The Storms ~ This format was ours!

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Meaty said:
Well one PR is a better deal than buying 8 released packs at a store. 8 packs would cost like 35$ or so, so you save like 10$ on the packs, plus the set's not released yet and then you get awesome sleeves and a promo. Not to mention the fun of deck-building and playing!

actually starting 2010 they made the entry fee $35 :( this really annoyed me. But yeah the sleaves and the pichu promo along with them dont hurt :)
 
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Actually it starts at 25 dollars, I looked and my pre-releases are 25 dollars. It also says it starts at 25 dollars at the pre-release section at pokemon.com
 
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^ sonics in canada.

i tried to find those binders but i cant. and no comments on my amazing theory???
 
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richkid50000 said:
no PR's for me this weekend. however out of all the stuff i heard primes are abundant and plentiful. 6 per box? and then possible 4 legend halves also. with shiny gyarados and maybe alph litho?? thats 12 amazing cards possible per box. heres my theory. by 3 packs get 1 of these. if anything it may go to 4 packs for that because of the gyara and litho but thats amazing ratios. 1:3 and 1:3.??? in this case donphan will be easy to get. so will amphy. those are going to be meta decks so this is just great.

and im not going to try and get ty, gatr, and meganium as they are in tins.

although i don't get why gatr will be good. luxray kills it. power spray kills it somewhat. and the most lethal mesprit LA. no powers for a turn. meaning gatr cant use rain dance at all. get 50 on it with that in and then next turn KO.

Legends arent great. my friend seems dead set on ho-oh being good because it can go in any deck. he doesnt get the fact that it takes for energies and a discard. doesnt pair well with anything. but the good thing is is that the little kids at PR's and leagues will want them very badly. since they are so abundant then peopel who need donphan/other primes can simply trade away a useless deck card for a good prime. IMO its a better deal for them than the persoin trading away the legend.

well thats my info for the day. hope it made sense

Few things. How does Luxray crush Gatr? Gatr has a weakness to Grass, not Lightning. Jumpluff is the deck that beats up Gatr, not Luxray. Secondly, Power Spray does not hurt Gatr. Since Rain Dance can be used multiple times during your turn, it would be meaningless to Spray it when your opponent can use Rain Dance again. Mesprit, I must agree with.
 
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Gliscor said:
How does Luxray crush Gatr? color]

Well I'm pretty sure half of Feraligatr varients attack with some other water pokemon with lightning weakness.
 
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Luxray doesn't crush Gatr as much as one would think it would. Luxray does seem to have the upper hand against Gatr, if they use Blastoise, or a different stage 2 water type weak to water(besides Swampert and the other Gatr, all of them are electric lolzeez). It wont win because of weakness, just because it is so disruptive. Gatr drowns(lol punzeez) without Claydol, because with out it, there is no solid flow of energy(not counting Bronzong SF) so if Luxray can get rid of 'dol ASAP, it will control the game. Now JUMPLUFF has the upper hand against Gatr. If the variant of Jumpluff is "controlpluff"~credit to Pokechamp and all subsidiaries of Pokechamp inc. 2010 which uses Lux X, Gatr will get kersplunked into the dust.
 
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CyndaquilMaster said:
Actually it starts at 25 dollars, I looked and my pre-releases are 25 dollars. It also says it starts at 25 dollars at the pre-release section at pokemon.com

this:

richkid50000 said:
^ sonic's in Canada.

Meaty said:
Gliscor said:
How does Luxray crush Gatr?
Well I'm pretty sure half of Feraligatr varients attack with some other water pokemon with lightning weakness.

This is semi-true. if half was most, then ya. The only gatr variants I've seen are blastigator, suicune entei gatr, and pure gatr. 2/3 are weak to lightning.

But either way, my deck never losses to luxray for some reason...
 
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Oh yeah, I forgot about other Gatr variants. My testing with Gatr was only with one variant, so it was the only one that came to mind.

@Seth: My Jumpluff list is ridiculous. And unlike most other Jumpluff lists. I run control, cloudy, and sunny Jumpluff all in one list. 1-1 Luxray GL Lv.X with one Poke Turn, 1-1 Shaymin Lv.X, and 2-2 Cherim SF. Yeah, and there is even more to it.
 
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1 poketurn? Just-1 poketurn? And if it is prized? I seriously thikn thats a VERY stupid idea, because your chances of drawing into that 1 poketurn are-minuscule.
 
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Thing is, I'm planning to take out Luxray. I rarely use it when I play test. And I know one Poke Turn isn't a good idea, but since I don't use Luxray much I didn't really need a lot of Poke Turn, so I dropped two.
 
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If you say so. But I would run control pluff I would use 2-1 Luxray, a few lightning energy, and 4 turn and such. Consistency is the key to a happy life my friend. Haha.
 
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I think there's one good tech card that could sit on the bench in Jumpluff that nobody has considered. Sunflora HGSS. Its power lets you search for a {G} pokemon every turn and put it into your hand. It's like Flutter Wings Beedrill only it's a stage 1 and could fit in almost any {G} deck. Like my Cherrim deck maybe. It's bound to help speed.
 
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varit said:
RE: Wigglytuff and Kingdra's jerk child. (Jumpluff)
I can eleborate why sunflora hgss is useful, its an energy search engine, however in a deck that only needs 1 energy is kinda useless, but at the sametime it helps you move your 6 energy to your hand alot faster and save's your draw power for something useful. cya

venosaur X made the original comment, but I tryed to add usefulness to it by making it seem needed, I personally like sunflora hgss. cya
 
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Sunflora is not an energy searcher, it´s a Pokémon searcher. Check the Power, it searches Pokémon. It seems that whoever translated the card, did it wrong (not sure if Pokebeach of PUSA´s translators).
 
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Well, this definitely does make Sunflora a better Pokemon searcher in Grass decks other than Beedrill RR. You don't have to go through all of the trouble of pulling a Candy. I do think Sunflora could help in Jumpluff, but it depends on how many Grass types you run. Obviously, some of the essentials are the Jumpluff line and Cherim line.
 
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Well I just got accepted so hello everybody :)

In jumpluff, I don't think you need that many grass pokemon tbh. Crobat G can do well in it, along with Pachi GE and stuff like Skuntank G. As long as you have stuff on the bench it's fine.

Another thing in Jumpluff: I like it a lot but it seems too frail. Shaymin Lv.X takes more turns to set up, and not in my interest really. I also don't like the idea of Expert Belt. Does anyone have any ideas on how to keep it alive?
 
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Well, Shaymin only needs two turns to setup. You lay it down, and next turn you retreat Jumpluff, Level Up Shaymin and play Warp Point/Switch. As for Sunflora, it helps Jumpluff to keep coming (just like Beedrill RR did in Speedrill). You might run Jumpluff like Beedrill: BTS, SSU and Sunflora. You then add Shaymin for survivability and maybe Cherrim AA (don´t know how tight would the list be) and you´ve got a heavy hitter with 150 HP, fast recovery and decent speed. If you use Pichu as a starter, you can get going by T2 for sure.
 
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Gliscor: Your Jumpluff deck sounds interesting and a counter to Feraligater Prime. Can you PM the deck list? Also, no school today for us because of snow. :)
 
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We have a snow day too :>

Pichu is terrible IMO: It sets your opponent up.

And you probably won't have a chance to get shaymin out. by your strategy, it will get 1 shotted before it can switch out. And you would only have 150 with Expert Belt. So it slows it down majorly IMO.
 
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Why would Shaymin be KOed if you send it to the bench the same turn you Level Up?
 
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