Hello, it's Adam here, writing another strategy. Today, it's a great
new-archetype combo: Erika's Dratini and Aerodactyl!

Here are the stats...

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Erica's Dratini
Type:  Basic Colorless Pokemon
LV.14     HP 40
[Pokemon Power]  Mysterious Barrier
  Effect:  Whenever an attack from a Basic Pokemon does 20 or
    more damage to this Pokemon, that damage is reduced to 10.
    This Power stops working while this Pokemon is Asleep,
    Confused, or Paralyzed.
CC:   Tail Attack:   10+
  Effect:  Flip a coin.  If heads, this attack does 20 more
    damage.
-C        Retreat
          Weakness
P         Resistance (Damage -30)
No. 147 (Uncommon)

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Aerodactyl
Type:  Stage 1 Fighting Pokemon (evolves from mysterious fossil)
          HP 60
[Pokemon Power]  Prehistoric Power
  Effect: No more Evolution cards can be played. This Power stops
    working while this Pokemon is Asleep, Confused, or Paralyzed.
CCC:   Wing Attack:   30
-CC       Retreat
G         Weakness
F         Resistance (Damage -30)
No. 141 (Rare)

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You will notice that Erica's Dratini has a useful stalling pokemon power.
However, it only works when the opponent attacks with a BASIC pokemon. This
problem can be solved by getting out Aerodactyl as soon as possible,
preventing evolutions.

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Here is an example of play using this strategy, playing against a raindance.

You put Erica's Dratini active, and Mysterious fossil as benched.
Your opponent puts a Articuno active and a TR Squirtle benched.

Turn 1. You put an energy on Erica's Drat, turn over.
Your opponent puts energy on Articuno, turn over.
Turn 2. You put an energy on Erica's Drat, evolve fossil into Aerodactyl
(can't get Blastoise out!) and then use Tail attack.
Your opponent cannot get out that blastoise in his/her hand and puts down 1
energy on Articuno.
Turn 3. You put an energy on Aerodactyl and use Tail attack.
Your opponent puts an energy on Articuno and uses Freeze Dry. It does 10
damage. If Drat is paralysed, use full heal.
Turn 4. You put an energy on Aerodactyl and use Tail attack. (by which time
Articuno could easily be K.O.)
Your opponent puts a DCE on squirtle and uses shell attack for 10.
Turn 5. You put an energy on Aerodactyl and use a Potion and Tail attack.
Your opponent uses shell attack for 10.
Turn 6. You use Tail attack. (squirtle could be K.O. and you win the game!)

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Here is an example of play using this strategy, playing against a haymaker.

You put Erica's Dratini active, and Mysterious fossil as benched.
Your opponent puts an Electabuzz active.

Turn 1. You put an energy on Erica's Drat, turn over.
Your opponent puts energy on Electabuzz, thundershocks. If Drat is
paralysed, use full heal.
Turn 2. You put an energy on Erica's Drat, evolve fossil into Aerodactyl and
then use Tail attack.
Your opponent puts an energy on Electabuzz and Thundershocks (Thunderpunch
would only do 10 with no paralysis).
Turn 3. You put an energy on Aerodactyl and use a potion then Tail attack.
(by which time electabuzz could be dead)

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You see, this type of deck is quite reliable.

Here is my Aero-Dratini deck. (Makes Damage Swap look unreliable)

Pokemon:9
4 Erica's Dratini (The main hitter)
4 Aerodactyl (To be kept on the bench most of the time)
1 Mew (Just in case they evolve)

Trainers:31
4 Scoop Up (To be used to Erica's Dratini)
2 Computer search (Find the Aerodactyl/Fossil)
2 Item Finder (Get back essential trainers)
4 Pokemon Centre (To be used to Erica's Dratini)
4 Nightly Garbage Run (Remember this is a stalling deck too!)
3 Full heal (To be used to Erica's Dratini)
2 Professor Oak (Do I really need to explain?)
4 Mysterious Fossil (Here for Aerodactyl)
4 Potion (To be used to Erica's Dratini)
2 Bill (See prof.oak)

Energy:20
4 DCE (To be used to Erica's Dratini or Aerodactyl)
4 FH Energy (To be used to Erica's Dratini)
4 Potion Energy (To be used to Erica's Dratini)
8 Psychic Energy (For Mew especially)

The strategy of this deck is obvious: Sent out Erica's Dratini and get out
Aero turn two. Use Potion, Potion Energy, Scoop Up, Pokemon Centre, Full
Heal, and Full Heal Energy to keep Erica's Dratini alive.

The main weaknesses of this deck are:

#1 Not going first. If you do not go first then you might not get Aerodactyl
out in time for your average Turbo deck.

#2 Muk/Goop Gas. This deck revolves around two Pokemon powers. Stopping them
will make this deck extremely bad.

#3 Giovanni. This trainer lets you evolve a Giovanni Pokemon first turn.

This archetype is a bit like AeroMew, but its strategy is different.

Thanks for reading this.
Adam H.
hoodadam@hotmail.com