Vilegar Help

Is Vilegar a good choice for cities?


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sillykyle

boop
Member
I'm thinking of some ideas for a Vilegar deck and would like some help figuring out what to put in it. Here are my ideas so far:

Gengar Prime TR for disruption with the first attack and spread/snipe with the second attack.

Mismagius SF for putting DGX back into my opponents hand with the second attack.

Mismagius UD for an extra Pokemon with poltergeist because I would only have two Gengar SF if I choose to run a Gengar Prime (I would probably only run this if I was already running Mismagius SF).

Also, what's a good energy line for Vilegar? I'm guessing probably some combination of Rescue Energy, Warp Energy and Psychic Energy.

Gengar Prime TR
Mismagius SF
Mismagius UD
Gengar SF
Rescue Energy TR
Warp Energy SF
Psychic Energy
Vileplume UD
Gengar Lv.X




-sillykyle!
 
I've tryed it with Mewtwo X and Umbreon UD, and neither are that bad. Mismagius could work as a late game attacker, but I doubt it because of it's low HP and the fact that it doesn't have Fainting Spell.
 
Why would you play VileGar with mewtwo? That just doesn't make sense. You already have a good matchup against SP. If you don't, your list is poor. The only SP that can really slap you around a bit is Dialga... and Mewtwo does nothing against Dialga. Umbreon does little-to-nothing as well. Just stick with normal VileGar.

As far as energy line, I have not tested it with Rescue, but I can say 100% that it is advisable. You still need 3-4 Warp to bother those pesky Chenlock players however. I'd go 3-4 Warp, 5-6 Psy, 3 Rescue (Please please please test... this is just a guess at what might be worth it).

Also, please don't play Lost Gar or Mismagius. Lost gar doesn't do very much. You will start attacking turn 3 ish, so it is kind of past LostGar's time. The opponent will already have stuff in play. Lost Gar's 2nd attack is not worth it either. The SF Mismagius is kind of pointless. If the deck works the way it should, no tools will hit the table. Its second attack is fine, but kind of pointless TBH. The other Mismagius is fine, but 3 Gengar SF should be fine.

Hope I helped a bit :)
 
Rescue energys are worth it, and don't play it with Lost Gar or Mismagius, but Mew2 can work, unlike Umbreon in this deck.
 
How does Mewtwo work? It barely tips the SP matchup farther in your favor. You should focus on beating something other than SP. VileGar has slight problems with other decks... you should help the deck beat those problems rather than barely increase your SP matchup. Adding Mewtwo would just be a bad idea because it doesn't help against anything except SP. You already do very well against nonDialga SP, and Mewtwo doesn't help against Dialga. Why bother adding it?
 
It helps with Gigas (they have regice and sometimes registeel). It's a 'Just in case of an emergancy backup' sorta.
 
No, 4 AR spiritombs are better. The lead to a faster setup. How would you like to start with a TR spiritomb?
 
Glaceon, Gigas gives you a free prize every turn or every other turn. Just do Gengar's first attack and you'll be fine. Fainting spell really hurts them. Your weakness also means that they cannot, under regular circumstances, one shot you. Playtest it out before making assumptions. Mewtwo actually hurts your record against Gigas as it is just a waste. They, like you said, have Regice. Regice will remove Mewtwo out of active and help them start taking prizes. Just stick to Gengar.
 
Oh, wow. I totally forgot about the fact that regice makes basics switch. Then Silly Kyle, listen to Zero. He's right.
 
you are right that would suck

also has any one heard of a dialga palkia lengend deck my friend needs to know how well it works
 
Rescue Energy's viable, IMO the energy should go like

4 Call
2 Warp
2 Rescue
5-6 Psy.

I still feel this decks not a deck.
 
I'd be more worried about Chatot MD than blaziken. Blaziken will eventually kill you. Chatot would just leave you there for the rest of the game. Also, 2 warp energies is fine, 3 at very most. Blaziken is not heavily meta'd, and I haven't see that much chatot either. Just make sure you keep your warp energy in your hand once you get it, and you'll be fine.
 
Yeah, less Call. It's not very usable outside the first couple of turns, and I'd rather have more Rescue/Warp energy.
 
1 psychic? O_Ouh, no. 1 psychic will get you 1 attack. ._.

try:
4 Call (if you don't run 4, you're probably not going to start with it, and gengar does take a {C} in Poltergeist.)
2 Warp
1 Rescue
5 Psychic

Also, rescue might not be worth it at all. It has its props, but w/o unown G, it is waaaaaay to easy to KO gengar w/o direct damage from an attack.
 
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