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Seismitoad / Wigglytuff Deck


Tomtoo

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I recently made this deck and i think it is quite good but it has some faults in it so if you wouldn't mind tell me some critism about it to help me improve it.

 

Pokemon: (21)

 

4-4-4 Seismitoad

 

4-4 Wigglytuff ( ND )

 

1 Pichu

 

-

 

 

 

 

 

T/S/S: (27)

 

2 Heavy Ball

 

3 Junk Arm

 

3 Level Ball

 

1 Pokemon Catcher

 

3 Rare Candy

 

1 Switch

 

-

 

2 Cheren

 

4 Pokemon Collector

 

 

 

4 Profesor Oak New Theory

 

4 Sage's Training

 

-

 

 

 

 

 

Energy: (12)

 

4 Double Colourless Energy

 

4 Rescue Energy

 

4 Water Energy

 

-

 

 

 

 

 

Ok ideally you would want to start with either Pichu or Tympole, if you start with pichu you get out either 4 Tympole and 1 Jiggly or 3 Tympole and 2 Jiggly Or 2 Tym and 3 Jiggly Depending on what your hand is like, But if you do start with Tympole you want to use collectors and ponts to try and fill your bench quickly and attach a DCE / Rescue onto Tympole for the next turn. And then by next turn you evolve Tympole with candy and do potetially 180 damage by turn 2 which is enough to knock out all EX's without an evoloite. And then its fairly simple from there

 

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Strengths:

 

High Damage: Once set up this can do 150-180 damage per turn depending if something just got KOed

 

Doesn't need much energy for main attack: Only needs a DCE to be able to do 180 damage per turn

 

New: Not many people have seen a deck like this played so they don't always know the best technique to win against it

 

-

 

 

 

 

 

Weakness:

 

Slow: although there is a chance you can do lots of damage by the second turn, thats just at a slim chance and is usually quite slow

 

Lack of Energys: Sometimes you can go long periods of time without energies and you just have to watch them knock out your pokemon.

 

Reshuffle: I have to reshuffle quite a bit at the beggining because of only 9 basics giving the opponent a head start

 

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Possiblities i thought of:

 

Interviewers Question : To help when low on energys ( But my deck does not need many energys to function )

 

Virizion: Help gain cards at the begginging and something for me to communicate ( Takes up space on bench )

 

Cleffa: Extra drawing basicly ( Takes up space again )

 

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Ok, so this is the deck ive being trying out, so if you don't mind would you post some improvent for the deck, Every critisism is accepted.

 

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well i would add a victini or two for tight spaces and also try to get a conkel dure it helps out very well with difficul battles but its just my opinion its your deck do what ya want with it

 

 

 

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Well i see what you mean with victini, but to put a fire and neutral will take 2 turns to set up and normally by the time i have a full bench ( unless i used pichu ) i can get 120 out by next turn with Wiggly. and with only 8 other useable basics it is sometimes hard to get a full bench for a few turns

 

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Not drawing basics is the reason I always have 12 basics. It seems to be the magical number. Sure, it's 3 cards more than you use now, but what do you prefer: having to replace 3 cards with basics, or giving your opponent 3 free cards? I know what I'd choose!

 

 

 

Also, same with energies and not drawing them: the reason I always go with 18 minimum. But you can go with less: in my First Strike deck I use 16 with 2x Energy Search, for example. Drawing your energies when you need them is the most important thing IMO: it allows you to plan ahead (tough to do so when you have to think "But will I draw that necessary energy?") and of course also allows you to attack.Interviewer's Questions which you're thinking of adding won't work well with only 12 energy also: you'd be lucky to fetch only 1, and it blocks your other supporters that turn.

 

 

 

As for my more specific suggestions:

 

 

 

- Add 1 more Pichu to make getting it more reliable. The chance you draw both is incredibly small, and in such a case you always have Communication to still give it a use. You didn't add Pichu for nothing after all: it sets your Round attacks up. You might also want to look at Stantler instead, as Stantler doesn't help your opponent.

 

 

 

- The only Pokemon in your deck that can't be searched by Level Ball is Seismitoad. So, why not replace some or all Great Balls by Level Balls? Or replace some Communications instead? You might also want to add 1 or 2 Heavy Balls to freely fetch Seismitoad.

