Viletomb? Spiritplume? Gengar/Vileplume.
This is my second deck analysis, and the third deck I’ve ever built since beginning the Pokemon TCG with my girlfriend. After doing some research on what I wanted to play besides Tyranitar this looked like alot of fun. It also seemed somewhat competitive and cheap considering I would not need to find/buy a whole line of SP trainers for an SP Based deck.
Concept
Begin with Spiritomb. If you have to start with a Gastly and then play your supporters in order to get Spiritomb active, do so. This will start the “Trainer Lock” which is the entire theory the deck is based around. Once this happens, it will tremendously slow down the opponent’s deck while also helping you to get setup through “Darkness Grace”. This no energy move allows you to find an evolved pokemon of your choice from your deck and place it onto the according basic Pokemon on your bench.
This provides the control you need before Vileplume is setup. Once Vileplume is setup your opponent will be often times stuck with a handful of Trainers/Supporters. This is exactly what you want when you attack using Gengar.
SPIRITOMB! Play four of these and try your best to begin with him.
GENGAR! A great card & Pokemon. The version you would use in this deck is Gengar from Stormfront. The move “Poltergeist” will be your main damage dealer. It does 30x the number of trainers & Supporters in your opponent’s hand. This damage will vary, but it will often be very high.
Also providing they have any low HP Pokemon on their bench, you can use his other move which for 1 Psychic which does 30 damage or 60 if they have a Poke-Power. Did I mention Gengar has free retreat?
Oh, one more thing. If he happens to be KO’d – You flip a coin. If heads, the opponent’s attacking pokemon is knocked out too.
X! Gengar LV.X, once played, using its Poke-Power will allow you to remove 1 Lvl.X from one of your opponents pokemon and have them reshuffle it into their deck. This is also great vs SP decks. A great counter to a very dangerous counter to your trainer lock. To remove “Dialga Lvl.X” Poke-Body which shuts off all Poke-Powers and pokebodies of non SP Pokemon. This could also be used against “Luxray X”, “Garchomp X”, Or even “Uxie X”.
VILEPLUME! Your big bad benchwarmer. The plant that gives oxygen to your deck. As long as he is on your bench the all important trainer lock will be in play.
Trainers & Supporters
Copycat will be great drawpower for you since the trainer lock should force your opponent into having a ‘large hand’. Warp Energy will help you to retreat your Vileplume if he is forced into active. Call Energy will obviously speed your deck and add consistency.
The only trainers this deck would play are Luxury Ball (why not?) and 2 Rare Candy. These would be for those gloomy situations where your Vileplume is removed or early game before a lock is established.
Broken Time Space or Miasma Valley?
I could use opinions here. Miasma Valley states that when a Pokemon is put from either players hand, to the bench it places two damages counters on that Pokemon. BTS would obviously be to help speed your deck. However, if you played Miasma Valley this would spread damage to your opponent’s bench throughout the game. Grass and Psychic types are exceptions to Miasma Valley which means nearly your entire bench would be protected from it, with the exception of Spiritomb, who would most frequently be active if played.
This is a concept based on my findings of Vileplume’s introduction to the game. This is also probably the deck I would play at my first Battle Roads. I’d appreciate criticism and advice on Energy selection, Trainer, Supporters, and Stadium cards especially. Call or Warp? or both?
Thanks and hopefully this was useful to some of you.
Deck List
|
Pokemon 25
4 Spiritomb |
T/S/S 22
4 Miasma Valley or BTS |
Energy 13
7 Psychic |












