3 Scyther (Jungle)
2 Electabuzz (Base)
4 Hitmonchan (Base)
4 Jigglypuff (Jungle)
3 Wigglytuff (Jungle)
2 Prof. Oak
3 Bill
4 Energy Search
4 Energy Removal
4 Scoop Up
4 PlusPower
4 Gust of Wind
3 Lightning Energy
12 Fighting Energy
4 DCE
This deck is just for fun, as it can't be played in any legal tournaments since it runs Unlimited cards. It's basically a Haymaker deck modified with Jigglypuff and Wigglytuff from Jungle. I took out the Base set Machop that were usually in Haymakers and chiseled the number of Electabuzz and Scyther down to 2 and 3, respectively. The deck's main strategy is to hit hard with a low energy cost (something that was somewhat rare during the TCG's first sets) and to knock out the opponent's basic Pokemon before they can evolve.
Scyther is a good Pokemon to start with if you draw it in the first hand since it has a 0 retreat cost. It's also a good counter to Fighting types. Hitmonchan is also a good starter. Attach 1 F energy and do 20 on the spot. In the meantime, put Jigglypuff on the bench, pile some more Pokemon on your bench, and send out Wiggles to crush the opponent with an attack that deals 60 for 3 energy.
Gust of Wind comes in handy to pull out the weak opponents and knock them out before they can evolve. If you receive too many hits, use Scoop Up to put the Pokemon back into your hand. PlusPower adds just a little more oomph to knock out an opponent.
I don't really know how this would do against a Modified/legal deck, but this is one of the decks I ran more than a decade ago at my Pokemon League, and it's one I currently use in the Pokemon TCG for GameBoy.
If anyone has ever run a similar Haymaker deck I'd like your input. Thanks!
2 Electabuzz (Base)
4 Hitmonchan (Base)
4 Jigglypuff (Jungle)
3 Wigglytuff (Jungle)
2 Prof. Oak
3 Bill
4 Energy Search
4 Energy Removal
4 Scoop Up
4 PlusPower
4 Gust of Wind
3 Lightning Energy
12 Fighting Energy
4 DCE
This deck is just for fun, as it can't be played in any legal tournaments since it runs Unlimited cards. It's basically a Haymaker deck modified with Jigglypuff and Wigglytuff from Jungle. I took out the Base set Machop that were usually in Haymakers and chiseled the number of Electabuzz and Scyther down to 2 and 3, respectively. The deck's main strategy is to hit hard with a low energy cost (something that was somewhat rare during the TCG's first sets) and to knock out the opponent's basic Pokemon before they can evolve.
Scyther is a good Pokemon to start with if you draw it in the first hand since it has a 0 retreat cost. It's also a good counter to Fighting types. Hitmonchan is also a good starter. Attach 1 F energy and do 20 on the spot. In the meantime, put Jigglypuff on the bench, pile some more Pokemon on your bench, and send out Wiggles to crush the opponent with an attack that deals 60 for 3 energy.
Gust of Wind comes in handy to pull out the weak opponents and knock them out before they can evolve. If you receive too many hits, use Scoop Up to put the Pokemon back into your hand. PlusPower adds just a little more oomph to knock out an opponent.
I don't really know how this would do against a Modified/legal deck, but this is one of the decks I ran more than a decade ago at my Pokemon League, and it's one I currently use in the Pokemon TCG for GameBoy.