pokemon-20 (9 basics) 2x Turtwig 2x Grotle 2x Torterra(IFDS) 4x Cherubi(IFDS) 4x Cherrim(IFDS) 2x Shaymin 2x Shaymin lv.X 1x Baltoy 1x Claydol Trainers-25 4x Felicities drawing 2x Rossane's research 2x Rare candy 4x Bebe's search 4x Energy patch 2x Night matinence 1x Luxury ball 2x Premier ball 4x Pokeradar Energy-15 13x Grass energy 2x Call energy Spoilers for new cards Cherubi LV.9 – Grass – HP50 Basic Pokemon [.] Nap: Remove 2 damage counters from Cherubi. [G] Bullet Seed: Flip 4 coins, this attack does 10 damage x the number of heads. Weakness: Fire (+10) Resistance: Water (-20) Retreat: 1 ___________________________________ Cherrim LV.30 – Grass – HP80 Stage 1 – Evolves from Cherubi Poke-Body: Sunny Day Each of your Grass-type and Fire-type Pokemon’s attacks does an additional 10 damage to your opponent’s Active Pokemon. [.] Sweet and Salty Pollen: 20 damage. Remove 2 damage counters from 1 of your Pokemon. [G][C][C] Solar Beam: 50 damage. Weakness: Fire (+20) Resistance: Water (-20) Retreat: 1 __________________________________ Shaymin LV.42 – Grass – HP70 Basic Pokemon [G] Flower Aroma: 10 damage. Remove 2 damage counters from Shaymin, and the Defending Pokemon is now Asleep. [G][C] Damage Aid: 30 damage. If the Defending Pokemon is affected by a Special Condition, this attack does an additional 50 damage. Then, remove all Special Conditions from the Defending Pokemon. Weakness: Fire (+20) Resistance: Water (-20) Retreat: 1 Shaymin LV.X – Grass – HP100 Level Up ______________________________________ Poke-Body: Sense of Gratitude Each of your Grass-type Pokemon in play (excluding any Shaymin) has its maximum HP increased by 40. This Body stops working if you already have another Sense of Gratitude Poke-Body in effect. [G][C][C] Seed Flare: 40 damage. You may choose any number of Grass Energy in your hand and attach them to your Pokemon in any way you like. If you do, this attack does an additional 20 damage for each Energy card you attach. Weakness: Fire (x2) Resistance: Water (-20) Retreat: 1 ________________________________________ Torterra LV.47 – Fighting – HP140 Stage 2 – Evolves from Grotle Poke-Power: Solar Song You can use this Power once during your turn, when you play this card from your hand to Evolve a Pokemon. Choose any number of your Grass-type Pokemon in play. Search your deck for an Evolution card that Evolves from each of the chosen Pokemon, and Evolve them. Shuffle your deck afterward. [C][C] Crash Impact: 60 damage. Torterra does 20 damage to itself. Switch the Defending Pokemon with one of your opponent’s Benched Pokemon. Your opponent chooses the Benched Pokemon to switch. [G][G][C][C] Ground Shaker: 80 damage. During your opponent’s next turn, whenever your opponent plays a Basic Pokemon card from his or her hand onto the Bench, place 2 damage counters on that Pokemon. Weakness: Water (+30) Resistance: Lightning (-20) Retreat: 4 ________________________________________________ Luxury Ball – Trainer Search your deck for 1 Pokemon card (excluding Pokemon LV.X), show it to your opponent, and put it in your hand. Shuffle your deck afterward. If there’s already a card named Luxury Ball in your discard pile, you can’t play this card. __________________________________________________ Poke-radar – Trainer Look at the top 5 cards of your deck, choose any number of Pokemon you find there, show them to your opponent, and put them in your hand. Return the remaining cards to your deck and shuffle your deck. _________________________________________________ Energy Patch – Trainer Flip a coin, if heads attach 1 Basic Energy card from your discard pile to one of your Pokemon. The plan? Simple. Fill up my bench quickly, get 2-4 Cherrim's on it, get out a shaymin X and hit away. Torterra makes this easy, and felicities+Claydol let me drop cards i don't need yet. Torterra covers the fire weakness well enough, and having a stage 1 that can hit for 80 for 3 with 120 hp is downright scary. Night matinence to pick up the pieces, and energy patch for some acceleration to an otherwise slow energy lineup. (Although doing 50 for free and healing 2 is extremely nice) Pokeradar does the trick for the search, and i have specialized search for the shaymin that i need to get out by turn 4-5. I need to find a way to fit warp points into this deck, or at least switches, but i really don't know what to drop right now. Any help in that area is greatly appreciated. As for current testing against decks in this meta..... It looses to skittles. Just about every single time. Ho-oh ohko's it without shaymin, and even with shaymin, it can ohko it with 5 energies. It can also set up faster and simply wreak havoc. G&G is a fairly good matchup. I can usually win the matchup. It takes them 2 hits to kill anything i have, and i can heal to mess with calqs if im getting hit for 60 per turn. I win this matchup more then i lose. Probably a 55-45 at the moment. Kingdra- I've only tested against this once, and i really don't know how to explain it. I had the game won, until my shaymin got sniped. I ended up losing, but i felt like i controlled the game and probably lose moreso due to a playing mistake rather then the deck failing me. The resist's really helped, but getting hurt on the bench and some misplays lost me the game. Magnazone- I can't seem to beat this deck for the life of me. I get locked, and just can't seem to find a way out of it. This is the cause of the warp points in the deck. I really need to make room for them. Im considering dropping 2x Bebe's and something else to make room for them.