Deck Mechanic trachy
Note: I don't really care if you have the cards or not. I don't have psychic powers which tell me which cards you do or don't have.
Okay, since you are new to the game, let's cut it down to one type. Decks of one type are far easier to use than decks of multiple types. Once you get more advanced you can add in a second type to work in some strategy, but for now, basic.
So that means we cut out the Vanilluxe line, the Krookodile line, the Metagross line and the Bisharp line. Then we take out all those energies, leaving just the Psychic. That leaves space for 26 more cards.
First things first is the Pokemon. It is for one thing never a good idea to have more than two Stage 2 evolution lines in a deck. Second, you need to bulk up the evolution lines a bit. For ease, we'll have it just be one Stage 2 line. Okay, so let's now take out the Chandelure and Scolipede line. That puts our cards at 32 new ones. We'll then add three more Gothita http://serebii.net/card/emergingpowers/043.shtml and two more Gothorita http://serebii.net/card/emergingpowers/046.shtml (swap out the one you have for this this one). We'll then strengthen the line further by adding one more Gothitelle http://serebii.net/card/emergingpowers/048.shtml . We now have room for 26 cards again. Then we'll take out the Garbodor, as it isn't the best Stage 1. However, I do like the Trubbish. It might not be the bulkiest thing in the game now but it has a great ability to get you Trainers you need or to help fight decking. So we'll add one more Trubbish, bringing the total to two. 26 cards left. Now let's add two Muk http://serebii.net/card/undaunted/031.shtml from the Undaunted set and three Grimer http://serebii.net/card/undaunted/050.shtml . Muk has a very nice Gust of Wind attack that also Poisons and Confuses, which allows its second attack to do 80 damage for three energy. Solid. And now at 21 cards. Let's add in one more Sigilyph and call it good for the Pokemon.
Now for trainers. We have room for 20 more cards, so a good number can go to Trainers. Add one more Cheren, then take out the Energy Search. Then let's add three of the awesome Pokemon Catcher cards.http://serebii.net/card/emergingpowers/095.shtml . 18 left. Let's add in three Team Rocket's Trickery http://serebii.net/card/undaunted/078.shtml from Undaunted, these cards give you drawing while also making your opponent discard a card. Very nice. Then we'll add in two Rocky Helmets http://serebii.net/card/noblevictories/094.shtml and three Pokemon Communications http://serebii.net/card/blackwhite/099.shtml and call the Trainers good.
Add in 8 Psychic Energy to bring the total to 20. Then add in two Double Colorless. Now you have a solid deck that should be easy for you to use. It also has a bit of an Energy Removal thing going on, at least as far as you can get with only cards from the first three Gen V sets and the Undaunted set.
x2 Trubbish (Noble Victories)
x4 Gothita (Double Slap) (Emerging Powers)
x3 Gothorita (Deleting Glare) (Emerging Powers)
x2 Gothitelle (Mental Shock) (Emerging Powers)
x3 Sigilyph (Psychic Assault) (Emerging Powers)
x1 Druddigon (Noble Victories)
x3 Grimer (Undaunted)
x2 Muk (Undaunted)
x2 Cheren (Emerging Powers)
x2 Switch (B&W)
x2 Energy Retrieval (B&W)
x3 Pokemon Catcher (Emerging Powers)
x2 Rocky Helmet (Noble Victories)
x3 Pokemon Communication (B&W)
x1 Eviolite (Noble Victories)
x3 Team Rocket's Trickery (Undaunted)
x20 Psychic Energy
x2 Double Colorless Energy