Pokémon Trading Card Game/Pokémon Dome

This is the home of the Grand Masters. The four best Pokémon duelists in the world, each using a deck with copies of their signature Legendary Card. The very same Legendary Cards your journey in this game has as its goal.

You can enter the Dome at any point in the game. There are some bookcases that you can read to get information on each of the Legendary Cards, the Grand Masters themselves, and the Master medals. However, without all eight medals the doors to the main hall will not open.

Grand Masters
Once you have all 8 medals and enter the main hall, you'll find yourself in an Elite Four situation. You will face each of the Grand Masters in a row, your only reprieve is between each match where you can adjust your deck and save. You won't be able to leave unless you beat them all, or lose to one of them.

Courtney
Courtney will try to get her legendary Moltres card into her hand as soon as possible. When she plays it onto her bench, she gets between 1 and 4 Fire energy cards from her deck. The number is decided randomly. With two of these in her deck, it's likely she will end up with all the energy she needs for the duel quickly. She also has a normal Moltres card that can start milling your deck as it gets energy attached. Valuable resources from your deck can end up in the discard pile unable to be used if she brings it in.

Her Ninetales has an attack that shuffles the Pokémon in your hand into the deck and randomly get the same number that were mixed in to your hand. This can be extremely annoying if it shuffles away an evolution card before you can play it. Once you see it come down, make sure you're playing any Basic or Evolution cards down that you can without giving yourself a disadvantage. Normally it's safe to ignore attacks that require coin flips to do damage. However, in this case the odds are flipped. Other attacks do a lot of damage for a couple of coin flips, but Dancing Embers does little bits of damage from flipping 8 coins. This attack is more likely to cause you any amount of damage. Arcanine is no slouch either when it comes to damage. Try to knock out Vulpix and Growlithe before they can evolve or you'll have your work cut out for you.

Steve
Legendary Zapdos is an interesting card. When it gets put into play, it damages one random Pokémon on the field for 30. It's only attack also damages a Pokémon randomly but for 70 instead. That isn't a random Pokémon on the other side of the field either. It is any Pokémon in play other than itself. This makes it a very scary card, but seeing it come out and get powered up doesn't spell instant doom. If luck is really on your side, Steve will knock out all of his own Pokémon without you doing anything. Don't expect it to happen that way though.

Steve also has Electabuzz which can be annoying with its one energy paralysis chance. He also has the other two Zapdos cards in the game. Once they have enough energy on them they can devastate your side of the field, so watch out for them. Electrode should be knocked out quickly if it ends up in the active spot. It accelerates energy from the deck to the benched Pokémon. This can power up the scary Zapdos cards quickly.

Jack
Jack's legendary Articuno probably has the least impactful Pokémon Power when put into play compared to the others. On a coin flip it can paralyze your active Pokémon. He'll make up for this by playing the Scoop Up Trainer to be able to play it down multiple turns in a row. On the other hand, its attack is the most consistent. It doesn't rely on coin flips like Moltres or Dragonite, and doesn't have a chance of dealing damage to its own team. It will damage on of it's opponent's Pokémon chosen at random for 40.

As for the rest of his Pokémon, don't let him power up his bench while Chansey stays active and stalls with Scrunch. The other Articuno card can be very powerful but requires a lot of energy to get there. Dewgong is basically three more copies of the normal Articuno card. It has to evolve to get to that point though, so try to take Seel out early on if it looks like it's getting too much energy on it.

Rod
Rod's deck is definitely scary looking. Legendary Dragonite will heal each of his Pokémon in play by 20 HP. It's attack is two coin flips for 30 damage each. Not super scary, but it potentially getting healed out of range of a knock out and being able to use it on the next turn just makes it more likely to do a lot of damage. You want to knockout Magikarp and Charmander as quickly as possible. Gyarados, Charmeleon, and Charizard are all very scary because they can do a ton of damage. You also want to avoid getting hit by Dragonair's Hyper Beam since it will discard energy off of your active Pokémon.

Champion: Ronald
After defeating the Grand Masters for the first time you will have one more opponent to face. Ronald has already beaten the Grand Masters, obtained the Legendary Cards, and has been named Champion. You must defeat him to take his place.

His deck contains at least one copy of each of the Legendary Cards that you faced in each of the Grand Master battles. This is not to his advantage however. He only has Fire and Double Colorless Energy cards in his deck for powering attacks. This means Articuno and Zapdos are only used for their Pokémon Powers and are just bench fillers after that. You are also able to stall by pulling them into the active spot. They have a retreat cost of 2, so Ronald either has to waste two turns attaching energy to them, or use an entire Double Colorless Energy just for retreat. Just using Gust of Wind, Energy Removal, and Super Energy Removal Trainer cards to keep them in the active spot could do a lot for you. To deal with each one he'll end up with only 4 energy cards left to play around with. If they are all Fire energy, that severely limits his options for attack.

The rest of his plan relies on evolving his 4 Eevee into different Eeveelutions. Knock them out before they can evolve. If he manages to evolve some of them, just don't let them get 3 energies on them and they won't be able to deal consistent damage. Jolteon has a coin flip attack for only two energy. Don't let Moltres get 3 Fire energy on it to prevent its Divebomb from being an issue and prevent Dragonair and Dragonite from getting 3 energy on them. If you play it right, Ronald won't be able to do anything against you and you can finish the duel at your leisure. You might even deck him out before you take all of the prizes.

Hall of Honor
After defeating Ronald you will be taken to the Hall of Honor and given a copy each of the Legendary Cards. You also won't have to face Ronald again if you decide to come back to the dome after the credits to get more copies of the Legendary Cards.

Legendary Autodeck Machine
In the back of the Hall of Honor is an autodeck machine like the one in Dr. Mason's Lab. You won't be able to access it the first time you fight your way through the Grand Masters, but the second time on you will be able to before claiming your prize. This deck machine has the 4 legendary decks of the Grand Masters in it and an additional one not seen elsewhere, the Mysterious Pokémon Deck.