Every trainer has its good points and bad points.
I'll break down every trainer and tell you them
Clefairy Doll- A one turn wall best used if you
play it aganist a pokemon that has to discard energy or damage them self.
So they lose power but you don't. Unless you have 4 fossil in your deck
already don't use these.
Devolution Spray- Discarding an evolution card on
your pokemon isn't good but this card is effective in 3 ways; a full
heal, to attack example you have a machoke with 1 energy on it. and in multi
fossil decks with omastar kabutops and aerodactyl. And eevee evolution decks.
Imposter Oak- Can help decking your oppoent but
also useful if he has 15 or 20 cards and your about to win. Great when used
with omantye.
Item Finder- Discard 2 get any trainer back.
You could literally have 8 super energy removal. Thats good. Also
good if you have only 1 of a trainer and you need it again. The
discarding rule is a very minor thing.
Lass- You get to see your oppoent hands if its yur
last card you get a free peek and his hand hurts haymaker badly.
Pokemon Breeder- This can be a slow card if
you dont have the stage 2. Its best use is decks with 2 different stage
2 like the charizard venusaur deck you could breed to either one and make it
faster. I have tried a raindance with breeders then wartotrle wartortle more
effecrtive.
Pokemon Trader-If you have a lot of pokemon in
your deck this is a great subsitute for pomeball or comp. search. Its bad
points are decks like haymaker or other decks without a oot of
evolutuion.
Scoop up- a great way to stop your opponent from
getting a prize. Great in stall decks but bad if you have acharizard out and
you have to discard every thing but charmander.except in haymekrs I would
prefer fuji.
Super energy removal- Very powerful.
your opponent has to discard two of your choice but you discard one of your
choice. like that useless lighting enrgy on a hitmonchan better than energy
removal.
Defender- The only good use I see for this is in
decks with magneton or chansey pokemon that damage them self. except for that
potion is better.
Energy retrieval- one card for two energy from
your discard pile reuse energy is always a good thing works best in fire decks
or any deck with 2 or more colors.
Full Heal- Not to useful it can be a waste against
decks without status effects. But it is good with pokemon that do it do them
saelf like tauros, primeape, gloom, vileplume etc. who all confuse them self.
Maintance- Did you ever start a game with 3 or 4
oaks in your opening hand. Right then you know your in troube but
maintance buts them back in your decks to use for later. It would be
good without the draw a card ability. Its problem is it isn't very
versotitle thats about it only good poiint.
Plus Power-Can save a turn with a quicker kill
works in strong decks like fighting or fire. bUT ITS DOWN SIDE IS ONE CARD FOR
10 DAMGE may not be to useful if used wrong, either use 3 or 4 or none, one or
two in a deck wont help much.
I'll finish the rest next time inm the mean time
think about every card in the game when making a deck tyou might be missing
out on a very good card.
striker171@PRODIGY.NET