Right now, it seems like Station is a win-more mechanic for the most part
From the Base Set through to the EX Power Keepers expansion, the TCG featured six basic Energy cards: Grass Energy, Fire Energy, Water Energy, Lightning Energy, Psychic Energy, and Fighting Energy
All the proceeds from Australia Post Lots in this auction are donated to charity
The whole group of lesson and learn cards are basically unplayable without this proviso in cube
Each of the attackers above can hit for 170+ damage for only two energy cards with Charizard in play
Mine is more into 'different game every time' so we're pretty light on tutors, and at least personally I do a big spread of effects that are 'cool' rather than focusing on the one win con