Oh no. Not another one of these again, another of my 'don't play this deck because it's technically bad' posts! Well yes, it's happening. Lost March is indeed bad and Detective Perfect Shot is here to point out the cause. Why, you may ask? Why is this hollow imitation of Night March worthy of such scorn? Here's several points to sway your opinion. Number 4 may shock you!
1- It's essentially a Stage 2 deck.
And not even a good one. Hoppip has such a low HP count and a weakness which could prove dangerous in the upcoming meta, also it doesn't fare well against spread. Additionally, any parts of the early evolution line which goes in the discard must be retrieved or else you risk losing too much damage for not having them in the Lost Zone. You may then say, "Well good sir, Skiploom has an Ability to dump itself in the Lost Zone to bring up Jumpluff, so clearly it has some positives."
Nope. Your argument is invalid, and I'll gladly tell you why. In order to do this Jumpluff must be in the deck. If you draw into it, guess what? You need to waste a shuffle Supporter to put it back in, or toss it away with Lost Mixer, which wastes one of the few attackers the deck has. Add that you need to use Elm's Lecture in order to have everything run quickly, and sometimes twice in a row to get the Skiplooms out means that you haven't been drawing anywhere near the amount of cards your opponent has. That is definitely bad.
2 - Lost Mixer is terribly bad version of Battle Compressor.
Lost Mixer is the real reason why the deck sucks. In order to use it you need to send 2 cards to the Lost Zone, and to streamline the list you run a very specific amount of Pokemon and many Trainers. The problem with this? You generally shouldn't be able to make full use of this card. Some of the time the cards you'll be able to 'Zone' with this are the things you want to attack with (like Natu) and the early evolution line of Jumpluff. The majority of the time you'll statistically be able to use this is when you have nothing you want to discard, such as Trainers and that doesn't help your damage numbers. To have the best odds of this card being live the Lost March player would need to clog their deck with other Pokemon, and that would undoubtedly end badly.
3 - You can't run Natu on it's own.
Well, you could. You definately run Trumbeak alongside it, but that only gives you 80 damage. To make the best use of Natu you have to go about clogging your deck with Pokemon to burn with Lost Mixer, which as said above would make the deck inherently inconsistent. You could argue for use of Spinarak, but if the opponent knows that they can take advantage of Lost March's bad early game they will gladly Guzma or Switch out their active and then take a knockout.
4 - The name of the deck sounds bad.
Lost March.
Lost.
March.
Nope.
5 - The deck has a terrible early game/weakness to other single prize attackers.
This is in direct contrast to the deck this is imitating, which generally takes 2 prizes on it's first turn or at least gets most of the way there. With Lost March, your job is to plant weeds and hope your opponent doesn't kill them. Losing at least one Hoppip or Natu from the opponent's first attack is basically a guarantee, and with Latios and Tapu Koko being common filler cards several LM attackers can be set up for a knockout with their powerful spread moves. Even factoring in using Skiploom's Ability to bring in a fresh Jumpluff doesn't make up for any Hoppips or Natus you lost along the way.
6 - Expanded doesn't care about it.
Even with Fighting resistance on the Jumpluff line Buzzwole has too many damage enhancers to not plow through Lost March. Zoroark has lots of HP and amazing consistency, Trevenant is painful to deal with if the Break can be brought out quickly and Night March itself utterly destroys LM with little effort. Trashalanche hits similar numbers for far less work and Blastoise has ROS Articuno to swing the prize trade in it's favor. The only decks that Lost March can (arguably) beat consistently are Wailord and Greninja, which are both decks with inherent problems. To add to the problems Lost March gains little from Expanded, the best cards gained being Brigette (which doesn't exact help the dire need for Skiplooms) and Level Ball.
7 - Call of Duty is released the month before.
Seriously, how can you playtest Lost March when you're still too busy getting 360 no-scopes on weak noobs? Only once you nerf Call of Duty can Lost March truly be successful.
I rest my case.
1- It's essentially a Stage 2 deck.
And not even a good one. Hoppip has such a low HP count and a weakness which could prove dangerous in the upcoming meta, also it doesn't fare well against spread. Additionally, any parts of the early evolution line which goes in the discard must be retrieved or else you risk losing too much damage for not having them in the Lost Zone. You may then say, "Well good sir, Skiploom has an Ability to dump itself in the Lost Zone to bring up Jumpluff, so clearly it has some positives."
Nope. Your argument is invalid, and I'll gladly tell you why. In order to do this Jumpluff must be in the deck. If you draw into it, guess what? You need to waste a shuffle Supporter to put it back in, or toss it away with Lost Mixer, which wastes one of the few attackers the deck has. Add that you need to use Elm's Lecture in order to have everything run quickly, and sometimes twice in a row to get the Skiplooms out means that you haven't been drawing anywhere near the amount of cards your opponent has. That is definitely bad.
2 - Lost Mixer is terribly bad version of Battle Compressor.
Lost Mixer is the real reason why the deck sucks. In order to use it you need to send 2 cards to the Lost Zone, and to streamline the list you run a very specific amount of Pokemon and many Trainers. The problem with this? You generally shouldn't be able to make full use of this card. Some of the time the cards you'll be able to 'Zone' with this are the things you want to attack with (like Natu) and the early evolution line of Jumpluff. The majority of the time you'll statistically be able to use this is when you have nothing you want to discard, such as Trainers and that doesn't help your damage numbers. To have the best odds of this card being live the Lost March player would need to clog their deck with other Pokemon, and that would undoubtedly end badly.
3 - You can't run Natu on it's own.
Well, you could. You definately run Trumbeak alongside it, but that only gives you 80 damage. To make the best use of Natu you have to go about clogging your deck with Pokemon to burn with Lost Mixer, which as said above would make the deck inherently inconsistent. You could argue for use of Spinarak, but if the opponent knows that they can take advantage of Lost March's bad early game they will gladly Guzma or Switch out their active and then take a knockout.
4 - The name of the deck sounds bad.
Lost March.
Lost.
March.
Nope.
5 - The deck has a terrible early game/weakness to other single prize attackers.
This is in direct contrast to the deck this is imitating, which generally takes 2 prizes on it's first turn or at least gets most of the way there. With Lost March, your job is to plant weeds and hope your opponent doesn't kill them. Losing at least one Hoppip or Natu from the opponent's first attack is basically a guarantee, and with Latios and Tapu Koko being common filler cards several LM attackers can be set up for a knockout with their powerful spread moves. Even factoring in using Skiploom's Ability to bring in a fresh Jumpluff doesn't make up for any Hoppips or Natus you lost along the way.
6 - Expanded doesn't care about it.
Even with Fighting resistance on the Jumpluff line Buzzwole has too many damage enhancers to not plow through Lost March. Zoroark has lots of HP and amazing consistency, Trevenant is painful to deal with if the Break can be brought out quickly and Night March itself utterly destroys LM with little effort. Trashalanche hits similar numbers for far less work and Blastoise has ROS Articuno to swing the prize trade in it's favor. The only decks that Lost March can (arguably) beat consistently are Wailord and Greninja, which are both decks with inherent problems. To add to the problems Lost March gains little from Expanded, the best cards gained being Brigette (which doesn't exact help the dire need for Skiplooms) and Level Ball.
7 - Call of Duty is released the month before.
Seriously, how can you playtest Lost March when you're still too busy getting 360 no-scopes on weak noobs? Only once you nerf Call of Duty can Lost March truly be successful.
I rest my case.