<Scott's note:  This article I am posting is a carbon copy of the one I wrote for another site early last August.  It breaks down card for card how Potpourri works.  I think you will find it informative>

Potpourri
What it is, and how to play it.

There have been many new decks that have arisen since the advent of Jungle into the environment. Jiggly/Wiggly decks, Mono-Grass Haybreaker decks, Sword Dancer, and many others have come in. Few, though, have been as dominant on the tournament scene, though, as Haymaker's Potpourri. One of the biggest problem, though, is understanding how the deck works. What makes this deck tick? Why can one person take this deck to a tournament and go undefeated, while the next takes the deck, only going 3-3?

Let's first look at the deck so we know exactly what we're dealing with.

Potpourri v1. 4
by Scott Gerhardt

Basic Pokemon:
3 Electabuzz
3 Hitmonchan
3 Scyther
3 Mr.  Mime
1 Kangiskhan
1 Ponyta

Energy:
7 Fight 
6 Electric 
6 Psychic 
4 Double Colorless

Trainers:
3 Bill
3 Professor Oak
3 Gust of Wind
2 Item Finder
1 Computer Search
3 PlusPower
3 Energy Removal
2 Super Energy Removal
1 Energy Retrieval
2 Scoop Up

For those of you seeing the deck for the first time, you have got to be thinking, "What the heck is this guy on?" The deck certainly does not follow your traditional deck building philosophies. This article, though, should be able to sufficiently show you why this deck is good and how it wins tournaments.

Why these cards?

In this section, I am going to go over every card in the deck and explain why they are in there, why the specific quantities, and their advantages to the deck

How Do I Play the Deck?

Being a three color deck, things in the deck can be very fragile. Playing the deck takes a lot more practice than you would think. Knowing what to do and when to do it is very key to the deck's success, and the difference between going 6-0 and 3-3. In this section, I am going to outline, as best I can, every bit of knowledge I have as to the decks quirks and how to play the deck properly in general, and specific strategy against certain decks.

First of all, open with Scyther. Always promote Scyther. Whenever you promote a Pokemon for any reason, and there will be any cards drawn before attacking, ALWAYS promote Scyther. With the free retreat, he gives you the most possible options. As far as opening Pokemon, you should want to play them in this order:Scyther, Kangiskhan, Electabuzz, Hitmonchan, Mr. Mime, Ponyta. Scyther wth free retreat is always good. Kangiskhan will yield early card advantage. Electabuzz is resisted by almost no one, and is very logical to open with the 1 energy attack. A lot of things resist Hitmonchan, but he still has a 1 attack cost. Mime is a two cost, so not early attack. Ponyta should only be used situationally and is horrible to open with due to low HP.

Do not play basics for no reason. Do not let yourself become Gust of Wind bait! When you play something to the bench, play energy on it right away if you can. You don't want your Pokemon to ever be sitting ducks!!

Next, use PlusPower as a kill shot. Unless you are setting something up to get meditated with Mr. Mime, do not ever use PlusPower unless you are going to Oak that turn, or will knock out the Pokemon right away. It is a surprise card, and should be used as such.

Do not be afraid to use Gust of Wind on offense or defense. While it's really nice to use it as a kill card, it can be used very effectively as energy removal after a retreat. It's so much fun to trot out a Scyther with them having a Hitmonchan, sacing two energy to retreat it for something else, then gusting back out the Hitmonchan. It's all the Super Energy Removal and none of the drawback!

Play energy wisely. Don't play critical energy until you're gonna use it. If you can help it, don't let the first energy on a Scyther be a DC. Make them remove the regular energy. If they don't, then drop the DC and attack. Unless you have surplus in your hand, down drop the Psychic energy on Mr. Mime first. Put down a fight or electic. Your opponent is far less likely to remove it than the critical Psychic energy. Even if they do remove it, you still have the needed Psychic in your hand. Don't let the 2nd energy on Hitmonchan be fighting. If they get to Super Remove Hitmonchan at 2 energy, make sure they don't get all the fighting from your hand. When you drop the 2nd fighting on Hitmonchan, you should be dishin' out 40.

