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VVV Vaniluxe/Vileplume/Victini

iisnumber12

Team UN (White)
Member
4-4-4 Vaniluxe NV
3-2-2 Vileplume Ud
3 Victini NV
1 Cleffa
23

4 Cheren
4 PONT
4 Collector
3 Judge
1 Fisherman
3 Candy
4 Communications
23

12 Water
2 Rescue
13

The strtegy of this deck is to get out vaniluxe and vileplume and paralyze every turn until you win.
 
Well here's how I'd fix this deck:

Pokemon (22)

4 Mew Prime
3-2-2 Vileplume UD
2-2 Sharpedo TR
0-2 Muk UD
0-0-2 Vanilluxe NV
3 Victini (Victory Star)

Trainers/Supporters (24)

4 Pokemon Collector
4 Pokemon Communication
4 Professor Oak's New Theory
4 Twins
4 Rare Candy
4 N

Energies (14)

4 Rainbow Energy
4 Psychic
3 Water
3 Dark

Deck Total: 60

Hope it helps...
 
i don't like mew tbh. ^
but i'd consider 4-3-3 on vanilluxe.
i'd also honestly take out the fisherman, unneeded in my opinion.
try twins, it's great for setting up.
and i think 2 victini is best, because you definetly don't want to start with it.
and only you 8-9 waters, because 12 is way too much, i understand the factor of chance of drawing it, but you don't need that many. i'm not trying to build your deck for you, but i hope this helps, and that you take my advice. my list is very good of this, and i love it.
 
masonandrew said:
i don't like mew tbh. ^
but i'd consider 4-3-3 on vanilluxe.
i'd also honestly take out the fisherman, unneeded in my opinion.
try twins, it's great for setting up.
and i think 2 victini is best, because you definetly don't want to start with it.
and only you 8-9 waters, because 12 is way too much, i understand the factor of chance of drawing it, but you don't need that many. i'm not trying to build your deck for you, but i hope this helps, and that you take my advice. my list is very good of this, and i love it.

Mew is bad for this deck because it is going to die as soon as soon as you kill something. Twins is okay, but the deck is too relient on consistant draw and if they dont take a prize you cant set up. I prefer 3 Victini because you can beat kyurem easier. There are a lot of water energies, but the deck has bad late game draw so I feel I need them.
 
I play Kyurem as a tech to help with some match ups, like Archeops. Idk what to take out, im not to good with helping decks though... its just an idea for a backup attacker...
 
you don't understand that the're usually going to be paralyzed, so kyurem doesn't affect you as much.but i think twins should be added, as you can use something as a sacrifice such as the extra basics. then just keep the twins rolling, it works really well as the point of the deck isn't to take fast prizes, but to paralyze lock them.
 
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