Hi there. I'm still busy with a lot of outside activities this week.
For those who haven't read the other fix, my mother has recently
fallen very ill and has been in the hospital since the weekend. She
lives alone so I've had to go up to her house each day and feed the
pets, take in the mail and such duties. I've also had to go visit each
day in the hospital and talk to relatives and call insurance
companies and employers and well, you get the picture. Thus, I am
extremely frazzled at this time and don't even have lots of time to
give lengthy deck fixes. I apologize to everyone who is used to
humor and stuff with the deck fixes, but I'm extremely pressed for
time versus additional responsibilities.

    Still, it IS my responsibility to give a couple deck fixes each
week, and so I shall do so. That's the real reason for this. The
humor is just icing. So I'm going to give out the deck fix and get
going on my way to see my mom again. She's okay, but could be
a lot better.
   By the way, there's a theme going on in the Deck Garage this
week. We're all doing crossover fixes. This means that each deck
is being fixed by two mechanics. For instance, I have chosen to fix
this deck and also sent it to Dux for him to fix too. Dux has chosen
a deck of his own to do and has sent that one on to somebody
else for them to repair. I've already fixed another deck sent to me
by Doll, so it all goes in one big loop if you follow the trail far
enough.
   You can find the alternate fix to this deck in Dux's Dilapidated
Dex.
   http://www.pojo.com/DeckGarage/Dux.html
 
   Just click there, or copy and paste and find the deck fix by the
same name and you can compare how we each do the same job.
You might be amused by how different or similar the fixes are. I
know I will be.
    So here comes the deck.
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Mime School:

Pokemon:
4x Mr. Mime
3x Abra
2x Kadabra
1x Alakazam
2x Farfetch'd
4x Squirtle
2x Wartortle
1x Articuno
3x Staryu
1x Starmie
3x Jigglypuff
1x Wigglytuff

Trainers:
2x Potion
1x Super Potion
3x Gust of Wind
2x Defender

Energy:
12x Water Energy
13x Psychic Energy

Strategy:
I like to try and Get out my Mr. Mimes and use them to buy time
for me
to place basic pokemon on my bench, evolve them, and place
energy on
them, and then I use them to knock out the other person's
Pokemon
quickly and easily. If there is a pokemon capable of doing 20
damage
out, and my Mr. Mime is out, I will place a defender on Mr. Mime
so he
is pretty much invincible, and I can use his Pokemon Power:
Invisible
Wall. If I can't do this, I will try to use my strategy as close to as
I can, usually doing the same thing except without Mr. Mime.

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    Ouch! This deck really needs help! That's why I chose it.

  There is way too much of a reliance on the Pokemon in this deck.
They can't do ALL the work. That's what Trainers are for; to assist
your Pokemon and keep your deck from falling apart. Without
Trainers, your Pokemon are on their own. This can be disatrous.

    So since the deck has Mr. Mime implied in the title, let's start
with him. Mr.Mime is pretty good, but not as powerful as he once
was. There are now many more commonly used Pokemon which
are capable of doing 20 or less damage and very quickly too.
Electabuzz, Fossil Magmar, Lapras, Erika's Dratini, Venemoth and
Sabrina's Venemoth come to mind readily. Still, against
Hitmonchans and Scythers, Mr. Mime is great defense. He's really
good against Mewtwos since the damage is doubled and then
negated.
   So if we stick with 3 Mr.Mimes and work from there we'll be
doing just fine. 
    As for the rest of the Pokemon, you've got too much going on.
We need to cut out a lot of the filler and keep only the good stuff.
    Staryu and Starmie have to go. Staryu isn't anything special and
Starmie isn't very powerful. It has low HP and goes through a lot of
Energy to recover.
     There's no point in having Squirtle and Wartortle if you're not
going to use Blastoise, so they're gone too.
     Nothing is wrong with Jiggly and Wiggly, but using them means
you then have to make the deck a Wigglytuff deck and I'm sick of
seeing them lately. So I'm going to go the direction of a Damage
Swap deck.
     Having a Damage Swapper means you'll need lots of Abras,
Kadabras and Alakazams.
     I'd use the Team Rocket version of Abra. It's got higher HP and
can last longer. You won't be fightin with Abra hopefully, so the
retreat isn't a huge issue.
     Kadabra is actually a semi-useful Pokemon. It can recover like
the Starmie, but it's other attack is pretty evil. 50 damage for 3
Energy is very nice.
     Alakazam is the true Psychic Powerhouse. His Damage Swap
ability is awesome and combos very well with many Trainers. He
can also deal some fair damage if needed, although he's best used
as a bench player.
     Dark Alakazam is a very good fighter and can evolve directly
from an Abra with the help of a Pokemon Breeder. Teleport Blast is
a great hit and run attack while Mind Shock is perfect for using
against Colorless Pokemon since it ignores Resistances and
Weaknesses. Chanseys and Wigglytuffs won't know what hit them.
     Speaking of Chansey, I'd be a fool to not tell you to put some
Chanseys into the deck. They can soak up tons of damage before
going out with a bang and can keep your Alakazams and Mimes
healthy for quite a long time with Damage swap. 120 HP, one
Retreat and good abilities are why Chansey is so useful.

     Now is the time where we look at your Trainers. (Or lack of
them.) You NEED Trainers to keep your opponent guessing. If you
don't use any, your opponent can see every move you can make
printed right on the cards. This isn't good. Besides, Trainers allow
you to do some cool things that Pokemon can't.
     Bills, Oaks and Computer Searches will get you the cards you
need when you need them most.
     Pokemon Breeders will make an Abra an Alakazam much
faster. Works on Dark Alakazam too.
     Gust of Wind will allow you to control the boards when you
need to.
      Scoop Up is great for using with Chansey in order to remove
the damage piled up on him. Scoop up a Chansey with 10 counters
or so and put him back down. You've just negated 100 points of
damage and your opponent has worked for nothing.
     Damage Swap also works great with Pokemon Center. Simply
rearrange the damage onto Pokemon with little or no Energy and
let the healing begin without messy drawbacks.
     Item Finder is important for the late game and Damage Swap
decks can take a while sometimes.
     Nightly Garbage Run will get back crucial energy and
Evolutions if you have to get them back.
    
     You also do not need as much Energy as you had. 20 is good
enough to work with. That's still one third of your deck. Some
Double Colorless Energy and Full Heal energies will be good to
work with.

     Here's the revised deck:

        3 Mr. Mimes
        4 Abras (TR)
        2 Kadabras
        3 Alakazams
        1 Dark Alakazam
        3 Chanseys

        4 Bills
        3 Professor Oaks
        3 Computer Searches
        3 Pokemon Breeders
        4 Gusts of Wind
        3 Scoop Ups
        2 Pokemon Centers
        3 Nightly Garbage Runs

        4 Double Colorless Energies
        3 Full Heal Energies
        12 Psychic Energies

       And Voila! (That's French for "Now you know and knowing is
half the battle. G.I.Joe!!)
         This is pretty much an old school Damage Swap, but there's
nothing wrong with that. Just keep Alakazam safe and let your
Mimes and Dark Alakazam do the work. If you've got more than
one Alakazam out, go ahead and let if fight. It's still a good
attacker.
         Make sure you go read the alternate fix to this deck in Dux's
Dilapidated Dex! Until next week,
    
                   Good Luck!!
              Dr. Crash Landon