OK. I have recently been going through my cards, and I took a look at two 
cards: Lass and Drowzee. Then I thought, "Every card was printed for a 
purpose." I included these two cards in two seperate decks and found why they 
were made. First, the cards:

Name:         Drowzee  
Type:         Basic 
PokemonCard #:       card 49 of 102  
Rarity:       Common
Color:        Psychic  
HP:           50 HP
Weakness:     P 
Resistance:   none 
Retreat:      1
Species:      Hypnosis 
Level:        12
Pokemon #:    96
Attack:       [1]  Pound  (10)
Attack:       [PP]  Confuse Ray  (10)
              Flip coin. If heads, defender is now Confused.
Alright. What Drowzee is is another 50 HP basic. The fact that he has two 10 
attacks makes him seem bad, but if you cared to look at his moves, Confuse 
Ray has great potential. If you recall, Confusion makes your opponent flip a 
coin if they try to retreat. If heads they do, if tails, they discard for 
retreat but don't retreat, and can't try again. And when they attack, they 
flip a coin. If heads, it works, if tails, 20 to themself. Plus, it cancels 
the Confused Pokemon's Pokemon Power. Now you think, great Vulpix is just the 
same. Wrong. Vulpix can't attack first turn. Drowzee can. Turn 2, 20 on the 
defender and possible Confusion. He's not the greatest, but he's one good 
basic when teamed with Jynx. Infact, for early game, he's a hell of a lot 
better then Mewtwo.

Name:         Lass  
Type:         Trainer
Card #:       card 75 of 102  
Rarity:       Rare
Text:         You and your opponent show each other your hands, then shuffle
              all the trainer cards from you hands into your decks.
Ah, Lass. Underused? Definetly. This is one of the cards that make you smack 
yourself in the head for not realizing its potential. Lass is killer in the 
early game, especially if you play a quick deck like me. Lass is used for 
great early game control. The one catch is you have to then use cards that 
you wouldn't hesitate to play. Once clear of trainer's, you Lass, and your 
opponent loses that vital Gust of Wind, Pokemon Breeder, Computer Search, 
Pokemon Trader, Super Energy Removal, or even thta Scoop Up to pick up the 
Zapdos with 80 damage on it. As an added bonus, you get to plan your strategy 
by seeing your opponent's hand. I play a deck with two Lass, for a quick, 
early game domination. Geez, never thought Lass could do that much, did you?

Name:         Devolution Spray  
Type:         Trainer
Card #:       card 72 of 102  
Rarity:       Rare
Text:         Choose 1 of your own Pokemon in play and a Stage of Evolution.
              Discard all Evolution cards of that Stage or higher attached
              to that Pokemon. That Pokemon is no longer Asleep, Confused,
              Paralyzed, Poisoned, or anything else that might be the 
              result of an attack (just as if you had evolved it).
Never thought you'd see this, would you? Well, in the basic set, this might 
help on Nidoking to Double-Poison, then do 50 with Nidorino, or Alakazam. 
This happens to me a lot in Damage Swap decks. I got Alakazam, and someone 
plays Gust of Wind. Alakazam is now up against a Pokemon, like Zapdos, that 
won't die. Kadabra comes in for the butt-kickin'. Also, the most common case, 
Beedrill. Ugg. I always play him with Grass, but my Grass decks revolve 
around stall to charge up. But what if Beedrill is left? You need stall time. 
You devolve, then use Stiffen. Easy as that. Stall until you get that 
Venusaur. A good use for Devolution Spray.

										
	Just a page from the book of
										
					-MW