TOTAL CARDS: 60
POKEMON: 23
2-0-2 Crobat (Prime)
4-2-4 Gengar (Prime)
1-1 Slowking
2 Mime Jr.
4 Mew (Prime)
1 Cleffa
TRAINERS/SUPPORTERS: 23
3 PlusPower
3 Pokemon Communication
2 Switch
3 Pokemon Reversal
4 Rare Candy
2 Junk Arm
2 Professor Oak's New Theory
2 Professor Juniper
2 Pokemon Collector
ENERGY: 14
2 Rescue Energy
12 Psychic Energy
So the main idea that I've been rolling with in this deck is to get Crobat into the lost zone and then use Mew to inflict major poison that deals 40 dmg between each turn for only one energy or to do some 30 dmg sniping while a poisoned Pokemon dies. With four of them and two rescue energies it's usually pretty easy to keep up the poison/snipe strategy throughout the entire game until I win (which doesn't usually take too long if I can get several Mews w/ an energy on the field at once.)
I also included Zubats so that if for some reason I can't get Crobat into the Lost Zone I can just put him on the field.
LostGar is there for when Mew isn't and most people assume I'm setting up some LostGar strategy when I start to play him, then Mew using Crobat's moves ends up taking them by surprise.
Slowking and Mime Jr. are just techs that are there to buy me some time if I need it and to possibly cause some trouble for my opponent. Slowking's power allows me to rearrange my opponent's top 3 cards of their deck every turn and Mime Jr's attack let's me discard the top card on their deck and then fall asleep to protect itself to stall.
Thoughts? Ways I can improve it? Or does anyone see any good counters that I should worry about because in the six games I've played with this I've won them all and haven't come across anything that gave me any real trouble yet. :]
POKEMON: 23
2-0-2 Crobat (Prime)
4-2-4 Gengar (Prime)
1-1 Slowking
2 Mime Jr.
4 Mew (Prime)
1 Cleffa
TRAINERS/SUPPORTERS: 23
3 PlusPower
3 Pokemon Communication
2 Switch
3 Pokemon Reversal
4 Rare Candy
2 Junk Arm
2 Professor Oak's New Theory
2 Professor Juniper
2 Pokemon Collector
ENERGY: 14
2 Rescue Energy
12 Psychic Energy
So the main idea that I've been rolling with in this deck is to get Crobat into the lost zone and then use Mew to inflict major poison that deals 40 dmg between each turn for only one energy or to do some 30 dmg sniping while a poisoned Pokemon dies. With four of them and two rescue energies it's usually pretty easy to keep up the poison/snipe strategy throughout the entire game until I win (which doesn't usually take too long if I can get several Mews w/ an energy on the field at once.)
I also included Zubats so that if for some reason I can't get Crobat into the Lost Zone I can just put him on the field.
LostGar is there for when Mew isn't and most people assume I'm setting up some LostGar strategy when I start to play him, then Mew using Crobat's moves ends up taking them by surprise.
Slowking and Mime Jr. are just techs that are there to buy me some time if I need it and to possibly cause some trouble for my opponent. Slowking's power allows me to rearrange my opponent's top 3 cards of their deck every turn and Mime Jr's attack let's me discard the top card on their deck and then fall asleep to protect itself to stall.
Thoughts? Ways I can improve it? Or does anyone see any good counters that I should worry about because in the six games I've played with this I've won them all and haven't come across anything that gave me any real trouble yet. :]