What do you get when you combine a Gang(ar) with a wall? Graffiti! Pokemon = 21 3x Mime Jr. DP 4x Mr. Mime MT 4x Gastly DP 3x Haunter DP 4x Gengar DP 1x Wobbufet PK 1x Diglett CG 1x Dugtrio CG Trainers = 25 1x Night Maintenance 4x Phoebe’s Stadium 4x Windstorm 4x ER2 2x Warp Point 2x Rare Candy 2x Holon Mentor 1x Scott 1x Steven’s Advice 2x Celio’s 2x Copycat Energy = 14 4x Double Rainbow 2x Scramble 1x Holon Energy WP 7x Psychic Strategy: Start with Mr. Mime and take a few turns to set up while stalling with Airy Wall. Once you have a Gengar set up, retreat (with Phoebe’s), Shadow Dance to spread 4 damage counters, and switch back to the Mime. In other words, set up a gang of Gengar to tag (team) your wall (Mr. Mime). Mime Jr. can be used as a starter for his Copycat attack and even sacrificed early on to activate Scramble. Against larger threats, Gengar can also use Life Drain. I know, it’s a coin flip and coin flips stink, but a 50/50 chance to reduce a 160 HP Torterra lvl X to 10 HP? I’ll take my chances. Wobby can be switched to when your opponent has an EX out. Dugtrio helps to prevent bench damage. Phoebe’s allows everything in the deck to retreat for free. Windstorm helps keep Cessation Crystal from turning off your bodies. ER2 helps to ensure that your opponent has less than 3 energy cards attached. Warp Point sends up something with no energy to sit there and cry while it can’t attack Mr. Mime. Holon Mentor is great for getting Mr. and Jr. Mimes, plus a Gastly. Double Rainbow can be used by Gengar with no damage reduction. Holon energy WP can be used by Mr. Mime if you lose your Phoebe’s. The best part of this deck is how it forces your opponent to alter their play style. Your opponent has to be careful playing basics for fear of getting hit by Gengar before they can evolve. Decks that use cards like Infernape and Lucario have to attach an extra energy just to attack Mr. Mime. Pokemon that end up discarding energy to attack, like Infernape and Electivire, find it hard to hit the Mime. Scramble Energy’s effect is lessened since Airy Wall says energy cards, not energy. Cheap/free retreats allow you to shuffle Pokemon constantly and weakness to Dark and Psychic is not too bad to have. The ghosts’ resistance to Colorless also helps with Delcatty and Blissy. Empoleon can be difficult because of its propensity for damage spread and Cessation Crystal, but Dugtrio, Windstorm, and ER2 help quite a bit. Possible additions: A Ball Engine could be a better way to run, but I’m not sure. Team Galactic’s Wager could be useful for more disruption, but it may be too risky. Absol EX could be used to spread damage, but I feel Gengar gives you enough control already. Skarmory EX could be used to discourage retreating and make the most of the Warp Points. Some high HP Psychic basic to switch to and absorb damage? Thoughts?