I find it weird how I've not seen any Electrode (Base) in these old lists. Everybody plays it in Unlimited 150 to recover after energy removals... energy removal is even more common in these old formats so surely it'd be good there too?
Actually, it is
because Energy Removal and
Super Energy Removal were so common that
Base Set Electrode was largely ignored after early testing, from what I gather. Assuming you successfully Evolved into
Electrode and used Buzzap, it was quite probable that your opponent would drop an
Energy Removal or
Super Energy Removal to discard it pronto.
"Haymaker" decks used
Gust of Wind, S/ER and
Scoop Up to leverage inexpensive attacks (plus
PlusPower) against whatever the opponent was running. You would almost always need to drop a double
Voltorb to guarantee you got at least one off, making it quite likely you ultimately burned two Prizes for Energy acceleration your opponent could anticipate. Throw in Type-matchingand/or
PlusPower spam and/or the 70 HP on Haymaker Pokémon and decent "big" attacks on Haymaker Pokémon, and even if you didn't get the Energy discarded via Trainer... it was likely to hit the discard pile anyway as your opponent pulled off a quick KO to whatever received it.
I use Electrode in all my 150 decks so I'd at least give it a test if you're going to build a Base-Neo deck. 3-4 energy down in 1 turn (Electrode + Basic energy = 3 or DCE = 4) outside of Raindance is very powerful, even at the cost of 1 extra prize... it's kind of like bringing exs into the old format
If WastedAaron (and company) play without
Super Energy Removal and
Energy Removal, a 2-2 (or more)
Electrode line shows a lot of promise in my own (admittedly limited) testing. Pokémon like that hit for 70+ damage can actually stand a good chance against Haymaker decks; you might give up one, two, or even three Prizes (including whatever they are doing to your other Pokémon), but Haymaker decks count on you being unable to OHKO their attackers, so they can wear you down and/or power-up others.
If S/ER is present, it isn't too good of a strategy. Decks from this time period that I was familiar with ran at least a total of four
Energy Removal and
Super Energy Removal combined, plus two to four
Item Finders... in a format where you have
Professor Oak (
Professor Juniper as an "Item"),
Bill (also functioning as an "Item" back then), and
Computer Search (run in threes or fours, since it wasn't an Ace Spec back then). A conservative Haymaker deck would likely have a total of six and even a full 4-4 wasn't uncommon.
---------- Post added 04/11/2013 at 08:24 PM ----------
I used to use a 4 corners variant of Haymaker back in the day.
Mewtwo/Hitmonchan/Scyther/Electabuzz.
Had success with it, and it was tremendously fun!
That isn't so much a "variant" as "the standard". I mean, the original was supposed to have been developed based on Japanese spoilers of the
Base Set or something like that, and didn't have
Scyther (a card from
Jungle) or
Mewtwo (since it was the "movie promo" version that was good), but they became pretty standard after being released.
If you didn't see
Mewtwo, you were likely to see
Fossil Magmar or a less versatile but much more reliable
Hitmonchan/
Electabuzz/
Scyther build). I went so far as to running Potpourri, a Haymaker sub-type that had a solid Basic attacker of each Type (and
Fossil Ditto for good measure). Less room for all the usual Trainers and a bit prone to "misfiring", but it was scary strong otherwise. Before said
Mewtwo, it just ran either
Mr. Mime (
Jungle) or
Jynx (
Base Set).