i think you should play Dawn Stadium, because it can kick Lake Boundary and Snowpoint Temple.
After taking another look at some things, I would think A stadium is in order (Because of stupid Dusknoir), but perhaps not Dawn Stadium. Theres just a lot of better cards you could run than wasting a slot on a stadium. If Miasma Valley was released in SF, it would be a sure shot for this deck.
But Pokeblower>Drawer IMO, because you can kick some gengars without using their power. Besides it kills a claydol for free.
In a deck like this, drawer is a must. Pokeblower is nice, but its a dead draw when you get it as opposed to "Hey, I top decked a Pokedrawer, and I need something good in my hand!"
The game with this deck is aggression. The whole point is to try to get rid of your opponent before Claydol makes a mess out of you.
Would it be that bad of an idea to have one Majestic Dawn Scizor and a few Multis?
While Special Blow may deal 70 damage to anything with a special energy for only one, Pound Down ALWAYS hits for 70 in lists like this, and is more reliable in the long run, due to the existance of Acceleration. There is no need for Metal Scizor.
My list.
Edward.dec
Pokemon:
Scyther x4 (SF)
Scizor x4 (SF)
Cherubi x3 (DP)
Cherrim x3 (SF)
Unown Q x2
Unown G x2
Energy:
Grass Energy x13
Trainers:
Roseanne's Research x4
Bebe's Search x4
Cynthia's Feelings x2
Professor Oak's Visit x4
Team Galactic's Wager x1
Buck's Training x1
Night Maintenance x2
Pokedex Handy 910is x4
Pokedrawer+ x4
Luxury Ball x1
Dusk Ball x2
My whole trainer list reflects everything this deck must be in order to be strong. I know you're probably looking at me like: "Where in the heck are his Pluspowers and extra ways of knocking things on their head?", well, when you really think about it, you're already dealing 70 HP BASE for only two energies, which means on your third turn, you're going to be KO'ing everything in the game barring Rhyperior Level X and Wailord, and really, who plays those? (Barring of course the crazy man Spirit of Mew.), my plus powers are the Cherrims that will be getting built up over time.
What this deck really truly needed was a solid draw engine, and I'm of the belief that this is a very solid line to keep your hand healthy at all times. I've found on a few instances playing this deck that I've flown through my deck even faster than those who run Claydols! It can keep consistant damage with its constant 70+ damage, it has a very impressive body, and heck, even Cherrim can take care of itself pretty good with its free attack and ability to even keep its Scizor friends refreshed!
Unown Q is to guarantee a Scizor T2, even with a Cherubi solo start, or if you need to attack with Cherrim, but want to get it out later.