>29Êfire energy >2 ponyta >2 vulpix >1 ninetales >1 basic magmar >3 fossil magmar >2 evee >1 flareon >2 growlithe >1 arcanine >1 fossil moltres >2 charmander >1 charmeleon >2 switch >2 super potion >1 gust of wind >1 energy search >2 bill >1 computer search >1 defender >1 imposter professor oak >1 lassOkay, before I even start. Yay! Go Vulpix! Sorry, personal favorite pokemon... not for play value, but because she's so cute!
Alright, this deck was a little confusing to read. I prefer submissions to seperate the energy from the pokemon from the trainers. And a count of how many you have in each section works even better! I did a quick count and this deck has 29 energy, 15 basic pokemon, 4 evolution cards, and 8 trainers. Too high on energy and too low on trainers. Let's see if we can't start with the pokemon though. The first thing that is obvious is you don't really have a lot of the same pokemon. You should pick 3 or 4 pokemon you really like and use those, rather than spreading yourself out over several different ones and only including 1 or 2 cards of them in your deck. Fossil Magmars are one of the best fire pokemon, let's use 4 of those. Vulpix and Ninetails is great for a late-game, heavy hitter with a built in gust of wind. The Eevee and Flareon really don't help our cause, so let's scrap them. Same with Ponyta, there are better fire pokemon than the flame horse. Growlithe and Arcanine are also good heavy hitters. Let's scrap the Charmander/Charmeleon family in favor of something colorless that could be used in the early game... Kangaskhan! A couple of Moltres would also be great for when we have to face those mean water decks.
Pokemon (14 Basic + 4 Evols = 18 Total):
4 Magmar (Fossil)
3 Vulpix
2 Ninetails
3 Growlithe
2 Arcanine
2 Moltres
2 Kangaskhan
The idea behind these pokemon is to get out Magmar or Kangaskhan early game. Then build up to either Ninetails or Arcanine for heavy damage. Moltres lends us the backup support we need and gives us the option of WildFire for late game. For pure fire decks like this that use discarding energy attacks, I recommend a higher amounts of energy. 22/4 works good.
Energy (22 Basic + 4 DCE = 26 Total):
Now, let's create a little magic. What makes a good deck even better? Trainers! And a healthy mix of them is just what the doctor ordered. We've got room for (60 - 18 - 26 = 16) 16 trainers in our deck. We'll fill almost half of this with card drawing power to get what we need, the rest we'll use to keep our energy supply healthy and our opponent's in a world or hurt.
22 Fire
4 Double Colorless Energy
Trainers (16 Total):
4 Bill
1 Professor Oak
1 Gambler
1 Computer Search
3 Energy Retrieval
3 Gust of Wind
2 Scoop Up
1 Item Finder
Good luck! And may you always draw Kangaskhan first when facing a water deck...