The main problem with this deck is...you can't have your cake and eat it
too.  You can't fit every water Pokemon in the deck and expect it to run
well.  Also, your Trainers just plain stink.  Raindance needs to go off by,
no later than the 3rd turn, and still, that is sometimes too late.  Almost
any smart player is playing Electabuzz, which kills Raindance.  And Mime
also stops the deck dead in its tracks.
   The new TR Magikarp and Gyrados may look nice, but I don't think they
will work that well.  And the Poliwag family just plain doesn't cut it.  I
would stick with Articuno and Lapras.  4 Articuno and 2 Lapras are probably
the best way to go.
   Now, the Trainers.  4 Oak, 4 Comp Search, 4 Item Finder, 4 Bill, and 4
Breeder are staples for a Raindance.  You need to have that 2nd to 3rd turn
Blastoise or the game is over very soon.  Unless Promo Mew is prevalent in
your tourney environment...never run Wartortle.  The rest you can fill in
with Nightly Garbage Run or Energy Retrieval, whichever runs best for you. 
4 PlusPower and some Gusts, with about 18-20 Energy and you have yourself a
deck.
   Thanks, and good luck.

******************

I have a raindance deck that I need help with, it has 10 extra cards, I need
to know what to keep in and take out to make it 60.  I you would help me, I
would really appreciate it.  I will provide a list and what I use the cards
for, so you can better understand the deck.

This is my deck

Pokémon

4 Blastoise (it's a raindance deck, I need the 4 Blastoise cards, of course)

4 Wartortle(to get Blastoise, I could take out 1 if you leave in the
Breeder)

3 Squirtle(get our Blastoise)

1 TR Squirtle(it's higher hp makes it last a little longer)

4 Magikarp (will be replaced by TR Magikarps when I get them, rapid evolving
works well in Raindance)

4 Gyarados (sheer power)

1 Evil Gyarados (final beam makes the enemy think twice about knocking it
out, leaving you some extra turns to use it)

1 Evil Wartortle (mirror shell makes your opoponent maybe not want to attack
you)

1 Evil Blastoise (works well with it's base set alter ego, better damage for
less energy)

4 Poliwag (water gun is good)

4 Poliwhirl (amnesia stalls, and double slap can knock out that Charizard in
a hit wif you don't have out Blastoise or Evil Blastoise)

4 Poliwrath (I don't use these guys much, mainly to stall, but Whirlpool has
saved me many times)

1 Articuno (ice beam is good, and blizzard can take out the fossils before I
can't evolve)

1 Lapras (mainly to begin with[if possible] and can take out Mr. Mime kinda
easily)

Trainers

4 Potions (keep your people alive so they can live to evolve)

4 Traders (get out the evolution you need for you in play Pokémon)

1 Breeder (the reason I can drop a Wartortle, plus it helps get out
Blastoise and Evil Blastoise)

1 Oak (draw cards to Raindance, only 1 so I don't have to discad so much, I
put in more once and gave up many evolutions)

2 Gamblers (no discarding, and send back trainers I may foolishly use too
early, and of course, get cards to Raindance with)

1 Computer Search (I can get a trainer or a Pokémon, if I don't have one in
my hand to trade, or if I simply don't have a Trader)

Energy

20 Water Energy (low, but it works, I never seem to be short, one of my
evolutions is all I really need to e powered up, and of course, Raindance
helps, and I draw them with Oak and Gambler)

Once again, I need 10 cards removed, they all help me in play so I can't
decide, may drop a Wartortle and a Potion, Traders are vital to the deck, C.
Search helps, and I'm going to stop talking before I hurt myself.
I don't want to make it any harder for you to choose 10 to get rid of.




The only reason I have one of some cards is because those are the only
copies I have, Except C. Search, you discard, so I don't want too many.  And
is it okay if I send to some other mechanics, to get some other strategies
and opinions about what to take out, that way, I can see where everyone
disagress and agrees on some of the cards to remove and add.  Thanks.
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