>3 abra >2kadabra >1alakazam >4gastly fossil >3haunter fossil >3gengar >2chansey >1ditto >1scyther >3mr. mimes >2drowzee >1hypno > >3bill >3g.o.w. >3imposter prof oak >2s.e.r >4 energy rem. >1scoopup > >20 psy energies > >i damage swap to chansey >gengars are to get damage on benched pokemon then i let mr mime take em >imposters are to deck the other personCute! I like the idea of using Gengar with Mr. Mime. Load up enough counters on a pokemon so that a Meditate will KO it! But, how do the drozees and hynpos help this theme? You are playing a damage swap deck, let's try to focus in on that a bit tighter. Gengar, Alakazam, Chansey, and Mr. Mimes should be the core of the deck. Since you focus heavily on Gengar, we're going to play with 3 of them and include a couple of Pokemon Breeders in our deck, to skip the middle evolution occasionally. Also, let's try to up our Chansey amount to 4, if possible. If you can't get them, put in 2 Chansey and 2 Scyther then.
Pokemon (14 Basic + 9 Evols = 23 Total):
4 Gastly (Fossil)
3 Haunter (Fossil)
3 Gengar
3 Abra
2 Kadabra
1 Alakazam
3 Mr. Mime
4 Chansey
Every deck needs its share of energy. But sometimes the standard just don't quite meet what we are intending with our deck. Sometimes, with fire discard decks for instance, we need a little more. At other times, with your deck for instance, we need a little less. I think your deck is one that can safely run off a smaller amount of energy and more trainers. We want the 4 double colorless energies, because they work great on Chansey. One on him for stalling, two on him for double-edge KO'ing of weak to middle HP pokemon! With a Alakazam on the bench, Chansey's double-edge can hit every turn... a bad thing for your opponent. Since Alakazam won't need energy on him, a benched Chansey for absorbing energy won't need any on him, and a Gengar used for just damage swapping doesn't need energy either... we should be able to easily trim back to 18 basic energy.
Energy (18 Basic + 4 DCE = 22 Total):
So where does that leave us? With trainers to support our theme. We've got room for (60 - 23 - 22 = 15) 15 trainer cards. We need to make use of card drawing and healing power for these type of decks. So... let's try a little mix something like this:
18 Psychic
4 Double Colorless Energy
Trainers (15 Total):
4 Bill
2 Gambler
2 Mr. Fuji
3 Pokemon Center
2 Pokemon Breeder
2 Gust of Wind
Damage manipulation decks are strong, but difficult to play. Be prepared to lose a couple of games until you get used to the deck and learn how to play it effectively. That's what I'm always prepared to do... after all, a kitty has nine lives. Don't win in one? No worry... I'll be back ;)