Combo Competition

This isn't a competition for blanks. This is for spoilers. I give spoilers instructions in my instructions:

Pokemon Name - Pokemon's HP - Pokemon's Type
[Name of Poke-Power of Poke-Body (if applicable)] What the power/body does.
Energy Cost of first attack (ex. [D][C]) Name of Attack. Damage of attack (if applicable). Effects (if applicable).
Weakness: ___
Resistance: ___
Retreat Cost: ___
 
well it was the first time i ever did this so i don't mind much
i still need lot of improvement so
 
For a first-timer, I wouldn't say it was half-bad. I can't base my rating off of that, though.
 
aerodactyl lv.X - 110 HP - colorless
poke-body: ancient formulas
as long as you have aerodactyl in play, if you use a poke-power, you may use it twice (at the same time).
{C}{C} orgin attack 20+
this attack does 20 damage plus 10 damage for every energy symbol on your opponents active pokemon (you can't add more then 50 damage in this way)
Weakness: {C}X2
Resistance: {F} -30
Retreat Cost: {C}{C}


wailord - 180 HP - water
Poke-power: deep sea search.
once during your turn, if wailord is on your bench AND if you have 4 cards with the same name you may use this power flip 2 coins for each heads, put one of those cards back into your hand

poke-body: fat skin
in between turns, remove 1 damage counter from wailord for every pokemon in play that has any damage counters on it.(including wailord)

{W}{W}{W}{C}{C}{C} tsunami attack 180-
this attack does 180 damage minus 20 damage for every damage counter on wailord Effects

Weakness: {W}X2
Resistance: -
Retreat Cost:{C}{C}{C}{C}{C}




rotom - 60 - {L} (lawnmoner
Poke-Power: striking grass
once during your turn when you put rotom from your hand onto your bench, you may use this power, if you do put one damage counter on every pokemon on the field.
after the effect resolves, you may discard rotom (your opp doesn't gets to draw a prize).

(no energy) quick blow 20
you may put damage counters on the defending pokemon until it is 10 HP from being knocked out, if you do so, rotom is now knocked out.
Weakness: {D}+20
Resistance: {C}-20
Retreat Cost: {C}

i think the combo is obvious if you read the cards, but if you don't read the card, you will not understand the combo
 
All right, here it is. Most of the stuff is fake. Spoilers below.

Pokemon: 13

3 Buneary
2 Lopunny
4 Eevee
4 Jolteon

Trainers, etc: 35

4 Calum's Research
4 Talnem Teddy
4 Pokémon Trader
4 Erika
4 Professor Calum
4 Professor bacon
4 Rival's Training Method
4 Painting Lab
1 Talnem Heart
1 Unfinished Work
1 Love

Energy: 12

8 Lightning Energy
4 Blast Energy

Buneary LV.16 - HP50 - {C}

{C} Get Buddies
Search your deck for up to 3 Basic Pokémon (excluding Pokémon-ex) and put them on your Bench. Shuffle your deck afterward.

{C}{C} Stomple - 40
Flip a coin. If tails, this attack does nothing.

Weakness: {F}+10
Resistance:
Retreat Cost: {C}

********

Eevee LV.13 - HP50 - {C}

Poké-Power: Chain Reaction
At any time during either player's turn, whenever a Pokémon evolves, you may use this power. Search your deck for a card that evolves from Eevee and put it on Eevee. (This counts as evolving Eevee). Shuffle your deck afterward.

Helping Hand
Remove 3 damage counters from 1 of your Pokémon.

{C} Cuteness
Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn.

Weakness: {F}+10
Resistance:
Retreat Cost: {C}

********

Calum's Research - Trainer - Supporter

You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.

Remove 2 damage counters from 1 of your opponent's Pokémon. If you can't remove damage counters, you can't play this card.

Search your deck for a card that evolves from one of your {C} Pokémon and put it on that Pokémon. (This counts as evolving that Pokémon. Shuffle your deck afterward.


********

Talnem Teddy - Trainer - Pokémon Tool

Attach Talnem Teddy to 1 of your Pokémon that doesn't already have a Pokémon Tool card attached to it. If that Pokémon is Knocked Out, discard this card.

