>got the pieces to put GothGor together on TCGO>having a really good match against Blastoise>down to last three prizes>locking him down tight>can shift damage off of Keldeo to Squirtle and take all three prizes that turn>forget that he has two Keldeo in play so I can't perfectly lock him this turn with one of them having 3 energy attached manually>forget Grass weakness and attach to Mew EX>lose because dumb mistake>>12916625Too many Pokemon. Not enough Trainers. Way too many energy.
Trainers are usually the main engine of the deck and usually make up the majority of the deck. Usually around 3/5 of the deck.
Supporters are your main draw engine and you generally run at least 12 to 15 of them. Some Supporters like Skyla and Shadow Triad are used to fetch rather than the raw draw power of cards like Juniper and N.
Pokemon, while your main source of generating damage and taking prizes, aren't needed in such numbers. Most decks that run strictly basics (Darkrai, Big Basics, Team Plasma, etc) run around 9 to 11. Evolution decks tend to run 13 to 15 with some exceptions (Gothitelle/Accelgor) running upwards of 20.
Stage 2 Evolution decks (Klinklang, Blastoise, etc) also need to make space to devote 4 slots to the Item card, Rare Candy. This Item lets you skip the Stage 1 completely and lets you just drop them from your list most of the time.
Energy is usually run at between 10 (Darkrai) and 15 (Blastoise).
I am by no means the authority on deck building here but have a sample decklist of a current meta deck.
Pokemon
3 Darkrai EX
3 Absol PLF
2 Sableye DEX
1 Keldeo EX
Supporter
4 Professor Juniper
4 N
4 Bianca
2 Random Receiver
Item
4 Pokemon Catcher
4 Hypnotoxic Laser
4 Dark Patch
4 Ultra Ball
3 Energy Switch
2 Dark Claw
1 Max Potion
1 Tool Scrapper
1 Energy Search
1 Computer Search / Dowsing Machine (ACE SPEC)
Stadium
2 Virbank City Gym
Energy
10 Basic Darkness Energy