>Hey, Spike. My deck, "XP-C39˛'s Great Help'n of Hurt," needs a tune up. You see, I made a fatal >mistake; I build my friends decks and fix them up for them, and unfortunately, I made them too good. I >decided it best to build a deck with enough crap within to stop all of them. Here are their decks (ones >that I built, for what it's worth):
>
>Collin: Plays a Vileplume deck (Fire / Grass), loaded with Ninetails, Gloom, and Vileplume. He >confuses the enemy (Vulpix, Gloom), and then bothers them with Petal Dance, doing about 80 damage >per turn. He then uses on of the deck's many Full Heals or Switches to heal, and then goes back at it. >Depends a lot on Heal and trainers.
>
>Brandon: Plays a nice Slowbro deck (Water / Psychic), stalling to build up Seadra, Golduck, and >Articuno, and then tearing the other cards to pieces (not literally). Other heavy hitters include Promo >Mewtwo and Mr.Mime. His deck's bench is weak early in the game.
>
>Feagin: Plays a surpirsingly good Bench Hurt'n deck (Fighting / Electric) with F Zapdos, F Raichu, J >Pikachu, Hitmonchan, and Machamp (for offensive value). Most cards do 20 damage early in the game, >and heavy hitters take a while to build up.
>
>Using these clues, I developed "XP-C39˛'s Great Help'n of Hurt." The deck is as follows:
>
>Pokémon: 20
>
>4 Grimer: Minimize helps stall against Feagin
>3 Muk: Power helps against Heal, Invisable Wall, and Strikes Back
>3 Scyther: My fave, and he helps my deck's speed, which hurts Feagin
>3 Electabuzz: Another quick one, good for taking out Brandon's Water-types
>3 Voltorb: When TR arrives, I'll have some decent ones, but until then...
>2 B Electrode: Yeah, I can't use Buzzap (not while Muk's out), but it's in here for its 50 damage
>2 Chansey: Notice how most of Collin's PKMN have 80 HP?
>
>Trainers: 14
>
>4 Super Energy Removal: Machamp, Articuno, Vileplume, Ninetails, etc. are in trouble!
>2 Lass: Collin can't use Switch or Full Heal if he doesn't have 'em
>2 Oak: Extremely cool, and puts me seven turns ahead of my opponent
>3 Bill: What can I say? The coolest card
>2 Comp. Search: Helps Muk and Electrode get out quicker
>1 Scoop Up: Wish I had more, but this will do
>
>Trainers: 26
>
>4 Double Colorless Energy: For Scyther, Chansey, and retreating
>12 Grass Energy: Slightly more Grass than Elec, and this energy combo works well game after game
>10 Electric Energy: (See Grass Energy)
>
> Well, there you have it. While tuning up this deck, remember that its theme (loosely) is to hurt many >kinds of decks by disabling (No Pokémon Powers, Poison, Energy loss, etc.). S.E.R. helps with just about >any kind of deck, and Muk doesn't hurt. I might get rid of Electrode, but it gives me 50 damage per turn. >Well, I'll shut up now. Thank you in advance.

***

Thanks for telling me what you're trying to beat; it helps a lot.

Lemme tell you something right now... it's difficult to metagame three decks, all in the same deck, and still have it efficient enough to go off successfully. The best strategy here, I think, would be to simply have a deck that's as solid as you can make it and know how to play it well against a multitude of other decks.

But let me see what I can do...

1) First of all, I'm not really sure what Muk is doing in here. He's only got 70 HP, and his one attack isn't that awesome for the cost. A 4-3 evolution is a bit much. You are using him to stop Powers... fine, agreed, but which ones? Heal and Strikes Back aren't worth clogging up 7 card spaces to fight off. Now Mime, that might be a viable threat... but in this deck, I'd as soon just run something else. A couple of Jigglypuffs will accomplish the objective of Mime hosing if that's what you need. I'd also recommend you take out Electrode--he's not bad, but if you are up against fighting... well... I'd just rather have something else. Buzzap is only really useful in certain situations, since many times you won't want to give up a prize just for a couple of energies... Now. What to put in. We've created a number of card spaces; what to do with them? I'm gonna start by recommending a card that I don't usually care for, and that's Ditto. Normally I don't like Ditto because of his instability, but this is a specialk to offset that. Try 4-3 Dragonair. That about fixes us up for Pokemon. We'll hold some card slots over for Trainers.

2) Now that we're done with the rather lengthy section on Pokemon, let's see what we can do for your trainers. We've got two slots and we'll use them to put in some good stuff. Actually, you've already got the essentials of what you need. 3 Bill, 2 Oak and 2 Search are what I consider the bare bones of a good deck, but they'll work. I would use the space to add in 2 more Scoop Up as soon as you can get them. You've got so many basics in this deck that they'll be great--in particular, they can whisk Ditto out of a tight spot when he's got 50+ damage on him. That should about do you.

3) We've still got electric. We've still got grass. 4 DCE are a must. And you said the energy worked well, so even though we've ripped out most of the evolutions, we'll leave it as is.

So what do we have now?

***

18 Pokemon:

3 Ditto
4 Dratini
3 Dragonair
3 Electabuzz
3 Scyther
2 Chansey

16 Trainers:

4 SER
3 Bill
2 Oak
2 Computer Search
3 Scoop Up
2 Lass

26 Energy:

12 Grass Energy
10 Electric Energy
4 DCE

***

A couple of last minute thoughts. 1) I made some DRASTIC changes here--you may want to take the actual modifications a step at a time. I definitely think Dragonair is worth thinking about. Ditto also shows promise here, but he and Muk won't go together, so keep that in mind. What I'm trying to say is, don't run out and dump all your money on this deck. . . just take it slowly. 2) I'm not sure how great Lass is right here. You may want to think about using Gusts instead. GOW is a great offensive card and can turn some situations around. Think about it. That's all for now!




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