As long as the Pokémon Talnem Teddy is attached to is your Active Pokémon, put 1 damage counter on each of your opponent's Pokémon at the end of your turn. Damage done to the Pokémon Talnem Teddy is attached to is increased by 20 (before applying Weakness and Resistance).

********

Pokémon Trader - Trainer - Trainer

Choose a Pokemon from your hand, show it to your opponent, and put it on top of your deck. Then, search your deck for a Pokémon, show it to your opponent, and put it into your hand. Shuffle your deck afterward.

********

Erika - Trainer - Trainer

Draw 3 cards. Your opponent may do the same. (You draw your cards first.)

********

Professor Calum - Trainer - Supporter

You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.

Discard your hand in order to play this card. If you have 5 or less cards in your hand (including this one), you can't play this card.

At the end of your turn, if this card is next to your Active Pokémon and that Pokémon attacked this turn, you may use another attack of that Pokémon afterward.


********

Professor bacon - Trainer - Supporter

You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.

You may discard your hand and flip 3 coins. For each heads, search your deck for any 1 card and put it into your hand. For each tails, flip another coin. If any of these coins is tails, your opponent chooses 1 of your Pokémon and that Pokémon is Knocked Out. Then, you choose 1 of your opponent's Pokémon and that Pokémon is Knocked Out. Or, you may attach this card to 1 of your Pokémon. While attached to a Pokémon, treat Professor bacon as a Special Energy Card. Professor bacon provides 4 of every type of Energy while attached to a Pokémon and has no effect other than providing Energy. Discard the Pokémon Professor bacon is attached to at the end of your turn.

********

Rival's Training Method - Trainer - Supporter

You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.

Search your discard pile for 3 Pokemon, show them to your opponent, and put them into your hand. Your opponent may do the same.

********

Painting Lab - Trainer - Stadium

This card stays in play when you play it. Discard this card if another Stadium card comes into play. If another card with the same name is in play, you can't play this card.

Each Pokémon in play gets -30 HP (both yours and your opponent's).

********

Talnem Heart - Trainer - Trainer

You can only have 1 Talnem Heart in your deck.

Remove all damage counters from each of your Pokémon. If you don't remove at least 11 damage counters in this way, your opponent takes 2 Prize cards.

********

Unfinished Work - Trainer - Trainer

You can only have 1 Unfinished Work in your deck.

Flip a coin. If heads,

********

Love - Trainer - Trainer

You can only have 1 Love in your deck.

Each player takes a number of Prize cards equal to the number of Prize cards the opponent has taken. If any of your Pokémon have any damage counters on them, this card does nothing.

********

Blast Energy - Special Energy Card

Blast Energy provides {C} Energy. As long as you have more Prize cards remaining than your opponent, Blast Energy provides 1 of every type of Energy for each Prize card your opponent has taken, when attached to a Pokémon. When you attach Blast Energy from your hand to 1 of your Active Pokémon, put 3 damage counters on your opponent's Pokémon in any way you like. You can't play more than 1 Blast Energy each turn.
 
Okay PWMJ, I added your score. People, I am still taking entries for the first found; it isn't too late to enter until the 5th.
 
Deck: Might and Magic Combo [F][P]

Pokemon 18
3 Machop
3 Machoke
3 Machamp
3 Abra
3 Kadabra
3 Alakazam

Trainers 24
Might Reversal 4
Mind Reversal 4
Might Ball 4
Mind Ball 4
Meditation Stone 1
Mu' Kah's Tactic 2
May Lin's Stare 2
Legacy Belt 2

Energy 18
4 Might and Mind Energy
7 Fighting Energy
7 Psychic Energy


Machop Lv 12 Hp 60 [F]
Basic Pokemon

[F] Chop n' Block 20
You may switch Machop with 1 of your benched pokemon.

[F][F][C] Teleported Punch 40
If a [P] pokemon's attack switched it with Machop, you may use this attack. If you did so, this attack's base damage is 20.

Weakness: Psychic +10
Resistance: None
Retreat: [C]

Machoke Lv 36 Hp 90 [F]
Evolves from Machop

Pokebody: Bodyguard
If one of your active pokemon with less remaining hp than Machoke would be attacked, you may switch Machoke with that pokemon before damage.

[F] Rage 10x
Does 10 damage times the number of damage counters on Machoke.

