Is jumpluff a posibility?

I recommend 3 Spiritomb... 4's a lot and pretty useless/dead draw late game. /imo


and maybe -1 bebe since sunflora will get your grass pokemans.
 
The Jumplume I know of runs a 1-1 Shaymin and 2-2 Sunflora. Not getting OHKO'd every turn helps a lot.
Call is all or nothing. I'd go nothing with this deck. And probably no trainers also, maybe 1 or 2 Rare Candy.
 
Nah 4 Spiritomb is great so they can't get set up turn one and it also reduces Hoppip starts/Donks.
 
@ gliscor: thanks, that helps alot, updated the first list
@ avocado: Its an idea, but I think the idea is to get set up ASAP so im sticking with max spiritomb and bebes for now.
@ scizzor: what do you recomend taking out?
 
I would take out 1 grass energy and 1 Copycat. You should have enough hand refresh to last the game, and that much grass energy just isn't necessary if you're running a good number of Palmer's.
 
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