Pokemon = 15 3 Pachirisu GE 2 Igglybuff GE 2 Jigglypuff GE 2 Wigglytuff GE 1 Cacnea CG 1 Cacturne PK 3 Darkrai GE (Sleep Hole) 1 Darkrai LvX GE Trainers/Supporters/Stadiums = 29 3 Island Hermit 2 Felcities 4 Celios 4 Dusk Ball 4 Sidney's Stadium 3 Scott 3 Premier Ball 2 Mr. Stone's 2 Switch 2 TSD Energy = 16 12 Basic Dark 4 Special Dark Deck Explanation This deck is built for play in the Junior age division and relies heavily on power inflicted special conditions to place damage counters that lead to knock out conditions happening at the end of an opponents next turn (when a fresh Poke is then brought out to be inflicted with Special conditions again). Key Cards Pachi Starter -- in perfect game used to pull Iggly / Cacnea / Darkrai on T1 and is then retreated to bench T2 in favour of Iggly for drawing power Iggly Back-up Starter, draw card (I'm not 100% sure about the future of this card in the deck as it limits supporter use, but for T2 or T3 it's an excellent draw card for getting out dusk balls for set up) Wigglytuff Used to put both Active's to sleep ... if Darkrai is active and Sidney's is in play then Darkrai doesn't sleep and Sleep Hole hits for 80 to 110 depending on Lvl X and special Dark mix Cacturne Used for Posion Structure, this takes our Darkrai hit up to 120 (pretty close to a OHKO on it's arch nemisis Gallade) Darkrai / Lvl X Obviously the main attacker with support as explained above. Note that based on strategy Endless Darkness is seldom used as Sleep Hole and Darkness Roar are much more controllable over knock out timing Absol Ex Used to move damage counters usually from the active to the bench to control when the knock out occurs and to set up other 130 hP Pokes for OHKO. Also not a bad back-up attacker with Psychic Pulse for 30-50 with 10 to the damaged bench. Island Hermit Used as searching card as both the Cacnea and Lvl X are single lines so it can help quickly locate them in prize cards a quick sleep hole and you have the card you need. Also a good tech against Gallade although pretty much nothing in the deck other than Wigglytuff will ever need a prize flip from Gallade for a OHKO. Sidney's Stadium / Scott Scott is here soley to make Sidney's stadium retrival repeatable and quick. Sidney's is key to both Good Night Melody and Poison Structure TSD / Premier Ball TSD is used to get back Darkrai's once two have been knocked out / Premier Ball allows a Darkrai to be leveled up as soon as the Lvl X is knocked out. Mr. Stone's As TSD is played instead of NM here, something is often necessary to pull energies back from the discard, orginally had energy restore -- but found it was to "flippy" Play Testing Results What Works The Darkrai circle seems to work very well mid game, almost always can have a Darkrai Lvl X up with one on the bench charging. Can handle knock out timing very well (even after dropping Plus Powers from Deck). Island Hermit works very well in this deck, very seldom go past T3 or 4 without Cacturne Results against G&G have varied, if opponent is slow getting Gallade out, then about 60/40, but with a fast Gallades and the occassional energy drought probably 40/60. Against PLOX as long as there is only one Gallade in the deck it can be easily handled. T2B / Ban Bliss has little chance against this deck. It's probably a little above average in Win Percentage. In the Junior ranks special condition and damage control are a little different strategies, so players often have a difficult time adjusting especially when they bring up big hitters to knock out sacrifices and expose large amounts of attached energy to be KO'd. What Fails It's slow to charge the first Darkrai and if Wigglytuff isn't brought out soon enough to cover for this shortcoming, the game ends very badly. Energy droughts were a problem at first until I upped the Basic Energy count to 12 and replaced Energy restore with MSP. Cessation has been a problem too although Pachi can take care of it, its a bit clugey and usually results in a loss of the Pachi. Questions Is this deck better played with an Absol starter for disruption rather than Pachi for bench building? If so we could drop the Iggly's run a more stable Supporter line etc? Also a quick 40/50 might not be a bad thing late game especially if you can't quick OHKO the big hitter that's up and you've used up the Absol ex trick.