> Hi Spike!
>I was trying to decied what Deck mechanic I should send my deck (the
>Psycho) to and, surprise, suprise I picked you. Here is my Deck:
> The Fighting Psycho
>3x Mr. Mime
>2x Movie Promo Mewtwo
>3x Comp. Search
>1x Mr. Fuji
>9x Psychic Energy
>13x Fighting Energy
> My deack's strategy is (depending on how the game is going) is
>stall, and take a few prizes with my basic pokemon, or to use
>Mewtwo etc. to attack really fast and go for total speed.
> it might seem odd that I only put 2 machokes in, but when
>found I usually evolved into machamp before Machoke actually staryted
>fighting. I only put one Jynx in because i found it didn't help as much
>the nightly garbage run I put in.
> I know there's alot of single trainers, but I couldn't find room
>multiples and, I put Mr. fuji in only (situationaly) for Mewtwo, so I
>need one really (or atleast that's what I think). NGR is in ther to get
>energy back, and to get jynx or machoke back, as I put a smaller than
>desiered quantity of them.
Hmm. As usual, a deck that is trying to do well but makes a lot of mistakes along the way. No problem, that's what I'm here for.
1) Twenty-three-Pokemon-is-too-much. Did you get that? I can repeat it again if you need me to. You're trying to fit too much stuff in, and you don't by any means need all of it. In your strategy, you give reasons for Poke such as Mewtwo and Hitmonchan (and no reason for Wiggly is really needed) but for Machamp, you give nothing. Why the big Stage 2? Make no mistake, there ARE viable reasons for his presence, but you don't give a one. That tells me that he isn't really very important. So drop him.
With him gone, the deck is looking like a turbo Tuff, so let's take that idea and run with it. Jigglypuff to 4-3. Hitmonchan, Scyther, and MP Mewtwo at 3 each; that should be enough. Drop Jynx. There we go. Arrgh, I swore I wasn't going to fix any Wiggly decks this week... but I guess I can say that this didn't really start out as a Wiggly deck. =)
2) Trainers make any deck, and the more so a Wiggly deck. But you only have 15 trainers. While it's true that Wizards of the Coast is threatening us with a 15-trainer limit ("Bad Pokemon players! Bad, BAD Pokemon players! You don't get to use trainers anymore!") it hasn't yet taken effect, so feel free to splurge. 4 Bill, 4 Oak, 4 Search are not uncalled for here. GOW and PlusPower are also essentials, as well as Item Finder to get all the yummy stuff back. NGR stays as it helps replenish your deck, not to mention get back energy and Pokemon. If I didn't mention it, it's gone. Also run about 2 Lass--not a major theme of the deck, but enough to be searched for when you need it--and you will.
3) Split your energy more or less evenly. Put in some Rainbow Energy; I think it will do nicely here. And if you forget 4 DCE, I'll be forced to smack you.
4 Computer Search
3 Item Finder
3 Nightly Garbage Run
4 Fighting Energy
6 Psychic Energy
4 Rainbow Energy
This deck plays a LOT differently from what you are probably used to, so don't feel bad if it takes a while for you to get used to. Once you do, though, it should kill. And if you wanted Machamp kept in, I'm sorry, but you should have given some indication-- I can't read minds, you know. =)
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