Armaldo has, by some people, been labeled an archtype, so I'd like to try it out in a deck. Please help me improve it, and possibly identify it's main enemies and problems. Pokemon: 19/9 basic 4 Anorith (fast evolution) 3 Armaldo 3 Eevee 3 Espeon SS 3 Dunsparce 3 Azurill Trainers: 23 4 Claw Fossil 4 Mystery Plate Gamma (works when opp. has 6, 5 or 2 prices left) 4 Oracle 4 Master Ball 4 Moo-Moo Milk 3 Switch Energy: 18 18 Fighting Strategy: Dunsparce finds Azurill/Eevee, Azurill finds Fossils/Trainers, Eevee finds Espeon, and Anorith finds Armaldo & other evo's - just to mention some of the search possibilities. As Armaldo will cripple all Supporter cards when he's active, there's no point for me to stuff my deck full of Supporter search & draw cards. Instead I use the pokemons to dig up others as soon as possible. I've never tested the Mystery Plate (Gamma), but I think it might work well in this deck being a no-Supporter with draw-power, plus that nice attack when the opponent has 2 prices left. I've chosen Espeon as a partner for Armaldo because he has a more-than-decent attack, works with fighting energy, is easily brought out by other cards in the deck, and in case I should encounter a rare grass deck (like Muk EX...). I believe the key to making this deck happeing is having two Armaldos in play, so that the opponent can't warp point himself out of the no-supporter grip, while I deliver 60 damage consistantly. Please share your thoughts!