>4 gastley (fossil)
>3 haunter (fossil)
>2 gangar (fossil)
>2 mewtwo (Movie Promo)
>4 electabuzz (base)
>
>4 bill
>4 potion
>4 energy removal
>4 gust of wind
>3 super energy removal
>2 professor oak
>1 computer search
>
>16 psychic energy
>7 electric energy

***

Well, you've certainly got the Hitmonchan and
Hitmonlee part of Haymakers locked down solid. I'm not
wholly certain how well the "Die, Hitmonchan! Die!"
strategy is going to work against Haymakers in
general, though. Keep in mind you've also got to fend
off Scyther and Buzz. But anyways, let's take a look.

1) Okay, it's pretty obvious why the Gengar family is
in there. Likewise the Movie Mewtwo (first use I've
seen of movie cards, BTW.) What confuses me is the
Electabuzz. You seem to be going for Fighting
resistance, so why the Electabuzz? Has nobody in your
area heard of Scyther, and so they all play Farfetch'd
instead? Or were you mugged by a Blastoise when you
were a child? Truth be told, Electabuzz *would* be
useful versus Blastoise decks. Mmm-hmm. I don't know.
It's up to you, I guess. If you have to deal with Rain
Dance decks on a regular basis, leave the Buzz in. I'm
going to continue with the anti-haymaker theme and
replace them with Scyther. That leaves us with...10
basics. You need some more. I'd go with Jynx. You
could also put in some more Movie Mewtwo.

2) Your trainers are excellent. But do you need 4
GOWs? I can see how that might be useful for picking
something off on the bench, so I'll leave them in
unless I need card slots. You need another Computer
search, too. And I like the Bills and Oaks--I've come
to believe that one of the best ways to defeat a
haymaker with a "normal" deck is simply to get a huge
amount of cards as quickly as possible, thus speeding
up your deck and giving you more options. Take out the
SER. You're playing a deck with some relatively
energy-hungry Pokemon (Mewtwo, Gengar) and SER will
probably hurt you more than it hurts a Haymaker. Leave
the regular Energy Removal, though--I've found this to
be very useful in my encounters with Haymakers (most
of them have a shamefully low amount of energy.) I'm
also leaving the Potions, since I don't have anything
that great to replace them with, and Potions can be
useful against Haymakers.

3) Energy is easy. We've gone mono-psy with Scyther,
so take out the electric energy in favor of some more
psy energy and 2 DCE. You might want to play around
with the amount of DCE, see if you have trouble
getting it when it would do the most good...Since
we've only got 1 Pokemon (Scyther) that can use it, I
didn't want to put too much in.

Finally, here's my revised card list. As always, this
is only a suggestion, and I urge you to tweak it based
on the sort of decks you find in your area.

***

18 Pokemon:

4 Gastly (fossil)
3 Haunter (fossil)
2 Gengar (fossil)
2 Mewtwo (Movie Promo)
4 Scyther
3 Jynx

20 Trainers:

4 Bill
4 Potion
4 Energy Removal
4 GOW
2 Oak
2 Computer Search

23 Energy

20 psychic energy
2 DCE

***

This deck still concentrates mostly on Hitmonchan and
Hitmonlee. If we tried to metagame against an entire
haymaker, we'd probably end up with something like a
psy-electric-fire deck...heh heh. At any rate, you can
make an argument for those two (Chan in particular)
being the most dangerous cards likely to be in a
haymaker, and you shouldn't have too much trouble with
Scythers or Electabuzzes either.

(This deck gets the official "I DID NOT HAVE TO ADD
ANY OAKS OR BILLS TO THIS DECK" award.)




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