>Okay. 1 deck because I'm about to go to the Pokemon League.
>
>
>
>It just boils down to this: I'm going to have a window on the 16th when I'll be able to go to the Pokemon >League. So I need a deck. I'm not saying you'll get to it, but I was just hoping. As Mew is my favorite >Pokemon followed up by Vulpix, I created a Psychic deck. So...
>
>
>
>15 Pokemon
>
>2 Mew
>
>2 Movie Promo Mewtwo
>
>2 Mr. Mime
>
>1 Jynx
>
>1 Ditto
>
>2 Farfech't (Sp?)
>
>3 Vulpix (Confusion)
>
>2 Fossil Magmar (Poisoning, Stall)...
>
>13 Trainers
>
>3 Pokeball
>
>1 Computer Search
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>3 Potion
>
>2 Super Potion
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>2 Energy Removal
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>2 GOW
>
>2 Switch
>
>32 Energy
>
>16 Psychic Energy
>
>16 Fire Energy
>
>
>
>Strategy: Use Fossil Magmar to stall against Haymakers and exstiguish Scyther, Pinser..etc. Vulpix will >hose Raindance thanks to Confusion. Now, a few things to note: No more Computer Search, Mews, >Mewtwo promos, Mr. Mimes, Dittos. The uncommons and commons I can get more of if neccasary. >Energy is what I line my walls with, so no sweat. Since Vulpix doesn't need to discard in order to >attack...you get the picture. Although Psychic is my big attacker. If you want me to, and I think this could >be neccesary, I'll replace the Farfetch'd and Jynx with my hoarded 3 Fossil Gastly. In fact, I think I'll do >that... ok, a few things:
>
>1. Please, if you can, post this deck. That's like, my dream.
>
>2. How do the league games work, and when are they? What is Apprentice? When do they play? On the >internet I take it...but how do they flip coins? Does the computer "flip" the coin? Also how does the >computer know you have the cards in your deck?
>
>3. I hope Vulpix isn't too angry 'cause he's behind Mew as my second favorite.
>
>4. If you post this deck, could Vulpix help?
>
>
>
>Thank you,

***

Vulpix! Vulpix vulpix!

Okay. Why am I posting this deck? Because I feel sorry for the guy. Also because I know that there's no way in hell Spike will get to this deck in time if it just lies around. He might get to it by the 16th... APRIL 16th! Suffice it to say Spike isn't feeling the best these days. More on this elsewhere.

1) We're going to start by removing stuff you don't need. Unfortunately, this includes cute little me. It's a great tragedy, but I don't do so well unless I can evolve quickly--and that means my usefulness in this deck is limited. It's a sad truth, one learned by Spike long ago, that cuteness does not win games. Unless you count Might of Oaks... Anyways. Take the Vulpixes out and save them until you can build a deck that will do them justice. Also take out Ditto. Your deck fails the "Ditto Test" deveoped by Spike--you don't have an effective number of him, you don't have a strategy for how to use him well, so out he goes. 4 spaces already. Now. I sense that you are on something of a budget crunch. This would be indicated by the fact that you use Farfetch'd, when Scyther is probably better. In the time-honored Shed tradition of recommending expensive rares for decks, I'm going to advise that you try to use Scyther. At the same time, you can keep the Farfetch'd until you ramp-up to Scy. Keep in mind, people, th
2) Trainers need major work. Delete the Potions and Pokeballs. The rest can stay for now. Add in 2 more Computer Searches. I realize this may be a bit of a strain on the budget, but nothing beats CPU search for utter versatility and the ability to get you out of a tight spot. (Oak comes close, but since a Search can become an Oak on demand, it edges out the Prof by a little bit.) Now, I think 3 Oaks and 3 Bills would be a good starting point for this deck. 2 more Energy Removals use up what space we had from Pokemon; time to create some more. Try to replace Switch with Scoop Up if you can; it works better here with all these big basics running around. We'll be slashing the energy down to around 24, so we have about 6 more slots to work with. Try adding in three PlusPowers (GREAT kill card) two Energy Retrievals (low energy? Fear not) and an odd Item Finder, just for the heck of it. Yes, singles are bad... but right here, this is mostly just a good way to use up a space.

3) Energy. Cut each colored energy type down to 10 and put in 4 DCEs, for a nice round total of 24 energy. If you blanch at the thought of going from 32 to 24, keep in mind that your deck has Bills and Oaks now, two very important things it did not have before. Give it time, and you'll learn to enjoy agressive play. Plus, this deck doesn't need that much E in the first place.

***

13 Pokemon:

2 Mew
2 Mewtwo
2 Mr. Mime
3 Scyther
4 Magmar

23 Trainers:

3 Computer Search
3 Bill
3 Oak
3 PlusPower
4 Energy Removal
2 Energy Retrieval
1 Item Finder
2 GOW
2 Scoop Up

24 Energy:

10 Psychic Energy
10 Fire Energy
4 DCE

***

This is a good deck. The theme was somewhat muddled, but I think I cleared it up a bit. As it stands, this is more of a Magmar Sponge with Mew in for some nasty traps (and also just because he's your favorite, of course.) The energy is questionable. You've got way more psy Pokes than fire Pokes, but Mime uses colorless and Mewtwo gets energy back from your discard. Play with this. Another thing I might have wanted to add was SER, but no need to worry, and I didn't want to stack you with any more rares than neccessary. As I said, take your time--no hurry.

Vulpix!


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