Lugia VStar + Wigglytuff + Cinccino
Deck Primer
Hello,
Fairly new to deck building in the TCG, but I had a recent experience piloting a Lugia V deck with some comeback mechanics.
While the pre-existing Lugia V decks are exceptionally fast at having the Lugia VSTAR with 220 damage or Cinccino with 140+ damage built/online, it felt rare to have both ready prior to turn 3.
I consistently found myself burning my search items for evolutions or basics to get the 2 archeops out as fast as possible.
Against decks piloting iron hands or recyclable/multiple Iono, you are essentially locked out of accomplishing any attacks before losing 1-2 prizes. Additionally, attacks that can affect the bench can ruin any placement you do manage to make.
Below are 2 scenarios with cards not in this deck that I attempted to make use of for a "quick" response to either force out an opponent or defeat them to even the odds.
Scenario 1:
Down in prizes and want to make of use of Archeops (Silver Tempest) without wasting bench space.
Option 1-Luxray (Paldea Evolved) + Reversal Energy (Paldea Evolved)
Option 2-Snorlax (Lost Origin) + Therapeutic Energy (Paldea Evolved) + Double Turbo Energy (Brilliant Stars)/2 energy in-deck
Scenario 2:
Opponent active mon online faster than your attacker
Option 1-Mew ex (151)+Archeops (Silver Tempest) for genome hacking and restart if your hand is low
Option 2-Mew ex (151)+Archeops (Silver Tempest) for building a benched pokemon (ideally Lugia V or Cinccino) and retreating for free
Unfortunately, both of these methods rely heavily on acquiring archeops via Lugia's VSTAR ability which severely hampers one against an opponent that can manipulate your hand or deck.
This deck aims to provide an element of stalling in the event Lugia V or Cinccino building is walled/countered by an opponent.
-First, we're taking Minccino (Temporal Forces) over Minccino (Brilliant Stars) to better deal with early tool threats like Scream Tail (Paradox Rift) and Drifloon (Scarlet & Violet) that scale quickly off of basic energy and/or can hit our bench.
-Next, we're adding 2 Jigglypuff (151) for the ability to grab specific supporters, and to build into 1 Wigglytuff ex (151) for stall or to use damage from the supporters acquired from Jigglypuff.
-Next, we've added 1 Mesagoza (Scarlet & Violet) to round out some of the loss of deck search from our Minccino switch without too much benefit toward our opponent. This does give the added benefit of being able to search for either a basic or evolution, and it can help if your hand/deck is being manipulated frequently by an opposing Iono.
-Lastly, we've added 1 Shaymin (Crown Zenith) and 1 Roseanne's Backup (Brilliant Stars). These are primarily introduced as separate avenues for energy recycling in the event that one needed to sack a pokemon in the early game. It is intended to provide peace of mind for discarding if your hand is less than ideal. Roseanne also has the benefit of retrieving your stadium, pokemon, and energy in one go.
The game important states/flows for the deck are as follows:
Early game Turn 2 Archeops options:
Core = Jacq → 2 Archeops + Discard
1) T1 Jigglypuff's Lead → Jacq → 2 Archeops | 1 Archeops + 1 Lugia VSTAR
T2 Ultra Ball/Serena/Professor discard 2 Archeops
Lugia V → VSTAR → 2 Archeops bench + ability → 4 energy to Lugia/other
2) T1 2 Capturing Aroma → 2 Archeops | 1 Archeops + 1 Lugia VSTAR
T1 Ultra Ball/Serena/Professor discard 2 Archeops
T2 Lugia V → VSTAR → 2 Archeops bench + ability → 4 energy to Lugia/other
3) T1 Lumineon V → Jacq → 2 Archeops | 1 Archeops + 1 Lugia VSTAR
T1 Ultra Ball/Serena/Professor discard 2 Archeops
T2 Lugia V → VSTAR → 2 Archeops bench + ability → 4 energy to Lugia/other
4) T1 Mesagoza/Masterball/Ultraball → Lumineon V (Option 3)
5) T1 Professor → Option 2/3/4
6) T1 Lugia V read the wind → Option 2/3/4/5
You'll ideally want to run some variant of these lines to get 2 archeops up and running before your opponent scales. Be careful keeping 2 archeops in-hand and using your items cards if you know your opponent is running Iono.
