In that case, you're going to mainly be dealing with Haymaker variants, Rain Dance variants, Do The Wave Variants, and Toxic Gas variants... with some of those overlapping. I'll explain things assuming the original rules are in effect; two cards drawn on a mulligan, failing a Confusion check results in 20 points of damage being done to the attacking Pokémon, etc.
The original Haymaker deck build reportedly debuted with Base Set; some Magic: The Gathering player built it for his son based on Translations of Japanese cards. Again, the story goes that "Special Punch" is known as "Haymaker" on the Japanese card (and a "Haymaker" is a powerful punch in boxing, named as such for literally knocking the hay stuffing out of the practice dummy). So the original build was focused on Base Set
Hitmonchan,
Electabuzz, and
Machop. That's right, little ol'
Machop, without any Evolutions.
In fact, that became the definition for Haymaker: an aggressive beatdown deck built around Basic Pokémon with no Evolutions.
Hitmonchan remained viable long enough (and a lot didn't know the supposed origin of the deck's name) so the name stuck even without the titular Pokémon. The rest of the deck would be the minimal amount of Energy needed plus Trainers. Here is an example list for Base Set only, and if you are wondering I am starting there as that is where the deck began and it will make a lot of concepts easier to identify and understand:
Pokémon x 12
4 x Electabuzz
4 x Hitmonchan
4 x Machop
Trainers x 34
4 x Bill
4 x Computer Search
4 x Energy Removal
4 x Gust of Wind
4 x Item Finder
4 x PlusPower
4 x Professor Oak
2 x Scoop Up
2 x Super Energy Removal
2 x Switch
Energy x 14
8 x Fighting Energy
6 x Lightning Energy
Strategy: Speed out your Basic attackers, exploiting two of the most common Weaknesses found in the Base Set: Fighting and Lightning. Together you could hit just over 1/3 of the Pokémon in the
Base Set for double damage. Fighting Resistance was almost as common as Fighting Weakness, but many of those were Lightning Weak Pokémon. The focus is on using the less expensive attacks; despite the name of the deck, Special Punch (a.k.a. Haymaker) is the attack you'll use the least. The weaker attacks become vary potent when combined with aforementioned Weakness and the raw speed and Trainer might of this deck.
Pokémon: 12 Pokémon gives good odds of avoiding a mulligan, and solid odds of avoiding a lone Pokémon start as well. The lowest I ever saw run with some success was six Pokémon (no
Machop, just three each of the others), and even cutting back to 4/4/0 (again, no
Machop) means giving your opponent a mulligan quite often. 10 is about as low as I would go - not too bad on mulligans but more prone to a single Pokémon open.
As such,
Machop is filler - an extremely skilled player restricted to
Base Set would likely just cut it or even replace it with something different for a more advanced build. Still, Low Kick hits just as hard as Jab and for the same low cost, and 50 HP is just enough not to be an easy OHKO. Otherwise the goal is to open with whatever your opponent is most vulnerable too (often their Weakness).
Hitmonchan is more sustainable and better for attacking with one Energy, but needs a full
fighting::fighting::colorless
for the big hits that will matter if your opponent can mount their own counter offensive.
Electabuzz can score 30 for
lightning::colorless
and 10 points of damage to self or a sweet 40 with no self-damage.
Trainers: All Trainers listed were common sights in the early days of the game, even after several sets. In fact, some are still common sights now!
Bill was later re-released (and nerfed) as a Supporter and
Computer Search as an Ace Spec. Several others have been effectively re-released with different names and similar or same effects, and a few have flat up been re-released with only "updated formatting" (
Switch,
PlusPower).
Bill,
Computer Search,
Item Finder and
Professor Oak are your "Trainer Engine", driving your deck forward. The more skilled you were, the more you could play around with the counts for these cards,
Bill probably being the most variable.
Computer Search rarely dropped below three,
Item Finder was usually run at only two or three, and
Professor Oak was usually maxed out. These numbers usually vary according to each other - the all maxed out build is for your first time - later if you kept
Bill and
Professor Oak maxed out, you could lower
Computer Search and
Item Finder, as well as vice versa.
