Hey everyone, its DJ and here I've got a list of what I think are the best 10
trainer cards in the game now(in American print).

Dishonorable Mention: Clefairy Doll-This may serve as a sacrifice, but GOW
can ruin your plans.  Plus why use it ?  Mysterious Fossil is a common, not a
rare, and can evolve.

Honorable Mention: Pokemon Center-it heals you injured guys, annoys you
opponent, but hurts you. 

10. Pokemon Trader-yes, it should be higher, but it's too situational.  You
need a Poke in your hand, and the one you want must be in the deck, not a
prize. Also, you must show your opponent.  It's awesome in the right
situation when used right.

9. Professor Oak-Iknow everyone thinks he goes higher too, but I think he
eats up your deck too fast, Bill is more consistent.  Plus you have to
discard your hand.
He's best with a lousy hand, an empty hand, or when you're truely desparate.

8. Gambler-Unlike Oak, it shuffles your cards in, and actually works well in
stall decks.  This card needs a coin toss determine your hand's quantity, 
and thats the weakness of this card, the coin flip, but then again, why is it
called Gambler?

7. Challenge!-Mostly, this card is good, best at game's start.  You either
get 2 free cards, or you can load your bench w/a sufficient amount of
Pokemon.  Most decks can utilize it.

6. Nightly Garbage Run-Bye Bye energy retrieval ?  Not quite, it puts the
energy in your deck, so its harder to get that turn.  Still, a reasonable way
to revive, and energy retrieve.  Great in stall decks, and when comboed
w/Computer Search.

5. Computer Search-Get anything you want out of your deck, the cost is kinda
high, but worth it.  Best late in the game when 1 card makes the difference. 
Its good in nearly every deck.

4. Energy Removal-This card is like Bill plus Gust of Wind: its annoyance you
you can just plain use, no downsides to it.  Nice when comboed w/Dragonair
and Golduck, the opponent is almost helpless.  Nice against Fire types,
Rainbow energy and DCE(because non-basic energy is harder to get back).

3. Bill-very consistent.  Sufficient amount of cards at a time, no drawbacks,
you can flat out use it.  Great anywhere, possibly a few ar worth playin in a
stall deck.

2. Gust of Wind-Extremely annoying.  Bring out an injured Pokemon to kill, KO
a powerhouse, KO something with lot of energy, bring out high retreat poke's,
or erase a Leer, Agility,  or tail wag effect.

1. Super Energy Removal-Total Aggravation.  Sets you back 2 turns, and hurts
fire decks even more.  Just when you have someone powered up, bye bye 2
energies. 
This card slows you down.  Combo with Movie promo Mewtwo: 2 SER's and then
energy absorption That sets them back 4 turns!  Thats just brutal, virtually
4 energy removals.  There are other combos you can use with this powerful
card.

That closes off my list for today.  As always, I'll take email at
DJKOS733AOL.com.
I'm anxiously awaiting the Movie 2000, and Gym series 1.  I'll probably send
strategies about the promos, and definitely of some Gym cards.
                                            DJ