-3 Prof. Sycamore
-2 Hala
-2 Plumeria
-1 Brigette
-4 Ultra Ball
-1 Beast Ring
-2 Escape Board
-1 Metal Energy
Discarding hurts this deck a lot. You can't really afford to miss out on anything at any given moment.
While Sycamore does help out with consistency, it comes at a great cost for this deck. Hala isn't an optimal draw support choice, because you don't want to rush Blade GX. While Plumeria initially seems painfully obvious, its discard cost in conjunction with its opportunity cost (you don't want Plumeria in the early game, more on that later) ends up clogging the deck. Brigette isn't necessary, you're not aiming for a full bench from the get-go.
Oranguru would be the only 'mon not fetchable in this deck with this version. But it doesn't need to be fetched early on. Ultra Ball ends up being costlier than Mysterious Treasure. One less Beast Ring is debatable, up to you. Both Dhelmise and Oranguru retreat for 2, Escape Board goes.
(M) is being replaced for a good reason.
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+1 Oranguru (ULP)
+4 Cynthia
+4 N
+2 Guzma
+3 Mysterious Treasure
+1 Energy Lotto
+2 Float Stone
+1 Unit Energy LPM
After you get things going, if you manage to sneak in a turn where the opponent cannot attack effectively, Resource Management can secure victories by recycling key items.
Cynthia and N in high counts keep you going. Guzma secures kills and gets you out of tough spots.
Mysterious Treasure is extremely cost-effective here. And the deck works itself out so that you don't need 4 copies. An extra Energy Lotto helps with the most important aspect of the deck: finding energy every turn. Float Stone is better than Escape Board.
LPM plays an unexpected double role here: Unlocks both Tapu Cure GX and Anchor Shot (Dhelmise's attack), the latter making it possible to OHKO Buzzwole with a Choice Band. Yes, wacky. And yes, I've done it.
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So, there you have it. Things to look out for:
- Find energy EVERY TURN. Can't stress this out enough.
- Win the stadium war, no matter what.
- When in doubt, search for Dhelmise. It gets sh!t done like a boss in this deck, to the point people will Guzma it on sight once they realize it.
- Things to work on - energy rate (maybe more energy can be run, maybe a 3rd Lotto); Ultra Space quantities (maybe one more?); counter to unwinnable scenarios (I'm thinking Hoopa).
Alright. I like some of these changes. Not all of them.
I'll do the -Sycamore, Brigette, and Plumeria. (Because of said Brigette removal, I'll definately take out 1 Tapu Lele. It's just not necessary.) The Hala stays.
I know the Ultra Ball is a discarding card. I know we can just use Mysterious Treasure and Ultra Space to get all of them out. But the versitaliy of Ultra Ball is too good to give up. I'll give some up.
Some.
I will do the Beast Ring (as long as it puts me down to 3, not 2.)
Escape Board for Float Stone was and option. It lets you get more for your Dhelmise. But after all, only 1 Pokémon in this ENTIRE DECK has a Retreat Cost of more than 1. So, why
not get the added bonus? Consistency, sure, but still.
I'm sorry, but the Metal Energy stays. Many a time, I have drained my deck out of Energy after Beast Ring-ing once. The Metal Energy count can't dwindle, it has to get bigger, actually.
I've heard much about Oranguru. I hear it's good in this deck. I understand. But like I said last time, Goomy's Ability must stay in play, or my opponent has a chance to strike.
Cynthia and N were good choices, and I'm going to put them in, but I'm keeping
some Hala. (By the way, we can't have 6 N in a deck like you suggested.)
Guzma, thank you very much.
I'll put
some Mysterious Treasure in, but I'm still saving some U-Ball for consistency purposes.
Energy Loto is welcome.
Again, the Unit Energy (while you can heal Jet Punch'd Goomies with Tapu Cure) needs to be left out so Beast Ring can shine.
These changes help, but I have my reasons.
Here are
my changes:
-3 Sycamore
-2 Plumeria
-1 Brigette
-2 Ultra Ball
-1 Beast Ring
-1 Tapu Lele
+4 Cynthia
+2 Mysterious Treasure
+2 Guzma
+1 Metal Energy
+1 N
These changes are effective approximately immediately.