[F][F] Revenge 20+
If any of your pokemon were knocked out during either player's last turn, this attack does 20 damage plus 50 more damage.

Weakness: Psychic +20
Resistance: None
Retreat: [C][C]

Machamp Lv 57 Hp 130 [F]
Evolves from Machoke

Pokebody: Direct Hit
If the defending pokemon is paralized or asleep, none of Machamp's attacks can fail for any reason.

[F][F] Rush
Flip a coin, if tails, this attack fails. Select one of your opponent's pokemon, this attack does 50 damage to that pokemon.

[F][F][F][C] Dynamic Punch 100
Flip 2 coins, if the results are the same, this attack fails. The defending pokemon is now confused.

Weakness: Psychic +30
Resistance: None
Retreat: [C][C]

Abra Lv 12 Hp 50 [P]
Basic Pokemon

[P] Teleport Blast 10
You may use this attack if Abra was switched in by an attack. Switch Abra with one of your benched pokemon.

[P][P] Hold Telekinesis
The defending pokemon is paralized. Any damage it recieves from attacks next turn is increased by 20. Abra cannot use Hold Telekinesis more than once per game.

Weakness: Psychic +10
Resistance: None
Retreat: [C]

Kadabra Lv 36 Hp 80 [P]
Evolves from Abra

Pokebody: Transfer Aura
You may move any damage counters between Kadabra and your active pokemon.

[C] Fake Injury
Kadabra is knocked out (your opponent doesn't take a prize card). Place Kadabra and all cards attached to it face-down on your bench. At the end of your next turn, flip Kadabra and all cards that were attached to it face-up. Place damage counters on Kadabra equal to the number it had when "Fake Injury" was used.

Weakness: Psychic +20
Resistance: None
Retreat: [C]

Alakazam Lv 57 Hp 100 [P]
Evolves from Kadabra

Pokepower: Psychic Hold
The defending pokemon is now paralized. Remove the special condition "Paralized" from the defending pokemon at the end of this turn.

[P][P] Psychic Trap
Select one of your opponent's pokemon. Place one "Trap" counter on that pokemon. When a pokemon with a "Trap" counter on it is damaged by an attack, that damage is doubled. After a pokemon is damaged by an attack, remove the "Trap" counter from it.

[P][P][C] Trap Blast
This attack does 20 damage to each pokemon with a "Trap" counter on it.

Weakness: Psychic +30
Resistance: None
Retreat: [C]

Might Reversal
Trainer
Select either 1 [F] pokemon in your discard, or 2 basic [F] energy. Add the selected card or cards to your hand. You cannot select a card in your discard pile that was not placed there due to a pokemon being knocked out.

Mind Reversal
Trainer
Select either 1 [F] pokemon in your discard, or 2 basic [F] energy. Add the selected card or cards to your hand. You cannot select a card in your discard pile that was not placed there due to a pokemon being knocked out.

Might Ball
Trainer
Pick up cards from the top of your deck equal to the combined hp of [F] pokemon you control. Select one [F] pokemon you find and add it to your hand. The rest of your deck is shuffled.

Mind Ball
Trainer
Pick up cards from the top of your deck until you reveal a [P] pokemon of your choice. Add the selected card to your hand. Send the remainder of those cards to your discard pile.

Meditation Stone
Stadium

This card stays in play when you play it. Discard this card if another Stadium card comes into play. If another card with the same name is in play, you cannot play this card.

You may discard a [F] or [P] energy card from one of your pokemon. If you do so, your turn ends. During your next turn, if that pokemon attacks, check the type of energy that was discarded. If it was a [F] energy, each of its attacks do 20 more damage to the defending pokemon. If it was a [P] energy, you may switch the attacking pokemon with one of your benched pokemon.

Mu' Kah's Tactic
Supporter

You can only play one supporter card per turn. When you play this card, put it next to your active pokemon. When your turn ends, discard this card.

Select one of your benched pokemon and switch it with your active pokemon. At the end of your turn, you may switch your active pokemon with one of your benched pokemon (this is considered an effect of your attacking pokemon.)

May Lin's Stare
Supporter

You can only play one supporter card per turn. When you play this card, put it next to your active pokemon. When your turn ends, discard this card.

Both player's active pokemon are now confused, and cannot retreat as long as they remain so.

