Mad & Crazy Dark Vileplume

I lose a lot with this deck, yet occasionally I can shut down a Haymaker with no problems if I can get Dark Vileplume out and attack. How can I take advantage of having a Dark Vileplume in play, so I can beat Haymakers? Please help.

---Pokémon--- (15)
4x Oddish (jungle)
2x Dark Gloom
3x Dark Vileplume
3x Rocket's Hitmonchan
3x Magmar


---Trainers--- (16)
4x Professor Oak
4x Pokémon Trader
4x Bill
3x Computer Search
1x Pokémon Breeder


---Energy--- (29)
10x Fire
10x Fighting
4x Double Colorless
3x Full Heal Energy
2x Potion Energy


Strategy
Without trainers, I see why you have trouble taking advantage to win sometimes. Erika's Dratini is nice, as with Plume, there's no Goop Gas, the Magmar isn't a bad choice either, it can also buy you some time in the opening, but there are some things we can add so we can take advantage of no trainers better.

Pokémon
You've already got fire, but you're missing the best part of it for a Dark Vileplume deck: Blaine's Charmander. If you get Dark Vileplume out early, Haymakers will need their card drawing to get their energy. Their card drawing is stopped. Whatever energy they do have you can Kindle away. You don't even need to discard a fire to Kindle, you just need a fire on it- what you discard is your choice. This allows you to repeatedly remove their energy, and leave them with no attacking options.  Play 3 Blaine's Charmander, and add a couple of his Charizards, and one of his Charmeleons, just because you won't be able to Breeder if Dark Vileplume is out. Slash is also a nice attack for the Charmander, but the Charizard's Roaring Flames needs one energy for 40, which will take out the Scyther, which is just good.  

Rocket's Hitmonchan is a good choice, Crosscounter is another complicated attack to make up for the lack of trainers. Magnum Punch isn't bad either.

Drop a Magmar for a Chansey. Double-Edge will win games, and Scrunch can stall to deck, or stall to get Vile out, or until things are built.

Even if you don't play grass, play two Jungle Oddish and two Rocket. Seems like it won't make a difference, and in reality, it very rarely will. But two different Oddishes benched can make your opponent work around threats that actually don't exist, if they don't know what you play. A weird strategy, but it's true.

Trainers
Okay, first of all, although we've added more Pokémon, drop two traders. You don't need that many. Add a couple Misty's Wraths to get the Vileplume out. Also add one Nightly Garbage Run to get energy and Pokémon in, especially the Oddish line. Add another Breeder now that you have the Charizard.

Energy
29 is way to high, even for a Dark Plume deck. Take two fire out, and two fighting out. Drop the potions, and go down to two full heal. We're done. Now to give this deck a stupid name...

The Wild, Crazy Adventures of Dark Vileplume
---Pokémon--- (21)
4x Oddish (2 jungle, 2 rocket)
2x Dark Gloom
3x Dark Vileplume
3x Rocket's Hitmonchan
3x Blaine's Charmander
1x Blaine's Charmeleon
2x Blaine's Charizard
2x Magmar
1x Chansey
Ways to take advantage of no trainers, making it beneficial for the player with Dark Vileplume are added.

---Trainers--- (17)
4x Professor Oak
4x Bill
3x Computer Search
2x Pokémon Trader
2x Misty's Wrath
1x Pokémon Breeder
1x Nightly Garbage Run
Ways to make Dark Vileplume easier to get out are added, too.

---Energy--- (22)
8x Fire
8x Fighting
4x Double Colorless
2x Full Heal Energy
A lot less energy. There was just, simply, too much.

-Ness
Jason Klaczynski