Okay, so I threw together a list and started testing it out at home. Here is the list I am running.
4 Chancey MT
4 Blissey MT
2 Arcanine SW
2 Growlithe SW
TOTAL: 12 Pokemon (6 Basics, 6 Evolutions)
8 Fire Energy
4 Holon Energy FF
4 Boost Energy
TOTAL: 16 Energy
2 Roseanne's Research
4 Celio's Network
3 Professor Oak's Visit
1 Professor Birch
2 Steven's Advice
4 TV Reporter
4 Castaway
4 Super Scoop Up
3 Strength Charm
4 Night Maintenance
TOTAL: 36 Trainers
There are a bit of changes between my solo Blissey and my "Fire TRUK" deck. I had to get rid of Quick Ball. It just wasn't going to be useful with 12 pokemon in the deck. Because of that, I went up to 4 Celio (I had 3). I took out Mentor and put in Roseanne's Research because the card is just so much better than Mentor IMHO. I took out great ball. Did I need to? No, but I did anyways. A lot of draw in the deck (Stevens, Oak's Visit, TV Reporter) to help make up for some of the consistency lost with the loss of the good trainers. No plus power makes me sad, but I had to drop it for the easier to grab strength charm. 4 Castaway as always. Same for Night Maintenance. 4 Super Scoop Up because I feel it's a staple for any Blissey deck.
The idea of the deck is to attack with Blissey, and if the Blissey gets hurt badly or can't attack next turn, or if you just want to shish kabob the opponent's active, you can lay the Arcanine on a benched Growlithe and move the energy on your pokemon to Arcanine and start hitting for 120's.
In my testing, I never got out Arcanine. Blissey was just so much more energy efficient, and I found so many instances where I just didn't have enough energy on the field for Arcanine to even be able to attack. Arcanine only having one attack and that one attack taking 4 energy makes it kind of hard to attack with it a lot of the time. The growlithe helped a little against Kricketune. It helps disrupt their setup on T1/T2 but pushing back their basic that has the energy on it and forcing them to either fully power the active kricketot in one turn, or draw into the warp point or switch that I've never seen kricketune decks run. Growlithe was good for sacrificing too so I could power up a Chancey for a next turn Blissey.
Other than that, Arcanine was stupid.
I'm posting this idea just to communicate the idea and to spread my testing information with it. IMHO, I don't see Arcanine/Blissey working for the problems I listed above. Maybe if Arcanine had a 2 energy attack or something, it'd be more playable. Arcanine might see more play in another kind of deck though.
I will say this. Even though there is no great ball or quick ball, the deck still setup pretty decently. Not exactly as fast as the original solo build, but decently.
4 Chancey MT
4 Blissey MT
2 Arcanine SW
2 Growlithe SW
TOTAL: 12 Pokemon (6 Basics, 6 Evolutions)
8 Fire Energy
4 Holon Energy FF
4 Boost Energy
TOTAL: 16 Energy
2 Roseanne's Research
4 Celio's Network
3 Professor Oak's Visit
1 Professor Birch
2 Steven's Advice
4 TV Reporter
4 Castaway
4 Super Scoop Up
3 Strength Charm
4 Night Maintenance
TOTAL: 36 Trainers
There are a bit of changes between my solo Blissey and my "Fire TRUK" deck. I had to get rid of Quick Ball. It just wasn't going to be useful with 12 pokemon in the deck. Because of that, I went up to 4 Celio (I had 3). I took out Mentor and put in Roseanne's Research because the card is just so much better than Mentor IMHO. I took out great ball. Did I need to? No, but I did anyways. A lot of draw in the deck (Stevens, Oak's Visit, TV Reporter) to help make up for some of the consistency lost with the loss of the good trainers. No plus power makes me sad, but I had to drop it for the easier to grab strength charm. 4 Castaway as always. Same for Night Maintenance. 4 Super Scoop Up because I feel it's a staple for any Blissey deck.
The idea of the deck is to attack with Blissey, and if the Blissey gets hurt badly or can't attack next turn, or if you just want to shish kabob the opponent's active, you can lay the Arcanine on a benched Growlithe and move the energy on your pokemon to Arcanine and start hitting for 120's.
In my testing, I never got out Arcanine. Blissey was just so much more energy efficient, and I found so many instances where I just didn't have enough energy on the field for Arcanine to even be able to attack. Arcanine only having one attack and that one attack taking 4 energy makes it kind of hard to attack with it a lot of the time. The growlithe helped a little against Kricketune. It helps disrupt their setup on T1/T2 but pushing back their basic that has the energy on it and forcing them to either fully power the active kricketot in one turn, or draw into the warp point or switch that I've never seen kricketune decks run. Growlithe was good for sacrificing too so I could power up a Chancey for a next turn Blissey.
Other than that, Arcanine was stupid.
I'm posting this idea just to communicate the idea and to spread my testing information with it. IMHO, I don't see Arcanine/Blissey working for the problems I listed above. Maybe if Arcanine had a 2 energy attack or something, it'd be more playable. Arcanine might see more play in another kind of deck though.
I will say this. Even though there is no great ball or quick ball, the deck still setup pretty decently. Not exactly as fast as the original solo build, but decently.