I am just getting into the TCG and this is my first competitive deck.
Pokémon - 13
4 Zorua (DEX)
3 Zoroark (DEX)
1 Zoroark (BW)
4 Sableye (DEX)
1 Tornadus EX
Trainers - 34
4 Professor Juniper
4 N
2 Cheren
2 Random Receiver
4 Level Ball
3 Ultra Ball
4 Dark Patch
3 Dark Claw
4 Pokémon Catcher
2 Super Rod
2 Skyarrow Bridge
Energy - 13
9 {D}
4 {C}{C}
Strategy
Quickly set up a full bench of {D} type Pokémon and wail on the opponent's Pokémon with super-powerful Brutal Bash attacks.
Card Choices
Zorua DEX is the best of its kind and is a great starter, pretty much guaranteeing a Turn 2 Zoroark with its Ascension attack. Four Sableye is included since he's the only Basic {D} type Pokémon worth using to fill up the bench; he is searched by Level Ball, his Junk Hunt attack makes him a good starter in the absence of Zorua, and he can be a good mid-game pivot if I need to grab a few Items for next turn. Zoroark BW is used to steal strong attacks from an opponent's Pokémon to great effect, such as Darkrai EX's Night Spear or Raikou EX's Volt Bolt. Tornadus EX, as the only non-{D} type Pokémon in the deck, is included as a buffer against {F} type Pokémon and is easily set up with {C}{C} Energy and Skyarrow Bridge.
Four copies of Level Ball are in to maximize the chances of gaining a full bench by Turn 2, helped along greatly by a Sableye start. Dark Claw allows Zoroark to hit through Eviolite and get key OHKO damage against a variety of Pokemon such as Garchomp, Empoleon, Klinklang, non-Eviolited Zekrom, Hydreigon (using Foul Play), and others. Super Rods allow me to regroup after a few Zoroarks are knocked out. Skyarrow Bridge gives free retreat to all my Basics, allowing me to retain the energy attached to them for if I need to use them later.
Strengths
Turn 2 Zoroark happens extremely consistently regardless of which {D} Basic I start with - if it's Zorua all I need is a {D} Energy to get Zoroark into play and an Energy next turn to power it up; if it's Sableye I'll need a benched Zorua, a {C}{C} Energy or a live Dark Patch, and a Zoroark or Ultra Ball for next turn. This deck is able to take early leads thanks to the ease of setting up Zoroark and can usually ride 1-for-1 or 2-for-2 exchanges to victory. Catcher knockouts are extremely good in this deck too, since Zoroark can dispatch of most bench sitters in the format (though it sometimes needs that Dark Claw for the decisive damage). Dark Rush can also do a ton of damage, most notably in the Darkrai matchup where 90 damage from a Night Spear means Zoroark can OHKO the Darkrai next turn.
Weaknesses
Firstly, since Zoroark only has 100 HP to its name, it's fairly easy to knock out. Since the deck can take an early prize lead, N becomes quite weak outside the early turns of the game and an opponent's N can be devastating, allowing them to make a comeback. Another big weakness is that even if I take a one or two prize lead at the beginning of the game, if I can't keep an equal prize trade going it'll be tough to win. The deck is extremely weak to {F} type Pokémon, especially Terrakion, and without Eviolite in the deck Tornadus EX isn't much of a solid counter. Also, if the opponent is able to knock out all my Zoroark and I can't set up any more of them the match is basically lost, and if more than one Zoroark or Zorua is prized I'm going to have to hope to be lucky enough with my prize picks to get them out.
Things I Can Change To Improve the Deck
I can increase the amount of Supporters in the deck to mitigate the strength of a late game N, since it'll give me more of a chance to draw into one to replenish the cards I lose. I am not sure which cards I could remove to make room for more Supporters, though. I could replace Tornadus EX for a better counter to Terrakion, though I am unsure what that could be. There doesn't seem to be any {G} type Pokémon that fit well in the deck, nor any better Pokémon resistant to {F}. Though the deck isn't bothered by Garbodor at all, I could try to find room for a Tool Scrapper or two to get rid of the Eviolites that decrease Zoroark's damage output and the Exp. Shares that help Terrakions flow.
There may be other things I haven't thought of, but that's why I'm posting here.
