What Each Type of Colour Can Help You With
David St Bernard

Fighting:
These have all of the heavy hitters.  The Machamp line, the Rhydon line, the
Dugtrio line, and the all famous Hitmon -lee/chan.  If you make a deck with
Fighting, you're bound to win a few fights.  Their moves are almost all
worth the energy required.  Not only that, but this group has some of the
best Basic Pokemon cards.
However, these guys lack status chainging elements.  The only thing that you
can do with these guys are my-turn-your-turn attacks and hope that you
survive.  Also, a few of them have the move Harden.  Now, this move is good,
but because it's good, WotC had to make the other move stupid, taking of
10HP or something.  Meaning that the only use for Onix and Cubone are as
Walls (but this can be a good thing... even though Fighting types aren't
really used in staller decks....)
This type needs trainers that keep its opponent off-balance so that they can
get the upper-hand with the dealing of damage.  Use (Super) Energy Removals
and PlusPower to really be one notch ahead in the match.

Water:
These are the survivors.  They have a large amount of HP compared to most of
the Pokemon.  And most of them have Water Gun/Hydro Pump, which is an
excellent move for  it requires little energy to start using it, yet it
becomes more devastating each time another Water Energy card is attached
(for two more turns).  (Also, due to the lack of Lighting Pokemon, there are
not too many decks that have their weakness)
The weakness here is the poor cost:damage ratio.  Most of them have moves
that are 1 [W] energy for 10HP, 2 [W] for 20HP...  And, even though the
water gun is decent, it also has that same idea (For every energy card on
the Pokemon, take off 10 more HP).  Also those huge retreat costs are very
annoying when you're SERed.
Because of this, these decks eat up Energy really quickly.  Get some Energy
Retrieval so that you can usually have enough energy.  And Switches can
protect you from being useless when you have little energy on your active
PKMN.

Fire:
These are kind of like a mixture of Fighting and Water for they have both
decent amounts of HP and some strong moves.  Most of the Fire Pokemon can
stand their ground in battle and are usually quite hard to kill.  And the
Charmeleon line and the Rapidash line can be in a deck which has no Fire
Energy whatsoever.
If they just didn't have to discard for their stronger moves... whenever I
face a Fire deck, they always have to think on whether they want to save the
energy or not because either they'll not have enough energy on their next
turn, or they hit me with a weak move and I get the upper hand.  That's the
"Water" disadvantage they picked up; the "Fighting" disadvantage they picked
up is their lack of status changing attacks.  The only one with anything
realy is Magmar (fossil).  Finally, with all those Rain Dance decks, it's
hard for one of these decks to get through.
The trainers that this deck needs are a lot of Energy Retrievals and some
Scoop Ups: after you have discarded for the big attack, get rid of those
damage counters.

Psychic:
These are the status changing Pokemon.  They can't hit hard, but they can
surely do damage when they Confuse or Paralyse you.  Not only that, they are
weak to their own type, therefore there almost no time that a Psychic Deck
will be at a disadvantage (for when you face another Psychic Deck, you both
simply do double damage (neither has an advantage over the other).  And
lastly, they have three of the best Pokemon Powers: Damage Swap, Curse and
Invisible Wall.
But they just can't do anything else.  They have little HP, weak attacks and
  they don't have any Basic heavy hitters (like Hitmochan and Scyther). 
Overall they just are not good enough to make a good deck by themselves.
The trainers that they really need are those that help you evolve quickly
(Pokemon Breeder, Pokemon Trader...) and add in PlusPower and Defender.

*** If you haven't realised, Psychic Pokemon just reek... by themselves.  If
you want to use Psychic, you just have to throw in some Colourless Pokemon
(Chansey is a must with Alakazam) or make a two coloured deck.  This way,
you'll get the full potential of those PKMN Powers and your deck will
probably end up centering its Psychic side. ***

Electric:
These are the bench killers.  Most of the Pokemon in this Colour have a move
that hurts one side's bench.  And that is just great when you hit 2+ Pokemon
in one turn.  Also, I believe that they have some of the best cost:damage
ratio that I've seen in this game.  Only a few have moves that are like
three [L] energy cards for 30HP; two [L] for 20HP...
But they just can't help hitting their own team, can they?  Zapdos, Raichu,
Pikachu, Magneton and Magnemite all can hurt themselves really badly (with
the Magneton line hurting your own bench).  And not many of them have the HP
to not allow that damage to be a factor (except for perhaps Electabuzz). 
And the weakness to Fighting is very bad due to the huge amounts of
Hitmonchans in todays decks...
My advice is to get some Defenders and a bunch of (Super) Potions if you're
going to use these guys.  But even better advice is to simply avoid these
guys.

Grass:
What makes Grass decent is the wide variety of them.  If I say that I have a
Grass deck, you arent exactly sure of what cards I'm coming with.  And these
guys are status changing PKMN as well.  The amount of times that I've been
Poisoned by them is too much.  And the PKMN Power of Venusaur (Energy Trans)
is just the best PKMN Power (in my opinion) to have because of how precious
energy is; and to be able to remove it from a Pokemon who's about to die and
"recycle" it, or to put it on a Pokemon so that you can retreat it is just
great.
However, even though they have the great variety, they have way too many
pathetic cards.  You're bound to have a Venusaur line and Scythers in these
decks.  And, because they try to change your status so much, they run into
the same problem as Psychic PKMN: weak attacks.  I have so many Plant cards
at home, but I'm not going to make a deck of them because they just don't
cut it.
Get some PlusPowers and Defenders to aid the little munchkins and find a
Computer Search to find that Scyther or a part of the Venusaur line fast.

Colourless:
Well, the obvoius advantage to these guys are their colourless attacks. 
They  can use any energy, so they can go in any deck.  And that resistance
to Psychic is extremely helpful against Mr Mime decks, or Fighting (the bird
PKMN) to help non-fighting-resistant decks with those darn Hitmonchans.  And
finally there are so few of these PKMN that have less than 50HP.
Even though the birds are not, the rest are all weak to Fighting.  That just
stinks.  I bring out my Kangaskhan and it's knocked out immediately by that
darn Machamp...  Also, most of their moves are really pathetic.  They are
not worth the energy that they need.
A Pokemon Trader is good so that if you are up against your weakness, just
trade one of your Pokemon for a Colourless one.  And a few Double Colourless
Energy to get those moves up and ready would be very helpful.

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