Hey everyone!! S'up?  This is El Champ(modest, I know :]) here to tell you about a new deck strategy.  So without further adiue(everybody says that for some reason), I present to you......

                Warp Factor 7 v1.1

Pokemon:6
4 Electabuzz
2 Chansey

Trainers:44(yup, 44)
4 Bill
4 Professor Oak
4 Gambler
4 Computer Search
4 Plus Power
4 Gust of Wind
4 Defender
4 Energy Removal
4 Nightly Garbage Run
2 Lass
2 Energy Retrieval
2 Mr. Fuji
2 Challenge!

Energy:12
12 Lightning Energy

I know what you're thinking right now.  You're thinking "Man, this guy's an idiot!!!"  Well maybe you're right and maybe you're wrong but before you click the back button on your browser, listen to the strategy of the deck.
     The first thing to notice about this deck,(besides the abnormal amount of trainers)is that it's FAST.  Not Raindance fast, not even Haymaker fast. It's in a class of its own for speed.  Hence the name, "Warp Factor 5".  Obviously there needs to be some sort of protection against running out of cards.  Nightly garbage run is EXTREMLY helpful in that area.  Using all four of them,(recommended)will add twelve cards to your deck.<Side Note: This deck was actually invented when I realized that if you used NGR(Nightly Garbage Run)to get back three more NGRs, you would have an unlimited supply of cards.  I double checked the translations and discovered that you couldn't get back other trainers with NGR.  Apparently somebody at Wizards had come up with this before I had.>  That's enough for an extra Oak or two. To show how the strategy works, I'll give an example of how the game would go in an ideal world.
Beggining game:  Electabuzz would be your starter.  Very early in the game you would get a Challenge.(Probably by PC Searching)  Your opponent would except the challenge.(In the real world your opponent would probably decline thinking that you have a Haymaker.  I'm working on this problem) You would get all your Pokemon on your bench.  You would drop an energy on each of the Electabuzzes(except the active, who would probably need two)so that they are all ready to Thunderpunch if needed.  When you use Thunderpunch, cover your back with a defender, but try to save two for later.  You'll need them.  Leave the Chanseys energyless.
Middle game: Hold off your opponent with Energy removals.  Use the GOWs for either offense or defense.  Use Plus Power as a surprise move.  Move your Electabuzzes around to distribute the damage evenly.  Don't worry about the wasted energy.  If your desperate, play an Energy Retrieval, but try and leave energy in the discard pile.
End game:  This is where you put your plan into action.  When you start to get low on cards, start playing your NGRs.  Get back energy.  As soon as you draw the energy, attatch it to your Chanseys.  Stall with Scrunch till they're both built up.  Play a Defender on to one of your Chanseys.  Double Edge.  On your next turn(hopefully you Chansey's still alive)retreat.  Play a Mr. Fuji to shuffle Chansey(and the energy!)back to your deck.  Promote the new Chansey.  Drop down another Defender and Double Edge.  Then on your next turn, if you only have one prize left,(hopefully you do by now) you can Double Edge again for the win.
      This is obviously a very specific strategy, and I understand that the game won't always turn out like the above.  If something unexpected happens, just wing it and hope for the best.
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