I played against Ninetales/Amongoos with my Rayeels and it only took a single prize to my 6.
It's a cute deck but I don't see it doing more than annoying me and getting wins against those who are not prepared or too poor to get a Keldeo. Keldeo isn't even too much of a cost for entry anymore as you can run 8 Switch in any deck thanks to Warp Point being reprinted.
At this point, it reads like you are either trolling are have made a pretty bad error.
Ninetales/
Amoongus isn't even strong enough to be reliably considered "rogue". Even if
Hypnotoxic Laser/
Virbank City Gym actually elevated it into a Tier 1 deck... you are basing your conclusion on a single game, and one where you ran a mature deck that might still ultimately be the best deck in the format (note: I am not saying it is "BDIF", I am allowing that overall it could be).
Virbank City Gym is a Stadium, so while it can be countered by other Stadiums, it in turn provides a counter to them.
Hypnotoxic Laser guarantees (barring effects like Thick Skin) an extra counter's worth of damage, and a 25% chance the Defending Pokémon is affected by Sleep. I could be a bit off (probability tends to be more complicated than it looks :lol
, but I arrived at that figure according to
Hypnotoxic Laser requiring a successful coin toss to inflict Sleep, and then the opponent going through one Sleep Check before their turn.
The only advantage
PlusPower has over
Hypnotoxic Laser is that it will exploit Weakness. Otherwise,
Hypnotoxic Laser will now force decks to dedicate space to shaking Special Conditions, or risk a "
PlusPower perpetuity", as those damage counters add up. Even without
Virbank City Gym, failing to ditch the Poison condition results in an extra two damage counters by the end of your turn, and three by the end of your opponent's next turn. In a format of near OHKOs, that adds of quickly.
Using
Hypnotoxic Laser and
Virbank City Gym to full effect does require a player do the math quickly and accurately. There are many times, however, where it will matter; three extra damage counters resulting in a 2HKO becoming a OHKO, or a 3HKO becoming a 2HKO. Also,
Keldeo EX will probably always be the universal first target of the combo if it is just being used for its Ability; use
Pokémon Catcher to force it Active! Only if your opponent already has the full combo in play (multiple
Keldeo EX, or
Keldeo EX plus
Darkrai EX) is it not going to be unwise.
As for those bashing
Ether/
Pokédex, I suggest reserving judgment. My understanding is that it has faded from usefulness in Japan at the moment, but my understanding is limited to reading one or two articles on the matter. Even if the information is accurate, it doesn't mean the card will stay out of use;
Max Potion and
Super Scoop Up usage has waxed and waned as well. Our metagame may simply not end up at the same point the Japanese metagame is at, or at least won't reach it at the same time.
The actual combo is a lot more sound than it is given credit for; you don't need to run only basic Energy cards, you just need to run enough that
Pokédex becomes reliable to set-up for
Ether. The exact amount varies, but you are getting to look through five cards with
Pokédex, so odds are not terrible even if you are just running 8-10 basic Energy cards. Running Special Energy only matters because of your overall Energy count; otherwise another non-legal target is another non-legal target, no worse than running Pokémon or Trainers.
It just becomes problematic if you need to run say
Double Colorless Energy and
Colress Machine/
Plasma Energy as you now have six to eight slots filled with Special Energy, leaving little room for basic Energy unless you run abnormally high Energy counts... plus you need room for
Colress Machine,
Ether, and
Pokédex. Even that might actually work if some sort of "donk" deck could feed off of it.