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Here's the Tuff Psychic deck:
Psychic
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2 x Mewtwo (movie)
3 x Jynx
3 x Mr. Mime

Grass
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3 x Scyther

Colorless
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4 x Jigglypuff
3 x Wigglytuff

Trainers
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3 x Gust of Wind
2 x Nightly Garbage Run
2 x Goop Gas Attack
2 x Computer Search
2 x Professor Oak
3 x Super Energy Removal
4 x Energy Removal

Energy
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20 x Psychic
4 x Double Colorless
The basic stragegy is to get Wigglytuff out there asap, to achieve this i use computer search or oak if necessary. Once wiggly is out there just load up the bench and beat down everybody that comes along. Goop Gas is in there just in case anybody tries to bring out Mime on me, and nightly garbage run gets me back energy and dead pokemon. This deck has been winning me a lot of games, but i want to know if there is anything i can do to make it better. btw cards are no problem i have pretty much everything.

thanks a lot
Neil Milligan

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Overview

Standard-looking Psychic Wigglytuff deck. Not much else to say, it looks pretty well built. The only exception is a lack of the heavy card drawing needed to get Tuff out there early.

Pok閙on

I'd drop the Jynx and add two more Mewtwo and another Scyther, who are both usually better attackers than Jynx. Also drop the Mimes and add another Tuff. Mime is nice, but he's easily KO'd by weaker Pokemon, Magmar, Buzz, other Jigglypuff, etc.

Trainers

Since you normally want Tuff out on turn 2-3, you need a LOT of card drawing. Add four Bills, two more Oaks, and another Com. Search. Goop Gas is way too conditional, drop those and add three Rocket's Sneak Attack. I really like this card, if you use it early enough in the game you can screw up your opponent's strategy and see his hand, allowing you to know what he's going to do and play around it. Add one more Nightly Garbage run, too. These not only keep Basics and Energy in circulation, but they also help counter the problem of decking out after Oaking too many times. Drop one Energy Removal and one Gust of Wind to make a little more room, two Gust normally works well enough and 3/3 Removals should still work.

Energy

You're playing a lot more Energy than you need. If you get Tuff out very early and use a Double Colorless on him, you're doing up to 60 a turn, on turn 2-3 if you get a good hand. Your opponent will be struggling just to keep up, so you should be able to work with low energy. The extremely heavy card drawing and NGR help you get it, too. So, drop eight Psychic and add three Potion Energy. Though not always necessary, they never hurt. Suddenly, it takes three Jabs instead of two for Chan to KO Wigglytuff. These can save you a turn here and there, and give an Energy in the process. Here's the finished deck:
Pok閙on (16)
4 Movie Mewtwo
4 Scyther
4 Jigglypuff
4 Wigglytuff

Trainers (25)
3 RSA 
2 Gust of Wind
3 Nightly Garbage Run
3 Computer Search
4 Professor Oak
4 Bill
3 Super Energy Removal
3 Energy Removal

Energy (19)
12 Psychic
4 Double Colorless
3 Potion Energy
Hope this works better for you. Good luck!

~ Souper ~