>Hey, its  and i have a deck that needs tweaking. Its called Psycotic 
>Thunder, and the main goal is to start crushing your opponent early in the 
>game with good basics, but in the mean time build up wigglytuff with a full 
>bench to dish out 60 damage.  The mimes are also for late in the game.  The 
>scyther and jiggly/wiggly are essential to vary types, so colorless pokemon 
>(chansey, clefable, etc.) cant screw me up too bad.  Also, if i can get 
>another movie promo mewtwo i will replace something else to squeeze it in . 
>Lastly, i know gust of wind helps, but i cant find anything to take out.  So, 
>without futher ado, Psycotic Thunder!
>
>Pokemon: 15
>1 Mewtwo (Movie Promo, this guy is great! i can get 1 more but it will take a 
>while to trade for it)
>3 Electabuzz (all i have)
>3 Mr. Mime (all i have)
>3 Jiggly Puff
>2 Wigglytuff (all i have)
>3 Scyther
>
>Energy: 24 
>13 Psi
>9 Electric
>2 Double colorless
>
>Trainers: 21
>3 Bill
>3 Prof. Oak
>2 Scoop up
>3 Energy Removal
>3 Super Energy Removal
>3 Comp. Search
>3 Plus Power 
>1 Item Finder (Wish i had more, but only got the one)
Where do I start? Good, solid deck. I can't offer a lot of help with this one, but I'll see what I can do. First, try to get that extra Movie Mewtwo. It should help your deck immensely. I'd cut back to 2 Mr. Mimes in favor of having 4 Electabuzzes. I'm also going to break a rule here, and drop you down to 2 Jigglypuff in favor of another Scyther. So, a remix might look something like this...

Pokemon (14 Basic + 2 Evols = 16 Total):
2 Mewtwo (Movie)
2 Mr. Mime
4 Electabuzz
4 Scyther
2 Jigglypuff
2 Wigglytuff

The next is your energy mixture. Since Scyther works off of any type, we'll stick to Psychic and Electric energies. Try to pick up 2 more Double Colorless Energies to bring you up to 4.

Energy (20 Basic + 4 DCE = 24 Total):
10 Psychic
10 Electric
4 Double Colorless Energy

So what does that leave us with? Trainers. This is where the magic of your deck takes place and it grows into something of power and to fear ;). We've got room for (60 - 16 - 24 = 20) 20 trainer cards to give our deck that burst of strength it needs. We want card drawing power, should we get the chance to use Wigglytuff early, so we'll fill our deck with mostly card drawing and disruption.

Trainers (20 Total):
4 Bill
2 Professor Oak
2 Gambler
1 Computer Search
3 Energy Removal
3 Super Energy Removal
3 Gust of Wind
2 Item Finder

Best of luck to you!