Venusaur
Special thanks to Jason Klaczynski, seriously, if this is your first time looking at anything Base-Fossil related, stop here and go read his site. This deck is a modified version of his Base-Jungle list. Now we'll move on to the deck.
Why Venusaur?
I believe Venusaur to be the most flexible and efficient deck available in Base-Fossil. It mimics the power of Alakazam's Damage Swap Pokemon Power and Chansey HP sinks, using Energy Trans to shuffle around energy to a fresh Pokemon from the hand so a Pokemon Center can be played, healing all damage, and then moving the energy around where desired after. Energy Trans makes the deck less vulnerable to Energy Removal and Super Energy Removal by letting you spread your energy out until needed to fire off a Solarbeam or Comet Punch. Decks that bend or break mechanics tend to be the strongest, and I gravitate towards those. Rain Dance is my other favorite.
Pokemon :20
4x Bulbasaur: kills Mr. Mimes quite well, worth keeping one in hand.
1x Ivysaur: a single copy sticks around in case of Lass, much like how Wartortle is used in Rain Dance. Poisonpowder is legit though.
4x Venusaur: the deck revolves around Energy Trans and 60 damage SolarBeams enhanced by PlusPowers to KO all of the 70HP "Haymaker" wonders in one shot. We're maxing it and pitching the extras for Computer Searches and Energy Retrievals.
3x Doduo: early defense against Hitmonchan and free retreat; not bad as a brief damage sponge as that can later be removed or leveraged for Dodrio's Rage.
3x Dodrio: Retreat Aid is a fantastic Pokemon Power and Rage can be quite clutch. A free retreat means you can rotate these with Scythers easily.
3x Kangaskhan: forgoing Bill we plan to use Fetch as draw power. Comet Punch is also not too awful in a pinch and it's good at walling Mewtwo.
2x Scyther: It's Scyther. With a Swords Dance and a PlusPower'd Slash on the following turn, Scyther can KO 70HP basics in one hit also.
1x Ivysaur: a single copy sticks around in case of Lass, much like how Wartortle is used in Rain Dance. Poisonpowder is legit though.
4x Venusaur: the deck revolves around Energy Trans and 60 damage SolarBeams enhanced by PlusPowers to KO all of the 70HP "Haymaker" wonders in one shot. We're maxing it and pitching the extras for Computer Searches and Energy Retrievals.
3x Doduo: early defense against Hitmonchan and free retreat; not bad as a brief damage sponge as that can later be removed or leveraged for Dodrio's Rage.
3x Dodrio: Retreat Aid is a fantastic Pokemon Power and Rage can be quite clutch. A free retreat means you can rotate these with Scythers easily.
3x Kangaskhan: forgoing Bill we plan to use Fetch as draw power. Comet Punch is also not too awful in a pinch and it's good at walling Mewtwo.
2x Scyther: It's Scyther. With a Swords Dance and a PlusPower'd Slash on the following turn, Scyther can KO 70HP basics in one hit also.
Trainers: 23
4x Pokemon Breeder: this gives us access to Venusaur as soon as our second turn, but comes in handy on later turns also. Ivysaur can largely be skipped, as a result. This tech comes from Rain Dance.
4x Pokemon Center: utterly broken with Energy Trans, this is the backbone of your endurance and what keeps you from getting worn down over time.
3x Professor Oak: the minimum acceptable number of Oak to run.
3x Energy Retrieval: Energy Removal and Super Energy Removal are the real problems, with Energy Trans up you shouldn't be losing Energy to KOs.
3x PlusPower: a necessary card to reach for KOs and one-hit KOs.
2x Computer Search: I've found that with Kangaskhan's Fetch, tutoring has been less vital, but it is still vital.
2x Super Energy Removal: buys you time to get Solarbeam up and running, cripples your opponent, what's not to like?
2x Gust of Wind: sets up KOs like no other, a staple in aggressive strategies.
4x Pokemon Center: utterly broken with Energy Trans, this is the backbone of your endurance and what keeps you from getting worn down over time.
3x Professor Oak: the minimum acceptable number of Oak to run.
3x Energy Retrieval: Energy Removal and Super Energy Removal are the real problems, with Energy Trans up you shouldn't be losing Energy to KOs.
3x PlusPower: a necessary card to reach for KOs and one-hit KOs.
2x Computer Search: I've found that with Kangaskhan's Fetch, tutoring has been less vital, but it is still vital.
2x Super Energy Removal: buys you time to get Solarbeam up and running, cripples your opponent, what's not to like?
2x Gust of Wind: sets up KOs like no other, a staple in aggressive strategies.
Energy: 17
14x Grass Energy: Grass is the only kind of Energy Venusaur can Energy Trans so Grass is the only kind of basic Energy we want.
3x Double Colorless Energy: powers up Scyther's Slash or Dodrio's Rage quickly, helps get Kangaskhan's Comet Punch online, pays the cost to retreat a Venusaur.
3x Double Colorless Energy: powers up Scyther's Slash or Dodrio's Rage quickly, helps get Kangaskhan's Comet Punch online, pays the cost to retreat a Venusaur.
Options
If there were ever a deck to actually make use of Charizard, this is probably it.