Only card from Expedition, Aquapolis, and Skyridge are allowed. However, Energy cards from previous sets are allowed.
x3 Machop (Expedition)-It can do 40 damage for two energy. Needed for evolution.
x2 Machoke (Skyridge)-When two energy are attached, I use Focus Energy. Next turn attach an energy and do 80 damage with Mega Punch. Needed for evolution.
x1 Machamp (Skyridge)-All effects of attack done to Machamp are prevented, so I'm like a Suicune there. Drag Off gives me a Gust of Wind attack. Hurricane Punch has a chance to do 120 damage for four energy. Also very bulky at 120 HP.
x2 Poliwag (Expedition)-Needed for evolution.
x2 Poliwhirl (Skyridge)-Doesn't need any Water Energy. It can hit Pokemon weak to Water for more damage. Twiddle is a decent stall attack, either confusing or putting the foe to sleep. Double Kick can do 60 damage for three energy. Needed for evolution.
x1 Poliwrath (Skyridge)-110 HP is nice. Potential for infinite damage. It does 40 damage for three energy and then I flip a coin until I get Tails, doing 20 more damage for each heads. By discarding an energy from Poliwrath I can Confuse the foe.
x3 Geodude (Expedition)-Can go through resistance. Needed for evolution.
x2 Graveler (Expedition)-Rock Hurl can go through resistance. Rock Slide does 30 damage for three energy and then hits two of the Pokemon on my foe's bench for 10 damage each,
x2 Cubone (Aquapolis)-Needed for evolution.
x1 Marowak (Aquapolis)-Bone Rush is a flip a coin until I get Tails attack. 50 for each heads for three energy. Two heads will take down most Basics and Stage 1 Pokemon as well as plenty of Stage 2 Pokemon, while three heads takes down everything in these sets.
x3 Hitmontop (Aquapolis)-A 60 HP basic. Double Kick can do 40 damage for two energy. Triple Spin can do 60 damage for three energy and might give me a Switch effect.
x4 Crystal Shard (Skyridge)-Graveler can handle some of the weaker Pokemon with Fighting resistance, such as Misdreavus, Haunter, Gastly, and the Normal/Flying Colorless Basics. However, it stands no chance against some of the heavier ones such as Fearow, Gengar, and the Legendary Birds. This gives my other Fighting Pokemon the ability to take them down.
x4 Oracle (Skyridge)-It might be a Supporter but it is a good one. I can make the top card be something I really need while the second card can be another Oracle.
x3 Energy Restore (Expedition)-Brings back energies into my hand. This can work well with Poliwrath.
x3 Warp Point (Expedition)-Used at the right moment it is both a Gust of Wind and a Switch.
x2 Town Volunteers (Aquapolis)-Brings back into my deck Pokemon and Energy.
x1 Mary's Impulse (Expedition)-While I might have stopped playing competitively, I still played with my brother who bought later sets of cards. One of these was Mary's Impulse. Lucky with heads just like I am, he usually got a huge amount of cards before flipping tails. One time he got 24 cards drawn. Of course, I only have one so I don't deck myself.
x21 Fighting Energy-Needed.
This deck requires someone lucky. And I'm just that someone. This deck can do enormous damage, and even Pokemon who resist Fighting can't beat me thanks to Graveler and Crystal Shard.