I took the standard beedrill deck and gave it a boost with the new set, and then again with X/Y
Virizion protects it from status effects and can accelerate energy if it ever seems to be needed. But probably not.
Mr. Mime protects the bench from darkrai, kyurem and the likes.
Tropius is as in most of my decks, for consistency and card drawing. It also acts as a secondary attacker that beedrill desperately needs, since beedrill never wants to be in the active when the opponent goes down if at all possible.
2 Kakuna to allow more beedrills after i super rod them. Plus it gives a more stable way to get out beedrills.
Muscle Band replaced Silver Bangle completely. Being able to hit everything for 80+ poison is just so much better than just 90+ poison on Exs and 60+ on non Exs. Besides the math is still good. 80+30=110 going into their turn, + 30 more for 140 going into my turn, and then + 30 leaving my turn for 170 and if need be + 10 damage from Tropius' Return to draw up to 6 cards. It also works for non Exs now. 110 first turn comes back to me at 140. Most things are knocked out at 140.
80 + 10 from poison without Virbank can still hit key 90 hp pokemon. Especially the new fairy types. 110 on non exs is huge as well.
2 Super Rods, because 1 is just not enough and i just dont feel safe incase 1 is prized. those 10 energy can disappear fast if i decide to charge anything other than beedrills.
2 Tool Scrappers. I might drop it down to 1, since 2 just doesn't really help much vs Garb anyway. All this deck really needs is 1.
1 Town Map, because of all the 1 of's in this deck. I sometimes just NEED Mr Mime or Virizion Ex.
Dowsing Machine because its just awesome in decks that use a tons of really good items.
Maybe look at Scoop Up Cyclone instead of Gold Potion? I was thinking that this deck could put Super Scoop Up to good use (giving an alternate means of refreshing Beedrills in addition to all the Max Potions), but since that's cycled out then that's a no-go, but Scoop Up Cyclone might still be an alternative.
Actually thats not a good idea. since its a 2 step pokemon. It would take at least 3 turns to play it, also without rare candy being recycled as well. Theres a good chance it could be N'ed back into my deck.
So i really like this deck. It seems to keep a stable win ratio of about 70-75%. Right now its 15/5, win/loss. At least on PTCGO. Thats better than any of my other decks. Aside from the heavily unfavored matchup with VirGen decks. I feel this deck is pretty great. It can OHKO Keldeo ex with a bangle, and keldeo is in a huge majority of decks, just acting as a switch. Its an easy 2 prizes. Blastoise/Keldeo/BKE is pretty even if no favored for the beedrill deck. With 2 or 3 keldeo ex running around and with 3 catchers, i can OHKO them for easy knockouts, blastoise also goes down when virbank is out, only BKE is a problem, though if it bothers to waste all its energy on OHKOing Beedrill, it will get stuck in the active when all the Keldeos have gone away. being forced to either spend 3 energy retreating or trying to attack after being poisoned and confused by a following beedrill.
Idk if theres anything i can really do to better this deck. I could max out the max potions but idk what to cut. If anything the floatstone. but its still helpful...
The new ones are really bad. lol. I would need to use victini if i wanted to bother using the XY ones. Flip 4 for 40 damage each for 2 G is just bad. I have to flip 3 to hit more than other PLS with virbank and and 4 hit more than virbank and muscle band. Without poison and confuse, it wont force retreats. Which appears to be the strength of the PLS beedrill.
Well as it is now. I dont think Beedrill can be use competitively anymore. There is just too much stuff out there that directly counters it. Stuff like Virizion, Darkrai/garbodor, Slurpuff, and stuff that drop damage counters like Greninja. If theres no way to block bench damage like Greninja, beedrill just cant be used reliably anymore.
I suppose it would be a challenge to do so, but given Beedrill's typing, you could force Greninja up and try to muster a OHKO, since you'd only need to muster 70 base damage from Beedrill. You'd have to use the second attack if you get serious damage done by Water Shuriken (which probably means the deck has lost by that point already), but a OHKO of Greninja is feasible.
Maybe you wanna mix some Super Potions in. Not as good as Max Potion, but it also gives you between 1 and 4 more potential healing opportunities since having Beedrill at full HP is vital to this deck's success. And they do heal half of Beedrill's HP each use. But then you'd probably wanna find a way to mix in something like Professor's Letter.