It would help if instead of just posting what you played, explained the strengths and weaknesses of each matchup.
Alrighty then, I can help.
Leafeon - The ability to OHKO Leafeon [ while they were throwing energy to the bench ] was my strength - free retreat back when they bring up a replacement, and then OHKO'ing Claydol / Eevee / random bench card with Azelf was a perfect in-between. It was a close game, however, thanks to a ***-for-tat relationship. It was capable of KO'ing one of my pixies almost every turn, but due to pre-setting the bench, I was able to re-play the pixie in question and free retreat back for another, more appropriate placement. Really close games every time.
Empoleon - It was rather awesome - he had a completely useless set of cards in the Omastar set, and the long and short of it was that he could not get set up fast enough to deal me any major harm. t2 OHKO an empoleon, the next turn I attach to Mesprit and Healing gaze to remove the spread. It was very difficult for him to recover from that point. However, the incredible bench-sniping ability of Emp. X made it so that he could easily pick off one of my in-waiting pixies before moving to really hurt me later, and the spread potential if I can't OHKO his empoleon immediately makes it a heavy threat. I've lost to this deck once, and it was due to heavy prizing on my part.
Magnezone - Blissey: An incredible deck, but the setup takes too long, and the oversized HP doesn't matter when I was able to dump 200 [ at least ] every other turn. Plus, the low initial damage output makes this an interesting matchup. I think if this deck gets set up, I'd be pretty much screwed, care of the auto-paralyze, and the immense damage placed by most of the pokemon.
GG - I didn't even have to really try. GG just can't function without DRE / Scramble. Mesprit LA's attack does enough to cause a lot of early hurting, too. In these games, while they did usually manage to get out a gardevoir, the gallades almost never saw play. When they did, it was a guaranteed OHKO on whoever was up front... but again, the cycle properties of the deck just kept it going irregardless.
Skittles - It was the most fun I've had in a while playing Skittles, if for no other reason than the 'living through supreme blast' thing hurts. A lot. Though the wins are purely dice-based, it takes only 5 energy to OHKO all of my pixies, and it's very difficult to lose two of the same pixie and make an adequate recovery. I think this deck is a big threat for AMU... if it sees play. [ Mewtwo Lv.X would pretty much make the deck cry ].
Weavile / Honchkrow - The deck sets up nicely almost every game. Truth be told, I haven't seen a game with it that hasn't set up by at least t2. Irregardless, the fact that the deck can't exceed much more than 60 damage hurts it - unless it techs Darkrai Lv. X. My tech Mewtwo Lv.X, however, made pretty quick work of this. [ And yes, I do run the tech Mewtwo Lv.X ]
Kingdra - This was played just yesterday, and I only got one game in with it. I was highly [ HIGHLY ] impressed with the speed and reliability, but Mr. Mime thoroughly thrashes this deck and makes set up very difficult [ if they don't get Warp Point out and force me to give him a pokemon he can damage ]. He only managed to take two prizes, again because of the cycling ability this deck has. I was never without all three pixies post setup. However. I think Kingdra is the donk deck of the season.
Thar ya go.