Name: Behold, Delgatron! 22 Pokémon 3 Croconaw MT 4 Delcatty PK 3 Feraligatr MT 2 Magnemite PK 2 Magneton PK 4 Skitty PK 4 Totodile MT 18 Trainers 3 Celio’s Network 1 Copycat 1 Night Maintenance 2 Rare Candy 2 Scott 2 Speed Stadium 1 Steven’s Advice 1 Team Galactic’s Wager 3 TV Reporter 1 Warp Point 1 Windstorm 20 Energy 2 Double Rainbow Energy 5 Lightning Energy 1 Scramble Energy 12 Water Energy This is the deck I took to Battle Roads. I am sure you all are familiar with the basic concept: Delcatty to draw Energy quickly and easily from the deck, Gatr to throw it back into the deck for big damage, and Magneton to prevent you from running too low on Energy as it inevitably does end up in the discard pile. If I had a Delcatty ex, I'd run it in place of one Delcatty. In addition, I am debating whether I should drop a 1-1 line from the Catty for something else. The problem being I am uncertain of what to include, as the other lines are plenty big already. Bench space is at a premium for the deck, so an opener with no further use is a concern. I'll be honest: main reason I am posting this is because I like my silly name for the deck. I normally dislike just smooshing Pokemon names together, but its a Transformers reference (pure luck that Gatr is spelled in such a way that the -on from Magneton forms the common Transformers name suffix of -tron). The "Behold" part just fits in with a line from the original Transformers Movie (from 1986). "Behold, Galvatron!", stated by Unicron (Orson Welles) right after he changes Megatron (Frank Welker) into Galvatron (Leonard Nimoy). My Trainers may seem odd: originally it was due to what I owned vs. what I didn't, but in the end it worked out fairly well. Celio, Copycat, Steven's, Night Maintenance, TGW, and Warp Point should be obvious in their use, so I'll focus on the bit unusual choices. Only two Rare Candy: I want to get Croconaw's PokePower: early game Delcatty will hit a lot more than Energy, so Energy often doesn't get you that many Energy ahead. It is also too soon for Magneton to be any real help. Croconaw's PokePower looks at the top five cards and gets all Energy from them (then shuffles the deck), so while its usually just hitting one or two Energy, every little bit helps (and when it does hit a lot, all the better). Scott help thin the deck, and I probably don't need to explain him too much (since we lost Pidgeot and now the Holon Engine, I see him a lot). Speed Stadium may or may not be a surprise. I use it a lot, but I really do tend to "luck out". I probably average 1 card per draw. There are turns I get nothing, but I get one more often than not, and that is further augmented by the periodic Monster draws and my opponents averaging only about one card every other turn. Yep, luck like I said. I chose to run it, though, just as a default Stadium. I only have 1 Windstorm (already in the deck), so I wanted another way to get rid of Stadiums. Additionally, even though it doesn't always work it is still a boon to the deck, giving me another shot at drawing what I need. It helps speed Gatr along even more. Finally, I use TV Reporter for straight draw power since I often have something I can toss: either dead cards in hand (unneeded Pokemon/Supporters) or Energy Magneton will just fish back. Speaking of which, TV Reporter/Magneton make it okay to run enough redundancy in the deck for a solid set up. Energy is pretty obvious too, I'd wager. A few Lightning Energy ( might cut one, but it'd be for another Energy) to make it easier to the Magneton to attack (I originally tried just using DRE and that wasn't good). Two DRE for the slight speed boost (and damage boost if on something other than an attacking magneton), Scramble, and Water. Suggestions are welcome. Now to read Transformers fanfics.