>     Sup' Spike.I have a deck that you could help.It's an energy
>     removing deck that does pretty well,but I need your opinion.
>     It's called.....
>
>    Magnet Force v:1.0
>      Pokemon:18
>       4 Rocket Magnamite
>       3 Dark Magnaton
>       4 Rocket Dratini
>       3 Base Dragonair
>       4 Scyther
>      Trainers:18
>      3 Oak
>      4 E.R.
>      3 S.E.R
>      3 Search
>      2 Challenge
>      3 Bill
>      Energy:24
>      20 Lighting Energy
>       4 D.B.C
>    Toatal:60(Duh)
>
>   Stratagy:Use Magnaton to move energy and use E.R. or S.E.R. to set
>them
>                really behind.
>
>    Thanks for your help Spike!

***

Okay. You knew someone was going to come up with this idea sooner or later, and in fact I'd already heard it being thrown around. Certainly Dark Magneton is interesting in that it gives electric an energy-manipulating attack, offering an element of control that was previously possible only for blue (I'm sorry, I meant water... did I say blue?)

1) Looking good. You've got Dark Magneton, the cornerstone of the deck... Dragonair, a more standard energy remover... and Scyther, who just kicks ass. A couple of words here. First of all, Rocket Dratini bad. The artwork is nice (okay, gotta stop talking about TR artwork...) but the card is bad. Basically, you're waiting a whole extra turn to attack just for a CHANCE of paralyzation... a chance that often will not pan out. And a first-turn DCE on Drat is just begging to be removed. Going active with just Dratini is a bad idea anyway, but if you must, just go for the cheap damage and don't worry about flpping coins.

Likewise for Magnemite. The Base set one is better, mainly because it can attack and paralyze for a mere 1 energy. Again, having to wait a turn is bad. Now... Dark Magneton's attack is interesting. On the one hand, you don't get to remove the energy, just move it. On the other hand, the attack is both cheaper and does damage more efficiently than the more standard Hyper Beam or Whirlpool attacks. Especially nice is if your opponent is playing multiple colors and you stick the energy on a benched Poke that can't use it. =) All in all, with the swapping of TR basics for Base, your Poke are solid. Scyther needs no comment from me.

2) You've got what you need, no question. The Challenge are good here because some of your basics are pretty weak, and being able to fill your bench with Scythers will help. (Did I mention it might convince your opponent to get a bench of his own so you can use Magneton's attack?) One thing I might like are PlusPowers to help get you over the 70 HP hump, which it looks like a lot of your Poke will have trouble with. If you like, you could drop a couple Energy for those, but it's not something absolutely critical. Item Finder would also be a possibility, but again you look good enough that I won't mandate the changes. This is something you could try out on your own, especially if you find yourself with a glut of energy or something like that.

3) As usual, energy barely merits comment.

No real need to re-list the cards. Basically, swap out your TR basics for their Base Set incarnations, perhaps think about the PlusPower and Item Finder thing, and you're good to go. Best of luck!


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