First of all, your list looks quite good for an inexperienced player. While some cards depend on your personal preference, most ''skeletons'' of a deck will look the same (in ReshiPhlosion a ''skeleton'' of your pokémon line up would be 4 Reshiram, 3-2-3 Typhlosion, and about 1-1 Ninetails). A ''skeleton'' is meant to be used as a basis to start building your deck, and you could always increase -or decrease- cards from there, as well as add or remove some. I've been playing ReshiPhlosion for a decent amount of months now (I even proxied some cards which weren't released yet back then, lol) so I'll see with what I can help you. (there's a ''smaller'' summary for you on the bottom of this post if you don't like ''long reads'')
Your pokémon seem fine to me; the only thing I would Consider is dropping the single Cleffa, as it is easy prize bait. Sure, it can net you a fresh hand of 6, but so does PONT (Professor oak's New Theory), and with a Ninetails in play, you should be drawing enough cards as it is, making the hand refresh Cleffa offers kind of semi-useful in this deck. So don't change anything to your pokémon if you don't feel like it; they're sound as they are!
On your energy choice I do happen to have a few pointers, one of them being you run only 12. While 12 is indeed a decent enough number, from personal experience I find 13 to 14 energy to work a bit more consistent, but if you can work with 12 you should keep that; increasing the energy a little is just personal prefference. Secondly, I question your single copy of Rescue Energy. You already run 1 revive, as well as some Junk Arm. I suppose you use it to ''save'' Typhlosion, but are your odds of getting it good enough with only a single copy? I'd either up the count to 2 Rescue Energy, or drop the single copy. Don't forget Rescue Energy can't be searched or recycled itself, and it can't be used for the likes of Afterburner or Roast Reveal. To me the pro's don't outweigh the cons, but this is once again personal preference. It also depends on your metagame (a ''metagame'' is a list of what decks are being played commonly in your area); if Vileplume lock decks are populair in your area you'd be wise to use Rescue Energy instead of Revive.
Which brings us to our last point of discussion: Your trainer line up. The 4 Collector are mandatory in every deck it seems nowadays, so you should stick to that I suppose. 4 PONT Seems like overkill to me; you'll do fine with 2/3-ish. I personally don't like running Junipers in ReshiPhlosion; out of all the times I used them they either; A) Make me lose some crucial resources, and/or B) Make me deck-out too soon. While this of course also depends on when you use one, for me the benefits weren't big enough to warrant it's play. Instead, you could toy around with Sage's Training if you'd want, but it also depends on how useful Juniper has proven to be for you.
As for your ''items'', I think you could drop at least one Junk Arm and/or one Communication to include one more Pokémon Catcher, or to include something you'd want to try out; while the 4-4 line up of Junk Arm and Communication surely boosts consistency, it also means you have less ''tricks'' to play with. And because of the massive draw power and/or hand refresh you'll most likely draw into your copies of your wanted cards when you run them in 3's as well.
I hope this advice helps you, and if you'd want to discuss the decklist even more, you're free to PM me!
Drop: (7)
- 1 Cleffa
- 1 Professor Oak's New Theory
- 2 Professor Juniper
- 1 Pokémon Communication
- 1 Junk Arm
- 1 Rescue Energy
Add: (5)
+ 2 Fire Energy
+ 2 Sage's Training
+ 1 Pokémon Catcher
Open slots in the deck: 2