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Alien Escape Deck
Psychic Energy x18 Double Colorless Energy x4 Scyther lv. 25 x3 Abra lv. 10 / 14 x4 Dark Alakazam x3 Chansey lv. 55 x2 PokĆ©mon Breeder x3 Computer Search x3 Super Energy Removal x3 Item Finder x3 Bill x3 Professor Oak x3 Rocketās Sneak Attack x3 Gust of Wind x3
Notes Starting to take a look at decks for Here Comes Team GR! with a deck based on Dark Alakazam. Despite being a Stage with 60 HP and 3 Retreat, Dark Alakazam sports two incredible attacks: Teleport Blast, which puts it on the Bench; and Mind Shock, which ignores the Psychic Resistance of Colorless Pokémon.
Scyther and Chansey are diversionary fighters until you can Breed up an Abra into Alakazam. You can use whichever Abra youād like, though I would lean towards the lv. 10 version for its free Retreat.Ā
The Trainers are straight-forward. Computer Search, Bill, and Oak allow you to cycle through your deck to grab Alakazam. Super Energy Removal and Sneak Attack keeps your opponent from messing up your plans.
Hypoallergenic Deck
Grass Energy x14 Double Colorless Energy x4 Potion Energy x4 Oddish lv. 21 x4 Dark Gloom x3 Dark Vileplume x2 Scyther lv. 25 x4 Drowzee lv. 10 x3 Snorlax lv. 20 x4 Bill x4 Gust of Wind x4 Rocketās Sneak Attack x4 Switch x3 The Bossās Way x3
Notes Dark Gloom and Drowzee lv. 10 are this deckās focus, utilizing their PokĆ©mon Powers to inflict Confusion and Sleep on the Active PokĆ©mon. You donāt want your PokĆ©mon inflicted, of course, which is why Snorlax lv. 20 is here to sit up front and absorb damage while being Thick Skinned.
Play your Trainers before you get Dark Vileplume in play (Hay Fever affects you as well), and if your opponent is stonewalled, wail on them with Snorlaxās Body Slam or Scyther.
Switch is used to pull Snorlax out of the Active Position if necessary, and The Bossās Way puts Dark Gloom/Vileplume into your hand for later.
Tonka Tough Deck
Fighting Energy x10 Psychic Energy x9 Scyther x3 Machop x3 Machamp x2 Gastly lv. 17 x4 Haunter lv. 17 x3 Gengar x2 Bill x4 PokƩmon Trader x2 PokƩmon Breeder x3 Energy Search x3 Energy Removal x3 PlusPower x3 Gust of Wind x3 Full Heal x3
Notes A deck based around the PokĆ©mon Powers of Machamp and Haunter lv. 17. The formerās Strikes Back does 10 damage to the Defending PokĆ©mon if it damages Machamp, while the latterās has a 50% chance to avoid all damage and effects.
Machoke isnāt included because itās awful, while Gengar finds use with Curse taking advantage of Strikes Backās extra damage. Scyther is extra offense that can utilize either type of Energy in this deck.Ā
Bill, Trader, and Energy Search get you cards you need, while Breeder lets you just straight from Machop to Machamp. Itās okay if you get it evolved early, because Machampās 100 HP and Strikes Back will let it do work even without attacking. Full Heal is so status effects donāt prevent your PokĆ©mon Powers from working.
You can swap out the Energy Removals for more Basic PokƩmon and/or Energy. Any PokƩmon that has Colorless Energy costs is a good fit for this deck, although Hitmonchan or Mewtwo would fit in well, too.
Charizard Deck
Fire Energy x15 Double Colorless Energy x4 Scyther lv. 25 x3 Charmander lv. 10 x3 Charmeleon x3 Charizard x2 Magmar lv. 31 x4 Voltorb lv. 10 x2 Electrode lv. 42 x2 Professor Oak x3 Bill x4 Energy Removal x4 Scoop Up x2 Computer Search x2 PlusPower x3 Item Finder x2 Gust of Wind x2
Notes Another submission from sapahn, who has some explaining to do:
Hereās a deck I recently built to play Charizard smoothly. The idea is open with Magmar while building a Charizard on the bench. Scyther has its free retreat and is an alternative use for the Double Colorless Energy included for Charizard. To round out the PokĆ©mon, I included the Electrode line for type coverage. Lighting hits for weakness against Water (the weakness of Charizard and Magmar) and the Electrode line uses colorless energy for its attacks (again, another alternative use for Double Colorless Energy). Everything else is fairly standard. I teched Scoop Up as an out to status ailments as well as a way to get a used up Charizard out of the way if one comes into the active position a bit too early to end the game (not to mention all theĀ damage it may have absorbed in the meantime). Charmeleon is also worth mentioning as a Slash of a different color and one that OTKs opposing Scyther with a PlusPower (although thatās more relevant in PvP rather than computer opponents). Additionally it can do the work against a deck using evolving Basics with 50 HP or less with its own Flamethrower attack without needing to go all the way to Charizardās Fire Spin.
