Arg, English honors = bleagh. To many speeches and stuff....yuck =\  Anyway, I've got another fun little rouge deck fixage thingie. Enjoy!

Hey! It appears you are looking for modified (or were, I don't know if you still are) decks, so here is mine :P I used a Kabulix deck in the end for SBZ becaue this one just wasn't fast enough (2 stage 2's is tough to make work). I hope you can help me with my problem!

POKEMON (19)
4x Charmander (Base)
1x Charmeleon (Base)
2x Charizard (Base)
4x Bulbasaur (Expedition)
1x Ivysaur (Expedition)
2x Venusaur (Expedition)
4x Cleffa
1x Elekid

TRAINERS (26)
4x Copycat
3x Elm
4x Pokemon Breeder
3x Pokemon Trader
3x Double Gust
4x Gold Berry
2x Focus Band
2x Healing Field
1x Town Volunteers

ENERGY (15)
9x Grass Energy
4x Recycle Energy
2x Warp Energy

The goal is to get out one Charzard and Venusaur, and from there... keep them alive. Basically, attach 2 Recycle energies (in a single turn! :O ), Fire Spin. Lather, rinse, repeat. Most cards in there are pretty self-explanatory, I think... Healing field, if they survive a Fire Spin then 20HP isn't going to help them much... Metal energy for damage reduction, I actually can't think of anything used in Modified that can't live through 100 damage but lives through only 90.

I'm considering Grass Cube for anti-Muk's Pokepower via Special Conditions (damn! that Muk would be evil!) and Prof. Oak's Research... any ideas?

Allllllrighty then... *puts on Deckfixin hat, grabs Deckfixin' notebook* Time for the fixage! :)

Pokemon:

Alright, seems to me like you can cut 1 charmander down, and the bulbasaurs by 2. We're going to add 2 fanclubs later on, so that card will enable you to get out your basics faster and it doesn't stretch your traders to thin. You COULD get along without an Ivysaur/Charmelion I suppose, but I'm going to leave them in there as if you DID take them out your Breeders would be stretched out.  4 Cleffa also isn't necessary with slowking removed from the format, so cutting one is fine. I like elekid in this deck, pichu is also an option (one worth considering as a playtesting option) however it serves its purpose being anti-lily pad promo mew and just as a nice hitter while stuff is getting built. So yeah, hopefully with trainer additions, it should go a tad bit faster. Speaking of which....

Trainers:

Alright, with the space we cleared from the Pokemon section, we can add another Elm for more draw power, and help making sure you get the evos you need when you need them. I'm gonna add 2 fanclub as well, as like I said above, getting the basics out via fanclub leaves your traders open to grab your evos. _Hopefully_ this will make your deck faster, but playtesting is key here, see what works! Bands and Berrys + Healing Fields as a default gym provide sufficient healing and stuff so 'zard will stay alive to wreak more havoc, and you've got nice draw otherwise to get your stuff out.

Energy:

Everything looks fine here, except I'd drop a grass for a Boost Energy just in case you do go against muk--Just gust the bugger out (hopefully having attached a recycle energy the previous turn) slap a boost on 'zard and spin :). And besides, sometimes a 2nd turn 100 damage is fun ;\

That's about it, here's the final list!
  

Pokemon: 16

3 Charmander
1 Charmelion
3 Charizard
2 Bulbasaur
1 Ivysaur
2 Venusaur
3 Cleffa
1 Elekid

Trainers: 29

4 Elm
4 Copycat
4 Breeder
4 Gold Berry
3 Trader
3 Double Gust
2 Focus Band
2 Healing Fields
2 Pokemon Fanclub
1 Town Volunteers

Energy: 15

8 Grass
4 Recycle
2 Warp
1 Boost Energy

So yeah, that about wraps up this section of Fixing a Deck with TRCassidy at the Savage Garden Soundstage.  Kudos to all the viewers and everyone who sends me decks (modified or otherwise, though I really like modified :) ).
Peace out!
~TRC