>Spike,
>
>Here is a new deck I am developing and I was hoping you could give me any advice on it.
>
>First let me explain the strategy. The whole point of this deck is to use gust out one of my opponent's pokemon that requires >multiple energies to attack and to retreat.
>Then I will use Dragonair's hyperbeam to deny the pokemon any energies to attack or retreat. I hope to get 2 Gengars on my bench >for their pokemon power "Curse".
>How it works is I Hyperbeam the active pokemon until it has about 20 HP left. Then on my next turn I "Curse" the damage to my >opponent's benched pokemon (this is
>why I aim for 2 of my 3 Gengars) and hyperbeam again for 20 damage. What I have is a trapped pokemon that can't retreat using >energies and I transfer damage to
>the bench to faint the pokemon there. If they switch or scoop the pokemon away, I will hopefully gust that one or another one >similiar to it back out. Also, I use the
>Fossil Gastley/Haunter to stall while I build up my Dratini/Dragonair. Another advantage this deck has is none of my pokemon >have weaknesses to other pokemon, just
>resistance to Fighting (Gastley/Haunter/Gengar) and to Psychic (Dratini/Dragonair). Mr.Mime is not a problem since Hyperbeam >does 20 damage and my Dragonair
>has a resistance to Psychic. This deck attacks the big hitters in my oppenent's decks. This is nice since most decks try to have >strong pokemon to be able to do major
>damage and faint more pokemon.
>>
>Let me list my cards:
>
>Pokemon: 15
>Fossil Gastly 3
>Fossil Haunter 3
>Gengar 3
>Dratini 3
>Dragonair 3
>
>Trainers: 25
>Professor Oak 2
>Bill 4
>Energy Removal 3
>Super ER 3
>Computer Search 3
>Item Finder 2
>Gust of Wind 4
>Trader 4
>
>
>Energy: 20
>..Double Colorless 4
>Psychic 16
>
>I haven't used this deck very much yet so I am still trying to fine tune the deck. I actually tried this deck as a concept on the >Gameboy Trading Card Game in Japanese
>and it did very well ( beat the game with it). I guess only time and experience will tell if this deck is a winner against human >opponents. So far when I have used this
>deck in Pokemon League, it had done great, but this is against more inexperienced players. I appreciate any wisdom you can add to >my deck or suggestions on card
>numbers. I have found that using a 3-3-3 instead of a 4-3-2 on the Gengar family helps me to get at least 2 Gengars on my bench. >With just 2 Gengars, you have a good chance of 1 sleeping in the prizes and the Curse damages swap takes too long with only 10 >damage being moved around.
>
>I guess you can call this deck Cursed Trap. I really haven't came up with an official name for it, I figure if it sticks around, then I >will eventually have a cool name for it.

***

1) Well, the first thing I notice is that you actually don't have enough Pokemon. In particular, you have only 6 basics, and only one of those is one I would be caught dead with at the beginning of a game. I'd start by taking out a Dragonair--you only need to find one to make this work, after all. I'd add in a Gastly (pyramid it at least a little, man) and then a few of everybody's good friend, the Movie Promo Mewtwo. 3 or 4 Mewtwo, however many you can fit in.

2) Split Bills and Oaks 3/3-- I am having to make this recommendation in every deck I fix this week. While it's true that I may have recommended 4/2 in times past, and while having 4 Bills has traditionally been the Holy Grail of Pokemon (or something like that, my metaphors are horrible) I would MUCH RATHER have 3 Oaks than 4 Bills. Everything else looks really sweet, with the exception of one thing: Pokemon Trader. While you might have needed this back when you had a grand total of 6 basics, you do no longer. Coincidentally, this gives us just room to put our Mewtwos in.

3) Your energy looks fine. This deck should run fine on only 16 energy of color. And 4 DCE... well... duh.

***

19 Pokemon:

4 Gastly
3 Haunter
3 Gengar
4 Mewtwo
3 Dratini
2 Dragonair

21 Trainers:

3 Bill
3 Oak
3 Computer Search
2 Item Finder
3 Energy Removal
3 SER
4 GOW

20 Energy:

16 Psychic Energy
4 DCE


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