RE: Experiment: Outrage
Interesting. However, you have way to much energy and not enough drawpower.
You'll never be wanting to use the dragon's attacks either without energy acceleration too.
-4 Victini
3 Damage is nothing, and you'd be better off attaching. Instead, you can use Virizion. Virizion draws cards for you, and during that time you can be attaching to you benched Pokémon. Also, the ability is useless because none of those Pokémon has flip related effects.
+4 Virizion
For your energy lines, to be able to use Outrage better, use
Double Colorless Energy. This way if a dragon is Catcher'd up and damaged, instead of not being able to attack and just having to let the dragon be ko'd, you can attach a Double Colorless and use outrage. For what cards to remove, it has to be energy. 21 is a huge amount of energy, and leads to bad starts (1 basic and all energy? Not gonna fly). Fire
is the most obvious energy to take out, because after a Blue Flare, you discard the energy, and cannot use Blue Flare the next turn. I am going to take out all 7 because in a deck similar to this, 6 Corners, all the dragons use outrage for ko's, not their "main" attacks.
-7 Fire Energy
+4 Double Colorless Energy
Also, in a deck like this were there are multiple energy types, use Rainbow Energy. The 10 damage won't hurt much, and it is awful to not have the energy type you need when you need it.
I am going to take out 4 Lightning Energy, because you really shouldn't be using Bolt Strike when there is no form of energy acceleration to set up multiple attackers. Bolt Strike also makes it easier for counter knockouts.
-4 Lightning Energy
+4 Rainbow Energy
With the remaining 3 spots, I'd add Terrakion for revenge knockouts. This really helps when playing against Magnezone and Zekrom. It really hurts EelZone because if you knockout a Magnezone early enough, it may be hard for them to get another out.
+2 Terrakion
Because Terrakion is a really bad starter, add a switch to get it out of the active position when you start with it. There are many other situations where switch can come in handy in a deck of mainly 2+ Retreat Cost Pokémon, such as switching attackers.
+1 Switch
For your trainer line, there is not enough consistency cards. 3 Cheren is not enough. In a deck with only basics, Juniper is the best drawpower. This is because you won't be discarding important Stage 1s or Stage 2s when you use Juniper. There are no Stage 1s you may need later in your deck, and you can just bench you basics, so Juniper won't hurt you.
For what to take out, one word- Potion. You do not need Potion. With big attackers in this format such as Magnezone and Dragons, 30 damage heal is not going to do much.
-4 Potion
+4 Professor Juniper
For an even better T/S/S line, use Junk Arm. This will let you reuse trainers and tools that you need. It also gives for options for what trainer to use.
I am going to cut out 2 of each of the trainers that would be good in this deck, but where having 4 is overkill.
-2 Super Rod
Super Rod is good, but 2 is enough. You won't need it much anyways because you have 4 of each of the main Pokémon.
-2 Revive
Again, you won't need this much because you have 4 of Reshiram, Zekrom, Kyurem, and Virizion.
+4 Junk Arm
Lets you reuse trainers, very helpful.
You can read more about Junk Arm at Esa's report on it here: http://www.thedeckout.com/2011/12/great-junk-arm.html
-3 Lightning
This is also important, because early game Zekrom won't attack, but Virizion can because it will already is active using Double Draw. A turn 2 40 isn't much, but can knockout Pokémon like Solosis, Tynamo, and Oddish. Then it can do 80 the next turn, knockout out Gloom, Duosion, Gothorita, Magneton, Quilava, and other Stage 1 Pokémon that you often see turn 2/3.
+3 Grass
Lastly you need Pokémon Catcher to take full advantage of Leaf Wallop, and to knockout key Pokémon.
+ at least 2 Pokémon Catcher
I'd take out energy for these too, because they can be inconsistent starts, and Glaciate can be hard to set up
-2 Water