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- Seen Apr 26, 2015
Pokemon
Energy
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.
- 4-2-4 Beedrill
- 1 Virizion Ex
- 2 Tropius
- 1 Mr Mime
- 4 Professor Juniper
- 2 N
- 2 Shauna
- 3 Skyla
- 1 Bianca
- 4 Rare Candy
- 2 Muscle Band
- 1 Silver Bangle
- 4 Max Potion
- 1 Town Map
- 2 Level Ball
- 2 Ultra Ball
- 2 Virbank City Gym
- 2 Super Rod
- 1 Float Stone
- 2 Tool Scrapper
- 1 Dowsing Machine
Energy
- 10 Grass
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.
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