Tri-S (Spores, Scythes, and Scorches)
2 Jumpluff
3 Skiploom
3 Hoppip
3 Scyther
2 Neo Magmar
2 Kangaskhan
10 Grass Energy
4 Double Colorless Energy
4 Potion Energy
4 Professor Oak
4 Computer Search
2 Sprout Tower
4 Professor Oak
2 Scoop Up
2 Item Finder
3 SER
2 NGR
2 Gust of Wind
2 Pokemon Trader

        The strategy of this deck is to use good attacks for very low
amounts of energy, since SERs are virtually useless against Jumpluff, I chose
him. Jumpluff is one of those semi-broken cards, 20 damage and guaranteed
sleep or 20 damage and healing 10 damage, either for just one energy, is
pretty good. Hoppip's not too good, but his "Call for Family" attack is okay,
and Skiploom is also semi-broken, but ot as much so as Jumpluff. Scyther can
be substituted as Rocket's Scyther, both are very versatile, and can deal
solid damage by turn two, I just chose the Jungle Scyther because of it's
free retreat cost. Neo Magmr is another one of those pokemon that can be
tossed into any deck, it's first attack doesn't need any fire energy to use
and is a great anti-Scyther factor, that's the first reason that I decided to
put him into this deck. The second reason was that it's non-colorless so I
could put in Sprout Tower, without having to worry about it hurting my
gameplan. I do include Kangaskhan in my deck, even though it is a colorless
pokemon, since I don't use Comet Punch, it's not that great of an attack, but
"Fetch" has great card-drawing power. The deck's strategy hardly ever
changes, the only time it ever does, is when going against a fire deck, in
which case the strategy changes to "Destroy all fire pokemon in-play as fast
as possible" Use the attacks that deal the most damage, and use card-drawing
attacks/trainers excessively. Other than that this deck is pretty nice, I've
even won a tourney with it, hopefully it'll do just as good in the next
tourney.

Thanks.

ThePlatinumLock@aol.com