Welcome again Pojo-ers. IMO this email is a good guide as to what you should do when you want a deck fixed: Providing a name for the deck (I usually delete emails with no name because what could be inside?), explaining what's wrong with the deck, and overall being cool and polite because hey!, you're asking me anyway. ;p But, one thing that is necessary that is not shown in this email is the amount of Pokémon, Energy, and Trainers. All the Deck Mechanics can surely tell you that it is a hard time counting all the cards, so if you would, please do so. :)

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Hey Khap, how's it going? I saw you have an ability to help out decks. Here's
mine, if you don't mind looking at it, I call it "Black Moon" for the simple
reason it's all psychic and dark. It's proven to be very helpful, but I'm
wondering if it could use some tweaking. Maybe you can be the judge...
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BLACK MOON deck:

Shining Mewtwo (1) (<-Major Ace! Pulled off many victories in a pinch!)
Sneasel (2) (Genesis and Revelations)
Murkrow (1) (Genesis)
Misdreavus (1) (Revelations)
Mewtwo (2) ("Psyburn" Promo and "Telekinesis" Promo)
Abra (2) (Rocket)
Dark Kadabra (2)
Dark Alakazam (1)
Gastly (4) (2 Fossil and 2 Destiny)
Haunter (2) (Fossil)
Dark Haunter (2)
Dark Gengar (1)

Pokemon Tower (1) (Stadium, Promo)
Counterattack Claws (2) (Tool)
Energy Removal (4)
Super Energy Removal (2)

Psychic Energy (17)
Lightning Energy (3)
Darkness Energy (4)
Fire Energy (6)
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As you can see I try to rely on ghost and mysterious pokemon rather than dozens
and dozens of trainer cards, as I see most decks have near countless amounts of
them. I'd like to think my strategy is flawless, but recent losses prove
otherwise. I'd be very intrigued if you have any input. Thanks!
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You know, large amounts of Trainers (between 24-30ish) indeed DO help turn the tide of the battle. They get your strategy out faster, disrupt your opponent so they don't get THEIR strategy out, heal you, and generally aid you in winning battles. So Trainers are a necessity to almost every deck. I say almost because you never know. ;)
But...since you don't exactly like tons of Trainers in your deck, I'll add more than what you have, but keep it at a minimum. ;p Now onto the deck fix.

Though you think your strategy is flawless, personally I think it is flawed. It seems that you can't get out the big Stage 2s in order to lay the smackdown on anything. With that in mind, you should ditch the whole Dark Alakazam line. It seems to be unnecessary since you can just as well power up Dark Gengar, a more formidable Psychic Pokémon than Dark Alakazam.
Then, drop the Shining Mewtwo. Any Shining Pokémon in any deck isn't worth it. Besides, since you can only play one, what are the chances of drawing it with next to no draw power? Also, drop the Murkrow and Haunter. Murkrow is good, I'll give it that, but it would need a reason to be in the deck for it to be played. Also, Haunter (Fossil) is quite a good staller, but then when you're trying to build Dark Gengar up, it just seems like it would sit there, waiting for its turn to go Active. So, that goes out the window as well.

*hears crashes of trash cans and screaming cats*

Err...Now add in 2 more Dark Haunter. They should help if you ever need to attack, and they eventually should evolve into Dark Gengar. Then add in 2 more Dark Gengar since they are going to be the theme of this deck. Then, you should really try finding Cleffa, since they are ESSENTIALS when building any deck. Add in 3 of those little suckers. ;x
 
Pokémon: 19
4 Gastly (Fossil)
4 Dark Haunter
3 Dark Gengar
3 Cleffa
2 Mewtwo (MP)
2 Sneasel (Cleaner; Genesis)
1 Misdreavus

Since we don't need all those Energies, drop 3 of the Psychic Energy, all the Lightning, and all the Fire Energy. The Darkness Energy OBVIOUSLY stay. =/

Energy: 17
14 Psychic Energy
4 Darknes Energy

Now, once again for the Trainers. ;) 24 big Trainers are going to be fit in this deck. I'm telling you man, Trainers are a BIG part of this deck building world, and you've only begun to see what they do...

Drop all those Trainers besides the 4 Energy Removal and 2 Super Energy Removal. Now...add in 3 Professor Oak and 3 Bill. Those cards are somewhat difficult to find, but Bill is easier found because of its availiblity in LC. Then, add in 3 Pokémon Breeder Fields. This helps with the Dark Gengar line since you probably want it out first before your opponent sets up. Also, add in 3 The Boss' Way. This too can be found in the newest set LC. Now, for the support Trainers. Add in 2 Rocket's Hideout. Stadiums are also a must in most decks since they can help control or aid you while you duke it out. :D Then, add in 2 Gust of Wind. You can now choose who you want to wreak havoc on. ;xx Then, for the final touch, add in 2 Switch! lol

Trainers: 24
4 Energy Removal
3 Professor Oak
3 Bill
3 Pokémon Breeder Fields
3 The Boss' Way
2 Super Energy Removal
2 Gust of Wind
2 Switch
2 Rocket's Hideout

w00t. Fixing this deck was actually fun. ;p Hope you have fun playing it as well!

-~Khap


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