Pokémon (16) 4 Mudkip (w/Fury Swipes) (EX: Ruby & Sapphire) 3 Marshtomp (w/Slash) (EX: Ruby & Sapphire) 2 Swampert (w/Water Call) (EX: Ruby & Sapphire) 2 Jynx (Expedition) 3 Tyrogue (Neo Discovery) 2 Cleffa (Promo #31) Trainers (24) 4 Energy Stadium (Neo Destiny) 4 Copycat (Expedition) 4 Moo-Moo Milk (Neo Genesis) 4 Town Volunteers (Aquapolis) 4 Water Cube 01 (Aquapolis) 4 Lum Berry (EX: Ruby & Sapphire) Energy (20) 20 Water Energy The main strategy is to have a Swampert for attaching 2 Energy per turn. This is easy since all 20 Energy (no more, no less) in the deck is Water. It'll seem like more using Energy Stadium. Mudkip and Marshtomp can doil out damage before evolving to Swampert. Both Swampert and Jynx can cause Sleep. Tyrogue is for use against any Lightning you encounter. Cleffa and Copycat constitue the draw engine. Moo-Moo Milk and Lum Berry constitue the heal engine. Town Volunteers can restore needed cards to the deck, and Water Cube 01 adds the ability to damage the bench. Any comments, fixes, and/or suggestions would be greatly appreciated.