>I recently made this deck, which seems to play fairly well, however I
>feel it could do with a little tuning. Well here it is, Fetch Kangi,
>Fetch-
>
>Pokemon-
>
>4x Hitmonchan
>2x Jynx 
>2x Jigglypuff
>2x Farfetch'd
>2x Kankaskhan
>
>Trainers-
>
>3x Bill
>2x Professer Oak
>4x Energy Removal
>3x Super Energy Removal
>1x Computer Search
>2x Item Finder
>3x Scoop Up
>4x Plus Power
>3x Gust of Wind
>
>Energy-
>
>4x Double Colourless
>7x Psychic
>12x Fighting
>
>The strategy behind this deck is fairly simple: Basicly use
>heavy-hitters early on in the game to dish out damage and then finish
>off with jynx. Kankaskhan provides the drawing power and my trainers are
>all pretty much self explanatory. Please help!
Looks like you've done a pretty good job of tuning your deck already and sticking to some of the foundations of deck design. Good job! About the only thing I notice is that you are a little low (12) on pokemon and you should probably be playing with 4 Bills instead of 3. Anyways, let's put her up on the deck rack and dig in to see if we can make any other little adjustments to keep your deck purring like it was ready to win the Indianopolis 500.

First, we're going to up our pokemon count to 14 basics. Let's swap out the two Farfetch'd and will replace them with the better Scyther. To bring us up to 14, we'll put 4 of them in. Since these cards are from Jungle, you should be able to get them in your area. Since we're also playing with 2 Jigglypuffs, we're going to throw in a little bit of a side-theme and add 1 Wigglytuff to our deck. Start off with our quick Haymaker-style pokemon, then get out a Wigglytuff and Do the Wave to hit hard.

Pokemon (14 Basic + 1 Evol = 15 Total):
4 Hitmochan
2 Jynx
4 Scyther
2 Jigglypuff
1 Wigglytuff
2 Kangaskhan

You may also want to consider swapping out the Jynx in favor of Electabuzz instead, but if you prefer to stick with Psychic/Fighting, then your energy mix will look something like this...

Energy (20 Basic + 4 DCE = 24 Total):
13 Fighting
7 Psychic
4 Double Colorless Energy

We're doing pretty good so far. Looks like you've got a solid start, but every good deck needs an engine to match its design. Since we're looking for speed, but not overdrawing ourselves, we'll want about a third to half of our trainer cards to be draw related. The others we'll fill with cards that help our theme or disrupt our opponent. Since our theme is quick hitting, the only one that really helps the theme is Plus Power. However, some energy removal disruption would probably play better in this deck. We've got room for (60 - 15 - 24 = 21) 21 total trainers.

Trainers (21 Total):
4 Bill
2 Professor Oak
2 Gambler
1 Computer Search
4 Energy Removal
3 Super Energy Removal
3 Gust of Wind
2 Item Finder

Good luck with your deck as you take it out for some more matches. A mechanic can help point out things to try and look for, but it is ultimately the player that has to like and be comfortable with his deck. May the energy be with you!