Water Pokemon Master
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The point of this deck is to get Azumarill powered up with water energy and to get him out as fast as possible. Then, if he dies, I can bring him and the water energy back with the various trainers. The only thing I am worried about is that I put in way too many supporters. Also, I am thinking I may not even the Swampert line. What do you guys think?
20 Pokemon
4 Mudkip
3 Marshstomp
3 Swampert
4 Marill
4 Azumarill
2 Dunsparce
25 Trainers
4 Oaks Research
3 Seer
3 Town Volunteers
3 Pokemon Fan Club
3 Switch
3 Full Heal
3 Elm's Training
3 Fisherman
15 Water Energy
20 Pokemon
4 Mudkip
3 Marshstomp
3 Swampert
4 Marill
4 Azumarill
2 Dunsparce
25 Trainers
4 Oaks Research
3 Seer
3 Town Volunteers
3 Pokemon Fan Club
3 Switch
3 Full Heal
3 Elm's Training
3 Fisherman
15 Water Energy
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