Legacy Belt
Pokemon Tool

Attach Legacy Belt to one of your pokemon that doesn't have a pokemon tool attached to it. If that pokemon is knocked out, discard this card.

The pokemon Evolution Belt is attached to may use the attacks of any of its pre-evolved stages, and those attacks do an additional 30 damage. It must have the energy required to use that attack. At the end of the turn, either discard Evolution Belt or any energy used to pay for the attack.

Might and Mind Energy
Special Energy Card

Attach Might and Mind energy to one of your active [F] or [P] pokemon. Might and Mind energy provides [P][P] if attached to a [F] pokemon, or [F][F] of attached to a [P] pokemon. When the pokemon Might and Mind energy is attached to is switched with one of your benched pokemon, move it to the new active pokemon. The energy type provided by Might and Mind Energy is not changed. Might and Mind energy cannot be discarded to pay for a retreat cost.
 
Pokemon : 16
4 Murkrow MT (for the swarming)
3 Honchkrow
1 Honchkrow Lv.X SW (for picking up discarded cards)
3 Hoothoot
3 Noctowl
1 Grimer
1 Muk

Trainer : 28
1 Luxury Ball
4 Poke Drawer
3 Cynthia's Feeling
4 Item Magnet
4 Felicity's Drawing
4 POV
4 Bebe's
2 Recycle Bin
2 Junk Field

Energy : 16
4 Sp.Darkness
6 Darkness
4 Call
2 Cyclone
________________________________________________________

Honchkrow 90HP (D)
Evolves from Murkrow

Pokebody : Head Honcho
As long as Honchkrow is your Active Pokemon, your opponent can't play any Supporter cards from his or her hand.

Pokepower : Scam
Once during your turn (before your attack) , you may look into your opponent's hand for a Supporter card and use the effect of that card as the effect of this power.(The Supporter card remains in your opponent's hand.) You can't use more than one Scam Poke-Power each turn.This Power can't be used if Honchkrow is Paralyzed,Asleep or Confused.

(D)(D)© Flock Attack 20+
This attack does 20 damage plus 20 more damage for each Murkrow and Honchkrow in play.

Weakness : (L) +20
Resistance : (F) -20
Retreat Cost :
________________________________________________________

Hoothoot 50HP (C)

(C) Find
Search your deck for 1 card and put it into your hand. Shuffle your deck afterwards.

(C)(C) Stare 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Weakness : (L) +10
Resistance: (F) -20
Retreat Cost : (C)
________________________________________________________
Noctowl 90HP ©
Evolves from Hoothoot

Pokepower : Psychic Vision
Once during your turn (before you attack), each player look at the 5 cards of his or her deck. Choose all the Supporter cards and show them to their opponent. Each player puts them into their hand and put the other cards on top of their deck. Shuffle their deck afterward.This Power can't be used if Noctowl is affected by a Special Condition.

©© Supernatural Powers 30x
You may discard from your hand as many Supporter and Trainer cards as you like.This attack does 30 damage times the number of cards you discarded. Then, search your discard pile for a card and put it into your hand.

Weakness : (L) +20
Resistance : (F) -20
Retreat Cost :
________________________________________________________

Grimer 60HP (P)

(C) Recycle
Discard a card from your hand. Then, search your deck for a card and put it into your hand. Shuffle your deck afterwards.

(P) Gunk Bomb 10
Flip a coin. If heads, the Defending Pokemon is now Poisoned.

Weakness : (P)+10
Resistance:
Retreat Cost : (C)(C)
________________________________________________________

Muk 80HP (P)

PokePower : Trash Stench
Once during your turn (before your attack) , if you have more cards in your discard pile than your opponent, your may put 1 damage counter to each of your opponent's Pokemon. You can't use more than 1 Trash Stench each turn. This Power can't be used if Muk is affected by a Special Condition.

(P)(P)(C) Sludge Pool 60
The Defending Pokemon can't retreat during your opponent's next turn.

Weakness : (P) +20
Resistance:
Retreat Cost : (C)(C)
________________________________________________________

Item Magnet - Trainer - Supporter

You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.