Attempting to build goods decks with Charizard has been a quest as old as time, and while this Fire/Lighting deck puts in a good effort it can use some adjustments:
Switch should be run over Scoop Up: while it doesn't clear damage it still allows you to switch out. Scoop Upās effect basically kills off your Charizard anyways. Swapping out one Item Finder for a third Gust of Wind wouldnāt be a bad idea, either.Ā
With Charizard's Energy Burn you can easily use Lightning Energy over a few of the Fire Energy and put in a stronger Lightning PokƩmon like Electabuzz lv. 35 or Raichu.
The Double Colorless Energy works well with Scyther, but due to Charizardās Fire Spin readingĀ āDiscard 2 Energy Cardsā, loading it up with DCE should only be used in a dire emergency.

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Rampage Deck
Psychic Energy x18 Double Colorless Energy x4 Abra lv. 10 x3 Alakazam lv. 42 x3 Mr. Mime lv. 28 x3 Tauros lv. 32 x4 Professor Oak x3 PokƩmon Breeder x3 Energy Removal x4 Super Energy Removal x4 Switch x3 Computer Search x4 Item Finder x2 Gust of Wind x2
Notes A submission from sapahn, who explains the composition thusly:
Hereās a deck inspired from some of the information Iāve learned on your tumblr, namely the combination of Damage Swap and Rage.
I typically want to open Tauros with a Double Colorless Energy to start doing damage right away on my opponentās first PokĆ©mon while I set up an Alakazam and Mr. Mime on the bench for the combo to be explained below. In the meantime, Tauros should also be taking damage for a quick Ramage KO before being knocked out itself.Ā Mr. Mime is the second go-to lead, at least having the advantage of not being first turnĀ donked if I open only with it thanks to its PokePower. Abra has free retreat so assumingĀ I go first (or my opponent canāt OTK it)Ā opening Abra doesnāt hurt either as long asĀ I can get something to replace it instantly and evolve it next turn to avoid an unnecessary Gust of Wind OTK.
After hopefully getting the first prize or two off of my first Tauros, Mr. MimeĀ goes in toĀ accumulate damage on my next Tauros with AlakazamĀ while slowly getting a knockout with Meditate, followed up with a Rampage OTK against anything the opponent brings out with 70 or less HP that isnāt Mr. Mime (in which case I justĀ attack with Stomp and hope I donāt flip Heads, afterĀ removing the appropriate amount of damage so Mr. Mime canāt hit back of course). Tauros is most likely knocked out on my opponentās next turn so I play another and let Mr. Mime repeat the processĀ (which should still be in play - basicallyĀ I shouldnāt beĀ allowing Mr. Mimes to get knocked out unless Iām against Muk or lacking an Alakazam). And of course, when my opponent is playing basics with low HP,Ā I can just damage Tauros appropriately and perhaps get multiple Rampage OTKsĀ in withĀ the same TaurosĀ (Switch helps here to get rid of Confusion if I had flipped tails on a prior Rampage - Mr. Mime is pretty easy to retreat back in withĀ a cost of 1, or a spareĀ Abra ifĀ having it benchedĀ doesnāt put me at severe risk of falling behind in the prize race to a Gust).
An interesting version of offensive Damage Swap. Mr. Mime takes little to no damage via Invisible Wall, which is then placed onto Tauros with Alakazamās Damage Swap. If Tauros becomes Confused due to Rampage, Switch is used to refresh the Wild Bull PokĆ©mon so it can continue to run amok.
Honestly Iām rather impressed with this concept, but I also feel like you could swap out some Super Energy Removals for Chansey just in case you need to stall for a bit.
Now available to play on Nintendo Switch Online, the PokĆ©mon TCG Game Boy replicates 1999ās iconic BaseāFossil format, but with some exclusi
3-time TCG World Champion Jason Klaczynski has a fantastic site that examines PokƩmon TCG metas from 1999 to 2016. He has very recently included a section on the Game Boy Color game, so naturally I had to share it. It mentions some minute details that I was not aware of -- such as the initiator of a Link Battle always winning the coin toss, along with PlusPower boosting Peal of Thunder -- but it's relevant either way.
Gold Rush Deck
Psychic Energy x13 Double Colorless Energy x4 Full Heal Energy x2 Scyther lv. 25 x3 Psyduck lv. 15 x4 Dark Golduck x3 Mewtwo lv. 60 x4 Bill x4 Super Energy Removal x4 Professor Oak x3 Computer Search x3 Gust of Wind x3 Nightly Garbage Run x3 Impostor Oakās Revenge x3 Rocketās Sneak Attack x2 Item Finder x2
Notes This deck is centered around disruption. Impostor Oakās Revenge and Rocketās Sneak Attack reduce your opponentās hand, eliminating their options while you set up Dark Golduck.
Psyduck lv. 15ā²s Headache attack prevents your opponent from playing Trainer Cards, further enhancing the power of Oakās Revenge and Sneak Attack. Use Bill, Oak, and Computer Search to grab what you need in the meantime, and if your opponent plays Energy, counter with Super Energy Removal.
Dark Golduck is the centerpiece. It boasts a 50-damage Super Psy coming from a Water-type, allowing it to hit Chansey and Wigglytuff hard. Third Eye further enhances your card advantage, and Mewtwo lv. 60ā²s Energy Absorption can recycle the discarded Energy. However, only use Third Eye when absolutely necessary so you donāt end up depleting your deck.