LuxPluff (TCG)

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LuxPluff
LuxrayGLLVXRisingRivals109.jpg
JumpluffHeartGoldSoulSilver6.jpg
Luxray GL LV.X and Jumpluff
Types used LightningGrass
Major cards Luxray GL LV.X, Jumpluff, and Claydol
Era 2010-2011

LuxPluff was a popular deck archetype in the Pokémon Trading Card Game. Conceived after the release of the HeartGold & SoulSilver expansion, it placed well in numerous tournaments and, though weakened by the rotation of Claydol at the end of the 2010-2011 season, was still considered a top-tier deck into the 2010-2011 season. Its name was derived from the combination of Luxray GL LV.X and Jumpluff, the deck's two primary Pokémon.

Strategy

Jumpluff, from the HeartGold & SoulSilver expansion, was the deck's main attacker. Luxray GL LV.X provided important disruption and an alternate attacker. Although only a 1-1 line is used in this build, it was considered the second most significant component of the deck.

LuxPluff could be considered fully set up when the player had one or more Jumpluff on the field ready to attack, as well as one or more Claydol on the bench for draw support and Luxray GL on the bench ready to level up. Ideally, the player would also have resources in hand to recover a Jumpluff, should one be knocked out, and get it back onto the field as quickly as possible. This setup could be achieved through the deck's numerous drawing and searching resources, such as Uxie, Pokémon Collector, Cyrus's Conspiracy, and, once possible, Claydol. Broken Time-Space greatly simplified the process of getting out Jumpluff and Claydol by allowing for rapid evolution, which could lead to a donk or an extremely fast setup.

Although Jumpluff was the primary attacker and was generally used simply to knock out whatever Pokémon the opponent had active at a given time, Luxray GL LV.X made it possible to take easy prizes off weaker Pokémon on the opponent's bench. Both Jumpluff and Luxray GL LV.X had free retreat, and the latter could benefit from Poké Turn's effect, so alternating between them as needed was not difficult. Often, when one of the LuxPluff player's Active Pokémon was knocked out, they would bring up a Luxray GL to level up. Then, using Luxray GL LV.X's Bright Look Poké-Power, they would force one of the opponent's benched Pokémon active, retreat Luxray GL LV.X, and knock out the opponent's new active with Jumpluff. Luxray GL LV.X could also provide a strong attacker in a pinch.

Key Cards

  • Luxray GL LV.X - Luxray GL LV.X's Bright Look Poké-Power could bring up one of the opponent's benched Pokémon and switch it with the active. This effect, similar to that of Gust of Wind and Pokémon Catcher, was commonly used to bring up either a weak support Pokémon or an unevolved Basic for an easy prize. Luxray GL LV.X could also use its Flash Impact attack, which dealt 60 damage for only LightningColorless.
  • Jumpluff - The deck's main attacker, Jumpluff could do up to 120 damage for just Grass with Mass Attack.
  • Claydol - Claydol provided the deck's most powerful draw support. Claydol's Cosmic Power Poké-Power allowed for continuous hand refreshment, which was exceptionally useful to both getting out multiple Jumpluff and recovering them once they were knocked out.
  • Uxie - Uxie's Set Up Poké-Power allowed the player to draw until they had seven cards in hand, which was critical for a fast setup. Its searchability through Pokémon Collector allowed for easier access as well, and made for a more versatile card.
  • Cyrus's Conspiracy - Cyrus's Conspiracy was one of the most important searching Supporter cards in the deck, allowing the player to grab a Supporter card, Team Galactic's Invention Trainer card, and Basic Energy. Since the deck ran so few Energy cards, the latter effect was especially useful.
  • Poké Turn - Since Luxray GL LV.X's Bright Look could only be used when the card entered play from the owner's hand, Poké Turn was critical to using it multiple times in a single game.

Typical decklist

The deck list appearing below is not official; it is meant to represent an average build of the archetype, not specifically constructed for any regional metagame. Being that this is merely an archetype, a player may wish to change any part of this deck when building his or her own version.

Quantity Card Type Rarity
Luxray GL LV.X Lightning Rare Holo LV.X
Luxray GL Lightning Rare Holo
Jumpluff Grass Rare Holo
Skiploom Grass Uncommon
Hoppip Grass Common
Claydol Fighting Rare
Baltoy Fighting Common
Uxie Psychic Rare
Azelf Psychic Rare
Unown Q Psychic Uncommon
Ditto Colorless Rare
Pokémon Collector Su Uncommon
Bebe's Search Su Uncommon
Cyrus's Conspiracy Su Uncommon
Roseanne's Research Su Uncommon
Night Maintenance T Uncommon
SP Radar T Uncommon
Poké Turn T Uncommon
Energy Gain T Uncommon
Pokémon Communication T Uncommon
Expert Belt T Uncommon
Luxury Ball T Uncommon
Warp Point T Uncommon
Rare Candy T Uncommon
Broken Time-Space St Uncommon
Multi Energy Colorless E Rare
Grass Energy Grass E
Lightning Energy Lightning E


Possible Tech Cards

  • Chatot - Chatot was used in some builds for hand refreshment, as well as its ability to "Chatter Lock." Chatter Locking prevented an opponent's starting Pokémon, such as Sableye or Spiritomb from retreating until it was either knocked out or, in some cases, the opponent ran out of cards in their deck.
  • Shaymin LV.X - Shaymin LV.X boosted Jumpluff's maximum hit points of 90, considered dismally low for a Stage 2 Pokémon, to 130 through its Thankfulness Poké-Body. Although Thankfulness counteracted one of the deck's biggest downfalls in Jumpluff's frailness, Shaymin LV.X was difficult to get on the field and could be a detriment to a fast setup. Builds utilizing Shaymin LV.X usually did so at the exclusion of Luxray GL LV.X.
  • Sunflora - Sunflora's Sunshine Grace Poké-Power, which allowed the player to search their deck for any Grass-type Pokémon, was often used as a support Pokémon in place of Claydol, after the latter's rotation.