Pokémon - 13
4 Zorua (DEX)
3 Zoroark (DEX)
1 Zoroark (BW)
4 Sableye (DEX)
1 Tornadus EX
Trainers - 34
4 Professor Juniper
4 N
2 Cheren
2 Random Receiver
4 Level Ball
3 Ultra Ball
4 Dark Patch
3 Dark Claw
4 Pokémon Catcher
2 Super Rod
2 Skyarrow Bridge
Energy - 13
9 {D}
4 {C}{C}
Strategy
Quickly set up a full bench of {D} type Pokémon and wail on the opponent's Pokémon with super-powerful Brutal Bash attacks.
Card Choices
Zorua DEX is the best of its kind and is a great starter, pretty much guaranteeing a Turn 2 Zoroark with its Ascension attack. Four Sableye is included since he's the only Basic {D} type Pokémon worth using to fill up the bench; he is searched by Level Ball, his Junk Hunt attack makes him a good starter in the absence of Zorua, and he can be a good mid-game pivot if I need to grab a few Items for next turn. Zoroark BW is used to steal strong attacks from an opponent's Pokémon to great effect, such as Darkrai EX's Night Spear or Raikou EX's Volt Bolt. Tornadus EX, as the only non-{D} type Pokémon in the deck, is included as a buffer against {F} type Pokémon and is easily set up with {C}{C} Energy and Skyarrow Bridge.
Four copies of Level Ball are in to maximize the chances of gaining a full bench by Turn 2, helped along greatly by a Sableye start. Dark Claw allows Zoroark to hit through Eviolite and get key OHKO damage against a variety of Pokemon such as Garchomp, Empoleon, Klinklang, non-Eviolited Zekrom, Hydreigon (using Foul Play), and others. Super Rods allow me to regroup after a few Zoroarks are knocked out. Skyarrow Bridge gives free retreat to all my Basics, allowing me to retain the energy attached to them for if I need to use them later.
Strengths
Turn 2 Zoroark happens extremely consistently regardless of which {D} Basic I start with - if it's Zorua all I need is a {D} Energy to get Zoroark into play and an Energy next turn to power it up; if it's Sableye I'll need a benched Zorua, a {C}{C} Energy or a live Dark Patch, and a Zoroark or Ultra Ball for next turn. This deck is able to take early leads thanks to the ease of setting up Zoroark and can usually ride 1-for-1 or 2-for-2 exchanges to victory. Catcher knockouts are extremely good in this deck too, since Zoroark can dispatch of most bench sitters in the format (though it sometimes needs that Dark Claw for the decisive damage). Dark Rush can also do a ton of damage, most notably in the Darkrai matchup where 90 damage from a Night Spear means Zoroark can OHKO the Darkrai next turn.
Weaknesses
Firstly, since Zoroark only has 100 HP to its name, it's fairly easy to knock out. Since the deck can take an early prize lead, N becomes quite weak outside the early turns of the game and an opponent's N can be devastating, allowing them to make a comeback. Another big weakness is that even if I take a one or two prize lead at the beginning of the game, if I can't keep an equal prize trade going it'll be tough to win. The deck is extremely weak to {F} type Pokémon, especially Terrakion, and without Eviolite in the deck Tornadus EX isn't much of a solid counter. Also, if the opponent is able to knock out all my Zoroark and I can't set up any more of them the match is basically lost, and if more than one Zoroark or Zorua is prized I'm going to have to hope to be lucky enough with my prize picks to get them out.
Things I Can Change To Improve the Deck
I can increase the amount of Supporters in the deck to mitigate the strength of a late game N, since it'll give me more of a chance to draw into one to replenish the cards I lose. I am not sure which cards I could remove to make room for more Supporters, though. I could replace Tornadus EX for a better counter to Terrakion, though I am unsure what that could be. There doesn't seem to be any {G} type Pokémon that fit well in the deck, nor any better Pokémon resistant to {F}. Though the deck isn't bothered by Garbodor at all, I could try to find room for a Tool Scrapper or two to get rid of the Eviolites that decrease Zoroark's damage output and the Exp. Shares that help Terrakions flow.
There may be other things I haven't thought of, but that's why I'm posting here.