>Okay, it doesn't suck. In fact, this is my favorite deck at the moment!
>
>Rapidcash
>
>Pokémon: (17)
>4 Ponyta (TR)
>3 Rapidash (J)
>4 Meowth (J)
>3 Persian (J)
>3 Lickitung
>Trainers: (23)
>3 Bill
>2 Oak
>4 Energy Removal
>2 Switch
>2 Energy Retrieval
>3 Gust of Wind
>2 Plus Power
>2 NGR
>3 CPU Search
>Energy: (20)
>4 DCE
>16 Fire
>
>
>Pretty cute, eh? Rapidcash is a really fun deck, modelled after my old Agility Deck which I still can't >build (Dash and Base Rai, don't have enough base Rai) so I decided that 3 "Rare" cards would have to >suffice.
>
>I'm getting Rapidcash tweaked up because I've been trying for months to teach my Mom how to play. >She loves horses, and would probably refuse to use anything other than Rapidash.
>
>Now a play by play explanation of most of the trainers:
>
>Switch: Lickitung takes THREE energy to retreat. Two switch should take care of that if I do need to >retreat him, or if I get paralyzed at a bad time!
>Gust of Wind: Do I need to explain this? No!
>Oak, Bill, CPU Search: Required material! ;)
>Plus Power: Nobody does more than 30 damage. This is what Scyther uses to do kill 70-hp in 2 turns. >Only two because I don't usually use it much.
>Energy Removal: See Oak, Bill & CPU Search!
>Energy Retrieval: With only 16 fire energy, I thought it might be helpful. Always helpful when I discard >2 fire with a CPU search... then retrieve them for a stray Switch!
>NGR: To help with Energy, decking, and "Dang it my last ponyta was KO'd and I still have 2 rapidash >in my deck somewhere!" type situations!
>This explanation is for Lickitung, a near-staple in some of my deck. I put in "Rapidcash" because a guy >at the Leage HATES it. I love Licktung. Lickitung rocks.
>
>Do I need to justify 4 DCE? No!
>
>And if you still don't understand the name: It's not a typo. Rapidash the Fire Horse and Meowth, the cat >who loves money leads to their uh, "union" in Rapidcash. The idea is to avoid damage and get what you >need without decking!

***

Good deck. In fact, this one prolly doesn't need my help much... but there are just a couple of things I can touch on.

1) Lickitung is good, because this deck needs a good starter. In fact, all of the Pokemon here are good in their own right, except for Meowth (who is, well... Meowth.) I would use Fossil Magmar instead of Lickitung, trading a bit of HP for more versatility and lower retreat, but that's entirely a personal decision. Actually... we need to fit him in here (Fossil Magmar, that is.) He's an uncommon and just too brutally good to ignore. So I think I'd drop one of your families (probably Persian) to 3-2 and then drop Lickitung down to 2. Licki is good, no problem, but maybe you don't need 3 here. This gives you space for three Magmars. The sole exception to the change I've just recommended would be if water is rampant in your area, in which case you may want to just keep it the way it is.

2) Trainers look very good. One thing I think you need is Item Finder. I'd recommend you drop down to 2 GOW, which should be enough, to add it in. At one point I didn't think much of Item Finder. That was about six months ago. One other little trainer note: Unless you find yourself actually using Switch to retreat because of status effect, I'd replace them with Scoops. Yes, I know, more rares... but Scoop is surprisingly useful. And there's nothing more satisfying then scooping a Lickitung with one energy and 70 or 80 damage, then laughing with maniacal glee as your emotionally shattered opponent stares at the board.

3) Energy. You, um, put it on your Pokemon to attack with. Yep. That's energy for ya.

***

17 Pokemon:

4 Ponyta
3 Rapidash
3 Meowth
2 Persian
3 Magmar
2 Lickitung

23 Trainers:

3 Bill
2 Oak
4 Energy Removal
2 Switch
2 Energy Retrieval
2 GOW
2 PlusPower
2 NGR
3 Computer Search
1 Item Finder

20 Energy:

16 Fire Energy
4 DCE

***

Try these changes out. The old deck was pretty good, but I think you'll come to appreciate the good points of the cards I added.


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