 

 

 

- Remove 1 Palpitoad. You won't need 4 with 3 Rare Candies. 3 is enough. I understand you have more than 2, to make Round more reliable, but 3 is really enough.

 

 

 

More Catchers would also be good, but I suppose you only have 1 because it's too expensive?

 

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@GR0

 

1. Basics - Hmm well i think 11 will be maximum for this deck as it is mainly focused on them 2 lines. and normally its not too bad, because i have run decks with 8 pokemon before and the max you normally need to reshuffle is twice, most times you don't need to at all.

 

2. Energy - Most my pokemon only need a DCE to attack and thats it so i guess the maximum i would end up running is 14

 

3. Hmm, i might try another pichu, but stanler im not sure as it may be ok but i need to waste energy on it and will fill the bench ( unless i run seeker, SSU or let it die )

 

4. Balls i might add them see how they go, but i like communication, as say if i just add level balls i would be able to get a wigglypuff out and then communicate it for Seismitoad ( same with great ball )

 

5. Hmm well i was thinking about removing one palpitoad/ rare candy but they are useful as say if i have a rescue on a seismitoad and it dies i will be able to candy a tym to seis and just evolve another making my attack stronger, and it also lesses the effect of Prized pokemon which normally is pritty bad for decks what require certain pokemon ( e.g Durant Deck )

 

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Pokemon: (21)

 

4-4-4 Seismitoad

 

4-4 Wigglytuff ( ND )

 

1 Pichu

 

 

Like others have said, going with a 4-3-4 line would probably work better. I would add in a Cleffa, but the problem with babies is that it hurts your maximum damage output since they don't have the Round attack. You should run Seeker/Super Scoop Up to alleviate this problem.

 

 

 

 

 

 

T/S/S: (27)

 

4 Greatball

 

4 PlusPower

 

4 Pokemon Communication

 

3 Rare Candy

 

1 Pokemon Catcher

 

1 Switch

 

Great ball is a pretty bad card, and like others have said, Level Ball works better here. I would also think about putting in a Dual Ball or two, so that you can grab a couple basics you don't need and then communicate them out for their evolutions. Pluspower is good but maybe run 2, 4 is a little too much. Pokegear would be useful to grab a supporter when you get stuck. Lost Remover is a great card to have as well to mess with your opponent's setup, especially if you can use it on a DCE on an opponent's Mewtwo. Super Scoop up will help in getting those babies off the field. I would also highly suggest you run Junk Arm, it's extremely valuable in decks that rely on trainers. In fact I'd find a way to run 4 Junk Arms, that way you can run 1/2 of the other trainers and add more variety.

 

 

 

 

4 Proffesor Oak New Theory

 

3 Cheren

 

2 Pokemon Collector

 

1 Flower Shop Lady

 

Really not enough Supporters. You'll find yourself getting dead hands quite often where you don't have anything to do. I would also HIGHLY suggest running 4 Pokemon Collectors, especially since getting a full bench is so crucial for this deck. 2 is just not going to cut it. You could also run a few N, Juniper, Sage's Training, etc. I would try to add at least 3 more draw supporters if possible. FSL is a decent card overal, but I prefer Super Rod since it's a trainer so you can use a supporter on the same turn, and if you have junk arm you can use multiples. Plus, with only running 4 basic energy, FSL is extremely weak in this deck. Super Rod will do the exact same job and will be more convenient for you.

 

 

 

 

 

 

Energy: (12)

 

4 Double Colourless Energy

 

4 Rescue Energy

 

4 Water Energy

 

 

Good energy count here, I'd leave it as is.

