This is a deck that is almost a perfect
trap if played right. First the cards:
Pokémon:
2 Murkrow
2 Swinub
2 Piloswine (by now you know half the
deck)
2 Oddish (Neo)
2 Dk Gloom
2 DK Plume
2 Aerodactyl
2 Magnemite (Neo 2)
2 Magneton (Base)
Trainers:
3 Oak
3 Elm
3 Erika
3 Mysterious Fossil
3 Scoop Up
3 Rocket's Training Gym
3 Bill
3 Erika's Perfume
Energy:
7 Water
7 Lightning
4 Dark
By the way, the symmetry is unintentional. Lead
with Swinub, and bench Oddish, Magnemite, and a Fossil. Put in Training Gym, use
Erika's Perfume to fill up the bench with harmless pokes, and use Powder Snow.
Next turn, evolve Swinub and Oddish and use Freeze. Repeat until you get a heads
and the opponent doesn't swap pokes. Once that happens, play Murkrow. Order is
important. First, use Scoop Up on Piloswine and put in Murkrow and attach a Dark
energy to it. Then, evolve Dark Gloom, then Magnemite, then the Fossil. Use Mean
Look. Then, proceed to weaken all of your opponent's Pokémon to within
20 HP of being KOed, building up Magneton on your
way. Then, retreat Murkrow for Magneton and use Selfdestruct to winin one fell
swoop!!!
However, I said there were ways to beat this deck.
Your opponent can't play trainers, play evolutions, retreat, or attack, or play
basics, but they still can play energy and use powers. Getting Dragonite,
Erika's Victreebell/Erika's Vileplume/Slowking/Elekid/Igglybuff/DK Gloom/DK
Vileplume out early enough can screw you, as can dark energy (which can destroy
the active, freeing their Pokémon from the deadlock). Other then that (and KOing
Swinub/Piloswine before you Freeze them) and a few other things I'm sure I've
missed, it's an unbreakable DEADLOCK!!!
Note that all of the weird quirks of the deck
either work for an element of surprise or help make the deck simpler. E-mail me
with ways to break the deadlock, ways to make it stronger, etc., at yeagers@urx.com
And NO VIRUSES!