Search your deck or your discard pile for up to 2 Trainer, Supporter or Stadium cards and put them into your hand.
________________________________________________________

Recycle Bin - Trainer

When you play this card, put this card next to your discard pile. You may put your discarded Trainer,Supporter or Stadium card onto your Recycle Bin instead of your discard pile. When there is 2 cards on your Recycle Bin, discard Recycle Bin and shuffle the 2 cards on your Recycle Bin into your deck. If there is 2 Recycle bin in your discard pile, you can't play this card.
________________________________________________________

Junk Field - Trainer - Stadium

This card stays in play when you play it. Discard this card if another Stadium card comes into play. If another card with the same name is in play, you can't play this card.

Once during each player's turn (before a player draws a card) , the player may flip 2 coins. If 1 coin is heads, the player may take 1 card from their discard pile and shuffle it into their deck. If both coins are heads, that player may take 1 card from their discard pile and put it into your hand. If both coins are tails, that player may not draw a card during that player's turn.
 
If I may pleed my case on my deck being slow.

The only lack of speed in the deck comes from it being 2 stage 2 lines. The fat lines were both from chosing not to have any outside cards (like a starter deck usually does), and for purposes of abusing Legacy Belt.

Due to Might and Mind Energy, it is potentially possible to begin teleport blasting and chop and block as early as turn 2. Attach a fighting energy to Machop turn 1, and use chop and block, electing not to switch. Turn 2, attach might and fight energy, chop and block again, switch the might and mind to the abra that comes up, have it teleport blast, and switch again. 1 more fighting energy in play, and you can start unleashing the entire combo for the basics.

Machamp and Alakazam is where the energy really begins to shine. Though you won't be able to use both energy for both pokemon (as they only have 1 [C] on them), it will be able to take advantage of the energy to keep [C] costs paid.

I placed 2 different types of theme'd balls in the deck, both of which almost garentee you a pokemon of their type. Might ball lets 2 Machops look at 12 cards in your deck, while 2 Machamp look at over half of it. Mind Ball furthers a few other trainers, getting you the pokemon you want, discarding some of the deck at the same time, and outside of pokemon and Might and Mind energy, the entire deck is expendable.

Mu' Kah's allows the combo's to accur even if one pokemon isn't fully powered, and inside this deck, you can very easily manipulate whatever attack you need. May Lin's gives you a little extra stall, while you may not even have to fear the "I can't retreat" part.

Meditation Stone is a backup plan, and another way to add kick to the stratagy. It lets you switch out of problems you normally wouldn't like, and gives a little extra kick for when you do.

This is my case on explaining the deck's speed. Its your call as what to think of this litteral "Combo" deck.
 
There is no draw power. To get out just the basics combo, you need:
1 Machop
1 Abra
2 Fighting Energy
1 Mind and Might Energy

That's 5 cards. Your deck has 2 stage 2 lines with no draw or search power. You can't put the combo to use unless you have some way of getting it out (like Claydol for most decks). Drawing one card per turn will not get this combo going. Don't worry, though. You are still tied for first.
 
Yes, that was intentional. It's unfinished lol!!! :[
 
Thanks for the confirmation, PWMJ, but out of fairness to everyone, I can't change your score. This would be saying that because of the way you named a card, you get more points. You're still tied for first, though.
 
3x Crawdaunt
3x Corpfish
4x Sharpedo
4x Carvahna
3x Ariados MT
3x Spinerak MT

4x Riley’s skill
4x Roseanne’s Research
4x Team Galactic’s Pluto
2x Night Maintenance
4x Net Ball
4x Super mechanism
2x Webby Field

4x Call Energy
10x Water Energy
2x Grass Energy
------------------------------------------------------------------------------------------
Crawdaunt lv.47 hp90 {W}

(Pokebody) Super Hold
The defending Pokemon’s retreat cost is increased by © for each energy card attached to the defending Pokemon. You can’t use more than 1 Super Hold Pokebody at a time.

{W}{C}{C} Crab Hammer 60
You may move 1 energy card from 1 of your opponents Pokemon to another of your opponents Pokemon.

Weakness: (+20)
Resistance:
Retreat Cost:
-------------------------------------------------------------------------------------------------------

Sharpedo lv.54 hp80 {W}

(Pokepower) Shark Bite
Once during your turn, before you attack, you may look at your opponents hand, choose any number of energy cards you find there and attach them to 1 of your opponents Pokemon. Then put 1 damage counter on Sharpedo.

