But enough about me, lets get on to the deck
The general idea of the deck is to get 2 cost ST12-011-sanji out, swing with him for 2k more power, swing with the leader to make ST12-011-sanji active again, and finally to swing for another 2k
Can't argue with destroying anything (apparently even your own card, but when are you doing that?) Water of Life: At least it's not a Spell version of Call of the Haunted without drawbacks, though yeah, the targets for this are still fine
Pokemon Trading Card Game for Game Boy Player's Guide Strategy Guide Useful Sites
(This is useful, in part, because over the years Pokemon have gotten increasingly more powerful, with higher HP pools, damage output, and such.) Fairy Pokemon are fully in the past now, so you won't be able to use them if following rotation