes me nervous, especially since there isn't a main attacker in the current list, so a second Blower or the more niche Rotom Dex lets you counter that a bit more consistently (Rotom Dex being a last ditch attempt if Blower ended up being prized). You might also be able to drop a Shaymin as well; with you utilizing so many bench slots (optimally with Plume, all 3 Decid, and maybe a Shaymin on bench from early match), I don't think the 3rd one sitting there is needed. You could maybe even drop the 3rd Shay for a 4th Decidueye. It would be awesome if you had the perfect field with 4 Decid, a Vile, and Sableye in the Active. So evil.
If you have vileplume up then those cards are useless, and if you let garb setup which could take up to three turns youve probably already lost. Im sure they have their use once in a few matches, but for the most part those cards end up dead 8/10 times. You should be able to hit turn 1 plume 6-7/10 times so if garb is a problem then you better find those cards right away, and if again you dont youve probably already lost, garb shouldnt be a huge issue if you can focus on getting plume up turn 1 and locking them down before they can attach any tools. If they get a tool on trubbish because they went first or you missed plume on your turn then good luck finding those one or two blowers with that many pokemon and items and energy, 9 times out of 10 you will not find that blower, and that game is already over
 
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