The latest your archeops core should be running is turn 3, maybe 4. Otherwise, you will be in for a very difficult draw or quick loss.
To combat these difficult match-ups, we'll use Wigglytuff, Snorlax, and Cinccino.
Dealing with Hard Opponents: (early/mid-game)
The Cinccino core idea is undisturbed from existing Lugia V decks. (Minccino early → evolve on bench → add energy from archeops or deck = profit)
Early Minccino is also played in the active if you need to get rid of your opponent's tooling set-ups.
The Snorlax idea is identical to existing Lugia V decks. (Play to bench → add therapeutic energy + double turbo/2 other energy/reversal from archeops or deck)
Snorlax's benefit comes from only needing 1-2 cards to acquire it for it to be played in a single turn. Unfortunately, its 150 HP stat only really lets us retaliate once if an opponent already has multiple pokemon built/online. Often, 180 damage is only going to help in those tooled pokemon scenarios, but it is certainly a rapid disruption. You could attempt to run Snorlax (Pokémon GO) for block, but you're likely going to be staring down an already built/online damage dealer in the active. With so many decks running Boss's Orders (Brilliant Stars) too, you're better off seeking the disruption for 180 damage.
The Wigglytuff core comes from a similar idea to Snorlax, but we are expecting it to survive more than 1 turn from a heavy hitter. (Play Jigglypuff in bench/early active → evolve T2 → add energy from archeops = armored tank acquired)
WigglyTOUGH's Expanding Body ability netting us a 350 HP tank is crucial against decks running electric types. While Wigglytuff is out, we can continue to build a Cinccino or Lugia VSTAR on the bench for a response once it's recalled/defeated.
If you wanted to be particularly nasty, you could run 1 Cheren's Care (Brilliant Stars) to increase its survivability, and provide an immediate opportunity to bolster a Cinccino/other mon.
Bailouts and backups: (mid/late-game)
As the title implies, these additional cards are added for dealing with stress points in the deck.
Roseanne's Backup is intended for recovery of an early sack with a basic mon and its energy. Ideally, this would lead to a second disruption with Snorlax, but you can use it to recover Wigglytuff in a desperate second stall. You should only be playing Roseanne if you can acquire 2 of the types listed. There's a case for playing Roseanne to recover Mesagoza early if you know your opponent isn't running more than one stadium. If you are worried about it getting prized, you could opt for running more than one Roseanne, but you would sacrifice your utility elsewhere.
Shaymin is used primarily for special energy recovery. Ideally, you're using its ability to recover reversal energy and/or double turbo energy and applying that to a Snorlax/Wigglytuff for damage. But, you can use this to initiate clearing a benched Lumineon V via Aqua Return retaining the energy used in the process. The longer Shaymin can use its Gather Flowers, the more energy you can recoup, but you are likely sacking 1 prize for 2 energy cards. Utilizing boss's orders to pull a wall from your opponent's active can net you more than 1 turn with Shaymin. There is a niche case for running 2 built/online Cinccino’s in tough matchups, and recycling the energy between them as one is defeated.
An opponent's Iono is a pain point for your hand and initial set-up, but she can be an excellent clear in your favor as well. Drawing her early game can net you some additional options for building our archeops core. Drawing her mid-late game can allow you to shuffle your opponent's hand providing more turns for your set up of a Cinccino/Lugia VSTAR/Wigglytuff.
That's the essentials. As stated above, I'm pretty new to the idea of deck building in the TCG, but I appreciate anyone taking the time to read this.
Attempting to be my very best,
-Mo0
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