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Cinccino Toolbox (HGSS-On)

Card Slinger J

Aspiring Trainer
Member
Pokemon (20)

3-4 Cinccino BW
2-2 Zoroark BW
3 Pichu HS
4 Mew Prime TR
0-0-2 Jumpluff HS

Trainers/Supporters (25)

4 Pokemon Collector
4 Pokemon Communication
4 Professor Oak's New Theory
4 Switch
3 Professor Juniper
3 Pokemon Reversal
3 Energy Exchanger

Energies (15)

4 Double Colorless
3 Rainbow Energy
5 Psychic
3 Grass

Deck Total: 60

Sooo it looks like LostCario is a dud, so I went ahead and decided to
build a new deck purely on jank. Here it is with a spoonful of delicious goodness!

Deck strategy is simple, Playground with Pichu to setup for Cinccino's Do the Wave attack while countering threats with Zoroark using Foul Play and utilizing Mew Prime to See Off Jumpluff to Aggro Swarm with Mass Attack.

Since I can't afford a playset of Yanmega Prime's Cincinno had to do for a really fast Stage 1 for now.
 
RE: Cinccino/Mew Prime/Jumpluff (HGSS-On)

-1 Jumpluff I'm assuming you have 3 so they won't be prized but the chances of both of them being prized is so low, and because of cincinno you can win even if they are
-1 Energy Exchanger with Junk Arm you don't need this many of these
-2 Psychic Energy these can be replaced with rainbow
-2 Grass Energy ^
-6

+2 PlusPower since Jumpluff and Cincinno have an upper limit to the damage they deal, these help a lot. They also allow zoroark to OHKO fresh reshiram and zekrom
+4 Rainbow Energy this is a great card because it lets you use see off and mass attack with the same energy, and the only thing notable that 60 HP survives that 50 doesn't is 1 energy lost burn
 
RE: Cinccino/Mew Prime/Jumpluff (HGSS-On)

Dark Void said:
-1 Jumpluff I'm assuming you have 3 so they won't be prized but the chances of both of them being prized is so low, and because of cincinno you can win even if they are
-1 Energy Exchanger with Junk Arm you don't need this many of these
-2 Psychic Energy these can be replaced with rainbow
-2 Grass Energy ^
-6

+2 PlusPower since Jumpluff and Cincinno have an upper limit to the damage they deal, these help a lot. They also allow zoroark to OHKO fresh reshiram and zekrom
+4 Rainbow Energy this is a great card because it lets you use see off and mass attack with the same energy, and the only thing notable that 60 HP survives that 50 doesn't is 1 energy lost burn

I agree with most of these things, however, one thing I don't agree with that sticks out is the Rainbow Energy for Mew... I personally am playing Kingdra/Yanmega right now and the difference between 50 hp and 60 hp, especially on a pokemon that isn't going to be able to evolve is huge. One Kingdra and one Yanmega will knock out a Mew with a Rainbow Energy, however I would need 2 turns, or a plus power, or a second Kingdra to get the KO on a 60hp Mew.

That being said, Plus Power is a definite. My girlfriend is currently playing Jumpluff/Cincinno without the Mews and the Plus Powers are great to do 130 which is a very popular HP amount.

Another option for you is to go -3 Mew and +3/1/0 Jumpluff line for a 3/1/3 Jumpluff. This way you can take out the psychic energies and Energy Exchanger and add in more consistency cards. Consistency is key in this format with all the JudgeMega junk running around so maybe Junipers could help. if you do this I also recommend 2 Pichus because they are basically free KOs for Yanmega decks and also bring Zoroak down to a 2-2 line.

I know my answers were kind of vague, but I think its better for people to test what they enjoy on their on with guidance in the right direction. But, if you have more specific questions I'd be happy to help.
 
RE: Cinccino/Mew Prime/Jumpluff (HGSS-On)

I'm strongly considering on Stantler for Call for Family over Pichu, should I go for that? I know your suggestions were kind of vague muffinman57 but what do you suggest I should take out for the cards you mentioned earlier?

I really don't want to add any Rare Candies in this deck for Jumpluff, that's why I have Mew Prime in this deck for speed to have Mew Prime using Mass Attack instead of Jumpluff. I also thought about running some Revives but I'm not sure If it's worth it or not.
 
