This deck is intended to be hell. The objective is to constantly paralyze and/or just stop your opponent from doing anything. This deck mainly uses Ice/Freezing based Water types. This was a joint venture between me and Rio.
x4 Cubchoo: http://serebii.net/card/emergingpowers/028.shtml : Pre-evo for Beartic. Used over other Cubchoo due to ability to put the foe to Sleep.
x3 Beartic: http://serebii.net/card/emergingpowers/030.shtml : A monster. It stops the foe from attacking while doing damage. Combined with high HP and a four for 80 that ignores resistance, and this is the second most important card in the deck (after Articuno Ex).
x1 Victini: http://serebii.net/card/noblevictories/014.shtml : Gets that reflip ability. This is incredibly handy with Vanillish, Vanilluxe, and Articuno, allowing us to almost guarentee paralysis.
x3 Vanillite: http://serebii.net/card/noblevictories/027.shtml : Pre-evo. A more reliable one for possible 20 than the others.
x2 Vanillish: http://serebii.net/card/noblevictories/028.shtml : The chance to paralyze is why this pre-evo is used. Works wonders with Victini.
x1 Vanilluxe: http://serebii.net/card/noblevictories/029.shtml : A 75% chance to paralyze the foe. Combine that with a solid damage output and possibly Victini, as well as the high HP of a Stage 2, and the foe will be down soon enough.
x2 Articuno: http://serebii.net/card/nextdestinies/027.shtml : Provides some basic power, with 120 HP and Fighting resistance it helps out early in the game. It has a paralysis attack also, so with Victini it has a solid chance of stopping the opponent.
x2 Psyduck: http://serebii.net/card/boundariescrossed/032.shtml: Blech, but needed to evolve into Golduck.
x2 Golduck: http://serebii.net/card/boundariescrossed/035.shtml : Awesome. Amnesia is an excellent one for 20 that completely shuts down a foe with only one damaging attack (or just one attack in general, or just one good attack, the other being a one for 10). And it can finish a foe off using its two for 90. No retreat cost is also handy, allowing it to hit and run.
x2 Articuno Ex: http://serebii.net/card/plasmastorm/025.shtml : The main card of this deck. Just paralyzes the foe, the only down-side being having to have a Plasma Energy, which shouldn't be too hard. 170 HP, Fighting resistance... I think this might be the best card in the game.
x2 Manaphy: http://serebii.net/card/plasmastorm/034.shtml : a basic with 70 HP that can absorb hits early on to allow us to set-up. Its energy recovering abilities are very helpful with Max Potion. When it goes down, it also grabs us any card we want.
x3 Pokemon Communication: http://serebii.net/card/blackwhite/099.shtml : Just to get us the Pokemon we need.
x2 Super Rod: http://serebii.net/card/noblevictories/095.shtml: To help negate the effects of Golduck and Max Potion.
x4 Max Potion: http://serebii.net/card/emergingpowers/094.shtml : Healing. This card allows Articuno Ex to not be revenge killed easily.
x4 Pokemon Catcher: http://serebii.net/card/emergingpowers/095.shtml : Gets rid of a foe, usually for when we haven't yet set-up. It will be rare to use this card, but we need to prepare for all eventualities.
x2 Giant Cape: http://serebii.net/card/dragonsexalted/114.shtml : Adds on HP to the Pokemon, making them that much harder to take down.
x3 Skyla: http://serebii.net/card/boundariescrossed/134.shtml : Gets any Trainer, which is incredibly helpful.
x1 Gold Potion: http://serebii.net/card/boundariescrossed/140.shtml: A 90 HP healing card, no down-side.
x13 Water Energy : Basic Energy required for the deck.
x4 Plasma Energy: http://serebii.net/card/plasmastorm/127.shtml : Needed for use with Articuno EX
I would like people to remember this: When someone says to you "When Hell freezes over", tell them that in Inferno, the ninth circle of Hell is actually frozen over. :P