Thanks for the somewhat rushed reply:
The wobbufet only exists for specific matchups e.g. decidueye/plume which is a 50-50 matchup. (Lurantis/plume is an autowin if anyone is still playing it). I started with 2 wobbs but realised that you don't need him in a lot of MUs and after testing those he helps out in, I dropped one. As I stated previously, there are a lot of mistakes you can make playing this deck and eventually I learned to stop decking myself through lysandred wobb
Jirachi also exists only for matchups like Mray and Mmewtwo as we have much trouble there (the attributes that make X break good are difficult to demonstrate in these MUs). Jirachi buys an attachment turn as a path to victory in the MUs is to dig for OHKOs. In Mm2 MU the 10 damage from stardust also means we require 1 less energy to OHKO. In Mray jirachi is more of a failsafe in that it cuts rayquaza's head off.
Things I don't understand about the list:
3 wobbufet - I've already explained how useless this cards is in all but 3-5 matchups. The simplest refutation being that I'd like to use geomancy.
4 DCE - This is overkill if the only card that attacks with it is shaymin.
4 max elixir - I don't see the purpose of the 4th one. This is because geomancy "harshly lowers" the special attack of max elixir. Culminative usage of max elixir already lowers your chance of hitting each consecutive one, so much so that a lot of players often choose to run 3 in decks that don't even have an energy acceleration equivilent of geomancy. In short the 4th elixir is barely worth anything in the deck.
2 float stone - why are you playing both garden and float in the same deck?!? It just doesn't make sense. If you want to switch outside of fairy garden, use hard switches like "switch" and "escape rope". They give you extra utility e.g. against decidueye/plume (where wobb does something) you can fairy garden switch into wobb and then use switch to get back to it. This let's us use items without the requirement of being KO'd last turn. It's niche but does come up. N.B. switch is better than escape rope in this deck.
No offense, but I feel like all you did was: add a load of random wobbs; bump ultra ball, max elixir, shaymin and dce up to more "regular feeling" counts; remove all 1-ofs (except for wobb ofc!); and add float stones...
The wobbufet only exists for specific matchups e.g. decidueye/plume which is a 50-50 matchup. (Lurantis/plume is an autowin if anyone is still playing it). I started with 2 wobbs but realised that you don't need him in a lot of MUs and after testing those he helps out in, I dropped one. As I stated previously, there are a lot of mistakes you can make playing this deck and eventually I learned to stop decking myself through lysandred wobb
Jirachi also exists only for matchups like Mray and Mmewtwo as we have much trouble there (the attributes that make X break good are difficult to demonstrate in these MUs). Jirachi buys an attachment turn as a path to victory in the MUs is to dig for OHKOs. In Mm2 MU the 10 damage from stardust also means we require 1 less energy to OHKO. In Mray jirachi is more of a failsafe in that it cuts rayquaza's head off.
Things I don't understand about the list:
3 wobbufet - I've already explained how useless this cards is in all but 3-5 matchups. The simplest refutation being that I'd like to use geomancy.
4 DCE - This is overkill if the only card that attacks with it is shaymin.
4 max elixir - I don't see the purpose of the 4th one. This is because geomancy "harshly lowers" the special attack of max elixir. Culminative usage of max elixir already lowers your chance of hitting each consecutive one, so much so that a lot of players often choose to run 3 in decks that don't even have an energy acceleration equivilent of geomancy. In short the 4th elixir is barely worth anything in the deck.
2 float stone - why are you playing both garden and float in the same deck?!? It just doesn't make sense. If you want to switch outside of fairy garden, use hard switches like "switch" and "escape rope". They give you extra utility e.g. against decidueye/plume (where wobb does something) you can fairy garden switch into wobb and then use switch to get back to it. This let's us use items without the requirement of being KO'd last turn. It's niche but does come up. N.B. switch is better than escape rope in this deck.
No offense, but I feel like all you did was: add a load of random wobbs; bump ultra ball, max elixir, shaymin and dce up to more "regular feeling" counts; remove all 1-ofs (except for wobb ofc!); and add float stones...