Vileplume/Sceptile Deck

supercdad

Aspiring Trainer
Member
Hello there! New to these forums, but been playing TCG online and in RL since about May. I was looking for some help with a Vileplume deck build. I want to be able to consistently pull off Plume by about turn 2 or 3. I need Items to do that, but I can't seem to find the right amount to put in my deck. As you know, too many Items is bad, because you won't be able to use them. So what do you all think is the right amount?

Here is the deck sans Trainers:

4-3-2 Vileplume evolution
3 Sceptile EXs
4-3 Ariados evolution
3 Seismitoad EXs
3 Forest of Giant Plants
 
IMO, the deck should be tweaked to hit a T1 Vileplume "90%" of the time. In doing so, you will greatly impeded the setup of most decks. For example, following are some suggested Trainers for your consideration:

2 AZ - may need pickup your Vileplume in order to play your Items at times or even to save your wounded Poké
3 Level Ball - to help get your Oddish and Gloom into play fast (prior to Item lock)
2 Lysandre - used to promote opponent's benched Poké to active position
1 Pokémon Fan Club - to help get your bench setup
3-4 Professor Birch's Observations (or N for expanded format) - card draw support
4 Professor Sycamore - card draw support
1 Sacred Ash - to recover and recycle discarded Poké
3-4 Shauna (or Colress for expanded format) - card draw support
1-2 Steven - to search and obtain needed basic energy and Supporter
1 Teammates - to search and obtain 2 needed cards when 1 of your Poké is KOd
1-2 Trainer's Mail - to help you search for needed Trainers
3 Ultra Ball- to help get your Poké into play fast (prior to Item lock)

I'd suggest testing with different combinations of your Poké and Trainers till you find that combo that works best for you.

I hope you find these comments helpful.
 
This is a huge help! Thank you! I think I will go with the following:

4 Professor Sycamore
4 Shauna
4 Level Ball
2 Pokemon Fan Club
3 Steven

Then 18 energy. 60 total.
 
I play a similar deck online. While it's true that playing excessive Items in this deck is a bad idea, you do need them to get the ball rolling in the first place. In fact, one of the bad things about this deck is that once you are set up, you immediately lose consistency; however, once setup, the only thing the deck really needs is Energy to attack with. Here's my current list below.

Pokemon: 21

  • 4 Sceptile EX
  • 4 Shaymin EX
  • 3-3-3 Vileplume
  • 2-2 Ariados
Trainers/Supporters/Stadiums: 31
  • 4 Professor Sycamore
  • 4 Professor Birch's Observations
  • 3 AZ
  • 2 Lysandre
  • 4 Acro Bike
  • 4 Trainers' Mail
  • 4 Ultra Ball
  • 2 Level Ball
  • 4 Forest of Giant Plants
Energy: 8
  • 1 DCE
  • 7 Grass Energy
It's nothing fancy. It plays a lot of Item draw so that you can get Vileplume on the field as fast as possible. The only really interesting card choice is the one DCE, which lets me pick up my Shaymins if I get a chance, because Bench space can be a problem for this deck if you have to bench all of your Shaymins. AZ can pick them up too, and it also serves as a Switch for Vileplume under Item lock. I've been meaning to find room for a fourth one--it's that good. There's also the idea that you can pick up Vileplume and play some Items for a turn and then put it back down, but really all you'd need that for is to maybe get out of a dead hand by burning Trainers' Mail and Acro Bikes. It's not like you can pick up Vileplume and play 3 Enhanced Hammers and a Head Ringer or anything like that. Cards like that only clunk up the deck once Vileplume is in play.
 
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