Ok here goes, you wanna be a better player right? Well stop playing STUPID CARDS! Like that kid who likes Haunter in the Section below this....it is no GOOD! Sleep = Bad that is the formula....Remember that. In case you don't know the rules you flip coins {roll dice} at the end of EVERY turn so your opponent has a 75% chance of waking up.. that is Bad. Sorry stuff like that pisses me off. Ok so the whole reason you are reading this is because i promised to improve your game, correct? Here is a few good tips, Tip Numero Uno: Fire is Bad, if you plan on winning don't play it, please i am tired of facing deck after deck and squashing it with a squirtle alone. So fire is bad, Basically it does energy removal for your opponent... Here ya go i will discard this so you can energy removal me next turn and i have no energy.... ever! Charizard is BAD!!! If you know me you have heard this speech before, sorry but what needs to be said needs to be said, it flat out stinks sure it takes forever to get out, but is it finally your savior or your down fall. It may kill something if you are lucky..doubt it, then you dump all you energy into into it and for what? one Pokemon i can smoke it in less turns then it takes to build it up... Gay? every one repeat after me...GAY! Tip Number Dos: Electric's Perils, Electric is by far the best complement color, playing it straight is highly not adviced. For starters fighting is one of if not the most common main color. So if you were to play it there is possibilities of first turn kills... don't do it. Now if you spice up a deck with electabuzz that = good. Keep in mind electabuzz take one electric for his attacks so he can easily be paid for. So give it a try, it should work. Tip Tres: Zapdos, great attack? Hell NO! I play one in every deck and never ever ever ever attack with it, i play them in straight water! Why you asked, is this kid crazy in da cabasa? No well he has no weakness, i heard that was good {sarcastically}, fighting resistance{ is that good?, sarcasm again!} He is what we call a road block.....he takes a beating and doesn't die.... Sure is retreat is a little high but that is what scoops are for. So give it a whirl for me...no for your self. {I would rather you lose BWAHAHAHHA} Tip #Quatro: Dodou, a skinny neck loser or Great card...you tell me? Free retreat...Good, Possible of 20 damage...Good, 50 life... Decent, Weakness to electric... not that bad. Ok well let it sit there against some hitmonchan's and let them draw more cards that is good, you deck them soon. And for your first pokemon it is always good, it lets you switch to what you want after you see what they have. So over all one maybe 2 in most decks. tip 5: First turn decisions....What to play...always play dodou first turn...by him self. Explanation first off next turn you can switch dodou for any pokemon due to free retreat. Dodou can not die first turn unless lots of plus powers.. very unlikely play the other odds. Last of all he allows you to see your opponents starters weakness... this gives you an edge in deciding ----