This belongs in the TCG strategies section...

I normally stay in the single card tips section but I have been thinking
about writing an article that gives people an idea what kind of trainers to
use in what type of deck, especially since I have noticed people have no
idea.  As a result they put about 20 single trainers in their decks.  This
annoys me.  Also, people have no excuse for not having good trainers.  Alot
of them aren't even rare, and rare trainers are usually the least desirable
rare cards, going on the net for 50 cents-$2 and in card shops for around $4.
Better yet, buy some boosters and trade the holos to collectors who normally
aren't interested in trainers.

Here we go-

Standard trainers for haymakers-
In haymakers, you should have lots of card drawing trainers to get what you
need, like a plus power for a quicker kill, an extra Pokemon (because hays
usually have only 10-14), etc.  Plus power, gust of wind, and energy removals
help you ruin your opponents plan and play the game how you want.
4 Bill
2-3 Oak
3-4 plus power
3 gust of wind
3 scoop up (haymaker low attack costs let them be scooped up and be ready to
attack again very quick)
2 computer search
energy removal (they make your deck faster by slowing down your opponent)
super energy removal (ditto above)
Item finder (haymakers rely on trainers...it makes perfect sense to reuse
them)

Standard trainers for super haymakers (basically lower energy and higher card
drawing)
All of the above, except with 4 Oak.  Also, 3 computer search is sometimes
used.  Retrieval is also needed because you often discard alot of energy when
you Oak.

Standard trainers for Raindance-
These trainers should revolve around first getting out Blastoise quick, even
by turn 2 with breeder.  After that, card drawing is used to get water energy
to raindance.  Raindance decks usually have some disruption cards (no plus
power though, it isn't needed) but not as much as haymaker.  Also, there is
less variety of trainers, but most are in quantities of 3 or 4.
3 breeders (preferably 4)
4 Oak (get water energy fast...and none is wasted because you can raindance
it before you Oak)
2-4 Bill (some people don't even have any...but IMO at least 3 are needed)
Computer search (get the needed Blastoise, breeder, etc)
Gust of wind (disruption)
ER and SER (above ^)

Stall decks-
These decks focus on healing Pokemon, after you swap the damage all to one
Pokemon using Alakazam's Pokemon power.  Potions aren't needed, they don't
heal enough.  Since stall decks don't need to attack much, you can use
Pokemon center without discarding energy that would normally be needed.
Scoop up (erase all the damage you just swapped over to Chansey)
Pokemon center (essential, just as scoop up is)
Breeder (only sometimes used for Alakazam)
Trader (sometimes used, it's a great way to get a needed Pokemon without
reducing the number of cards in your deck)
Mr fuji
Imposter Oak (have your opponent shuffle a hand of only a couple cards into
their decks and draw 7...they are that much closer to decking then)

Ok, there you have it.  Here's some trainers that are a good place to start
for your deck, if you don't have a type I listed. 
Computer search
Bill
Professor Oak
Item finder
Energy removal and super energy removal
Gust of wind

Remember, trainers might as well not be in your deck if you only have 1. 
Your odds of getting it when you need it, are very slim. 

Oh, and don't go telling me that recycle or pokeball or pokedex is so cool. 
I don't mind giving people advice, though.

Comments go to:
Radar (seamorebns@aol.com)