----- Original Message -----
From: Chris Magner
To: Cardtips@pojo.com
Sent: Tuesday, October 17, 2000 9:05 PM
Subject: Life after 15 /3 Chris M.

     By now, everyone knows what this is and what it applies to.  To say that it only will effect the STS East Coast Showdown is ridiculous.  It's going to filter down to the local leagues and tourneys.  Why?  Well, why play a certain deck over and over, only to find out that for the big contest you have to play by another set of rules.  Would you like to construct a deck that you've never tested and bring it to the championships?  No.  First, either make this rulingf universal, or rid it.
 
      Now that I've ranted, what will the decks be like in the 15/3 format?  Well, let's start with possible trainers.
 
     Professor Oak - Without question.  3 will be played in every deck to insure draw power.  Replacements like Bill and Erika will be left by the wayside.  Wrath won't see much play either.  With wrath, you have to run a few NGRs, just in case, wasting valuable trainer space.
 
     Computer Search - Yes.  Another 3 per deck card.  The ability to search through your deck with limited card drawing power will win games.
 
     Item Finder - Why have only 3 of one trainer, when you can, in theory, run 5-6?  Look for 2-3 per deck.
 
     PlusPower - Maybe.  Turn disruption will become critical.  KO'ing an opponent one turn earlier could devastate any well thought out plan.
 
     Gust of Wind - 3 Per Deck.  Give your opponent nowhere to run.  KO the weakling.  Stop any evolution threat.
 
     Lass - Another maybe.  If you get it, you are unlikely to have any trainer in your hand you can't use proir to lass. (God forbid you get an Oak/Lass hand.)  With trainers making or breaking games (even in this limited number), Lass could be a death sentence.
 
     RSA - Better than lass?  Only if you think with 15 trainers your opponent won't have more than one in his/her hand.  Logic:  15 trainers per 60 cards = 1 out of 4 cards is a trainer.  7 card opening hand, 1-2 trainers in opening hand.  Plus, you can RSA then Oak.
 
     Stadiums, ER, SER, NGR, Scoop, Poke Center - Hmmm...no.  Well, Scoop for the die hard Ditto players. (Hmmmm, he,he)  The rest just get weeded out.
 
      So, that leaves room for 45 cards.  What's a good mix?  You shouldn't need more than 20 or so Pokemon.  That leaves 25 energy.  If your running a mono-energy deck, run 3 of each: DCE, Full Heal Energy, and Potion Energy.  That leaves 16 basic.
 
     My poke favs for this environment:
 
    3 Clefairy - Why?  One word.  Clefable.
    3 Clefable - One energy to copy any attack.  Great against TR Zapdos.
    3 Scyther - Fighting resistance, protect Fable from Chan.
    3 Ditto  - Become anything!
    3 TR Zapdos - Broken.  This card should be banned.  20 + attach an energy card for one lightning?  NO weakness, Fighting resistance....Ouch!
    3 Blaine's Rhyhorn - Crazy?  No, he's the answer to TR Zapdos while waiting on Clefable.
    3 Erika's Dratini - Shut down basics.
 
    3 P Oak
    3 CPU Search
    3 Gust of WInd
    2 Item Finder
    2 RSA
    2 Scoop UP
 
    3 DCE
    3 Full Heal Energy
    3 Potion Energy
    15 Electric Energy
 
     There is my 1st deck idea for 15/3.  Any feedback would be appreciated. 
 
     Chris
 
     cmagner@cfl.rr.com