>Hi this is my deck its main purpose is too poison the defending pokémon
>while using Potions and Super Potions to keep your pokémon in the game.
>
>-Oh My God They Poisoned Kenny!-
>
>Pokémon (17)
>2 Weezing (Fossil)Obvious
>4 Koffing (Base)So I can posion or paralyze GAURANTEED
>2 Jigglypuff (Just there for Mime)
>2 Venonat (for Venomoth)
>2 Venomoth
>3 Grimer (TR)
>2 Dark Muk (guranteed poison)
>
>Trainers 22
>2 Trader
>3 Plus Power (the pokémon that have weak moves)
>3 Super Potion (Low HP)
>4 N.G.R (low Hp again)
>4 Potion (Low HP)
>2 G.O.W (get out the weak pokes)
>4 Oak
>
>Energy 21
>
>18 Grass
>2 Potion Energy
>1 Full Heal
>
>Please Fix this deck

***

Basically, this is another status effect deck. Nothing really groundbreaking or new, so let's just get you tuned up and send you on your way.

1) You want to go down to 2 evolution families. What to drop? Well, I hesitate at dropping Venomoth, so let's assume that he's going to remain. Of the two psychic-weak families, then, one must go. I think here I'd rather have Dark Muk for funky Power and automatic poison, even though Koffing would be neat to have. Why don't you set Dark Muk at 4-3 and Venomoth at 3-2. Now you want basics to round out your force. Scyther is a given, but let's only run 3 to avoid exacerbating your fighting weakness. We do want a bit of protection against psychic. Normally I'd recommend Kangaskhan, but here I'm not sure it works so well. I think Jiggly might be a better choice due to lower retreat and auto-sleep. Go with the little poofball. After that's done, your Pokemon should be nicely rounded out.

2) Good Lord. You are compulsive about keeping your Pokemon safe, aren't you? Ehh, I think a better strategy would be to yank the various potion-type trainers and replace them with the equivalent Removal. Energy Removal will also help keep your Poke safe from harm and has the benefit of being able to prevent damage BEFORE it occurs. Remember, when given a choice between an active and a passive option, always play actively (all other things being equal.) Yank Trader for Computer Search, drop an NGR and an Oak to squeeze in some Bills, and cram an Item Finder in there some way--probably at the expense of energy, since this deck needs very little energy and you've already got NGR.

3) 20 energy should cut it fine for you. 16 Grass and 4 DCE should round you out nicely. I wouldn't mess around with those funky Rocket energies right now, unless there's something I don't know about.

***

17 Pokemon:

4 Grimer
3 Dark Muk
3 Venonat
2 Venomoth
3 Scyther
2 Jigglypuff

23 Trainers:

2 Computer Search
3 Bill
3 Oak
1 Item Finder
3 Energy Removal
3 SER
3 PlusPower
2 Gust of Wind
3 Nightly Garbage Run

20 Energy:

16 Grass Energy
4 DCE

***

Now that we've eliminated a family and tuned your trainers up a bit, the deck should run smoother. See you around.


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