 

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@vikes

 

Thanks for the advice ive made a few changes to it but i havent managed to fit in junk arm, and the bug about it is another reason that puts me off it and i will remove all / another the PlusPowers when the bug is fixed as there mainly only used to knock out zekrom

 

Changes:

 

+'s

 

-1 Pichu

 

-4 Greatball

 

-2 PlusPower

 

-1 Switch

 

-1 Rare Candy ( Not sure abut this, but i couldn't think what to take out )

 

-1 Flower Shop Lady

 

-'s

 

+1 Cleffa

 

+1 Super Rod

 

+2 Level Ball

 

+2 N

 

+2 Collector

 

+2 Seeker

 

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Well heres another suggestion try to add a few mushrana for healing or try a blissey

 

 

Blissey will just remove all my energy, which i know i could just fix by putting a DCE on them but it will take up too much of many energy as i dont have much,

 

And Musharna i think will just take up space on the bench limiting damage, but thanks for the suggestions

 

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Apparently they're fixing the Round attack bug in the current maintainance so hopefully your deck will get an extra boost. I really like these type of decks, I might try one out myself sometime.<img src="http://www.pokemontcg.com/javascripts/fckeditor/editor/images/smiley/png/regular_smile.png" alt="" />

 

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I think you should add in a few junk arms and maybe one more candy as you are running a 4-4-4 toad line. The Junk arms will allow for you to get candies that you have already used and will get you out of tough situations. The extra candy wouldnt hurt either.

 

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I have made a few more changes to this deck now the bug has being released, as i looked for some deck lists online and this is what i came up with

 

Pokemon:

 

+1 Pichu

 

-1 Cleffa

 

Trainers:

 

+1 Level Ball

 

+3 Junk Arm

 

+1 Rare Candy

 

+1 Switch

 

+4 Sages Training

 

+2 Heavy Ball

 

-2 PlusPower

 

-4 Pokemon Communication

 

-1 Super Rod

 

-1 Cheren

 

-2 N's

 

-2 Seeker

 

Energies:

 

Same

 

 

 

Ill Update First post aswell

 

 

 

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Add some more pokemon having only one or two pokemon is not a good deck. A good deck is 20 pokemon 20 trainers and 20 energies. I have win with that deck.

 

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Add some more pokemon having only one or two pokemon is not a good deck. A good deck is 20 pokemon 20 trainers and 20 energies. I have win with that deck.

 

Disagree. A good deck has as few Pokemon as possible. 20 energy is way too much for any deck. 15 is the max you'll ever need. Trainers/Supporters should make up the bulk of most decks with the notable exception of any Vileplume decks, which run more Pokemon and less trainers. 20-20-20 is not a good amount for each, IMO.

 

 

 

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@fjfgkf That would make me have to add in another big line, which would also take up space on the bench weakening my damage from round and if i get this deck out it can already do lots of damage (180 per turn ) and it has 140 hp with a weakness to grass which isent used commonly

 

@zeph yeah this deck is quite fun to use, but its ovioulsy not the best XD

 

@cyndaquil See Vikes Comment, and i have 21 pokemon in this deck... so why would i need to add more??? and this deck barely requires energies just 1 DCE energy and you can attack, so energys lots of energy is not really needed.

 

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Hey Man after playing against this deck and considering it, you should definatly play cleffa becuase its the greatest staple out there and you should also drop all your collectors and add 3 more pichu. Because collector only gets you 3 pokemon and you want to have 6 pokemon for round and pichu gets your bench full. I would also add some proffeseur elm's training method to search out palpitoads and seismitoads, since they also dodge vileplume/gothitelle. These are just suggestions, but this deck has a big disadvantage against the much faster decks like durant and mewtwo, and although this is a cool idea i can't see it working

 

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Hey Man after playing against this deck and considering it, you should definatly play cleffa becuase its the greatest staple out there and you should also drop all your collectors and add 3 more pichu. Because collector only gets you 3 pokemon and you want to have 6 pokemon for round and pichu gets your bench full. I would also add some proffeseur elm's training method to search out palpitoads and seismitoads, since they also dodge vileplume/gothitelle. These are just suggestions, but this deck has a big disadvantage against the much faster decks like durant and mewtwo, and although this is a cool idea i can't see it working

 

 

Collectors are sometimes useful in the deck as pichu can sometimes help the opponent too much, cleffa maybe i keep on adding it then removing it the deck for pichu because im not sure.

 

PETM I think if i am against a vileplume Sages and ponts will do enough

 

And yeah this deck isent ment to be competative its just ment to be a bit of fun XD

 

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