More words on this much loved (and hated) pokemon.

Since all fire pokemon have a weakness to raindancers its a brave (or
foolish) person who plays mono-fire.

Charizard requires 4 Electabuzzes to protect him (and his evolves Charmander
and Charmeleon) from the much feared Blastoise and watery friends. Since
we've just committed to fire and electric energy, lets throw in 4 Scythers
and - hey presto - we've got a haymaker.

The important thing to remember is that Charizard is a playing card not a
really live cuddly pet. My six year old boy gets Charizard out as fast as he
can and then sulks when Charizard is knocked out.

If I'm playing against a raindance deck I'll discard a Charizard card to pay
for a computer search without thinking twice. Otherwise if I've got a
rubbish opening hand I'll evolve Charizard early so that he can get knocked
out. Charizard is no Chansey but 120hp and no energy makes for a good stall
- few players can resist the opportunity to knock out Charizard even though
the danger to them will actually come from the Scyther you're powering up on
the bench.

Where Charizard really scores is in the end game. Get three energy on
Charmeleon, evolve Charizard, add another energy and fire spin. Add a DCE
next turn and fire spin again. This will get you two prizes and leave you in
control.

Remember, Charizard is there to take out the big pokemon, not the Weedle's
of the pokemon world. Base Charmeleon is a top card. If Charmeleon is doing
the business for you then don't evolve him for the sake of seeing Charizard
in play and you'll win a lot more games.

highclere@excite.co.uk





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