I've been play-testing this deck and I really like how consistent it's been! It's fast and has tons of annoying tricks up it's sleeves. Here's the rundown: okeball:POKÉMON: 19okeball: 3 Yanmega Prime 3 Yanma TM 2 Jumpluff HS 2 Skiploom HS 2 Hoppip HS 2 Smeargle UD 2 Uxie LA 1 Azelf LA 1 Giratina PL (Let Loose) 1 Unown Q okeball:T/S/S: 35okeball: 4 Judge 3 Pokémon Collector 3 Seeker 2 Bebe's Search 4 Poké Drawer + 4 PokéDex HANDY910is 3 Junk Arm 3 Super Scoop Up 2 Pokémon Communication 2 VS Seeker 2 Expert Belt 1 Luxury Ball 2 Broken Time-Space okeball:ENERGY: 6okeball: 3 :colorless: Rescue Energy 3 :grass: Grass Energy STRATEGY: - Set-up Yanmega Prime and/or Jumpluff quickly, primarily Yanmega - Disrupt your opponent Basically, Yanmega will be taking Prizes early game, and with ease thanks to his free attacks. In order to keep his attacks remaining free, you will be playing Judge, Giratina, or just counting cards as you play. The Judges and Giratina have several jobs: giving you pluses, giving your opponent minuses, and helping Yanmega KO easily. This deck plays out its hand so much that the Judges and Giratina are actually huge draw power, as well as disruption for your opponent. To make sure you always have a way to shuffle-in-draw-4, it maxes out on Judge, plus 2 VS Seeker to get them back, plus 3 Junk Arm to get back the VS Seekers to get back Judges. This also works with Seeker/Giratina, which is more devastating because it also disrupts their Bench when you Seeker their Benched Pokémon and re-drop the Giratina. Smeargle is for going first, and hoping your opponent has a Collector. If you open with Smeargle and they have Collector, you have just taken advantage of your opponent and control of the game. You use their Collector to snag Unown Q, Giratina, and Yanma or Hoppip (whichever is gonna be easiest for you to set-up, most likely Yanma). You then build what you can with your hand before finally dropping the Giratina to get rid of their Collector so they can't set-up (unless they re-draw it; it can happen). I can't tell you how many games that play has won me because I start beating their face with Yanmega next turn (or the same turn if I draw the nuts after Giratina) while they draw crap. Jumpluff will be taking Prizes late game easier than Yanmega. If my opponent can get a set-up, Jumpluff deals with bigger Pokémon. His attack is cheap at 1 Grass Energy, which by the time I need one of those Energy, I will have drawn into one. He punishes for your opponent playing too many Pokémon. Hopefully this was an okay explanation. The deck has been working well for me. I was playing it straight Yanmega before, but 70-90 damage was not taking care of a lot of match-ups, so I added the Jumpluffs to beat bigger Pokémon. I can make my Jumpluff deal 70-90 as well, but only as a minimum - my opponent having multiple Benched Pokémon made it even better. I know one thing: playing against Trainer Lock is extremely difficult unless I can consistently keep them disrupted. Otherwise, I haven't had many problems. Runs great! Any comments/questions/suggestions are greatly appreciated. Thank you!