Dear Pojo, I have a Pokemon TGC strategy
for you. Well Here goes.
This strategy uses Dark Vileplume, Promo
Smeagle and Murkrow. Dark Vileplume's pokemon power prevents trainer
cards from being played. Now, the fun part. Using promo Smeagle's
Paint, you can make a pokemon a different type. Murkrow has resistence
to Psychic, so, just turn any pokemon into Psychic, and... use Mean
Look, so the pokemon can't retreat, and without being out to use
trainers, they can't switch out, without Warp Energy from Aquapolis.
Now, since the defending pokemons should be able to be psychic,
Murkrow can be the active, and if the defending pokemon can only do
attacks that do 30 or less damage, Murkrow can really have some fun
Feint Attacking (do 20 damage to any of your opponent's pokemon),
while the defending pokemon is really losing your opponent the game.
As most standard decks run little to no evolutions, they basically
have lost.
Now, a deck based on the strategy:
Pokemon: 22
4 Oddish (Neo Genesis)
3 Dark Gloom
4 Dark Vileplume (the fight-weak one)
2 Promo Smeargle (for paint)
3 Murkrow
2 Magby (for Slowking)
3 Cleffa
1 Pichu (for Slowking)
Trainers:15
3 Prof. Oak
3 Prof. Elm
2 Nightly Garbage Run
2 Pokemon Breeder
2 Focus Band
3 Goop Gas Attack
Energy: 23
16 Grass
4 Dark
3 Rainbow
This deck's two major flaws are its
wakness to Slowking and Igglybuff, but If Dark Vileplume falls prey,
you can use trainers again, (with a flip, due to Slowking's mind
games), to use Goop Gas attack. The rest of the trainers are mostly
for draw power, with Breeder of Vile., and Focus for babies. The
energys are quite obvious, with grass being for the Vileplume, the
babies, and Smeargle and Dark and Rainbow for Murkrow. Well there it
is.
By Andy Pfeiffer