Well, here's my first post on the new boards. My old name was Onix95! Anyway, here's a deck strategy I've come up with using cards from Neo Genesis - EX Ruby & Sapphire, and my current decklist.
Pokemon:
3 - Zigzagoon
2 - Linoone
4 - Ralts (Hypnoblast)
2 - Kirlia (Life Drain)
2 - Gardevoir
4 - Numel
3 - Camerupt
2 - Cleffa (Neo Genesis)
Trainers:
4 - Gold Berry
2 - Pokemon Trader
2 - Pokemon Breeder
2 - Challenge!
2 - Pokemon Breeder Fields
2 - Switch
2 - Bill's Maintenance
1 - Professor Oak's Research
2 - Copycat
4 - Town Volunteers
1 - PokeNav
Energy:
7 - Fire
7 - Psychic
Alrighy, before I go into the strategy, let me give you some key points for those who are unfamiliar with some of the Pokemon:
Gardevoir - Psychic type 100 HP Stage 2 Evolution
Poke-POWER Psy Shadow:
Once during your turn (before you attack) you may search your deck for a [Psycic] Energy card and attach it to 1 of your Pokemon. Put 2 damage counters on that Pokemon. Shuffle your deck afterward. This power can't be used if Gardevoir is affected by a Special Condition.
[Psychic x 1] Energy Burst 10x:
Does 10 damage times the total amount of Energy attached to Gardevoir and the Defending Pokemon.
Weakness: Psychic - Resistance: None - Retreat Cost: 2
Camerupt - Fire type 90 HP Stage 1 Evolution
[Fire x 1][Colorless x 1] Lava Burn 20:
Choose 1 of your opponent's Benched Pokemon. This attack does 10 damage to that Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)
[Fire x 2][Colorless x 2] Fire Spin 100:
Discard 2 Energy cards attached to Camerupt or this attack does nothing.
Weakness: Water - Resistance: None - Retreat Cost: 3
Linoone - Colorless type 70 HP Stage 1 Evolution
[Colorless x 1] Seek Out:
Search your deck for up to 2 cards and put them into your hand. Shuffle your deck afterward.
[Colorless x 2] Continuous Headbutt 40x:
Flip a coin until you get tails. This attack does 40 damage times the number of heads.
Weakness: Fighting - Resistance: None - Retreat Cost: 1
Now for the strategy:
At first glance, you may be thinking "What is this guy doing?! This aint Charizard where all energies are Fire!!!", but look closely at Camerupt's attack, and you'll see that it reads "Discard 2 BASIC Energy cards" and not the usual "Discard 2 [Fire] Energy cards" which means you can discard either the psychic energy or the fire energy.
Now that you got that part, here's the combo:
Try to get out Gardevoir and Camerupt out as fast as possible using Linoone's first attack (very very strong card, its going in almost all of my decks). 2 turns after playing Numel and evolving it, you should have attached 2 Fire energy cards to it. Now use Gardevoir's power(s) (its best to get 2 out obviously) to attach 2 psychic energy from your deck (Camerupt takes 4 damage counters, but if you have a Gold Berry, to quote the Black Knight from Monty Python and the Holy Grail, "'tis but a scratch". Now use Fire Spin and discard the two PSYCHIC energy. Next turn, repeat the process of attaching Psychic energy and using Fire Spin, healing when needed.
To add to this, you'll eventually use Town Volunteers to recycle the Psychic energy back into the deck for later use.
The deck needs work in the trainer area (I was experimenting with trainers, and this line did good), but overall, this is a VERY potent deck as it has beaten Entei/Cargo, Dark Blastoise, and other types.
Let me know what you think!
Pokemon:
3 - Zigzagoon
2 - Linoone
4 - Ralts (Hypnoblast)
2 - Kirlia (Life Drain)
2 - Gardevoir
4 - Numel
3 - Camerupt
2 - Cleffa (Neo Genesis)
Trainers:
4 - Gold Berry
2 - Pokemon Trader
2 - Pokemon Breeder
2 - Challenge!
2 - Pokemon Breeder Fields
2 - Switch
2 - Bill's Maintenance
1 - Professor Oak's Research
2 - Copycat
4 - Town Volunteers
1 - PokeNav
Energy:
7 - Fire
7 - Psychic
Alrighy, before I go into the strategy, let me give you some key points for those who are unfamiliar with some of the Pokemon:
Gardevoir - Psychic type 100 HP Stage 2 Evolution
Poke-POWER Psy Shadow:
Once during your turn (before you attack) you may search your deck for a [Psycic] Energy card and attach it to 1 of your Pokemon. Put 2 damage counters on that Pokemon. Shuffle your deck afterward. This power can't be used if Gardevoir is affected by a Special Condition.
[Psychic x 1] Energy Burst 10x:
Does 10 damage times the total amount of Energy attached to Gardevoir and the Defending Pokemon.
Weakness: Psychic - Resistance: None - Retreat Cost: 2
Camerupt - Fire type 90 HP Stage 1 Evolution
[Fire x 1][Colorless x 1] Lava Burn 20:
Choose 1 of your opponent's Benched Pokemon. This attack does 10 damage to that Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)
[Fire x 2][Colorless x 2] Fire Spin 100:
Discard 2 Energy cards attached to Camerupt or this attack does nothing.
Weakness: Water - Resistance: None - Retreat Cost: 3
Linoone - Colorless type 70 HP Stage 1 Evolution
[Colorless x 1] Seek Out:
Search your deck for up to 2 cards and put them into your hand. Shuffle your deck afterward.
[Colorless x 2] Continuous Headbutt 40x:
Flip a coin until you get tails. This attack does 40 damage times the number of heads.
Weakness: Fighting - Resistance: None - Retreat Cost: 1
Now for the strategy:
At first glance, you may be thinking "What is this guy doing?! This aint Charizard where all energies are Fire!!!", but look closely at Camerupt's attack, and you'll see that it reads "Discard 2 BASIC Energy cards" and not the usual "Discard 2 [Fire] Energy cards" which means you can discard either the psychic energy or the fire energy.
Now that you got that part, here's the combo:
Try to get out Gardevoir and Camerupt out as fast as possible using Linoone's first attack (very very strong card, its going in almost all of my decks). 2 turns after playing Numel and evolving it, you should have attached 2 Fire energy cards to it. Now use Gardevoir's power(s) (its best to get 2 out obviously) to attach 2 psychic energy from your deck (Camerupt takes 4 damage counters, but if you have a Gold Berry, to quote the Black Knight from Monty Python and the Holy Grail, "'tis but a scratch". Now use Fire Spin and discard the two PSYCHIC energy. Next turn, repeat the process of attaching Psychic energy and using Fire Spin, healing when needed.
To add to this, you'll eventually use Town Volunteers to recycle the Psychic energy back into the deck for later use.
The deck needs work in the trainer area (I was experimenting with trainers, and this line did good), but overall, this is a VERY potent deck as it has beaten Entei/Cargo, Dark Blastoise, and other types.
Let me know what you think!