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Only card from Expedition, Aquapolis, and Skyridge are allowed. However, Energy cards from previous sets are allowed.

Pokemon: 21

x4 Chansey (Aquapolis)-100 HP Basic. Needed for evolution.
x3 Blissey (Aquapolis)-120 HP is nice, although that is only if it is forced out by the opponent. Usually I'll be keeping Blissey on the bench, healing my team.
x4 Doduo (Aquapolis)-Resistance to Fighting. Needed for evolution.
x3 Dodrio (Aquapolis)-Resistance to Fighting. It can do 30 damage for one energy. For two energy it either does 20 damage, 50 damage, or confuses the foe. Solid.
x4 Miltank (Aquapolis)-A 60 HP basic that does 20 damage times the number of heads until I get tails.
x2 Farfetch'd (Skyridge)-Resistance to Fighting and for one energy does 10 damage times the number of heads until I get tails.
x1 Porygon (Aquapolis)-Gets me back any needed Trainers.

Trainers: 17

x4 Oracle (Skyridge)-Control over my drawing, giving me the cards I need when I need them.
x4 Bill's Maintenance (Expedition)-Card drawing.
x4 Pokemon Nurse (Expedition)-Healing.
x4 Warp Point (Expedition)-A Gust of Wind and a Switch rolled into one.
x1 Mary's Impulse (Expedition)-Card drawing.

Energy: 22

x4 Double Colorless Energy (Base)-Provides two energy.
x4 Full Heal Energy (Rocket)-Removes Special Conditions.
x4 Potion Energy (Rocket)-Removes one damage counter.
x4 Recycle Energy (Neo Genesis)-Can be brought back into my hand when discarded for things such as retreat.
x4 Warp Energy (Aquapolis)-A Switch.
x2 Cyclone Energy (Skyridge)-A Gust of Wind played correctly.

This deck hits until weak, then switches out with Recycle Energy, Warp Point, Warp Energy, or just discarding an energy and then the Pokemon gets healed by Blissey.

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