^Super Rod is not flippy at all. You may be thinking of Good Rod.
Anyway, here are the changes I would make:
-2 Reshiram
+2 Fire Victini
As others have said, Victini outclasses Reshiram in this deck because it can OHKO Steels much easier. With Reshiram, you are either going to have to discard two of your precious Rainbows, (not recommended) or switch it in, take damage, burn a DCE retreating (this is assuming you are facing Cobalion, the only popular steel in the format), let your next Pokemon either get KOed, or burn and energy or two retreating that, then you bring in Reshiram, attach DCE, and Outrage KO. It works, but it takes longer, uses more energy, and lets the opponent inflict way more damage upon your field then to simply use Victini.
-1 N
-2 Grass Energy
-2 Water Energy
-1 Sp. Metal Energy
+1 Eviolite
+1 Junk Arm
+1 Fighting Energy
+1 Sage's Training
+2 Professor Juniper
First of all, this is a relatively fast deck. I don't really think you need 3 N here since they do the same for you as PONT early game (except that they often help the opponent too) and late game you've either already won or you are helping the opponent with N. I'm not quite sure why you had 5 Grass Energy and 3 Virizion-it was physically impossible for you to need that much grass energy. Also, Kyurem is mostly an Outrage tech, you won't use Glaciate much outside of Reuniclus matchups (trying to overload them with damage) and even then not a whole lot since many Truth decks run Cobalion, who OHKOs a Kyurem that tries to Glaciate. I removed a special metal energy since I feel that 3 is a bit too much if you are only using it in 1 matchup. Virizion is the only Pokemon you should find yourself using in every matchup, and 3 Sp. Metals seem like they could clog your hand a lot in a matchup without enemy Kyurem. The Eviolite must be maxed, its the most important card in the deck, by far. Junk Arm shouldn't need much explanation, with so many trainers that you can only run 4 of, you'll need 4 Junk Arm. The Fighting Energy is more preference, depending on your area. If you have less Electric decks in your area you could remove that Fighting Energy for another type of energy. Finally, the Sage's and Junipers are because in toolbox decks in general, you have a lot of dead draws clogging up your hand, cards that aren't used in that matchup, and PONT and N just throw those cards back into your deck so you can draw them again when you need something else. Sage's and Juniper allow you to draw from your deck with a 0% chance of getting the junk stuck in your hand.