----Original Message Follows---- I never really liked the Rain Dance decks in either of their forms (straight Squirtles or with Gyarados/Dewgong support), but everyone keeps touting Wigglytuff's Do the Wave as the next big combo so I thought I might try it out. What I like better about this archetype (is that the right word?) is that since you need lots of pokemon for bench support you're almost guarunteed to have a quality starting pokemon even if you don't get the combo going quickly. Also you don't need to worry about Breeders because Wiggly's only a stage one. I haven't been to any constructed tournaments (just drafts) but I play with my friends so I really have no feel for other decks are that popular. Anyway, this is the deck I've made. 4 Scyther 4 Hitmonchan 4 Doduo 4 Jigglypuff 3 Wigglytuff 4 Oak 4 Bill 4 Plus Power 3 Gust of Wind 3 Computer Search 11 Fighting Energy 8 Grass Energy 4 Double Colorless The idea is obviously to evolve Jiggly into Wiggly early in the game and then fill the bench with the help of Oak. However, unlike Blastoise if the combo doesn't seem attainable early on the deck plays like a haymaker with Hitmos and Scythers. Some problems I see... While Scyther and Doduo have no retreat cost, Hitmonchan has 2 retreat which makes him vulnerable to gust of wind. I figured if someone gusts him out he can just pound on their active because he's so strong anyway although if their active resists fighting it could be a problem. The two possible solutions to Hitmo's retreat are to play with a different basic or to play with switches or scoop ups. Which brings me to my next concern: Since there has to be so many pokemon in the deck in order to efficiently fill up the bench there is very little room for nonessential trainers (most important example: Energy Removal.) 4 Bills are necessary to get the combo going. 4 Oaks may seem like a lot but just like with blastoise you're gambling quick, hard damage against the threat of decking yourself. 3 Computer searches are great. I love this card. It can get you an oak, a Wiggly, a timely Gust or Plus Power, and also (this happens a lot in other decks) a double colorless energy on the second turn to activate Do the Wave or Scyther's Slash (for 60.) Gust of Winds are necessary for obvious reasons. Plus Powers are needed to knock out other haymaker sized basics like Electabuzz, Jynx, or Scyther. That's pretty much all I have room for. Only 23 energy is kind of scary and so is not playing with Energy removal. Can you please give me some feedback about the deck and these problems. Thank you, Afimander ------- The deck is decent, but I would definately take out the Doduo and replace them with Farfetch'd. Farfetch'd definately work much better than Doduo. And your fear about the 2 retreat cost on Hitmonchan, then throw the fear away. Normally you stick an fighting energy on him, and you have 4 D.C. energy which basically are switches. Trust me, D.C. almost always = switch. Besides that, this is a Speed Tuff deck. It looks like how it's supposed to be built, and it definately has what it needs to work. _______________________________________________________________