21 Pokemon 3 Dunsparce 3 Gengar(Expedition) 2 Haunter(Expedition) 3 Gastly(Expedition) 2 Nincada(Poison Breath) 2 Shedninja 2 Wobbuffet 2 Eevee(Sandstorm) 2 Espeon(Aquapolis) 22 Trainers 3 Potion 2 Warp Point 2 Switch 3 TV Reporter 3 Oracle 3 Desert Shaman 3 Rare Candy 3 Buffer Piece 17 Energy 3 Cyclone Energy 3 Warp Energy 11 Psychic Energy What you do is put shedninja active, stall for gengar, when ready, use warp energy and play it on the gengar, retreat shedninja for gengar, and hit for 40, switching it back for shedninja. Next turn, pick warp back up with espeon, lay it on gengar, and repeat the process(use wobbuffet early game to stall). If they bring up a basic to knock out shedninja, just put warp on wobbuffet, switch it for shedninja, and KO it(this might take a few turns, tepending on the HP of the basic attacker, but either way, its a easy 40 a turn, 80 against psychics. The reason I think this is a good deck is because it can stand up to a line KO. A line KO is when you KO one of my pokemon, I send up something and KO yours, and you send up something and KO mine, let the process repeat itself. In this deck, you actually knock out a pokemon, and switch it, so it is protected against the next big evolution that comes up.