>Hey Spike, I just started buiding decks and I wanted to tell me how it
>will preform in tourney's.  The name is Psycho Fuse
>   These are cards in the deck.
>      20 Pokemon
>   3 Drozee
>   2 Hypno
>   2 Rattata
>   1 Raticate
>   4 Abra
>   3 Kadabra
>   2 Alakazam
>   3 Jynx
>     23 Psychic Energies
>      17 Trainers
>         3 Switch
>         2 Energy Search
>         2 Energy Retrieval
>         4 Potion
>         1 Potion Energy
>         3 Gust of Wind
>         3 Energy Removal


You want me to tell you how this deck will perform in tourneys? I can tell you that right off: Not very well. But we can fix that.

1) First of all... we've got three evoution families in here. Dropping one of them would be a Good Thing (tm). Scanning your decklist with a critical eye, I notice a 2-1 family. This is always a bad sign. It's a worse sign when that family is Raticate. Raticate/Jynx might be a good combo, but this deck isn't designed around that combo. Or at least I hope it isn't, because if it is, it's way worse than I thought it was. It's true you want a way to work around psychic resistance, but this isn't that way.

What to do now? Dropping Alakazam to 4-1-2 (with Breeder to be added) will speed you up and still allow you to get him out. 3-2 Hypno is good--make sure that you're using TR Drowzee instead of the lackluster Basic version. Jynx... hmm. Having a 70 HP Psychic basic is good, but I think you want a different one... hint, hint. (If you really can't figure out what I'm talking about, check the deck list at the end of this fix.) Lastly, Chansey! He provides a nifty damage receptacle, and he sends those annoying Psychic-resistant types packing. And as Scott Gerhardt once told me, "Sometimes a big egg is just good."

2) Eeep eeep. A few of your trainers are very good. By contrast, some are very bad. I know they say variety is the spice of life, but you may want to find other ways to explore that particular concept. As far as trainers go, I can tell you to yank anything that says "Search your deck for an energy card" or "remove X damage counters from one of your Pokemon." (By the way, Potion Energy is an energy, not a trainer.) We may end up removing the ER as well, but let's drop that by the wayside for now.

Put in moderate card drawing--Oaks and Bills--as well as our favorite Computer Searches and Item Finders. Scoop Up for Chansey and MP Mewtwo, and why don't you replace the Retrieval with Nightly Garbage Run while you're at it-- very good for replenishing your deck and retrieving Basics. If we have space to keep the ER in, let's run SER instead--it's just pretty good to be able to wave goodbye to two energies, and this deck shouldn't notice that much. Drop in Breeder to evolve Kazam quickly, and that should be about it.

3) Chansey has come in. That means that we would like 4 DCE, even though we may only be running 2 or 3 Chansey. DCE is also useful for Absorbing to retreat Mewtwo easier.


18 Pokemon:

3 Drowzee
2 Hypno
4 Abra
1 Kadabra
2 Alakazam
3 MP Mewtwo
3 Chansey

18 Trainers:

3 Bill
3 Oak
2 Computer Search
2 Item Finder
2 Switch
3 Scoop Up
2 Pokemon Breeder

20 Energy:

16 Psychic Energy


You've now got yourself a very nice Damage-Swappish deck. Hypno is an interesting choice, but I didn't see a hugely pressing reason to take him out--if you want to, you could cut him for some Mimes and/or some more Trainers.


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