RE: ZPST HGSS-NV
Alright, since I see your deck has been recently updated (or so you say), I think you're still having it in the ''experimental phase''. Your list can use a lot of changes, even just for the basics of a ZPST list. Let's take a look:
Pokémon:
You lines look fine to me, the only suggestion I can make (from my point of view) is to add in maybe another Tornadus, Pachirisu, OR Magby or Bellsprout. Magby and Bellsprout help you against the Gothitelle matchup, which would otherwise be an autoloss once they build up. Another Tornadus gives you an 8th/10th attacker (10th if you also count in Pachirisu as an attacker), and allows more starts with it. An additional Pachirisu could help you with consistency issues, if you are facing some.
Trainers:
Alright, here is where the most changes will be made; first off, ZPST runs on Juniper. No less than 3 should be included, and if possible I'd even aim for the 4 of them. Your current list doesn't include a single copy, so be sure to add in at least 3. Secondly, Interviewer's Questions shouldn't be needed; you are supposed to draw/refresh into your energy (which you should have no problems with as you should run sufficient energy counts). N really has no place here, as you should be the one that's up in prizes at all times, meaning you are always getting the worst deal from that bargain. If you're really that fond of disruption, play Judge. But I must tell you, even Judge (normally) has no place in ZPST either. My last piece of advice on the supporters is that you don't need Collector at 4. Most ZPST decks rely on Dual Ball to fetch their basics, and even players who don't like coin flips (like myself) lean towards Dual Ball more than to Collector. There are still players who rather use 4 Collector, but that's up to you (most doubtful players play a 3/3 split of Collector/Duall Ball).
As for your trainers, I suggest you drop some of the Eviolite and Rocky Helmet. They're quite useful, but only after you fail the donk. I'd be pulling my own hair out if I had an opening hand perfect for the donk at a Finals match, but I lack one energy... On the other hand, I of course have a Eviolite in my hand... More than 2/3-ish Eviolite aren't needed in my opinion, and Rocky Helmet is nothing more than an extra bonus if you have deck space left. While Energy Search is preffered by some players, I think it's useless (as it has always been), as it could easily be replaced with a basic energy to serve the same cause? ''But James, Energy Search is a basic energy that can be searched with Junk Arm!'' I know, but with all that Trainer Lock and Rush type of decks in the format, you'll either want to normally draw into the energy (because you can't play trainers during Trainer Lock, or you're simply better off with an energy to attach vs some Rush decks), or you could use the spot Energy Search takes up for something more suited for against a certain matchup (depends on your meta of course, and what you'd like to tech) you might have trouble against.
Energy:
Well, not much to say here, except for one simple thing: You pack way too much energy! My own build runs 15 energy, and I rarely have trouble with energy at all. I might adjust it to 16 energy, but time (and playtesting) will tell. For now, I'd say drop 4 {L} energy, or maybe a few less. I doubt you'll ever need more than 16 energy in the deck.
Summary:
Drop: (9)
- 1 N
- 1 Pokémon Collector
- 1 Eviolite
- 1 Rocky Helmet
- 1 Interviewer's Questions
- 4 {L} Energy
Add: (9)
+ 3 Juniper
+ 2 Dual Ball
+ 2 Plus Power
+ 1 Switch
+ 1 Energy Retrieval
Good luck, and feel free to PM me to discuss your deck any further!