MAY 5, 2000

        Whassup, Pojo? This is Big Daddy, and this is my first try at getting
a TCG Strategies article published. I know how to play Pokémon, and I'm here
to break it down on those sweet new Team Rocket cards. I've heard that some
of the new kids on the block may not know how to make good use of a good
thing, so I'm gonna help y'all out. Today's Big 5 countdown will tell you
what's hot and what's not. Here's the word:

THE 5 TEAM ROCKET POKéMON NO DECK SHOULD BE WITHOUT

1)      Dark Dragonair (uncommon Stage 1, 60 HP, no weakness, resistance to
Psychic)

        This is one of those cards that doesn't need a second attack! If your
Team Rocket deck seems a bit too Dark, let this Pokémon shine some Light into
it. Dark Dragonair's Pokémon Power (Evolutionary Light) allows its trainer to
search his or her deck once every turn and pull an Evolution card out. You
don't have to play it onto a Pokémon immediately, discard anything, or flip a
coin. Your opponent will be hatin' your guts if you do this every turn, and I
highly recommend that you do. Dark Dragonair's attack (Tail Strike) does at
least 20 damage each turn and may do 40 with one heads flip.

2)      Dark Machoke (uncommon Stage 1, 60 HP, weakness to Psychic, no
resistance)

        Sometimes your opponents try to play somethin' real sneaky (like
Dodrios or Scythers) when you've got Fighting Pokémon out there. Then they
think they got you, right? Well, if you've got Dark Machoke as your Active
Pokémon, you can Knock Back some sense into 'em. That attack deals 30 damage
to the Defending Pokémon and forces your opponent to switch, too. Don't like
the choice? Not a problem-use Dark Machoke to Drag Out some fresh meat and
your new victim takes 20 damage. With this Pokémon on your side, you can get w
ho you want when you want. Not bad for 3 Energy either way (1 Colorless, 2
Fighting), huh?

3)      Dark Golduck (uncommon Stage 1, 60 HP, weakness to Lightning, no
resistance)

        I heard there was gonna be somethin' weird about Dark Golduck and I
was right: it's got a Third Eye (?), which allows you to draw the top 3 cards
from your deck if you drop an Energy. People, you may now put the Kangaskhans
back in your shoeboxes! If you decide to keep that Energy on, you can use it
for a Super Psy attack (50 damage). The loss of the Energy is the only extra
step for this card; do the smart thing and put this Pokémon out on the second
turn, OK?

4)      Dark Arbok (rare Stage 1, 60 HP, weakness to Psychic, no resistance)

        This isn't one of those cards that's too good to be true-it's too
true to be good! For only three Grass Energy, Dark Arbok can give you the
game in one of two ways. Put the Stare on any of your opponent's Pokémon-it
will deal 10 damage and take out the victim's Pokémon Power until the end of
your opponent's next turn. If you want to be fair, spread the Poison Vapor
and all of your opponent's Pokémon take 10 damage (the Defending Pokémon is
poisoned too, weakness counts).

5)      Dark Alakazam (rare Stage 2, 60 HP, weakness to Psychic, no
resistance)

        Most of the Dark Pokémon have some sort of attack or Pokémon Power
that totally changes the way this game is played. Dark Alakazam's got 2 of
them: for 3 Psychic Energy, you can bust a Mind Shock for 40 damage. (Not 40
- 10 damage and not 40 damage doubled, 40 damage.) It's that easy! If you
love to see your opponent angry, nothin' works better than Dark Alakazam's
Teleport Blast--hand the Defending Pokémon 30 damage before beatin' a free
retreat. Switch for a Pokémon with no Retreat Cost and you can Blast away
every turn!

    That's all for now, people. Big Daddy's got to sign off, but if you need
a shout-out on a certain card or want me to tell it like it is, give me a
holler. Write to bigdaddy390@yahoo.com or bookman390@aol.com and I'll tell
you what you need to hear.

Matt Watkis,
the one and only Big Daddy