Psychic Night

Hey Ness. I am playing a psychic deck. I have too much energy, I think, but I don't know what else to put in. Haunter and Sleep are a combo that I am trying out.  Can you help?

Pokemon (16)
3 Gastly (fossil)
3 Haunter (base)
3 Mewtwo (movie promo)
2 Chansey
2 Scyther
2 Blaine's Tauros
1 Erika's Dratini

Trainers (21)
3 Professor Oak
3 Computer Search
3 Bill
3 Energy Removal
3 Super Energy Removal
2 Gust of Wind
2 Potion
2 Sleep!

Energy (23)
4 Double Colorless
19 Psychic

Strategy
Seems like we're trying to use Haunter's Dream Eater, maybe without having to Hypnosis first, thanks to Sleep. Not a bad deck, but we can make Haunter work better, and fix it so you have more defense against Hays and Wiggly.

Pokémon
The Mewtwos and Haunter are both a good choice, but you're really going to run into trouble VS Wigglytuff. Chansey can Double-Edge, but that's not always easy to do, since it requires four energy. I would suggest dropping the Blaine's Tauros. It's first attack does an average of 10, 20, and the second attack is just too risky.  I think you can drop the Chanseys, too, and add 3 Hitmonchan. Now we have back-up against Wigglytuff and Electabuzz. Drop a Scyther, it's resistance to fighting isn't as useful since Mewtwos and Haunter are great against Chan, and Gastly and Haunter have no retreat. Add another Erika's Dratini. The Dream Eater thing is easier to do if you can do it fast. Maybe one Rocket Drowzee. Rocket Drowzee's Pokémon Power is a great combo with base Haunter, as it helps get the defending Pokémon asleep without attacking. We don't want to add more than one Drowzee, as it's too weak, and Haunter has it's attack, anyway.

Energy
You're very high on energy. We're also going to need fighting energy for Hitmonchan, now. Go down to 7 psychic, that should be enough, as Haunter only needs one psychic, and Mewtwo can power itself from the discard. I think 7 fighting is a good choice. You should probably actually go down a colorless, since the you have 3 Pokémon that can actually make it useful for things other than retreating. You're now playing 17 energy, so you have room for 6 new trainers.

Trainers
The Potions are great with Dratini, and Potion itself is an underrated card that I think you should keep in your deck. Sleep is a risky card, as it does absoloutley nothing with tails, but it can be a nice surprise, and I think you might as well try it out. I think it's a good idea to try out a couple trainers in new decks that you normally wouldn't consider using.

Add a Nightly Garbage Run. You're going to need it if you have to discard Gastlys and Haunters early in the game, and if you're having trouble with energy or decking, it will help. You should probably also add one Narrow Gym to slow down Wiggly a little, and take out other gyms. I think you need 2 Lass. If you have a nice advantage, or think playing it first turn will help you get a fast win, or a benefitting advantage, play it. Lass wins games.  Add a Switch, and Add a Scoop Up. Switch is for the status effects, Scoop Up's more for damage.



A Scary Psychic Night:

Pokemon (16)
3 Gastly (fossil)
3 Haunter (base)
3 Mewtwo (movie promo)
3 Hitmonchan
2 Erika's Dratini
1 Scyther
1 Drowzee (rocket)
Notice how there is now more defense against Electabuzz and Wigglytuff with the addition of Hitmonchan.

Trainers (27)
3 Professor Oak
3 Computer Search
3 Bill
3 Energy Removal
3 Super Energy Removal
2 Gust of Wind
2 Potion
2 Sleep!
2 Lass
1 Narrow Gym
1 Scoop Up
1 Switch
1 Nightly Garbage Run
Notice how there is now more defense against Electabuzz and Wigglytuff with the addition of Hitmonchan.

Energy (17)
3 Double Colorless
7 Psychic
7 Fighting

We're playing lower energy, but 3 Oaks should be enough to get the energy necessary.

Ness