Looking through all the sets since I've last played. And since I like making decks, I decided to make some theoretical decks. Only card from the Neo series allowed, meaning Genesis, Discovery, Revelation, and Destiny. However, Energy from previous series as well as the Mysterious Fossil card are allowed.
x4 Cyndaquil (Lv 21) (Genesis)-The best of the Cyndaquil. It has a one for 20 attack with only a chance of having an energy being discarded. Even if the energy is discarded, it can just be brought back later by Typhlosion. It also has 10 more HP than the other two. Needed for evolution.
x2 Quilava (Lv 35) (Genesis)-Hell yeah. Smokescreen is always a great attack and Char is just awesome, as the foe is KOd if it isn't brought back to the hand. Needed for evolution.
x2 Dark Quilava (Destiny)-It can use the Darkness Energy and can hit for up to 100 damage with two energy. Energy discarded can just be brought back by Typhlosion.
x1 Typhlosion (Lv 55) (Genesis)-Great card as it solves the problem that had always plauged Fire types: How to get Energy to fuel their attacks? The answer was to get them from the discard pile with Typhlosion. If need be, it can also go into battle with a four for 60 or 80
x1 Dark Typhlosion (Destiny)-It better be powerful if it has the same name as our top member's username. It goes great with standard Typhlosion. Dark Typhlosion does a ton of damage (a coin flip for 40 damage for each energy discarded) and then those energies can just be recovered. Combined with the ability to use Darkness Energy, Dark Typhlosion can destroy any foe potentially. It is my best chance at defeating Feraligatr, the main enemy of my Fire types.
x2 Houndour (Lv 15) (Discovery)-Not as good as the Fire type Houndour, but this one has no weakness, so it provides a better chance to survive in the early game against a Water type deck. At least its second attack is able to get rid of Gold Berries the foe might have.
x1 Houndoom (Discovery)-No weakness allows it to help me out against Water type decks. It also resists Psychic. Crunch can allow Houndoom to do a huge amount of damage, especially with Darkness Energy attached. Flamethrower is a solid three for 50, and the energy discarded can be recovered by Typhlosion.
x2 Magby (Genesis)-My way of taking down Feraligatr. I can count on Dark Typhlosion to at least do 80 damage. This leaves Feraligatr with about 30-40 HP left (depending on use of Darkness Energy). Since Feraligatr has just used its attack, there won't be any energy in the discard pile. So Magby can come in and use its attack to stop Feraligatr from using its Pokemon Power. As such, its Riptide will probably only be doing 10 damage each turn thanks to Magby having no weakness. Hell, it might not even be doing any damage thanks to Magby's Baby Pokemon protection. Magby also lets me handle foes like Dark Gengar, Suicune, and Meganium.
x2 Magmar (Genesis)-Can be used as a decent Basic, what with 70 HP and a decent three for 40 attack. But I can also evolve it from Magby in case Magby is about to go down, which delays my opponent's collecting of a Prize.
x3 Entei (lv 38) (Revelation)-A great card, especially to start with. If I play my cards right, I can easily power up my Fire types after only one turn. It also has a good three for 60 attack, where the discarded energies can be recovered by Typhlosion.
x1 Ho-oh (lv 45) (Revelation)-A risky powerhouse. It has 90 HP and resistance to Fighting. However, it has two attacks needing coin flips. I hopefully can get Ho-oh in early, get in an Entei to charge it up, then take down my foe's basics almost as soon as the game starts. I only have one in this deck due to its risk and high energy usage.
x4 Mary (Genesis)-Nice drawing, saving useless cards for later when I need them.
x4 Gold Berry (Genesis)-Heals my Pokemon. This mainly helps when Typhlosion gets in battle, as a heads on its attack causes 20 damage in recoil.
x4 Time Capsule (Genesis)-Gets me back any Pokemon that were discarded by Dark Quilava or Entei.
x3 New Pokedex (Genesis)-Lets me know when to use Entei or Dark Quilava for maximum effect.
x2 Focus Band (Genesis)-Usually Trainers that require a coin flip to work are bad. Focus Band is no exception. However, when used along with Magby, it gives enough of a chance at survival to be used.
x2 Professor Elm (Genesis)-Card drawing.
x17 Fire Energy-Needed.
x4 Darkness Energy (Neo 1)-Needed for Houndoom. However, it also boosts the attack of my Pokemon. Dark Quilava, Dark Typhlosion, Houndour, and Houndoom are the only ones that don't get the negative side effect though.
This deck has Typhlosion and Entei providing Dark Typhlosion and Ho-oh with the Energy needed to rip through my foes.