RE: Cinccino/Mew Prime/Jumpluff (HGSS-On)

Revives are definately worth it if you have room because mews die extremely fast.
 
RE: Cinccino/Mew Prime/Jumpluff (HGSS-On)

I would remove a jumpluff, pichu, and twins for 3 plus powers if you do not want to remove mews that should help in matchups like reshiram and yanmega.
 
RE: Cinccino/Mew Prime/Jumpluff (HGSS-On)

-2 Twins (not needed, plus you will be ahead of the prize race, so they would be worthless)
-1 Jumpluff (The chances of 2 of them being prized is 53/590 chances, and that is a little over 1%)

-3

+2 Revives (Mews die very easily)
+1 Energy Retrieval (In case any of your energies go to discard pile)

or... +1 Revive
+2 Rainbow Energy (more convienent)

+3 (+3)


Oh, and don't put Stantler in, keep Pichu.
 
RE: Cinccino/Mew Prime/Jumpluff (HGSS-On)

How about
-1 Pichu and add 1 Mew prime
I don't like Pichu because it can be sniped and it also lets your opponent fill their bench
If it's 4 jumpluff keep it
 
RE: Cinccino/Mew Prime/Jumpluff (HGSS-On)

I don't know If I'll be able to get another Mew Prime, I think I'm better off with 3 of
them for now. I'm hoping I can get some more Pichu's since I found only 1 so far...
 
RE: Cinccino/Mew Prime/Jumpluff (HGSS-On)

You already have Cincinno anyway, just get a more diverse toolbox containing

Muk UD
Krookodile BW
Pidgeot TP

and if you're feeling lucky
Scrafty BW
 
RE: Cinccino/Mew Prime/Jumpluff (HGSS-On)

What's wrong with the Toolbox I'm running now? So you're suggesting I need to take the Zoroark line out for Muk and take the 2 Jumpluff's out for 1 Krookodile and 1 Pidgeot? What's wrong with copying Mass Attack with Lost Link? Come to think of it...

That might actually work cause I wouldn't need to run Rainbow Energies as Pidgeot and Krookodile mainly rely on DCE anyway for Headwind and Torment plus I can still run 4 Special Dark and 4 Psychic Energies that way as well for better energy consistency.

I still don't get why I need to run Muk over Zoroark, but I'd rather stick with Zoroark. Thanks for the advice though. I made some new changes, tell me what you think so far. I threw in some Special Darks for Zoroark should I take them out to put Rescue Energy back in?
 
RE: Cinccino/Mew Prime Toolbox (HGSS-On)

Muk is actually really useful (I don't think I really like the others he suggested lol they look nasty to me :p).

It acts as a GoW/Catcher and locks them active. This sucks against opposing Magnezones not powered up and they don't have a way to go back to the Bench. It's also a 50/50 shot you won't take damage. It's a decent idea until Catcher comes out.

dmaster out.
 
RE: Cinccino/Mew Prime Toolbox (HGSS-On)

Once Catcher is released should I just keep the 3-3 Muk UD line and 3 Pokemon Catcher like I planned? It wouldn't hurt. Why you ask? It's because since Vileplume UD is expected to see more play due to Pokemon Catcher, Muk can basically take down Vileplume from the bench with Sludge Drag and then Pester for the KO with a DCE, since 80 x 2 = 160 damage to Vileplume (120 HP) since it's weak against Psychic and the beauty of this is that it gets around Trainer Lock while you're stuck with unplayable Catchers in hand until you KO Vileplume with Muk.

Granted against BearPlume (Beartic/Vileplume) or any other Plume variant this strategy is amazingly good, even Dodrio UD can counter BearPlume with Retreat Aid. But against other variants running any Psychic Pokemon that could spell trouble for Muk since it's weak to it's own Typing, and the main Psychic Pokemon being ran in today's meta is mainly Mew Prime basically just to See Off Gengar Prime to kick off using Lost World. That's really about what HGSS-On has to offer in terms of Psychic is MewGar or LostGar whatever you wanna call it. Unless I'm missing something feel free to let me know.
 
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