Bill is almost a no-brainer, especially when you are beginning - I found myself cutting it eventually when I had to choose between really useful other cards... or turning one card into two. Many would say I made the wrong choice, and I have never been able to determine it conclusively.
The heavy discard cost of
Computer Search and
Item Finder can be intimidating, but especially if you saw it used well back then (or today), you'll realize the raw draw power makes it pretty easy - a lot of your deck is redundancy (or at least expendable), so tossing three cards (one of those two Trainers plus the two card discard) for the exact card you need is usually worth it; these two could allow a single card to act as if it were maxed out.
Professor Oak would already be tempting because even at the cost of your hand prior to playing it, a new seven card hand is potent. Combine it with
Computer Search and
Item Finder to thin out your hand (ideally leaving nothing but
Professor Oak) as
Computer Search and
Item Finder could get you the exact cards you needed (and could play) before hand. "
Computer Search (or
Item Finder), discard two for
Professor Oak." was a common play, usually showing up multiple times in a game. This also meant that it was easy to burn through your entire deck - even skilled players risked decking out while otherwise making sound plays, though usually it only happened as a result of carelessness.
Now, the rest of the Trainers are essentially dirty tricks to sabotage your opponent. Thanks to
Energy Removal/
Super Energy Removal, it will be almost impossible for your opponent to build anything substantial with four Energy. Two Energy is only "doable" because much of the time a player won't want to waste an
Energy Removal (let alone a
Super Energy Removal) on a Pokémon they plan on KOing next turn.
Three Energy follows the same principle but also relies on
Double Colorless Energy being your second Energy drop (so for attacks costing
X:colorless::colorless: where X is a third Energy requirement).
Blastoise decks aren't even safe; prior to
Team Rocket (fourth set, not counting the reprint set
Base Set 2) there wasn't an efficient way to recycle large amounts of basic Energy - Rain Dance decks had to fit in a Stage 2 line and nearly as many Trainers, so there wasn't a lot of
Water Energy cards to play around with. They would be the exception and the most likely deck to pull off a four Energy attack with some regularity.
Gust of Wind functions like
Pokémon Catcher does now; use it to bypass walls, force up Bench-sitters, and disrupt/prevent an opponent's set-up. Just like now, it is actually a well made, balanced card... the problem lies with the best cards in the card pool ignoring the "speed" limit.
Most decks would run 3-4
Gust of Wind.
PlusPower was very important to this deck - HP scores were often just 10 or 20 points outside of being OHKOed by attacks of similar Stages. Even though
PlusPower applied
after Weakness/Resistance back in the day, it was still enough that each copy you could drop would increase the range of OHKOs. FTKOs were especially deadly - only Basic Pokémon were a concern (no way to play Evolutions that early) so that cut the card pool down to an effective 39 cards; only three Basic Pokémon were completely safe from OHKO:
Chansey,
Zapdos, and
Onix!
Thanks to the Trainer Engine, it was only being Prized that made dropping four copies of
PlusPower unreliable first/second turn. Two
PlusPower was a pretty reliable tactic in opening, with three being somewhere in between. Of course, you shouldn't burn through your deck for that FTKO unless you are certain you can win quickly - there were no recursion cards at this time to replenish your deck (unless I missed it in an attack)! Also remember that if you get "tails" on a Thunder Punch (or when attacking while Confused),
PlusPower will also increase the damage done by your Active to itself!
Scoop Up and
Switch were both used, though often one in place of the other. I went for an even split here - again because this is meant as a foundational, learning build. Both could be used to shake Special Conditions/get something out of the Active slot.
Scoop Up would of course cost you any attached Energy or Trainers, but as your opponent was also often running S/ER and you would be running SER, you usually only had one Energy to lose, often none! Especially if you had a back-up attacker ready to go, this just meant
Scoop Up acted as healing.
Switch lacked the healing element, but if you didn't want to discard any Energy it was obviously superior.
Energy: This part will seem almost boring, as the deck just has 8
Fighting Energy and six
Lightning Energy. This doesn't give you much if any to spare... if you are trying to build up past that first, single Energy attack. In a game, usually you'll only do that with one or two of your attackers, so its adequate but still can be tight.
I am running out of time - I'll explain some early variants, then move onto
Jungle and hopefully
Fossil additions (and further variants) as well.