Pokemon: 20
x3 Spheal (HL)
x2 Sealeo (HL)
x2 Walrein ex (LM)
x1 Walrein (HL)
x2 Rayquaza d (HP)
x3 Eevee (DS) (Call For Family)
x2 Jolteon ex (DS)
x1 Umbreon d (DS)
x1 Slugma (DX) (Magma Ring)
x1 Magcargo (DX)
x2 Holon's Castform (HP)
Trainers: 26
x4 ATM Rock
x3 RC
x3 PETM
x3 Celio
x2 Great Ball
x2 Master Ball
x2 Power Tree
x3 Mt. Moon
x2 Warp Point
x2 Holon Farmer
Energy: 14
x8 Water Energy
x4 Lightning Energy
x2 Holon Energy WP
Main Cards:
Walrein ex: Main attacker. Puts 1 damage counter on opponent's non-water active Pokemon, if active. Water Arrow does 40 to any Pokemon for [W] [C] and Ice Throw will do 80 for [W] [W] [C] [C], or 120 to a fighting Pokemon. This OHKOs Medicham, Nidoqueen, etc...
Walrein: Supporter. Crush Draw can get energy out, with help from Magcargo. No other purpose, however.
Jolteon ex: ATM Supporter. When I play Jolteon from my hand, each of my opponent's Pokemon take 1 damage counter. Easy ATM supporter, and Second Bite is useful after Walrein.
Umbreon d: ATM Supporter. When my opponent plays a Special Energy card from their hand, that Pokemon takes 1 damage counter.
Magcargo: I teched in a 1-1 Magcargo line because it is optional, but can help. Smooth Over is the only reason, however.
Rayquaza d: When it has a Holon energy attached, each of my [W] Pokemon have no weakness. This gets rid of Walrein being OHKOed by Nidoqueen, so it can stay and do another OHKO.
Holon's Castform: Provides double rainbow energy like Trode and Ton. In addition, its attack isn't half bad. I draw one card for each of my delta Pokemon out, which could be one or two. Mainly energy.
It can do some damage, but I'll need to work out some kinks. I need a lot of help for the trainers, though.
x3 Spheal (HL)
x2 Sealeo (HL)
x2 Walrein ex (LM)
x1 Walrein (HL)
x2 Rayquaza d (HP)
x3 Eevee (DS) (Call For Family)
x2 Jolteon ex (DS)
x1 Umbreon d (DS)
x1 Slugma (DX) (Magma Ring)
x1 Magcargo (DX)
x2 Holon's Castform (HP)
Trainers: 26
x4 ATM Rock
x3 RC
x3 PETM
x3 Celio
x2 Great Ball
x2 Master Ball
x2 Power Tree
x3 Mt. Moon
x2 Warp Point
x2 Holon Farmer
Energy: 14
x8 Water Energy
x4 Lightning Energy
x2 Holon Energy WP
Main Cards:
Walrein ex: Main attacker. Puts 1 damage counter on opponent's non-water active Pokemon, if active. Water Arrow does 40 to any Pokemon for [W] [C] and Ice Throw will do 80 for [W] [W] [C] [C], or 120 to a fighting Pokemon. This OHKOs Medicham, Nidoqueen, etc...
Walrein: Supporter. Crush Draw can get energy out, with help from Magcargo. No other purpose, however.
Jolteon ex: ATM Supporter. When I play Jolteon from my hand, each of my opponent's Pokemon take 1 damage counter. Easy ATM supporter, and Second Bite is useful after Walrein.
Umbreon d: ATM Supporter. When my opponent plays a Special Energy card from their hand, that Pokemon takes 1 damage counter.
Magcargo: I teched in a 1-1 Magcargo line because it is optional, but can help. Smooth Over is the only reason, however.
Rayquaza d: When it has a Holon energy attached, each of my [W] Pokemon have no weakness. This gets rid of Walrein being OHKOed by Nidoqueen, so it can stay and do another OHKO.
Holon's Castform: Provides double rainbow energy like Trode and Ton. In addition, its attack isn't half bad. I draw one card for each of my delta Pokemon out, which could be one or two. Mainly energy.
It can do some damage, but I'll need to work out some kinks. I need a lot of help for the trainers, though.