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  • http://www.youtube.com/user/pgmcsskater pgmcsskater

    i recommend some cyrus so you can get what supporter you need and a grass energy

  • http://www.facebook.com/people/Anthony-Desiata/100001090365250 Anthony Desiata

    no call energy? NO WARP ENERGY?

    • http://www.adamcapriola.com/ Adam Capriola

      I agree that it definitely needs some Warp Energies… you even mention in the article that Blaziken FB is a problem.

      I don’t get 4/3 Sunflora… just go 3/3 or 2/2 might even be ok.

      Unown Q should probably be in this too…

      • http://www.facebook.com/people/Anthony-Desiata/100001090365250 Anthony Desiata

        i have a list of this had it since the plume came out it only needs a 1-1 sunflora. and calls plus spiritomb cant get any better than that and also the warp energys save you so much.

  • http://twitter.com/T0nu Tonu Taitto

    Maybe Dodrio UD, some Unown Q’s, Warp Energies, DCE or something else that ensures your Vileplumes won’t get stuck at front. Playing 4-3-4 low health main attacker seems quite suicidal if run Vileplumes and no Palmers at all.

  • Anonymous

    why not run any Pichu’s to get your bench and your opponents bech full with Playground? then you don’t have to screw around finding all your basics when you’ll have them all out with a full bench turn 1.

    • Anonymous

      You are not folowing the strategy

  • mewuk85

    still think you should run a pod and a call or 2

  • Pikey

    Interesting combination.

    I have no intention of ever playing Vileplume but i may have to just test this out

  • http://pulse.yahoo.com/_E7JXZW6QANX3PP3HYJWOTE2AKY AaronD

    Personally, for consistancy I would up the Collector count to at least three, since that’s the card that will really get you started and get basics out to evolve. Four would be even better, if you can find space. Unown Q is a must have, especially with Vileplume having a retreat cost of two, Spiritomb having one, and Uxie having one. Also, since you’re trainer locked as well, it seems important to run Warp Energy to get Spiritomb or Vileplume out of the active position quickly in case one or both get chatter locked. It also provides the necessary energy to retreat later in the game if need be. Just my suggestions, and since I’m not sure which cards you deem most important here but I’m not going to make any suggestions pertaining to what you should take out.