Pokemon Card Combos
Here are some combos I know. They seem to be very effective. The key to the sets is (B1)=Base, (J)=Jungle, (F)=Fossil, and (R)=Rocket.
Heal 'Em All 1
Alakazam (B1)
Chansey(B1)
Pokemon Center(B1)
-Many people know this combo. Use Alakazam's Damage Swap to move all damage to the Chanseys on your bench. Don't put any energies on them, and use Pokemon Center to remove all the damage counters. This isn't the best way to do it. You may have more damage counters than your Chanseys can hold, and all the cards in this combo are rare and more expensive.
Heal 'Em All 2
Alakazam(B1)
Tentacool(F)
-Simply use damage swap to move two counters on to Tentacool, then use Tentacool's power, Cowardice. Return Tentacool to your hand, play him again, and repeat on your next turn until all the counters are gone. When that's done, use Cowardice one more time to keep Tentacool in your hand so he can't be killed off by a Gust of Wind. Just remember to keep an empty spot on the bench for that seemingly useless jellyfish; he's not as useless as he seems. Unfortunately, you can only use Cowardice once a turn, but it's good as a potion every turn.
How to use Charizard
Charizard(B1)
Venusaur(B1)
Energy Retrieval(B1)
Switch(B1)
Nightly Garbage Run (R)
Double Colorless Energy (B1)
-Move Grass Energies onto Charizard with Venusaur's Power. Charizard's Power will turn them into Fire Energies. Energy Retrieval will get them back for you. Charizard is almost impossible to retreat with an attack that wastes 2 energies, and a retreat cost of three. Also, the arrival of Dark Muk spells doom to Charizard (Dark Muk's Power adds 2 Colorless to the defending Pokemon's retreat cost! Charizard would have a retreat cost of 5!!) Use Switch to get him out of there quickly. If any of your valued Charizards or Venusaurs get KO'd, use the Garbage Run to bring them back. Some alterations to this could be Potions and Double Colorless. Super Potion may not be a good idea because you're trying to save energy for the attack.
Easy Dreameater
Haunter (F)
Haunter (B1)
-Trying to use Dreameater can often end with the result of a lost Base
Haunter. He has a retreat cost of 1 (Not too bad) and HP of 60. He's
not going to last long like that since he can't deal any damage if
Hypnosis doesn't work right. So, to get your 50 damage from
Dreameater in the easy way, start the combo with Fossil Haunter. Use
his Nightmare to put the opponent to sleep instead of Base's Hypnosis,
because Nightmare deals 10 damge plus sleep, and if the opponent
wakes up, Fossil Haunter has transparency to protect him. If your
enemy is asleep, but awakens before your turn, just do it again. At
least you did 10 damage, which is better than none. When you finally
have the enemy asleep on your turn, then retreat Fossil Haunter for
free and send in Base Haunter. Use Dreameater, go for the KO. The
only downfall to this is Base Haunter is then left unguarded for a
turn, which isn't really that bad. He should last at least one turn up
there, so just retreat him for Fossil. Get the energy back on Base,
maybe use a Potion or Super Potion, and you're ready to do it again!