I call it Scizor Forever, because the whole idea is that Scizor will live
FOREVER with this.
Pokemon:
3 Cleffa - Must for draw
3 Scyther - Solid against Gatr and for Scizor
2 Scizor AQ - This deck's heavy hitter
3 Eevee - With Poke-Power, for quick Evo
2 Espeon AQ- The power is abusable, especially with Scizor
1 Espeon (Neo W/Psychic) - Just a solid poke
2 Mantine - TeCH for Fire
1 Electabuzz - TeCH for Starmie
2 Suicune NH - Pwnz Double Gust
Total: 19
Energy:
4 Metal - For Scizor
3 Rainbow - For everyone
2 Potion - Abusable
2 Water - For Mantine
2 Grass - For Scyther
4 Psychic - For Espeon
1 Warp - Abusable
Total: 18
Trainers:
4 Copycat - Draw
4 Professor Elm - Draw
2 Pokemon Trader - Gets what you need
4 Double Gust - =\
4 Gold Berry - For Scizor
2 Focus Band - For Espeon and against Gatr
2 Pokemon Park - Abusable with Espeon
1 Town Volunteers - No deckage
Total: 22
The main idea of this deck revolves around Pokemon Park, Scizor and Espeon.
Espeon lets you keep Scizor's Metals in play, as if it's about to be KO'd, just
bring them to hand and build a new one. The REAL idea, though, is Potion energy
and Pokemon Park. Potion Energy lets you remove one damage counter from one of
your Pokemon, when attached. Pokemon Park says that when you attach an energy to
a benched pokemon, remove one damage counter from it. The idea is therefore
simple: stall with NH Suicune, build a 4-Metal Scizor. Now you've got a real
beast that can take out almost anything. Send it up (remember to attach Gold
Berry) and start hazing. Most big hitters can't do 120 damage, so odds are
you're going to be able to rip a LOT of stuff up. Remember to build an Espeon or
Buzz or Mantine or Scyther or ALL while Scizor is out. When you get pretty
damaged (which should take a WHILE), Warp or DG to the bench and use the Pokemon
Park combo. Your backup hitter (of which you have a few) can do some damage, and
when Scizor is as good as new, repeat as neccessary. Stalling with NH Suicune
while you heal is never a bad idea.
If they play Starmie, double gust it and use Buzz early, or only attach 3 metals
(in case of dark/strength charm) so that they can do 70 max damage against you
with core blast. Then, use a Gold Berry (40) and bench it and use the Pokemon
Park Combo (20) to almost fully heal it and repeat. If they play Gatr, use your
Scythers to cut them down early. If they play Cargo, use Mantine and Espeon (and
Electabuzz, if neccessary) against them.
This deck takes out things like Jumpluff with ease, as Jumper can do at MOST 20
damage to a 4-metal Scizor, and so 2 of those is just Gold Berry-d off. Most
Lightning decks, Dark Blastoise, Kingdra, Kabulix and Grass decks will fall
easily. The major archetypes are all TeCHed accordingly; use them early and haze
with Scizor late-game.
GOOD LUCK!
e-mail: jstrauss@nabny.com
plasmicman