Hmmm.... if I had another meganium, some elms, or any cleffas, I probably would add them... Anyways here are the changes thus far.
-1 Gust of Wind
-3 Grass Energy
-1 Breeder
+2 No Removal Gym
+2 Switch
+1 Bayleef (80 HP, if I can find it -_-')
A fire and water deck!? That is doomed from the start. Plus this deck has way too many singles. Meh. I'd try to help it out but I'm not feeling up to this task this second.
I've already given you my suggestions but I'll give them again for emphasis. I think that you should take out Buzz and the Electric Energy for Scyther and grass energy. This way Dark Plume has a way to at least attack if ever needed. Also put in Dark Gloom! The confuse combo works. Trust me, I...
Yeah, NoPoke, I was thinking about doing that exact thing but for some reason I never did. I think that I might try out using only 16 energy and put in some Gusts. (-:
I really like Dark Plume decks. I played one for a couple of weeks. It is so fun going up against a rain dance deck that only runs Breeders, going first, and getting a second turn Plume. XD
The deck that kills every other deck is a Slowking deck. Get multiple Slowking out and then you can play trainers but your opponent has to flip two coins to play his.
Well, I'm not really afraid of the two gyms. People are surprised about how much of my hand (read: all) I'm willing to give up just to screw him over. As for Eco Gym, I don't really care if the energy goes back into their hand. The main reason I play Removals is to basically slow the opponent...
There really isn't much to do in way of countering Removals. Unless you mean just by playing general Trainer removal cards like Lass and Rocket's Sneak Attack.
Don't worry, you're not alone in the category of low energy players. At the place where I used to play cards everyone played with the same amount of energy as you do. I came in one week playing 4 of each Removal and owned the tourny.