>Wigglytuffs Ghost
>
>The whole idea of my deck is to get a fully charged
Gengar, Hypno, or
>Wigglytuff into battle.  I charge them up on the
bench and usually
>stall with
>Mr. Mime or Kangaskhan (a bill and a 90hp pkmn in
one).  I love the
>idea of
>beating my opponents bench up with Hypno's and
Gengar's "Dark Mind"
>attack
>(Gengar's "curse" power helps a lot too).  The
potions and super
>potions help
>to keep my powered up pkmn in play.  The Gust of
Wind's help me if
>there is
>that annoying pkmn your opponents powering up on his
bench that "Dark
>Mind"
>can't get rid of.  Here's my deck!
>
>Wigglytuff's Ghost
>
>Poke'mon
>
>3 Gastly (fossil)
>2 Haunter (fossil)
>2 Gengar
>3 Drowzee
>2 Hypno
>2 Mr. Mime
>3 Jigglypuff
>2 Wigglytuff
>
>Trainer's
>
>3 Bill
>4 Potion
>2 Super Potion
>4 Gust of Wind
>
>Energy
>
>22 Psychic Energy
>4 Double Colorless Energy

***

Hmm...this isn't just any Wiggly deck. In fact, this
deck seems to have a miz of strategies--Wigglytuff for
colorless hitting and Gengar for bench manipulation.
Let's dive in and have a look...

1) First of all, neither Hypno or Gengar are all they
could be. Why don't you try dropping Hypno altogether.
Gengar and Hypno have the same attack. The difference
is that Gengar has the good Power, better retreat, and
resistance but no weakness. Hypno's slightly higher HP
and its being a Stage 1 aren't quite enough to make it
win out. Not that it's not a great Pokemon in itself,
but it's a bit much having both in the same deck...
Use 2 of the card slots this created to boost Gengar
to 4-3-2. We'll figure out what to do with the rest in
just a minute. Now then--You mentioned Kangaskhan, but
I don't see any in here. You may want to put them
in--you definitely want as many basics as reasonably
possible in order to get maximum usage out of
Wigglytuff. In fact, this would be a reason for going
with Hypno instead in order to take up less space, but
you mentioned that you like Curse, so... We'll figure
out exactly what to put in later, after we see how our
trainers and energy work out.

2) Trainers...oh, yeah. Glad we saved those card
slots. You can start by tearing out the Super Potions
and Potions. Replace them with...hmm...let's say four
Energy Removals and two Oaks. We need space for some
Computer Searches, too, but we still have three slots
left over. Why don't you consider dropping a Gust here
as well, since running four is a bit much even in a
deck that revolves around bench manipulation.

3) Your energy should be fine. IF we need space, we
should be able to go down to 20 colored energy without
a problem, but we'll keep it at 22 if we can.

***

19 Pokemon:

4 Gastly (Fossil)
3 Haunter (Fossil)
2 Gengar
3 Mr. Mime
2 Kangaskhan
3 Jigglypuff
2 Wigglytuff

15 Trainers:

3 Bill
3 Gust of Wind
2 Oak
2 Computer Search
4 Energy Removal
1 Item Finder

26 Energy:

22 Psychic Energy
4 Double Colorless Energy

***

It seems like for some reason I had more space than I
expected. I wonder why. Anyway, everything adds up,
and there's no reason to look a gift Rapidash in the
mouth, is there? As well as another Mime and two
Kangaskhan (more basics for Wiggly, more protection
against resistance) I decided to add in an Item
Finder. Yes, I know I earlier came down on this card
pretty hard. Well, as I've said in some other fixes
(and will say again) I've had a change of heart. Even
Deck Mechanics can be mistaken about things, and while
a lot of decks could probably run fine without it, it
doesn't hurt by any means. Running only one is
questionable, but can save your ass in certain
situations. Late in the game, it becomes any trainer
in your deck. I'm still playing around with this card,
so it will probably be a while before I get the hang
of it.

About the only thing to worry about with this deck are
the lack of Switches (which might not matter in many
situations, but which are always nice) and the problem
of getting enough basics for Wiggly to do its thing.
Play with it and see how it works.

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