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