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.
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.