Do not use Mr. Mime is a sacrificial lamb. This guy is so key in certain situations. Protect him when you can, unless you have another in reserve!!!

Ponyta is sacrificial. Against grass, trot him out and have him cause as much carnage as possible until he dies. He's there to dish lots of damage before he dies. No need to get insane about losing him.

Use Scoop Up sparingly. I won a match the other day because I held a Scoop Up almost the entire game. Once my opponent had 1 prize left and I had a badly damaged Electabuzz on the bench, I scooped it up and held it so it could not fall prey to a Gust and a fully powered Hitmonchan. Scoop up can be used to counter a Gust of Wind or Super Energy Removal. Use it defensively or offenssively, depending on whether or not you're winning.

If an opposing Scyther sword dances, remove the energy, Gust it away, or find a way to kill it. No need in taking 60 silly damage.

Oak with caution, and only if you need to. Do not sacrifice precious energy and trainers from you hand just because you drew your Oak. Wait on it, and play it smart. Use the cards you have effectively first, and then you'll be more eefective when you do Oak. I've said it once, I'll say it again - using Oak wrong will lead to you losing by pitching things you shouldn't and eventually leading to decking

Against Particular decks

Against Wigglytuff decks, this sounds stupid, but attack the jigglypuff. If they lay a first turn energy, you remove it. Don't let that deck get to a fully powered Wiggly. If they do, it can be a very long game for you. Gust it out and hurt it. Those decks do not tend to run Energy Removal and will have a very, very difficult time winnning if you mercilessly attack the Jigglypuffs and Wigglytuffs.

Against Damage Swap, Try to drop down Kangiskhan and just win. Mr. Mime is good until you find Kangiskhan, but Damage Swap can not handle Kangiskhan very well, and often just loses to it. Also, try to attack Abra and Kabrabra before it gets to Alakazam, because that guy can be the great equalizer.

Against mono-grass, Electabuzz and Ponyta are your prime kill cards. Scyther and Venomoth make life hard for Hitmonchan. Ponyta is obviously good, and Electabuzz is your biggest consistent hitter, so focusing on these pokemon as best you can will be your road to victory. As far as Energy Removal goes, concentrate on Venomoth first, Pinsir second. Venomoth is incredibly hard to deal with, so don't give it a chance to be a factor if you can. Super Energy Removal on it is very, very good for you.

Against Haymaker, doing damage to a wide variety of Pokemon can allow Mr. Mime to be a house cleaner. Doing 20 to Hitmonchan and 30 to everything else will allow Mr. Mime to get multiple kills before he is dealt with. Gust an removal accordingly to damage around, then send out the cleaner. Be careful with is energy, though, to not let it all get removed before you're ready to clean house. Keep reserves. Also, be particularly careful with Oaks and Bills in this match-up. More so than any other deck, you are more likely to get decked in this match-up than any other due to poor Oak decisions.

Against Sword Dancer, attack Jynx. He is such as hard hitter and not overly easy to deal with. Don't let him get to 3 energy and try to pund him into obivion. Jynx can kill most any Haymaker Pokemon in about 2 hits, so be very cautious and don't let him live!!

In Conclusion

Do not get me wrong. Haymaker's Potpourri is probably the hardest deck in the environment right nowto play. Played well, using the advice I've given, though, it also is real close to the best. Despite everything I've told you about the deck, it still will require a bit of practice to get it right. To the naysayers, try the deck before you bash it. It does amazingly well and has won we around $150 in several tournaments in several places. The deck eliminates a lot of luck factor by giving you a way to deal with almost any threat your opponent plays. Utilize this advantage and I think you'll find this deck does very well for you, more and more so the more you play it. Heck, I created the deck and it still took me a tournament or two before I felt like I could play the deck near-flawlessly. If you have any play questions about the deck, e-mail me at Scott@pojo.com and I will be happy to answer the questions! Thanks for reading and let me know any stories you get using this deck!!!

Scott Gerhardt

<Final note:  The deck has undergone several changes since them.  Notably, several things in Fossil made this deck drop the Hitmonchans in favor of the more environmentally favorable Magmar.  A lot of the info is still good, though.>