>Wasupper KittyFox!(very old slang word)  I just wanted to see if u could
>help me with my wiggly deck.  It first was just a standard wiggly deck but
>then I added some gym cards.  Can u help me?  Thanx.
>4xdc energy
>4xcpu search
>4xplus power
>4xrocket sneak attack
>3xrocket's trap
>3ximposter revenge
>2xno removal gym
>2xgust of wind
>2xnightly garbage run
>I have been playtesting my lone rocket scyther in my other deck and he is
>simply amazaing.  The only reason I dont use a grass absed wiggly is because
>of the pokemon need for dc  energy.  I would like to save the dc energy for
>my main hitter wiggly.  Most of the time I get wiggly out turn two so there
>is no need to load anyone else up beside wiggly.  Fossil magmar is really
>good because of the large presence of scyther.  I am considering taking out
>a pokemon and an energy for another gust and team rockets trap.  I am also
>considering dropping the imposters revenge because it becomes dead if I do
>not get it in my opening hand.  I have been deciding between four bill or 4
>secret mission.  Hope u can help me figure this all out.  Later
Heh... this looks familiar. In fact, I was playing a deck along this principle in the last tournament, though I had a few cards different from yours, and I'll tell you why I did.

First, I played with 3 Hitmonchan instead of 3 Magmar. This was chosen because of the high number of other Wigglytuff decks in my area. If Wiggly is prominent in your area as well, you may want to consider switching them out for Hitmonchans.

Pokemon (9 Basic + 3 Evols = 12 Total):
3 Jigglypuff
3 Wigglytuff
3 Scyther
3 Hitmonchan

For Energy, I had 4 DCE, 2 of the Full Heal Energy, and then some basic. Full Heal Energy is a very important card for Wiggly decks. When Wiggly does get put to sleep, paralyzed, or confused, you need to be able to do something about it. FHE helps you manage with these major annoyances. We also have heavy Energy Removal around our area, which is why I recommend playing with slightly more energy that what you are currently. Removing a Wiggly Deck is one of the worst things.

Energy (8 Basic + 6 Special = 14 Total):
8 Fighting
2 Full Heal Energy
4 Double Colorless Energy

Now for the trainers. And here is perhaps the combination you hadn't considered. Add Erika to your deck. You draw up to 3 cards, then your opponent draws up to 3 cards. This gives you the extra speed you need, but then you've got Lass and Imposter Oak's Revenge to negate the advantage that your opponent gets from the card. On a normal first turn, I could go through half my deck, then cut them back down to 4 cards with the IPO, followed by a Trap, RSA, or Lass to knock them nearly out of cards from the start. It turned out to be deadly. In fact, the only games I lost at the last tournament with this deck style was ones where I got a little too aggressive and ate up about 2 cards too many in my deck and decked myself before I could snag the last prize.

Trainers (34 Total):
4 Bill
4 Professor Oak
4 Erika
3 Computer Search
4 Plus Power
3 Imposter Oak's Revenge
3 Team Rocket's Trap
3 Rocket Sneak Attack
2 Lass
2 Gust of Wind
2 No Removal Gym

The Erika's really make this deck EXTREMELY fast. And the ability to lock your opponent down while doing the wave, is why I chose to name this style of Wiggly -- "Land Locked"