Now, I love the Metal type. It's great, has cool cards and they hit like a truck. But the one thing that people need to understand is that the main reason the new cards were hyped so much is because Gardevoir GX was the big thing when the new Metal cards were first revealed, and that really is no longer the case, as Zoroark GX rules both of the formats and I really don't see any of the new Metal decks (Newgaleo or not) beating it consistently, let alone other annoyances such as Night March.
As for the variants you have to work with, I'll start with Dusk Mane Necrozma, and the main problem is that the deck loses under both Item Lock and Ability Lock. The deck is reliant on either setting up Magnezone or the upcoming Solgaleo GX, both of which require Rare Candy to access quickly, whereas Magnezone is additionally vulernable to Ability Lock. Now, if we look back to a similiar deck, such as Blastoise (pre-Archie) the deck could lose simply from bricking out, and the Magnezone/Dusk Mane variant will have the same struggles, while you also can't expect to fully power up Dusk Mane after using Meteor Tempest every turn since Mt. Coronet only recovers 2 Energy.
As for variants that use the Solgaleo line as the main attacker, you still have the problem with being a Stage 2, while the upcoming Solgaleo GX creates the problem of messing with the build of the deck. How much of each Solgaleo GX do you run? Do you still run the Guardians Rising Solgaleo, which is a superb single prize attacker, or drop it from the list? The new Solgaleo GX can only 2HKO targets, whereas there are several attackers in the metagame that aren't a clunky Stage 2 who can do the same thing (Zoroark, Golisopod, Volcanion, Night March, etc.) and come out on top because they don't need to set up as much as the Metal player does.
As for Solgaleo Prism Star, it really is an amazing card, but the fact you can only run one and that 160 HP isn't a difficult number to take an OHKO on means that any smart opponent will look to knock it out early, which will set the Metal player's gameplan back quite a bit.
Heatran ULP I believe will do the best, as it hits for good numbers and the Energy costs on it's attacks can easily be recovered with either Magnezone/Coronet or Bronzong in combination with Solgaleo Prism but time will tell.
As for the deck's main threats, Zoroark stands out. It is extremely consistent, will likely take easy knockouts while the Metal player sets up, and can use Trickster GX with a Choice Band and copying either Meteor Tempest or Sunsteel Strike to take OHKO's, and in expanded the Zoro player can even use the Foul Play Zoroark to copy those moves without using their GX attack.
I absolutely love the new cards, and the type in general. They could be amazing in a format, but after a good look into how the meta is going currently, I don't see it being this one.
As for the variants you have to work with, I'll start with Dusk Mane Necrozma, and the main problem is that the deck loses under both Item Lock and Ability Lock. The deck is reliant on either setting up Magnezone or the upcoming Solgaleo GX, both of which require Rare Candy to access quickly, whereas Magnezone is additionally vulernable to Ability Lock. Now, if we look back to a similiar deck, such as Blastoise (pre-Archie) the deck could lose simply from bricking out, and the Magnezone/Dusk Mane variant will have the same struggles, while you also can't expect to fully power up Dusk Mane after using Meteor Tempest every turn since Mt. Coronet only recovers 2 Energy.
As for variants that use the Solgaleo line as the main attacker, you still have the problem with being a Stage 2, while the upcoming Solgaleo GX creates the problem of messing with the build of the deck. How much of each Solgaleo GX do you run? Do you still run the Guardians Rising Solgaleo, which is a superb single prize attacker, or drop it from the list? The new Solgaleo GX can only 2HKO targets, whereas there are several attackers in the metagame that aren't a clunky Stage 2 who can do the same thing (Zoroark, Golisopod, Volcanion, Night March, etc.) and come out on top because they don't need to set up as much as the Metal player does.
As for Solgaleo Prism Star, it really is an amazing card, but the fact you can only run one and that 160 HP isn't a difficult number to take an OHKO on means that any smart opponent will look to knock it out early, which will set the Metal player's gameplan back quite a bit.
Heatran ULP I believe will do the best, as it hits for good numbers and the Energy costs on it's attacks can easily be recovered with either Magnezone/Coronet or Bronzong in combination with Solgaleo Prism but time will tell.
As for the deck's main threats, Zoroark stands out. It is extremely consistent, will likely take easy knockouts while the Metal player sets up, and can use Trickster GX with a Choice Band and copying either Meteor Tempest or Sunsteel Strike to take OHKO's, and in expanded the Zoro player can even use the Foul Play Zoroark to copy those moves without using their GX attack.
I absolutely love the new cards, and the type in general. They could be amazing in a format, but after a good look into how the meta is going currently, I don't see it being this one.