Hello, again.  I'd like to take the beginning of this, my second,
article to introduce
myself.  I'd say my little motto, some of you know it, some don't, but
my article probably
wouldn't be posted, then.  =P  Well, I'm not claiming to be the best
TCG player ever, I'm
just claiming that I know a half way decent amount of information.  I've
never really
interacted with the pojo before.  I use to hang around ibutsu.com before
it closed down.
Oh well, enough, on to the 5 things that all TCG players need in a deck...

1)  Strategy- Obviously, a usually good deck bases itself around
one or a few
cards or objectives.  The deck I'm working on now works around
the objective of
poisoning the opponent and keeping it out there.  With all of
the current founding
of new archetypes, there isn't exactly a shortage on strategy,
but we'll talk about
originality later. 

2)  Ability- Another one that I find rather obvious.  Before
you start to play test
your deck, ask yourself "Do I have the cards I need to get the
job done?"  In some
cases, you'll have way to many card possibilities, and as much
as it hurts, you'll
have to take out the less necessary ones.  In other cases, the
exact opposite
happens, and you'll find yourself searching your card binder
over and over to find
cards that will fit in, which usually means your strategy, good
or not, doesn't have
the cards to pull it off, lacking the ability. 

3)  Power- I can't say I enjoy the overwhelming amount of hay
out there, and the
Lord knows hay is for horses, but we have to deal with it.  Keep
your strategy in
here, but throw in a couple of Scythers, in my opinion, a very
versatile card, in.  If
you don't like Scyther, counter your opponent with a few Ditto.
 Trust me,
dropping 2 cards for a little power isn't gonna kill you, in
most cases.  Of course,
his goes with the exception of Stall. 

1)  Flexibility- Sure, maybe you deck can slaughter haymakers,
but what happens
hen status change deck comes into play and paralyzes you?  What
if you meet up
with Venomoth and your opponent gets heads?  Can you get around
that?
Basically what I'm saying is to have a card/cards that can be
effective on any or
most types of decks. 

5)  Originality- I'm not going against archetypes, they are really
great ideas, but
then you use them, add your own twist.  So you play haymaker,
you've got the
Chan, you've got the Buzz, you've got the Scyther, but throw
in a Chansey or
Lickingtung.  Maybe they don't fit, but that's just an example.
 Just find a card or
two to enhance your deck while working in your own twist. 

All right, I feel these are good suggestions to become a good
TCG player.  I'm not
promising that you'll be a master just because you followed what I said,
just some
improvement.  Thanks for reading. 
-Revolution triple X-
     -DJSlayah8ta@skateboard.com


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