Deck Builder: forde@eisa.net.au 
Deck Name: Fire Spin

I transfer energy to Charizard using Venusaur and use Nidoking for backup

(19)






+1
-3
-2
-1
+3

(15)

--
--
-4
+1
--
+3
+2

(25)

-4
+4

Pokèmon

4 Bulbasaur
3 Ivysaur
2 Venusaur
3 Charmander
2 Charmeleon
1 Charizard
3 Nidoran Male
2 Nidorino
1 Nidoking
0 Scyther

Trainers

4 Bill
3 CPU Search
4 Professor Oak
2 Pokèmon Center
2 Sup'r Energy Rem.
0 Gambler
0 Energy Retrieval

Energy

25 Grass
0 DCE

I've actually seen this concept deck in action more than once. I bet your major problem comes when your Charizard or your Nidoking wind up in your prizes and you just can't get to them.

Technically, this deck is fine the way it is. You have 4-3-2 or 3-2-1 evolution families, enough energy to power them, and enough trainers.

But, let me offer you some expert advice that will probably make your deck work better. 

I've said before, and I will say again, that having 1 of anything in your deck is usually a bad idea. Why? Because if your Charizard winds up in your prizes, you're pretty screwed. Same goes for your Venusaur. 

Generally having more than 2 families that require a stage II evolution series is a bad idea--simply because it will take you a longer amount of time to get your Pokèmon evolved, and with the prevalence of Haymakers on the tourney scene these days you will find yourself still trying to power up your Pokèmon as your opponent is drawing his or her last prize card. 

I would pull the Nidoran line completely. Yes, once you get Nidoking out he's powerful--but your deck would be better served if you threw in some Scythers. Add 1 more Charizard as well, to increase your chances of actually getting your hands on him.

Use Venusaur's Power to remove energies, then center, then put the energies back on... Up your Pokèmon Centers to 3.

Now, for your energies, you are really doing yourself a disservice by not having DCE in this deck. All of your Pokèmon can use it, so why not. Replace 4 grass energies with 4 DCE. You're effectively getting 2 for the cost of 1 here. Your overall energy card count doesn't change, but you get the use of 4 more colorless energies. Remove 1 Oak, and replace at least all of the Professor Oaks with Gamblers. Now, remove 1 Bill, and add 2 Energy Retrieval. If you use fire spin, you're going to be getting rid of those energies very quickly. Energy retrieval will let you dig out 2 of those energies and use them again.

Now, let's look at your trainers. You have enough, but I think that you'll find yourself decking before you find yourself fire spinning.