Help Best Gardevoir GX deck list

jessalakasam

Floette is love Floette is life
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The name is pretty self-explanatory :/

I would prefer if this deck is in the PTCGO format so I can easily control C + Control V it into PTCGO

(NOTE: I only have 3 Gardevoir GXs and 3 Tapu Lele GXs)
 
Here's my current post-rotation build. I've made changes to this list like 50 times to try different things out, but the general build is modeled of off Andrew Mahone's deck list (you can find it on Derium's Competitive Pokemon YouTube channel). I know you said you only have 3 Gardevoir at the moment so I recommend throwing in a Gallade for the fourth spot. Andrew was originally running a 1-1 line of Octillery and 2 Lillie. I removed those four cards and added in an Oranguru, an Acerola, and two Choice Bands. The Acerola and Choice Bands are flexible. If you're running Gallade, you might want to run Octillery for the Premonition/Abyssal Hand combo.

****** Pokémon Trading Card Game Deck List ******

##Pokémon - 17

* 1 Oranguru PR-SM SM13
* 2 Diancie BUS 94
* 4 Ralts BUS 91
* 3 Kirlia BUS 92
* 4 Gardevoir-GX BUS 140
* 3 Tapu Lele-GX GRI 137

##Trainer Cards - 30

* 1 Acerola BUS 142
* 2 Choice Band GRI 121
* 4 Professor Sycamore BKP 107
* 1 Professor's Letter BKT 146
* 4 Ultra Ball SUM 135
* 3 Float Stone BKT 137
* 2 Skyla BKT 148
* 3 Guzma BUS 115
* 1 Brigette BKT 161
* 4 N FAC 105
* 2 Field Blower GRI 125
* 3 Rare Candy SUM 129

##Energy - 13

* 4 Double Colorless Energy SUM 136
* 9 Fairy Energy 9

Total Cards - 60

****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ******
 
Here's my current post-rotation build. I've made changes to this list like 50 times to try different things out, but the general build is modeled of off Andrew Mahone's deck list (you can find it on Derium's Competitive Pokemon YouTube channel). I know you said you only have 3 Gardevoir at the moment so I recommend throwing in a Gallade for the fourth spot. Andrew was originally running a 1-1 line of Octillery and 2 Lillie. I removed those four cards and added in an Oranguru, an Acerola, and two Choice Bands. The Acerola and Choice Bands are flexible. If you're running Gallade, you might want to run Octillery for the Premonition/Abyssal Hand combo.

****** Pokémon Trading Card Game Deck List ******

##Pokémon - 17

* 1 Oranguru PR-SM SM13
* 2 Diancie BUS 94
* 4 Ralts BUS 91
* 3 Kirlia BUS 92
* 4 Gardevoir-GX BUS 140
* 3 Tapu Lele-GX GRI 137

##Trainer Cards - 30

* 1 Acerola BUS 142
* 2 Choice Band GRI 121
* 4 Professor Sycamore BKP 107
* 1 Professor's Letter BKT 146
* 4 Ultra Ball SUM 135
* 3 Float Stone BKT 137
* 2 Skyla BKT 148
* 3 Guzma BUS 115
* 1 Brigette BKT 161
* 4 N FAC 105
* 2 Field Blower GRI 125
* 3 Rare Candy SUM 129

##Energy - 13

* 4 Double Colorless Energy SUM 136
* 9 Fairy Energy 9

Total Cards - 60

****** Deck List Generated by the Pokémon TCG Online www.pokemon.com/TCGO ******
Choice Band really isn't Necessary IMO you are getting the OHKO on most stuff without it :/ but I'll try this list out
 
Choice Band really isn't Necessary IMO you are getting the OHKO on most stuff without it :/ but I'll try this list out

Like I said, Choice Band is flexible. It basically acts like a free energy attachment since it does an extra 30 damage, which is the damage output for a single energy with Infinite Force. It can open up the possibility of attaching an energy somewhere else for your turn. I have played a few games where I didn't have any energy in my hand and I was 10-30 damage away from getting a KO. Choice Band would've gotten me there. Is it a necessary card to run in this deck? Maybe not. The Gardevoir deck that won Japan's Nationals ran 1 Choice Band so I think it's worth trying at least.
 
Like I said, Choice Band is flexible. It basically acts like a free energy attachment since it does an extra 30 damage, which is the damage output for a single energy with Infinite Force. It can open up the possibility of attaching an energy somewhere else for your turn. I have played a few games where I didn't have any energy in my hand and I was 10-30 damage away from getting a KO. Choice Band would've gotten me there. Is it a necessary card to run in this deck? Maybe not. The Gardevoir deck that won Japan's Nationals ran 1 Choice Band so I think it's worth trying at least.
I prefer running Policy to help beat Gross (I know it's 50/50 without it but policy turns it in your favor)
 
I prefer running Policy to help beat Gross (I know it's 50/50 without it but policy turns it in your favor)

Except Weakness Policy is useless against every other matchup so if you top deck it when you really need something else then you're screwed.
 
Except Weakness Policy is useless against every other matchup so if you top deck it when you really need something else then you're screwed.
yeah but same could be said about Choice band if you're going up against, say, Greninja
 
yeah but same could be said about Choice band if you're going up against, say, Greninja

Very true. But that's just one matchup where Choice Band is useless. The majority of decks you're going to run into are going to be running EXs/GXs. So Choice Band will be useful 9 out of 10 games. Weakness Policy will only be useful 1 out of 10. I'm generalizing obviously, but Choice Band is the more consistent tool.
 
