Pikkdogs Stupid Deck Idea: Slowpluff (Slowking Prime and Jumpluff)

by Pikkdogs ~ September 29th, 2010.

Hey all you members of Omar-Nation.  This is Pikkdogs here.

The Fall Battle Road season is well under way, and I hope you guys are having fun at your own tournaments.  I have had an interesting season so far, and will try to right up one big report once my season is over.  So make sure to try to play at as many tournaments as you can in the last couple weekends.                                                                                                      

I am here to give you a rundown of a Stupid Deck that I have been playing this week.  This time the stupid deck idea centers around Jumpluff.

Jumpluff has been very popular since it was released in the Heart Gold Soul Silver set.  It saw a lot of play at States, Regionals, and Nationals last year.  Jumpluff was popular because it is a cute Pokemon, that can do 10 damage for each Pokemon in play, for only 1 Grass energy.  The classic build featured Jumpluff with the support of Luxray Gl and Claydol Ge.  The deck was very successful, and appealed to many players.  But, after Worlds the format changed and Claydol Ge was rotated out.  Many players tried to play it after the rotation, but the deck was too slow to setup and too slow to recover.  Some other builds that have seen a little play since rotation included Jumpluff with Sunflora, and Jumpluff with the VileTomb combo.  But, these builds only seem to middle out at tournaments.

At a BR last weekend I saw a deck playing 4 Slowking Primes, and this deck sparked my interest.  I started looking at builds with Slowking Prime, and found one that used Underground Expedition.  Slowking’s Poke-Power, “Opponents Choice,” lets you look at the top 2 cards of your deck, and have your opponent choose one for yourself and one to go on the bottom of your deck.  This not may sound like much of a draw engine, but when you combine it with Underground Expedition it can be formidable.  Underground Expedition is a supporter that lets you look at last 4 cards of your deck and choose 2 of them and put those in your hand.  This means that when you use “Opponents Choice” and your opponent puts all the cards you need on the bottom of your deck, you can just use Underground Expedition to get the good cards back.  After looking at these cards, I was thinking of an attacker for the deck, and that is when I thought of Jumpluff.

This combo can be just what is needed to bring Jumpluff back.  The extra draw power that Slowking Prime provides will help Jumpluff set up and help you recover from a knockout.  Theoretically, this combo could bring back one of the most feared decks of last season. But, then again this deck is classified as a Stupid Deck Idea for a reason, but we’ll get to that later.  Now lets go look at a basic list.


  • Hoppip-HGSS-4                                                                                             
  • Skiploom- HGSS-2
  • Jumpluff HGSS-4-
  • Slowpoke UD-3
  • Slowking Prime-3
  • Unown Q-1
  • Uxie La-2
  • Uxie Lv.x-1


  • Broken Time Space-3
  • Pokeradar-1
  • Pokedex-4
  • Pokedrawer +-4
  • Bebes Search-2
  • Pokemon Communication-3
  • Pokemon Collector-3
  • Professor Oaks New Theory-1
  • Pokemon Rescue-1
  • Palmers Contribution-1
  • Rare Candy-3
  • Expert Belt-2
  • Underground Expedition-3
  • Luxury Ball-1
  • Warp Point-1


  • Grass-7

As you can see from the build, its a fairly fast deck.  The player would try to use trainers and Uxie La to set up right away on the first turn.  Then later you can use Slowking Prime to supplement your trainer draw engine.  Then you can keep on building Jumpluffs to get some easy knockout with “Mass Attack.”

I got a change to test it out this past Thursday with my friend Jona on Skype.  Testing went okay, but the deck wasn’t as good as I hoped it would be.  Some times the setup stalled on the first turn, and other times energy was a problem.  These problems could be fixed with a better decklist, but it still doesn’t have the same punch as it did with Claydol Ge.   Since it relies on trainers, it would fail miserably to trainer lock.  It also has a hard time finding that one card that it needs, when you don’t have Underground Expedition.

Even though it has its problems, it still is a fun fast deck. A lot of people will have fun playing this deck, just because its Jumpluff.

So what do you guys think?  Do you think any thing on the horizon or currently in the format can save Jumpluff?  Or is it dead?

Category: Stupid Deck Idea | Tags: , ,