>Hi,
>This deck is almost done, I'm putting the final touches on it
>rite now. I haven't play-tested it yet,(I still need 2 more
>Scyther), but I made a similer, but very pathetic, copy of it, and it does good.
>Statagy: Get Himonchan or Scther out fast, knock out a couple
>pokemon, then bench your active,and stall with Mr.Mime until
>you have a few benched and charged pokemon, then go in for the kill.
>Pokemon (15)
>3 Hitmonchan
>3 Scyther
>3 Jynx
>3 Mr.Mime
>2 Pinsir
>Ê
>Energy (30)
>9 Fighting
>9 Leaf
> 9 Psychic
>3 DCE
>Ê
>Trainers (15)
>4 Plus Power
>2 Oak
>4 Bill
>3 SER
>3 Super Potion
Potpurri and Haymaker decks have received a lot of attention and respect over the past year. Mostly due to their strength and sure reliability in tournament play. The concepts are similar in design and really the only difference lies in how many different flavours of energy they choose to play with. Potpurri decks rely upon taking advantage of your opponent's weaknesses while avoiding resistances by playing a variety of basic pokemon of different types. Haymaker decks try to go for the quick KO and hope their smaller mixture of pokemon types and speed is enough to draw forth a victory. Looking over your mixture, this deck is definately more Potpurri than Haymaker, but the Plus Powers are definately from the Haymaker days of the quick KO. A nice mixture of the two deck theories.

You chose to play with Fighting, Grass, and Psychic... and left out the mighty base-set Electabuzz. My personal favorite way of building a deck like this would be to remove the Pinsirs and Grass Energy and add in Electabuzzes and Electric, but perhaps you are meta-gaming against grass-weak decks in your area... so we'll keep your choice of pokemon as we explore ways of fine-tuning your already strong deck. The nice thing about Haymaker and Potpurri decks is they usually will draw a fair amount of cards. As such, you can usually play with only 14 basic pokemon and not have much of a problem with it. Let's take out 1 Mr. Mime for the sake of trying it out. If you find that this remix doesn't work, you can always return to putting that back in. The major problem you have with this deck is an over-abundance of energy... but we'll deal with that after the pokemon. Also, you might find that the MewTwo promo from the Movie will work much better in your deck than Jynx. Give it a try!

Pokemon (14 Basic + NO Evols = 14 Total):
3 Hitmochan
3 Scyther
2 Pinsir
3 MewTwo (Movie Promo)
2 Mr. Mime

Since we remixed the pokemon a bit, we are going to need to remix the energy. Solid decks use around 20-26 energy. My personal preference is 20/4... 20 basic and 4 double-colorless. You should never need as much as 30! Let's free up those slots and we can always add trainers to help us get that energy back from the discard pile. Plus, with Promo MewTwo, you'll be pulling energy from the discard pile anyways!

Energy (20 Basic + 4 DCE = 24 Total):
5 Fighting
7 Psychic
8 Grass
4 Double-Colorless Energy

Now that we've got our pokemon and energy, we need trainers to help our theme out! You've selected excellent trainers in your list above... but now that we've freed up some more slots, we can add more! And there was much rejoicing... yay...

Tallying the number of cards we've already used, we have (60 - 14 - 24 = 22 left) 22 slots left to use for trainers! Let's take out the Super Potions, keep everything else, and add 9 more trainers to the deck. Energy Retrieval to help us get back discarded energy is a must... so we'll add 2 of those in. Let's add a couple of Energy Searches as well, so we can get the specific energy we need at just the right moment. A Computer Search and a Gambler, to help us draw cards quicker. Let's put in 3 Gust of Winds as well, so we can draw out our weaker foes.

Trainers (22 Total): 4 Bill 2 Professor Oak 4 Plus Power 3 Super Energy Removal 2 Energy Retrieval 2 Energy Search 1 Computer Search 1 Gambler 3 Gust of Wind

And there you have it! Good luck with your deck!