Very true. But that's just one matchup where Choice Band is useless. The majority of decks you're going to run into are going to be running EXs/GXs. So Choice Band will be useful 9 out of 10 games. Weakness Policy will only be useful 1 out of 10. I'm generalizing obviously, but Choice Band is the more consistent tool.
most games I found that Policy didn't affect my draw much :/
 
I think weakness policy will be more useful once this deck gets big and people play more metal to counter it. Also, it is possible that Celesteela and Kartana GXs will be steel type.
 
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Not a fan of weakness policy at all. If you run more than 1 you are hurting yourself against everything but metagross. If you run just the 1 copy you have to find it, then hope they don't find one of their 2-3 field blowers. Most decks have one auto loss. I'd rather build the deck to maximize consistency against everything else and accept Metagross is a very tough match up.
 
I believe playing weakness policy is not an effective way to ease the Metagross GX matchup. This because that deck will probably be playing 3 or 4 Fieldblower just to counter Garbotoxin. Instead, I'm testing playing one promo Tapu Koko to spread damage once or twice to make it easier to hit the numbers.

One flying flip: Metagross GX is at 230 HP Gardevoir GX needs 5 energies (or 4 energies and choice band) to OHKO Metagross (assuming he has 3 energies attached)
Two flying flips: Metagross GX is at 210 HP Gardevoir GX needs 4 energies (or 3 energies and choice band) to OHKO Metagross (assuming he has 3 energies attached)

However, you still need to take a hit so that you can even take the KO back, which would translate to this:

(First) Metagross GX KO's one of your pokemon (which could be one of your Gardevoir GX). Opponent is at 4 prizes left.
(First or Second) Gardevoir GX KO's opposing (First) Metagross GX. You are at 4 prizes left.
(Second) Metagross GX KO's your (First or Second) Gardevoir GX. Opponent is at 2 prizes left.
(Second or Third) Gardevoir GX KO's (Second) Metagross GX. You are at 2 prizes left.

Now, at this point of the game, provided that your opponent could not set up another Metagross (which would be the fourth one during the game), the (Third) Metagross GX should not be able to get the kill on your (Second or Third) Gardevoir GX. At least for one turn.

In order to win this game, the Gardevoir GX player must do whatever it takes to recover their KO'd Gardevoir GX's, so that said player can get the final KO on a turn where the opponent is unable to attack due to not having enough Geotech system abilities available. Nevertheless, if the Metagross GX player is able to recover their KO'd Metagross GX's, then it would be a mute point.

This is were applying fast and early pressure would be critical. If you can prevent your opponent from setting up multiple Metagross GX's, you should have the upper hand, even if you are unable to use flying flip (though this would be very helpful).

There is one weak point to consider here. Using flying flip to weaken Metagross GX HP relies on the fact that your opponent will only have 20 damage on their metagross and think: "it's not worth it using my max potion to heal 20 damage, I will use it when my pokemon have more damage on them".

Why not just chain Hex Maniac? Well, pre-rotation you can chain easily thanks to Tapu Lele GX and Vs Seeker. Post rotation we lose the latter and Hex Maniac as well. Perhaps we should consider playing Garbotoxin ourselves? I don't think it's the solution since decks that rely on abilities should be playing high counts of fieldblower

So, we now need to find a build that allows you to set up multiple Gardevoir GX's as fast and consistently as possible, here's the list I've trying for post-rotation:

4 Ralts
2 Kirlia
3 Gardevoir Gx
1 Gallade
1 Diancie
1 Alolan Vulpix
1 Remoraid
1 Octillery
2 Tapu Lele Gx
1 Tapu Koko (promo)

4 Professor Sycamore
3 N
2 Skyla
2 Guzma
1 Brigette

4 Ultra Ball
4 Rare Candy
3 Field Blower
2 Choice Band
2 Float Stone
2 Timer Ball
1 Rescue Stretcher
1 Super Rod

4 DCE
8 Basic Fairy

Alolan vulpix could probably be swapped for a second Diancie, but I believe having both options for different situations is better.
Tapu koko promo I've already explained. It should help you hit higher HP numbers more easily.
I believe 3 fieldblowers is a must to counter Garbotoxin.
Skyla is a card I have been using on every stage 2 deck I play, and it has usually been really helpful. Pre-rotation I would probably consider using teammates instead
Timer Ball is there to find Kirlia, Gardevoir, Gallade and Octillery more easily.

Here's where the potato for the long post would go, but thanks for reading and replying. =)
 
I found a 1-1 or 2-2 line of Ribombee from Burning Shadows really helps you have that energy you need whenever.
 
What do you guys think about fairy garden? With the 8 energies I don't consistently get them when I need them. I'm thinking about cutting the gardens for more energy. I also run 1 energy retrieval. Worth it?
 
I think one or two energy retrievals would help a lot. Perhaps taking the place of a super rod or any other 2 not as helpful items. I personally don't like fairy garden as I believe you should play 4 of them to get the most from them. I would rather just play 2-3 fieldblowers.

I suppose you can add a couple energy retrievals or a couple basic fairy energies, both options should give you a similar effect.
 
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