Still confused with you having a card pictured and in the title but not in the deck... :/
Oh, and I count 59 cards. So problems there.
Two Water Energy? Incredibly difficult to get out of a draw, and if one of them happens to be a prize, good luck. Only four Trainers increases problems in getting those two energy out.
Speaking of prizes, never have just one of a basic in an evolution line. If it is a prize, you have a useless card in your deck with that evolution.
Three Stage 2 lines? Hell, even I would have trouble pulling that off.
We'll take out the crappy Seismitoad line. And the Conkeldurr line, which fits better in a mono-Fighting deck, where it can more easily get Fighting Energy. We'll also take out a Terrakion EX. I think two EX per deck is good. Any more than that and I believe your foe can easily manipulate that to their favor.
Let's add another Piplup to strengthen the Empoleon line. Then we'll replace the Drilbur you have with two of these: http://serebii.net/card/emergingpowers/054.shtml
The 10 extra HP and the 40 damage in two turns and 10 damage when need be makes it more handy than the one you currently have. We'll also add another Excadrill. We'll add three Landorus. With 110 HP, one retreat cost, and resistant to Electric (the type your Waters are weak to), this card fits in well with the deck. It can also easily set up with Abundant Harvest, grabbing Energy discarded by Empoleon. It's Gaia Hammer can also do heavy damage. To support Landorus, we'll add three Ducklett and two Swanna (finally I get to suggest Swanna). Swanna can heal all your Pokemon, helpful when Landorus damages your bench. And it has a very powerful attack, potential to take down any foe in one hit. I hope you have good luck! Finally for the Pokemon, we'll add two Lapras, which with high HP and the ability to get out basics (easily making Empoleon stronger) makes it a good fit for the deck.
As for Energy, seven Fighting, four Water, and four Blend Energy should be enough. I know only two more Water Energy than you had but Blend Energy counts as a Water Energy (and a Fighting Energy)
Now for Trainers. We have room for 22 here. The CIlan are fine but we need to take out a Buck's Training (it isn't allowed in current format). Four Communications to search for Pokemon, four Revive to get basics back into play (helpful to get cards out quickly, discarded by Empoleon and then brought right back into play), four Pokemon Catcher, two N for drawing, four Super Rod to get back Pokemon and Energy, and one Gold Potion for healing.
Final Deck: 60
x2 Terrakion EX
x4 Pokemon Communication
x4 Pokemon Catcher
x4 Super Rod
x1 Gold Potion
x4 Blend Energy WLFM