Price of Progress typically deals around 6-10 damage for just two mana, and you can combo this with cards like Fireblast and Lightning Bolt to end the game in one turn
Easy Level Trick: In the first game, the Electric Grand Master has a deck of all Electric-types, meaning they're weak to Fighting (except his Zapdos, which resists it)
The deck generally plays as a control deck, aiming to maintain a resource loop and field advantage through the archetype searchers and archetypal Trigger Effects, before finishing off the opponent by tutoring out high-power Normal Traps with "Lady Labrynth"
The full statement can be found on the official Pokemon website
Soul-Guide Lantern provides a little bit of graveyard removal, and Wylls Reversal and Wild Ricochet give the deck some mid-game interaction that can swing some moves in my favor
The massive amount of 2 ofs will likely make it really hard to have any idea of what you might draw or even see in a game and be able to critique and figure out how to mesh and meld your deck as you play more with it