Youngfire17 said:
Very true. I just feel then like I'll be ripping off of Kevin Nance. But I guess whatever works, works. I was wanting to run an extra Raikou and 4 Eels (cuz of catcher). So maybe 3 Mewtwo, 2 Raikou, 4 eels, and 3 Thundurus?
Well you can always oddball it like me and run four of them. Then you'll be
more pro than Kevin Nance. I also love Zekrom EX, but everybody ditched that back before Mewtwo. You're still running it with certain techs like Zekrom EX so it's not a complete rip off anyway. There's a huge difference between ZekEels with a heavy Mewtwo line and MewTrick.
I'm personally not a fan of more than one Raikou, that is personal preference though. I find the best way to tell if a card is a good candidate for more than one of them is through having a few matches with it, if you find you use Raikou a lot or wish you drew into him more you could potentially run more copies based on that information. My personal preference is just aggro Mewtwo/Zekrom with catcher, it's a lot more suited to my play style. A 170 HP basic that gives up two prize cards and snipes for 100 isn't too strong in this format. Perhaps next format it'd be a lot better, 100 snipe is very powerful with Altaria and Eels running around.
A 4-3 Eelektrik line is more popularly run because Tynamos die a lot more easily than Eels. 4-4 is great in BW-On format though it could also be great for either drawing into them or being able to discard them with Juniper without the knowledge you'll never get three Eels.
Again, I'm not a fan of Thundurus. It's a card where you either run a few of them or don't run it at all, for the purpose of starting with it. I removed it due to space restrictions, though it does present an opportunity for Ultra Ball/Junk Arm fodder later on in the game. T2 eighty isn't so strong anymore, especially with Darkrai loose and possibly OHKOing your Thundurus with Dark Claw and such. 3 Thundurus is definitely a good number to run, though if you run into troubles with space and such, he'd be the guy I'd look to remove.
Maybe run one less lightning energy and add another DCE. Definitely make this move if you opt for more Mewtwo. I find so much success with taking risks on the DCE, 3 is too little for that. T1 there's a billion energy in my hand, use PONT and whiff on the DCE. Attach DCE to Mewtwo, apply early game pressure. Gotta love Mewtwo.
I also think you should raise your Random Receiver count to 2 or 3 if you can find the space, it works well in a Junk Arm and Smeargle heavy format because of deck thinning and the ability to reuse it in clutch situations. Try adding an extra Juniper too, I like 4 Juniper, 4 PONT and 2-3 N in most of my ZekEels decks.
For your space issues, four of Eviolite is a little too much, honestly. 3 Eviolite is the play and I get where you're coming from with another, but you'll be drawing into them way too often and sometimes you won't even have any attackers to attach it to.