If anyone knows the exact date Fossil is coming out, E-Mail me! As you might have heard, Fossil has Gengar and a new Zapdos. Gengar has Night Shade (1PP) 30 Damage, plus 10 to a benched pokemon, and a cool power-Curse. It allows you, once per turn, to move a damage counter from one enemy pokemon to another. You can cause them to faint too, unlike Alakazam's power. The new Zapdos is odd, but effective here. Thunderstorm (EEEE) does 40 damage, but for each of the opponents pokemon, flip a coin. If heads it does 20 damage to them. For each tails, Zapdos takes 10 damage. So it is possible to do 140 damage with this attack. The new Gastlys and Haunters RULE. Gastly now has 50 health! He has Lick (P), 10 damage with chance of paralysis, and Energy Conversion (PP), which lets you take 2 Energy from your discard pile and put them in your hand. Bye bye Energy Retrieval! Haunter now has 50 health also, and can only do 10 damage at a time, but the gains far exceed the losses. His power is probably the best in the game. Transparency lets you flip a coin to negate all damage and effects done to Haunter! Its agility all the time! His attack, Bad Dream, (or Nightmare) does 10 damage and automatically puts the defending pokemon to sleep (1P). Wicked. No more lousy coin flips. Haunter is a holofoil now, too. Here is the Combo. Requirements for what should be in play: 2 Gengar (if by some ungodly reason you have more, GOOD! 1 Haunter or Chansey (or any other great staller...Mewtwo's good) 1 Fossil Zapdos 4 Lightning Energy Have the Gengar(s) on your bench as well as the staller. Make Zapdos be your active pokemon. Use his Thunderstorm attack (you should wait until the opponent has a full bench to do this). It should do damage to several of his benched guys, and this is where the Gengars come in to play, but still from the bench. Send in your staller next turn, and use the Gengars' curse to move their counters around, and hopefully killing some of them. You can usually take 1-2 pokemon out each turn by just manipulating counters. I have found that this strategy EXCELS at Alakazam based decks, where all the damage is transferred to others so that they have 10 health left. When you need more counters, send Zapdos back in. I am not saying this is easy to do, but when it works, you are near invincible. E-mail me with your comments Andy Horton horton@ulink.net