Wowzors, I betta get started!

.4 Treeko [Ruby/Saphire]
.3 Cleffa [Neo: Genesis]
.2 Scyther [Promo]
.2 Mantine [Neo: Destiny]
.2 Grovyl [Ruby/Saphire|'Natural Cure']
.2 Sceptile [Ruby/Saphire|'Lizard Poisen]
.2 Sceptile [Ruby/Saphire|'Energy Trans']
.1 Suicine [Neo: Revelation|'Non' Holo Version]

/.18|

.4 Professor Elm [Neo: Genesis]
.4 Copy Cat [Expedition]
.3 Poke'mon Trader [Legendary Collection]
.3 Poke'mon Center [Legendary Collection]
.3 Double Gust [Neo: Genesis]
.2 Poke'mon Breeder [Legendary Collection]
.2 Focus Band [Neo: Genesis]
.2 Switch [Expedition]
.1 Town Volunteers [Aquapolis]
.1 Healing Fields [Neo: Revelation]

/.25|

.11 Grass Energy [2 Many Sets]
.6 Water Energy [2 Many Sets]

/.17|

/.Main Strategy|

Using Sceptile's 'Energy Trans', transfer energy from one Poke'mon to another. This works great for Retreating Purposes, as well as building up Sceptile's other version's 'Solar Beam' attack.

/.Line-By-Line|

-Poke'mon-

I used a 4/2/4 Sceptile Line with Poke'mon Breeder, being the two main hitters are Sceptile. I of course put in both versions of Sceptile in here. #11/109 for it's great HP and its tremendous attacks. 'Lizard Poisen' is real cheap, and can be real affective if you’re in a tight spot. 'Solar Beam' is probably one of the cheapest 'Big' attacks out there, and its energy cost is saved with 'Energy Trans'. #20/109 Sceptile is great, and one of the most important Poke'mon in here. 'Energy Trans' pretty much controls everything you deal with as far as recovering from a big retreat, healing yourself, or powering up your main hitter(s). It's only attack, 'Tail Rap', is not much to talk about, but can do an average of 50 damage and can max out at 100 damage for only two (Colorless) and one (Grass) energy. It too has a Resistance to water. I only put in 2 Grovyl in case of an emergency, for instance, I can't get Sceptile out, and all I have are Treeko's out. It's Power allows you to clear it of all special effects when you attach any [Grass] energy to it, and it's got a cheap 'Slash' attack, that does 20 for only two [Colorless] energy. Of course, no grass deck is complete without Scyther, doing a big 40 for only 2 Grass Energy. It's great for opening a game, and works very well in tight spots.

As you might have notices, all of these Poke'mon have one big weakness - Fire. I treat this weakness using Mantine from Neo: Destiny and partially Suicine from Neo: Revelation. Mantine's 'Giant Wave' attack can do 80 to any Water Weakness Poke'mon, which can put a whole in your opponent's plans. Suicine's power 'Legendary Body' is prevent my Poke'mon on the bench from being gusted or moved out. This is useful for when I am having a slow start, and need to catch up. Suicine's only attack isn't great at all, but can help sometimes in a tight spot. I would not recommend this Poke'mon as playing the 'Offence' side of this deck.

And, last but not least, the Baby Poke'mon. I put in the staple Cleffa, from [Neo: Genesis], to help for Drawing cards. It's always good to include in your deck, and can work wonders.

-Trainers-

The Trainer line is pretty basic. For Drawing, I included the staples Professor Elm, Copy Cat, and Poke'mon Trader to get the deck going, and build up my heavy artillery. For Healing/Recovery, I didn't use Gold berry, but Poke'mon Center, as well as Focus Band. Using Sceptile's 'Energy Trans' power, I switch Energy to Poke'mon with no damage counters on themselves, and use Poke'mon Center to clear all the damage away. Focus Band works great for babies, as well as that 'Last Standing' Poke'mon. Healing Fields is to knock out any annoying gyms; as well as take out a couple of damage counters, and Switch is to cover Special Conditions as well as the new 'Retreating' Rule. For Recovery purposes, I put in a Town Volunteers to get the job done. Simple as that. As far as disruption goes, I slapped in Double Gust. 'Energy Trans' can help any Poke'mon power up, as well as take care of their Retreating Costs. That’s probably one of my favorite parts of how this deck works.

-Energy-

I don't really need to explain the Energy here. I used 11 [Grass] energy, of course to power up all my Poke'mon, and 6 [Water] energy for Manitine and maybe Suicine.

So, that's pretty much it. I hoped you enjoyed the deck, good luck with the Pickens and all that. Peace :)

[PS], Oh, geez, Email Address..

Crimsonangel3@aol.com