Idea fo a competitve deck. Is it viable?

Is the deck idea shown viable?

  • Yes

    Votes: 0 0.0%
  • No

    Votes: 1 100.0%
  • No, but with some improvements it could be better

    Votes: 0 0.0%
  • Yer, but needs to be changed a little

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
While I haven't played since the Diamond and Pearl era of the Pokemon Trading Card Game ( after I discovered about the overpowered Level X cards I could never own.) I decided to get back into it. Taking a look at the new rules and cards, I noticed the one card that would solve my main problem of not having my energy when I needed it, Flashfire's Butterfree. As such, I decided to make a deck with it. Here's the idea.

The main Pokemon
Flashfire Butterfree
Legendary Treasures Keldeo-EX
Unleashed Blastoise

This is a water type deck that uses Butterfree for Quiver Dance based support. The basic point is to use Butterfree's Quiver Dance to get all the water energy for Keldeo's Secret Sword attack, use Rush In to get him into the active spot without losing energy, and use Blastoise's Wash Out to give all the energy to Keldeo to tear though the foe, using Blastoise to take out any would be threats with Hydro Cannon. Here is the purpose for each card and the support cards to go with it.

Butterfree
There is just one Grass energy in this deck, so that I can save as much space as possible for water energy. This is why Boundaries Crossed's Energy Search is included to make sure Quiver Dance can be used at all times. Butterfree's purpose is to come in when nothing can threaten it with Boundaries Crossed's Switch(retreat costs stink for this deck, I'll talk about he problem in Blastiose's entry., easy thanks to a fighting resistance, Quiver Dance a few times for energy, and escape with it in tow. Thanks to Adaptive Evolution, I can skip the set up that makes the majority of Stages 2's worthless. With 130HP, it can survive the majority of attacks, even from the powerful EX's in the game. I just need to find some way to increase the HP it has to take even harder hits. He also works to absorb any attacks that would take out my Blastoise or Keldeo, as I don't need constant energy increase and the 40HP heal from Quiver Dance can help it stall out any attack dealing less than 90 damage. If Butterfree does die, Triumphant's Rescue Energy is used to ensure I won't need 3 Revives to get it back. Besides, with Adaptive Evolution it come back in any time. Next Destinies' Level Ball is included to get Caterpie and Metapod from Flashfire to evolve it.
Blastoise
This was chosen over Plasma Blast's Blastoise because of Butterfree. With that Blastoise, the unreliable Super Scoop Up has to be used to get the energy off of Butterfree and to Keldeo. Plus, that Blastoise doesn't have a decent attack without lots of energy, which Keldeo needs. Not only does Hydro Cannon not require the Blastiose chosen to keep the energy, as once it is in my hand, it can be given to Keldeo, he can also snipe threats off the bench, and with Wash Out, make sure the energy goes from Butterfree and Keldeo. He holds 6 energy at a time for two 100 damage hits, so that he can kill almost everything. Next Destinies' Heavy Ball helps me get him into his hand, and Flashfire's Lysandre ( and maybe a Pokemon Catcher) helps get rid of any foes resisting water.
Dragon Vault's Exp. Share is used on him because he doesn't need anything else and I can't afford to lose energy because I am not using any energy retrievers to get back energy from the discard pile. (This is why retreat costs are bad for me.) This is mainly to save space. If Butterfree dies, I lose my only grass energy for Quiver Dance, so Exp. Share allows me to save it and use Legendary Treasures' Energy Switch to get it back to Butterfree.
Keldeo-EX
This is my main attacker. Most of the water energy that I get goes to him to power up Secret Sword until it can do 230 damage with 9 water energy. Wash Out helps by sending Butterfree's energy to Keldeo. Rush In negates the ever annoying retreat cost when Keldeo needs to come in and attack, or simply drop the cost of going from Blastoise to Butterfree. The best part is that he is always a looming threat with Rush In and Wash Out, as as long as I have 3 water energy in play he can attack for 110 damage
So, any ideas on what cards can be used to improve this deck? Or is it simply too bad to use?
P.S I know it is all weak to electric types.
P.S.S What Squirtle and Wartortle cards I should use?
 
Last edited:
For starters: just to make sure you are aware, Unleashed Blastoise is no longer legal in modified format, so this deck can't be played at tournaments. If you're looking to build a competitive deck, it needs to be Next Destinies-on. I don't know too much about Unlimited format, but that's where this deck would be played. I recommend running Boundaries Crossed(/Plasma Blast) Blastoise (and BCR Squirtle/Wartortle as well) -- that one is still legal for 2013-2014 (though another set rotation is likely on the horizon), and it's better, anyway.

I'm not an expert, but as for the deck itself, I think it has some potential. With 2 stage 2s, however, it seems like the deck would be a little slow. Blastoise BCR/Keldeo EX itself is a good combination -- it was quite popular for a while -- but I'm not sure that Butterfree adds too much to the deck. I'm also apprehensive about having only one grass energy in the deck, since if it were prized, Butterfree would be practically useless.

I think there are actually better options out there than Butterfree. Perhaps a benched Electrode PLF for consistent draw to ensure you attach an energy every turn might serve you better than Quiver Dance, which will only get you an extra energy while Butterfree is in the active spot. And with Boundaries Crossed Blastoise, all you need is to draw extra energy and you can attach it all, which is definitely superior to Quiver Dance.

If you want to run Butterfree, I have seen people run it in a deck with Miltank FLF. The idea is this: you take advantage of Caterpie's ability to get Butterfree out as soon as possible, and with Muscle Band you have Miltank attacking for 100 damage for one energy. I don't think that deck has tier 1 potential, but it's interesting.

Hope that was helpful -- I'm just getting back into Pokemon TCG after a bit of a break myself. Do you have a decklist for this deck? I'd be happy to look at it. I'm also available to playtest on PlayTCG if you want to try this deck out!
 
Status
Not open for further replies.
Back
Top Bottom