>I'm hoping you can give me some help here. I don't care if it is posted I'm
>just looking for some advice.
>
>I've won two tournaments with this deck, but it is sometimes weak on basics
>If I am facing a water deck and all i get is a Ponyta! My deck revolves
>around the agile pokemon and I call this deck "Project Agility". I try to use
>Pokemon trader (which i should probably add another) to trade for the
>evolution I need, or maybe some comp searches, but I'm pretty sure the super
>potion could go, maybe the ser too, because I never seem to want to get rid
>of of an energy because I am always placing in this deck especially if I am
>getting er'd. I use agility to deal damage and keep from getting attacked
>along with paralyzing and smokescreening (I love magmar!) please tell me what
>you think I should do to tweak it.
>
>Pokemon:  15   
>      1 Scyther
>        3 Magmar (F)
>        3 Ponyta
>        2 Rapidash
>     2 Lickitung
>    2 Spearow       
>        2 Fearow
>   
>Trainers: 24
>        1 Item Finder
>        4 PlusPower
>        1 Scoop Up
>        1 Mr. Fuji
>      1 Pokemon Trader
>       2 Professor Oak
>        2 Switch
>        3 Gust of Wind
>        2 Bill
>        1 Energy Retrieval
>        1 Super Potion
>        4 Energy Removal
>        1 Super Energy Removal
>
>    Energy: 21
>4 Double Colorless
>17 Fire Energy

The idea behind most agility decks that I've seen is to do damage without being hit back.  And when you are, to get rid of the damage before it builds up and knocks out the agile pokemon.  Unfortunately, most of these decks are slow to start, and as such need stallers and trainers to help them get going.  It looks like you have a good understanding of this idea with a few of the pokemon you have chosen in Scyther and Magmar, however I question Lickitung in this deck because of his high retreat cost.  Once you do get out your pokemon into play, you have to rely upon getting that Switch or only Scoop Up in order to get him out of the way without paying through the nose for the retreat.  So, ideally, I'd get rid of the Lickitungs and add in some additional Scythers.  You are also low on basic pokemon (11 to be exact).  Let's raise this figure to 14.  Perhaps, if you can get the Scythers, try this out?

Pokemon (14 Basic + 4 Evols = 18 Total):
4 Scyther
4 Magmar (Fossil)
3 Ponyta
2 Rapidash
3 Spearow
2 Fearow

I also noticed you were low on energy cards.  Let's try to get that up to a standard number.  I prefer using 20/4.

Energy (20 Basic + 4 Evols = 24 Total):
20 Fire
4 Double Colorless Energy

That leaves us with (60 - 18 - 24 = 18 left) 18 slots to fill with trainers.  Filling in the ones that always are useful in a deck, especially ones that need to draw cards to get going like this one... we put in 4 Bills, 1 Professor Oak, 1 Gambler, 1 Computer Search, 2 Pokemon Trader.  That makes half of our trainers useful for getting the cards we need to win.  With the other 9 slots, let's make it difficult for our opponent to play by their deck strategy and mess them up.  The best of these cards is Gust of Wind, which can be used both offensively for a KO and defensively by forcing up an underpowered pokemon.  In your case, forcing up a fighting pokemon would be great with all of your fighting resistance.  So, we'll add 3 Gust of Winds, 3 Super Potions (to keep our 'agile' pokemon fighting once they fail a flip or two), 2 Energy Retrieval, and 1 Item Finder.

Trainers (18 Total):
4 Bill
1 Professor Oak
1 Gambler
1 Computer Search
2 Pokemon Trader
3 Gust of Wind
3 Super Potion
2 Energy Retrieval
1 Item Finder

Good luck!

--
-=> Bret Larwick