>hi spike,
>    please help me on improving on this deck cuz I need it to be
>better, so
>far, this deck is doing pretty well.I got the idea of putting gloom
>into my
>deck because I saw about it in the featured articles.My deck's main
>strategy
>is to poison the opponment, and then either confuse the opponment with
>gloom
>or I just attack them. I use vileplume only when i need to use it's
>pokemon
>power. I use full heal when my gloom is confused.I need your advise do
>that
>I can try to beat haymakers.
>Here is my deck:
>pokemon:20
>1xVileplume
>3xGloom
>4xOddish (two team rocket, two jungle)
>3xWeezing
>4xKoffing
>2xVenomoth
>3xVenonat
>trainers:14
>2xMr.fuji
>2xProf. Oak
>1xNightly Garbage Run
>2xPotion
>3xFull heal
>2xGambler
>2xPokemon trader
>Energy:26
>26xGrass energy
>
>Thanks for helping me...

***

You're on the right track. You've got a good strategy, and one that has been proven to work very well. But, as I often do, I see things that could be changed here and there.

1) 3 evolution families are a bit much. It's my humble opinion that you'd do better with only 2, since this will allow you to fit in some other good stuff. Now: what to take out? It's your choice, as always... but I have to say I think I'd take out Venomoth. The guy is good, but his status effects are not guaranteed, and we'll be putting in Scyther for free retreat and fight resistance. Now: Weezing and Koffing. I would strongly recommend that you use Base Set Koffing and Dark Weezing--both are the best of the respective choices out there. Guaranteed status effects just kick ass. Finally, Gloom... which is good. I think I'd stay with the "guaranteed status effects" theme and recommend TR Oddish all the way. Now, put in the aforementioned Scythers, which should go a long way towards handling your aforementioned Haymaker problems.

2) As usual, I have to quibble on the trainers. Fuji isn't bad here, but he's not great, and card space is at a premium. Toss him. Likewise Potion and Gambler... this is an attacker, not a staller... isn't it? Now the usuals: Bill, Computer Search, etc. We can perhaps skimp a bit on Energy Removal in this particular deck, but 3 or 4 would still be nice.

3) This deck really does not need very much energy at all. Some Retrieval and NGR's will further help. Therefore, you should be able to get by with 16 or 18 grass energy and 4 DCE (were you going to run Scythers without DCE? Come over here... *slap*)

***

18 Pokemon:

4 Oddish
3 Gloom
4 Koffing
3 Dark Weezing
4 Scyther

20 Trainers:

3 Bill
3 Oak
2 Computer Search
3 Full Heal
2 GOW
2 Item Finder
3 Energy Removal
2 Nightly Garbage Run

22 Energy:

18 Grass Energy
4 DCE

***

Okay. A few things. 1) Vileplume got axed because it wasn't serving that much of a purpose. 2) GOW made it in because it kicks ass, especially in a deck like this where you can gust a Poke right up and smack it with a status effect, possibly preventing retreating. 3) If you have problems with weakness, tossing in a Kangaskhan (or a Lickitung, to stick with the status effects theme) might not be such a bad idea. 4) Think about Dark Gloom--there are possibilities there that might be worth inspecting.

That's it. Good luck!


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