Discussion --------

You would need a lot of search like dual balls and poke coms also rescue energy so yeah I think it would work and the stage 1 has the round attack too so you dont need to evolve to stage 2
 
unfortunately, you can only have 3 Palipatoads on the bench, since you have to evolve one of them into Seismetoad. So you're maxing out at 120 damage, and a lot of set up.
I think this deck will have potential, but not until Wigglytuff (Round) comes out. With that, you would be able to max out at 150 damage with Toad, and 120 with Wiggly.
 
The idea looks good on paper, but Im wondering how it will face off against (fast) competitive decks. The damage output is good enough, as well as the energy cost, but you'll need a decent amount of the same pokémon (or at least a variation of certain pokémon) on your field to hit high enough. While Seismitoad's ''Round'' takes the damage cap at a x30 rate, all the other ''Round''s have a x20 modifier. Meaning you'll at least need 5 pokémon with ''Round'' to hit the 100 damage for the ''lower'' versions, and that's something Cinccino BW can do for a DCE and 5 (random) benched pokémon.

In other words, you're relying on Seismitoad to do all the work, or you go for the swarmabillity and hope to evolve most of your pokémon T2, and start hitting for 80 to 120 damage. While I would personally focus on Wigglytuff early game, you could throw in a Palpitoad to do the work for you as well. I would only use Seismitoad mid/late game, as a finisher or a late game sweeper.

The main problem I would see with the deck is recovery. All your ''Round'' cards are at least stage 1, meaning you'll require 2 turns to replenish them for your damage output. Not only that, if (by whatever reason) multiple of your lines are KO'ed during the same turn your damage output will decrease greatly, with no fast way to retrieve it. Always keep this in mind, especially when facing a faster deck.

Below is my own take on it, but I would like to point out I rely more on Wigglytuff than on the toad's line, but this is personal preference.
Remember this deck's goal is more to swarm Wigglytuff early on, building up at least (multiple) Palpitoad on your bench and start hitting for 100/120 T2. Mid/late-gate game Seismitoad makes it's entry, and Cincinno is there to hit 100 with any 5 filled bench for just a DCE. Rescue Energy is there to recycle your important lines, and the thrown-in Water energies are just there to fill up. Pichu allows swarmabillity, as well as faster setup. The rest should be self-explaining.

Pokemon: (22)
4-4-2 Seismitoad
4-3 Wigglytuff
1-1 Cincinno BW
2 Pichu

TSS: (26)
4 Collector
3 PONT
3 Sage's Training
1 FSL

3 Communication
3 Catcher
3 Junk Arm
2 Plus Power
2 Energy Exchanger
2 Switch

Energy: (12)
4 DCE
4 Rescue Energy
4 Water

Good luck!!
 
Just an idea you could run 2 mew so that you can do the 120 damage with siesmintoad. cincinno would be slightly better over wiglytuff. Maybe the pokemon line should look like this:

4-4-2 siesmintoad
2/3 mew
2-2 cinccino
[A locking tech]

And as you are running mew maybe a kyrunm or two as you are running siesmintoad...

Just my opinions.
 
^mew doesn't work... the cards with a "round attack" have to be in play. You have to have wigglytuff or you max out at 120 or 80 with seismetoad or palpitoad.
 
Minty88 said:
^mew doesn't work... the cards with a "round attack" have to be in play. You have to have wigglytuff or you max out at 120 or 80 with seismetoad or palpitoad.

i'm sure he meant you LZ a Siesmetoad and attack with it T2 and then build up your bench with palpitoad
 
Back
Top