>pokemon
>3 hitmonchan
>3 scythers
>3 electabuzz
>4 grimer
>3 muk
>
>traners 
>3 GOW
>3 potions
>3 com serc.
>3 removels
>3 oaks              
>3 bills
>
>energys
>9 grass
>8 electric          
>9 fighting
I've noticed over the past couple of months that Muk has begun to make a serious impact on the game of Pokemon. More and more decks are choosing to play with this power-eating puddle of goo, and it is not surprising when you notice how easily a single pokemon can shutdown Rain Dance, Damage Swap, and several other key competitors.

This deck that was submitted to me is a good example of how to take your main theme, in this case Haymaker, and add in Muk as an element to control your opponent. And since disruption is so key to winning games, it is a wise move indeed.

As I look over what you are playing with specifically in this deck, I notice you seem to be concentrating a little too much on Muk. Since the purpose of our deck is to attack and quickly, let's do that foremost. Muk offers us disruption, but he's not really a good fighter.

Pokemon (14 Basic + 3 Evols = 17 Total):
3 Hitmonchan
4 Scyther
4 Electabuzz
3 Grimer
3 Muk

In the above case, we increased Scyther and Electabuzz by one a piece, to give us more fighting power. I chose to not increase Hitmonchan, due to the large amount of fighting resistance in the tournament scene today. I also dropped back to 3 Grimers. The purpose of this is we don't want to be drawing Grimer and having to use him as our active fighter. Additionally, we keep a 3-3 ratio, rather than dropping it to 3-2, because the purpose of Grimer is to get out Muk. This is one of the rare cases where the standard 3-2 or 4-3 philosophy can be overruled. Why? Because you need to draw that Muk as soon as you draw that Grimer. Other evolution series can work off of the basics and wait a couple of turns before getting the next stage... but we want it right away, hence the 3 Muks.

For energy, we want to be able to take advantage of Scyther's attack and put in Double Colorless Energies; thus, we'll add 4 to our deck. We'll also try to skim back to 24 total energy.

Energy (20 Basic + 4 DCE = 24 Total):
8 Fighting
7 Electric
5 Grass
4 Double Colorless Energy

The last stage to fixing up the deck is selecting a good mix of trainers. We've got room for (60 - 17 - 24 = 19) 19 cards. We'll make about half of these card drawing, the rest disruption. Haymakers WANT to disrupt the opponent.

Trainers (19 Total):
4 Bill
2 Professor Oak
2 Computer Search
3 Energy Removal
3 Super Energy Removal
3 Gust of Wind
2 Item Finder

Best of luck!