This is my latest deck, Demon Duck...and hey, it's not an Archetype!  Aren't
you proud of me : )  I haven't gotten to playtest it much, however I've been
fairly pleased with my last few games.  Tell me what you think.

 
DEMON DUCK
Pokemon--13 basic, 3 Stage 1
4x Psyduck (Fossil)
3x Dark Golduck
3x MP Mewtwo
3x Mr. Mime
2x Cleffa
 
Trainers--27
4 Oak
3 Elm
4 Computer Search
3 Item Finder
4 Plus Power
3 Gold Berry
3 Gust of Wind
3 Eco Gym
 
Energy--18
14 Psychic Energy
4 Dark Energy
 
 
I realize how hard it is to fix a deck without knowing the strategy behind
it, so I'll give a quick synopsis for each card (though my deck is pretty
straight forward).

 
    Basic Strategy--I use Psyduck's Headache for turn 1 and 2,
while attaching Psychic Energy.  Turn 3, I evolve to Golduck and attach
a Dark energy.  Hopefully, I can get a second Dark energy and hit for a
consistant 70, the magic number for almost all BBP's.

    Psyduck/Golduck--Focus of deck
    Mewtwo--Provides support against electrics and in the early game when I'm
having trouble finding Golduck.

    Mr. Mime--Mainly for Sneasel, but stops other big attackers, as well
(seems to really hurt Electabuzz if they don't pack any Plus Powers)

    Cleffa--Should be in every deck, IMO...especially evolution decks.  Gives
me speed and recovery power.

    Oak, Elm, Comp. Search, Item Finder--My standard Draw/Search/Recycle    
engine.  Obviously, these cards are a must...but I suppose the quantities
could be adjusted.

    Plus Power--Helps me reach that magic number without Dark Energy.
    Gold Berry--Keeps Golduck and Mewtwo (mainly Golduck) around longer.
    Gust of Wind--Allows me to take out threats-to-be or snatch a quick late
game prize.  I also enjoy Psyburning away enemy Slowkings : )

    Eco Gym--Kinda obvious...when using Dark Energy, it's almost essential.
 
Weaknesses--Electabuzz, but more than that is Rocket's Zapdos.  Electabuzz
can be taken care of with Mime for long enough to get some offensive going,
but Zapdos just Plasmas twice.

 
Thoughts--I've thought of a few things you might consider while fixing the
deck.

Chansey + Scoop Up for the long forgotten "Pillow Power" technique
Sneasel--The only reason I didn't include him is because I wanted to save the
Dark Energy for Golduck.  Do you think Sneasel should be there or not?

RSA or Lass to take out ER/SER if I don't get Eco soon enough.
 
Well, that's about it.  I look forward to seeing what you can do with it. 
Thank you for taking the time to look at this.



Wow, this is a really good deck, and there is only one card missing that I
think this deck HAS to have (ill get to that in a bit). I considered many of
the same options you did. This fix is largely just what I would try, since
you made a really good deck on your own.


POKEMON

Psyduck/Golduck line is just fine at it's current level. i wouldnt do a
thing.  You allready explained why they are here, so I won't bother with that.

Mewtwo (MP): see Psyduck/Golduck above.

Mr. Mime is a useful pokemon, especially in a deck with psychic energy. I'm
surprised more people haven't thought of him to shut down Sneasel. I'm going
to lower his count to 2 though to make room.

Cleffa: see Psyduck/Golduck above.

Ok, now, I wanted to add 2 copies of some pokemon here. The choices I came up
with were Chansey, Sneasel, Ditto, Murkrow, and Erica's Dratini. All have
good selling points, and any of them might work in this deck depending on the
environment your facing.

Sneasel would work here, as would Murkrow, but then you would have to change
4 energy over to Rainbow. Murkrow can be a real killer if you manage to gust
up a Cleffa and get mean look to work on it. This fact has made it desirable
to play Switch or Scoop Up now (the combination with Slowking or Dark
Vileplume blocking those trainers can be really evil), although gusting the
Murkrow out will do in a pinch. Neiter of these cards is very original,
though both might do just fine here. I decided against using them because of
the lack of originality in an otherwise original deck.

Chansey used to be a fantastic card that was in almost all my decks, but with
all the heavy attackers like Sneasel and Rocket's Zapdos being played now,
hes not a good bet to last very long anymore. Ditto is a good card too,
because it can kill a Sneasel on turn one with a DCE. The big problem here
with using either of these cards is this. Neither one of them is spectacular
without DCE, and I just don't see where we can find room for DCE in this deck.

I finally settled on Erica's Dratini. This isn't ordinarily one of my
favorite cards, but in this deck, I like it. Why? Your main pain in the rump
seems to be how to deal with the annoying Rocket's Zapdos (I really hate that
card, more than Sneasel or Slowking) Mr. Mime is a 2 turn kill, and
Psyduck/Golduck are too. Even Chansey can go down in 2 turns against a fully
powered one with its Electroburn if you arent lucky enough to get that heads
for scrunch. With the Dratini, you are guaranteed that it will survive 4
turns against either a Sneasel or a Rocket's Zap (unless they Goop Gas or
play Muk or something of course). Of course, evolutions eat it for breakfast,
that is why we balance it's presence with that of Mr. Mime and hope that
their evolution's dont have a handy 20 attack. True its attack isn't much,
but it isnt here for its' attack.

TRAINERS


Even less to do here. Keep Elm, Computer Search, Item Finder, and Gold Berry
at the same level. Remove one Oak, one Plus Power,  and one Eco Gym to make
room.

Add 1 Mr Fujii. Why Fujii? I  like the potential of the following combo.
Activate a Mewtwo with a Gold Berry and use absorb to get 2 Dark Energy back.
They will do 20 at the end of your turn, but because you get to pick which
comes 1st, the Berry or the 20 after your opponents turn, it will force him
to do 50 on his next turn to KO you. Then you add another psy energy,
retreat, and Fujii the Mewtwo and the attached Dark Energys back into your
deck. It just seems like too good of a way to get Dark Energy back not to try
it.

The one card this deck HAS to have, is Nightly Garbage Run. When I playtested
it, I frequently had to Oak away my Golducks early. You have to have this
card to get them back or you are in serious trouble. Just 2 of them should do
the trick. If you make only one change to the deck, this is it.


ENERGY

13 Psy and 4 Dark. Nothing much else to say here.


FINAL DEMON DUCK

POKEMON (16)
4 Psyduck (fossil)
3 Dark Golduck
3 Mewtwo (MP)
2 Mr. Mime
2 Erica's Dratini
2 Cleffa

TRAINERS (27)
3 Professor Oak
3 Professor Elm
4 Computer Search
3 Item Finders
3 Plus Power
3 Gold Berry
3 Gust of Wind
2 Eco Gym
2 Nightly Garbage Run
1 Mr. Fujii

ENERGY (17)
13 Psychic Energy
4 Dark Energy

Hope this helps Austin, and good luck.