This deck is based heavily on a strategy I alluded to in a post in the RTC, "TCG Strategy Puzzle." In it, I pointed out that in the best-case scenario, by swarming Nidoking, Nidoqueen's Boyfriends attack can do 100 damage on turn 2. That's enough to Knock Out pretty much anyone short of Chansey. This one is extremely rogue, employing not just 1, but 2 Stage 2 lines, and the card ratios are not quite normal for a deck I'd build. LMK what you think. All comments and fixes would be appreciated. Pokemon (21): 1 Cleffa (Genesis) 2 Chansey (Base) 3 Nidoran <female> (Jungle) 4 Nidoran <male> (Base) 2 Nidorina (Jungle) 2 Nidorino (Base) 4 Nidoking (AQ, not Crystal) 3 Nidoqueen (Jungle) Trainers (24): 3 Computer Search 3 Gold Berry 2 Gust of Wind 3 Item Finder 2 Lass 4 Pokemon Breeder 2 Pokemon Fan Club 2 Professor Oak 2 Switch 1 Town Volunteers Energy (15): 4 Double Colorless Energy 6 Grass Energy 5 Fighting Energy Strategy: This deck centers around Jungle Nidoqueen's Boyfriends attack, with a secondary focus on AQ Nidoking. Trainers are fairly standard. Like I mentioned above, in a good scenario, I'll swarm Nidokings and get out a Nidoqueen turn 2, powered up for Boyfriends. Best-case scenario, I'm doing a dependable 100 damage for 2 Energy. Unless I get a pretty bad draw, I should at least be able to pull off 60 damage. Cleffa for hand-changing, and Chansey helps cover the major Psychic Weakness I have from both Nido lines. Also, it can stall if I'm having trouble getting my strategy underway. As far as my lower stages on the Nido lines, Nidoran Male is a fair substitute for Tyrogue, since its attack is the same except for its cost [(G) vs. (C)]. Its low HP can be trouble, but it shouldn't be Active often if I can help it. Nidoran Female has decent HP for a Stage 2's Basic and can help me swarm Nidorans. The Nidorina and Nidorino are pretty default, and can do decent damage (0/30/60 for Nidorina, 0/30/60 or straight 50 for Nidorino), but I'll only use them when I must, since each of their damage attacks require at least 3 Energy cards, except for Nidorino's version of Double Kick, which takes 2. Nidoking on its own is expensive for Unlimited, but can pack a fair punch if I need it. It also helps cover my Psychic Weakness, since its bottom stats are different -- Grass Weakness, which I can live with, and Lightning Resistance, which is good against R. Zappy and Electabuzz. It also has more HP (110!), and its Power can be useful. It is a second Energy type, but I don't mind that. What could be an issue is the fact that its attack costs (F)(F)(C)(C), which means that I can't attack with it until turn 3 at the earliest. Of course, Base Nidoking would have had that same problem, since its attacks cost (G)(G)(C) and (G)(G)(G). I have not playtested this deck yet. Theoretically, this deck's weaknesses, as I see them, are that it uses 2 Stage 2's, which might make for speed problems, and that my stars have high (3) Retreat Costs, while I only found room for 2 Switches. If anyone can recommend a good way to fit in 1-2 more, I'd appreciate it. I also wasn't able to find room for Energy Removal/Super Energy Removal or counters to them, and I need that, considering that most of my attacks need at least 2 Energy cards. My only request is that any fixes include not only what cards to put in, but which ones to take out.