I've been testing beedrill a few ways, and I think this way can be decent so long as I can get a few healing stuff jam packed in there for good ol' Mewtwo ex. Anyway, here's the decklist... strat afterwards. ||| Pokemon ||| - || 20 || 4x Mewtwo ex 4x Weedle (Fury atk or whatever) 4x Kakuna 4x Beedrill 3x Wynaut 1x Wobbuffet (SS) ||| Trainers ||| - || 22 || 4x TV Reporter 4x Juggler 2x Professor Birch 3x Switch 2x Mr. Briney's Compassion 1x Potion (yeah... i need more, its just filling a slot right now basically) 2x Dual Ball 2x Elm's Training Method 2x Energy Restore ||| Energy ||| - || 18 || 18x Psychic ----- Alrighty there it is. A bit mangled yes, but that's after I found out through a few testing games with Mudkip69, that switches are really really necessary. Also, I NEEEEED some healing for Mewtwo, he can really run through stuff, but with only 100hp, its not amazingly powerful as Blaziken can down him in 2 shots. And other stuff can do the same... etc. I ran more Dual Ball/Training method the first few games (this version hasn't been tested yet), and it seemed to work well. I think it should work arlight this way too. I found that I needed energy late game, so 2 restore went in. Briney should definitely be good at 2, I found that it wasn't as helpful as I thought it was. This is the way I get more than 4 Para/poison's going. The deck doesn't really focus on doing the para/poison every turn, as I don't think it can be achieved very well with Switches running around and stuff. T2 Mewtwo ex is the goal early, that or Wynaut for stacks of Beedrill and stuff if I can. Then, later game you can either para/poison then Burn for 120 over 2 turns or give a free turn for Mewtwo to absorb stuff. That, and Beedrill's attack isn't horrible over 2 turns either. So, fixes and comments very much appreciated, thanks all.