{W}{C} Speed Strike 20x
This attack does 20 damage times the number of © in the defending Pokemon’s retreat cost.

Weakness: {L} (+20)
Resistance:
Retreat Cost:
--------------------------------------------------------------------------------------------

Corpfish lv.15 hp60 {W}

{C} Hammer 10+
Flip a coin if heads this attack does 10 damage plus 10 more damage.

{W} Crab Hammer 20

Weakness: {L} (+10)
Resistance:
Retreat Cost: 1
---------------------------------------------------------------------------------------------

Carvahna lv.18 hp50 {W}

{.} Swim in School
Search your deck for a basic Pokemon and put it onto your bench.

{W} Fin Charge 30-
This attack does 30 damage minus 10 damage for each damage counter on Carvahna.

Weakness: {L} (+10)
Resistance:
Retreat Cost: 1
-----------------------------------------------------------------------------------------------

Riley’s Skill Supporter

Search your deck for a Trainer card and a Stadium card, show them to your opponent and put them into your hand. Shuffle your deck afterwards.
------------------------------------------------------------------------------------------------------------

Team Galactic’s Pluto Supporter

Count the number of energy cards attached to the defending Pokemon, then shuffle your hand into your deck and draw that many cards.
------------------------------------------------------------------------------------------------------------

Net Ball Trainer

Search your deck for a Grass or water type Pokemon, show it to your opponent and put them into your hand. Shuffle your deck afterwards.
------------------------------------------------------------------------------------------------------------

Super Mechanism Trainer

Look at the top 4 cards of your deck, choose 1 of them and shuffle the other 3 back into your deck.
------------------------------------------------------------------------------------------------------------

Webby Field Stadium

Both players active pokemon's retreat cost is {C} more.
------------------------------------------------------------------------------------------------------------

There's my entree! :)
 
I added your score Gengar Master. Any more entrants for the first round are still welcome.
 
Gastly {P} 50 HP

{P} Smog Shield 10
All damage done to Gastly during your opponent's next turn is reduced by 20.

Retreat 0
Weakness {P}+10
Resistance {F}-20

Haunter {P} 80 HP

Pokébody : Darkness Defence
All damage done to your Pokémon by your opponent's {D} Pokémon's attacks is reduced by 40.

{P}{C} Phase Claw
Flip a coin. If heads, place 4 damage counters on one of your opponents Pokémon. If tails, you may search your deck for any 2 {P} or {D}Pokémon, show them to your opponent, and put them into your hand.

Retreat {C}
Weakness {P}+20
Resistance {F}-20

Gengar {P} 120 HP

Poképower : Shadow Eyes
As often as you like during your turn, before you attack, you may move a Basic {P} or {D} energy card attached to one of your {P} or {D} Pokémon to another of your {P} or {D} Pokémon.

{P}{P}{C} Psychic Scream
Shuffle one or more of your Benched Pokémon and all cards attached to it into your deck. This attack does 40 damage for every Pokémon Tool and 20 damage for every Energy card placed into your deck in this way.

Retreat {C}
Weakness {P}+30
Resistance {F}-30


Houndour {D} 50 HP

{D} Bite and Pounce 10
You may switch the opponents Active Pokémon for one of their Benched Pokémon.

Retreat {C}
Weakness {F}+10
Resistance {R}-20

Houndoom {D} 90 HP

Poképower : Dark Deception
Once during your turn, before you attack, you may change your opponent's Active Pokémon's type into {D}. You may only use one Dark Deception Poképower each turn.

{D}{C} Drag Out 40
Search your deck for up to 3 in any combination of Pokémon Tool and Basic {P} or {D} energy cards. Shuffle your deck afterwards.

Retreat {C}
Weakness {F}+20
Resistance {R}-20


The combo is, keep a Haunter on your bench at all times for it's Poképower. Use Houndoom to keep the opponent's Pokémon {D} type, reducing all damage done to them by 40. Then use Drag Out to get Pokémon Tools and Energy, attach them to Basic Pokémon, and use Psychic Scream for tons of damage. Gengar's Power can also keep damage from Psychic Scream high by piling energy onto the Pokémon that will be shuffled into the deck.
 
peterrab, I added your score. Congratulations on making finals. I will PM you on 11/3/2008. Your finals must be submitted by 10/6/2008.
 
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