Regarding the luck factor, you CAN reduce it, but as long as this game is a TCG it cannot be completely eliminated. Some games you'll have bad luck and there's nothing that you can do about it. If it's of some consolation, after several games played your luck tends to "average out" (with the disclaimer that this would be observing from your starting point; if you've already had a few riddiculously unlucky moments, the next event has an equal chance of being unlucky as each of the previous ones individually), so over the course of maybe 100 games, you shoudn't have too many more bad draws than what's statistically probable.
As for specific advice on consistency, I think it would be easier to start by looking at one of your decklists first. I'll use the first list you posted in your other thread (Help improving Expanded Decks) as a reference. Some of the things I may tell you might be repeated from things you were told there, so bare that in mind. I'll also give you tips asuming that we're talking about expanded, but a lot of this applies to Standard too.
1) Discard/Draw and Shuffle Supporters:
These are absolutely vital to make almost any deck work. Here I'm thinking mostly about the ones that give you 5+ cards (ideally 6 or 7) when used. For Expanded, you MUST take some Sycamores. How many will depend on your deck and your preferences, but I usually take 3 or 4. For shuffling, Cynthia is probably the best one imo since you get 6 cards after shuffling. Judge is ok as a disruption tool, but I wouldn't rely on it if I just want to draw. In Expanded, N can do everything that Judge can and better, so take 1 or 2 Ns instead. Lillie can be good but it depends on how many cards you have in hand. She's worth considering since you can draw up to 8 cards in your first turn, and up to 6 the rest of the game. She's basically a Shaymin-EX in supporter form.
Save for exceptions, I really don't like Hau/Tierno or any +3 supporter. Compared to what other draw supporters can do, it's really weak.
2) 4 VS Seekers and some Battle Compressors:
If you're playing in Expanded, you absolutely MUST run 4 VS Seekers. The're basically the Joker from regular cards, they fill in for any other Supporter you want (they do have to be in your discard pile, but that's rather easy). Battle Compressors allow you to discard (among other things) supporters to the discard pile, which means you'll always be able to access them via VS Seeker. I run 4 battle compressors in Night March, but for non-discard decks 2 seems like a good number.
3) Run a few card drawing Pokemon:
Shaymin-EX is still the best in expanded. You burn your hand, use an Ultra Ball for Shaymin-EX and you draw up to 6 cards without having to use your supporter of the turn. Octillery from BKT (I think) and Oranguru can do the same, but they can keep taking cards while on the bench each turn (albeit up to 5 and 3 cards respectively rather than 6). Pokemon like Zoroark-GX also let you draw more cards.
4) Play Macargo:
Not sure if every deck can benefit from this, but if you hate bad luck, Macargo lets you literally decide what your next draw will be. You can't go wrong with a 2-2 line of Macargo.
5) Use "filler" Trainers that help you dig deeper into your deck:
Acro Bikes (draw 2 cards and discard one of those) and Trainers' Mail (look at he next 4 cards in your deck, pick a Trainer you find there and shuffle the rest) is what I'm thinking of. You can run anywhere from 0 to 4 of each of those depending on how much spare space you have.
6) Tapu Lele-GX (if you can afford one; Jirachi-EX for expanded does the same so it can replace Lele here)
The same Ultra Balls you can use for your normal pokemon and Shaymin-EX, you can use to search a Tapu Lele-GX or a Jirachi-EX. These can find you a Sycamore (or anything else really, but if you're stuck a Sycamore seems the best choice) and draw a fresh 7 card hand.
7) Don't take so many energies:
Rarely any deck ever needs more than 8-10 energies. Certain decks like Night March can even take just 4 Double Colorless Energy and nothing else. In your case, I would recomend trying with 7 Basic Energy and 4 Strong Energy at most, and from there adjust up or down depending on how it feels.
8) Avoid coin flip cards if you can:
The coin flips ARE fair, mind you, but the margin of error for a single coin flip (or a set of maybe 3 coin flips in a row) is just too large, so any outcome is both possible and probable. I like crushing hammer in control decks because you need them as part of your control tools, and because you use them enough times in a single game for you to get at least a few heads. In your deck though, I'd leave them aside.
9) Take out the lucky helmet and use more impactful tool cards:
I'm thinking mostly of more FFB, some Choice Bands and some Float Stones. Drawing 3 extra cards per hit isn't that good for the same Reason Hau isn't that good. Compared to getting a OHKO instead of a two shot thanks to Choice Ban, Lucky Helmet just kind of fades in comparison.
10) Focus on a select few pokemon, and have everything else you take just support that main line
Focusing on Buzzwhole is great, taking a Diancie Prism Star and a couple of Regirock-EX is fine too, Marshadow-GX is probably fine as well, but everything else is extra fluff imo. The only other pokemon I would include would be a pair of the drawing Pokemon I mentioned earlier.
I have to go now, but if I think of anything else I'll come back. Hopefully this advice is of use to you.
Edited by Sakura150612, 13 November 2018 - 01:13 PM.