RogueChomp said:
4. Zoroark (Pretty much has consistency problems. Stage 1's each turn? Not in a format ruled by basics. But, It is still great)
Why is that? Zorua has an attack that evolves it to Zoroark (from the deck) for 1 Darkness energy. If the opponent can't knock it out right there (which they'd need a Mewtwo with 5 energy [because of resistance], Tornadus and 2 PlusPower, or something else that does 100 damage on T1 or T2 [which, realistically, is not much at all in this format]), then you've got an attacker primed and ready to go on your very next turn. From there, Pokemon Collector, Level Ball, and even Ultra Ball (which pairs very well with the Dark Patch) can easily fill up the bench and help you evolve behind an attacking Zoroark. Pair that with Special Dark, Darkness Claw, and Pluspower, and I don't see how you think there are really any problems with this deck.
Darkrai gives everything free retreat, so even if you start with something like Terrakion (which isn't really needed, just an example), you can use the Dark Patch in conjunction with like Ultra Ball to still get the Zorua active and attacking on Turn 1.
And, in the above scenario, if a Tornadus just did 80 to a Zoroark, attach another Darkness energy and it can KO a Mewtwo with a 10 damage help (PP, Dark Claw). Once you evolve to Zoroark, you discourage anything short of an OHKO. So, if your opponent had a Pluspower in hand, and they had to search for the other one with a supporter, they might just hold off on playing it on the chance that they don't get the other one and the OHKO.
Either way, Zoroark is not a threat that should be taken lightly, and will certainly at least make a splash in the Battle Roads scene.