>Listed Here is my deck called " DARK MIND BOMB" > >Psychic (21) > >x3 Drowzee >x2 Hypno >x2 Gastly (Base) >x1 Gastly (Fossil) >x2 Haunter (Fossil) >x1 Haunter (Base) >x1 Gengar >x1 Promo Mew >x4 Abra >x3 Kadabra >x2 Alakazam > >Grass (8) > >x4 Exeggcute >x4 Exeggutor > >Colorless (1) > >x1 Ditto > >Trainers (7) > >x1 Pokemon Center >x3 Bill >x2 Gust of Wind > >Energy (23) > >x10 Grass >x13 PsychicIt looks like you have a solid start here! A few too many pokemon, but that can be easily fixed. A good mix of energy, though you'd probably do well to add in some double colorless as well. With the Gengar and Alakazam, it looks like you are playing a damage manipulation deck. A new and fun strategy that Gengar really brought about. Previously, Alakazam could only be used effectively in stall decks... now he can be used in an offensive deck effectively. A good thing indeed. We want around 15 basic pokemon, so let's see if we can clean up what you have a bit.
First off, let's move completely over to the Fossil lineup of Gastly and Haunter. These are incredible cards. Then, although I know it breaks the usual 4-3-2 theory, let's drop 1 Abra. The reason being, we *don't* want to get one until we are ready to start evolving it. There is nothing worse than starting the game with only an Abra in your hand. I like the idea behind Mew in this deck. Move damage counters around with Gengar, then use Mew to deevolve your opponent's pokemon to a weaker stage and KO it! A nasty trick. In fact, let's add another Mew to the deck to bring us up to 2. We'll keep the Exeggcutor line as well, but drop one Exeggcutor. Good for damage dealing.
Pokemon (15 Basic + 11 Evols = 26 Total):
3 Gastly (Fossil)
2 Haunter (Fossil)
1 Gengar
3 Abra
3 Kadabra
2 Alakazam
2 Mew
4 Exeggcute
3 Exeggcutor
3 Ditto
This deck is very high in evolutions, but that is the design that we wanted. To damage swap. And, unfortunately, all of our powerful damage swap cards are stage 2's, except for Slowbro. I increased the Dittos in the deck as well, figuring we can use those as fighters also, specifically when we run into a deck that is weak against psychic. Ditto can jump up there and hit heavy. We want to take advantage of Ditto and Exeggcutor, so we need to make use of our maximum 4 double colorless. These energy cards work wonders on these two pokemon. The rest of the deck uses psychic, and we really don't need grass for Exeggcute/Exeggutor. So, we'll put in 20 psychic energy.
Energy (20 Basic + 4 DCE):
That doesn't leave us a whole lot of room left, unfortunately. We've got (60 - 26 - 24 = 10) 10 slots for trainers. We'll spend the majority of this on drawing and healing.
20 Psychic
4 Double Colorless Energy
Trainers (10 Total):
4 Bill
2 Gambler
2 Pokemon Center
2 Gust of Wind
Good luck. This is a tough style of deck to play!