Okay, again this is another one of my creations, this being the one that I am currently running at the moment. Once again, I'd prefer civilized comments about it and not some useless dribble called "deck help." Without further ado, here is the Oldies cartoon, Darkwing Duck! Pokemon: 20 3-3 Furret 3-3 Aerodactyl 4-2-2 Honchkrow Lv X Energy: 16 10 Basic Darkness Energy 4 Special Darkness Energy 2 Call Energy Trainers/Supporter's/Stadiums: 26 4 Celios Network 3 Roseanne's Research 2 Night Maintenence 3 Warp Point 4 Pokedex 3 Quick Ball 2 Holon Fossil 3 Team Galactic's Wager Strategy: Hopefully Start with Furret and set up 2 Aerodactyl by turn 4 to start spreading Poke-power damage (any suggestions on how to make it run faster are appreciated.) Use Honchkrow to snipe while staying safe behind Murkrows. I realized at the last second that I was 2 cards shy of 60 and randomly placed in the 2 call energy. I was told at pre-release that Call Energy can call out Fossils, but I'm not so sure because of the way the cards are worded. If someone can get a ruling on this, that would be appreciated since I could use the diagnostics of the fossils to my advantage, and probably take out the Furrets as they more hinder my setup, than help it.