Most of the trainer lists that you guys have put up have only had at most 7 draw Supporters (and that's counting each "wild card" Holon Transceiver as a Holon Scientist, which will more than likely not be the case). Good luck on getting anything out in play fast enough to do what you need to ... that is, if you don't get a horrible start from the get-go. Imagine a Slugma start with no draw Supporters -- think about how long it will take you to just get a Metagross in play.
Honestly, the deck does not need Magcargo. It also doesn't need a Holon Engine. In fact, here's a list of what it needs and what it doesn't. I'm not going to post a list because I don't want to get net-decked or whatever, but here's some of the best constructive criticism I can offer, from someone who's been playing MetaNite for months:
MetaNite does not need:
-- Holon Ruins. Just beef up the draw Supporters and run the better ruins (Desert Ruins).
-- Four Plusle. One or two will do the trick.
-- Magcargo. You already have a Pokemon that searches that doesn't get locked by LunaSol, and the power is constructively stackable. Just make sure you can counter Battle Frontier and you'll be fine. Or, better yet, run a healthy amount of draw Supporters.
-- More than 7 or 8 Lightning Energy. Remember, you're bringing them back from the discard pile, creating the illusion that you have more than 7 or 8.
-- DRE. Just run the DX Metagross... gets by Battle Frontier, has a decent type, etc. etc.
-- The Holon Engine. Using Supporters to grab your Pokemon (Holon Mentor, Holon Researcher, Celio's Network) just slows down the speed that MetaNite has. The Holon Engine is also best used with Jirachi, which probably shouldn't be in this deck.
-- Zapdos ex. A Zapdos on turn 2 is awesome, a Zapdos on turn 18 is not.
MetaNite does need:
-- At least four Stadiums. Battle Frontier is still a threat, but the even scarier beast is Cursed Stone, which will usually toss damage around like crazy.
-- DX Metang. A great way to effectively counter Medicham ex that doesn't sacrifice too much of the deck's build.
-- At least three Rare Candy's. Wanting to get that DS Metagross in play ASAP will convince you to do this.
-- Plusle. In a lot of decks Plusle is a great starter Pokemon, but in this deck it's great late game as well. A well-timed Positive Spark can ease up the pain of using Crush and Burn, and if you're running Pow!'s or Pokemon Reversals, you can easily set up a lock and then go about destroying your opponent with a little Plusle.
-- Pokemon Reversals/Pow! Hand Extension. KO Pidgeot/Magcargo.
-- Rocket's Admin. Use this after you get rid of the bird or slug, and you've got yourself everything from an easy win to an awesome comeback.
-- Fluffy Berry. Better than any Warp Point or Switch imaginable, send up a Fluffy Berry'd Pokemon, charge up a Metagross on the bench, send up the 'Gross. Don't skip a beat.
-- Protective Orb. Just to take care of those pesky Fire-type decks/techs, including DS Salamence, Typhlosion, Typhlosion ex, Magcargo, etc. Or, if you don't see Fire-type, toss it on a Dragonite and refuse to be surprised by a Crystal Shard.
-- Crystal Shard. This is a bit questionable, but it definitely helps out against the resistance that Steelix ex and Flygon ex have, and it can counter some decks that have been recently gaining a bit of popularity (DS Salamence, Flygon ex).
-- DX Metagross. I already explained this one when I said that DRE's aren't needed.
-- "Hook" Dratini. 30 damage on the second turn to a Lightning-weak Pidgey is just great
Okay, hopefully that helped. I nearly wrote up an article on MetaNite, but someone beat me to it. However, I have found these things to be imperative in maintaining the speed, strength, and versatility that MetaNite deserves. And to whoever said that MetaNite is a bad deck, I laugh. My brother greatly modified his LudiCargo to take care of my deck, and even with all the tech'ing he did (ATM [Ice], DS Tyranitar, Crystal Shard, etc.) he still can't beat the thing.
Good luck with your deck.