My favourite card out of CEC hands down is Cradilly. I've tried out a lot of conditions decks to try make the most of him, but this is by far the most fun and winningest one I've managed to cobble together. Even in this Fire meta o.o
Advice please, on how to make it a tad more consistent. It occasionally bricks despite having what seems like a solid engine. If I could find room for some switches, a Shadow Box Mimkyu, Reset Stamp or even 3-4 Custom or Great Catchers, that'd be fab.
Pokémon (20)
4-3 Kricketune
3-3 Parasect (Panic Spores)
2-2 Cradily (Swaying Strangle)
1-1 Carracosta (Ancient Custom)
1 Ditto Prism (Almighty Evolution)
Supporters (15)
1 Professor Elm
2 Apricorn Maker
3 Cynthia
3 Bill's Analysis
2 Guzma & Hala TT
1 Koga
3 Pokégear
Tools/Items (13)
4 Ear-Ringing Bell
1 Adventure Bag
4 Net Ball
1 Lure Ball
1 Pokémon Communication
2 Lana's Fishing Rod
Stadia (5)
4 Pokémon Research Lab
1 Stadium Nav
Energy (7)
* 5 [G] Energy
* 2 Rainbow Energy
4-3 Kricketune
3-3 Parasect (Panic Spores)
2-2 Cradily (Swaying Strangle)
1-1 Carracosta (Ancient Custom)
1 Ditto Prism (Almighty Evolution)
Supporters (15)
1 Professor Elm
2 Apricorn Maker
3 Cynthia
3 Bill's Analysis
2 Guzma & Hala TT
1 Koga
3 Pokégear
Tools/Items (13)
4 Ear-Ringing Bell
1 Adventure Bag
4 Net Ball
1 Lure Ball
1 Pokémon Communication
2 Lana's Fishing Rod
Stadia (5)
4 Pokémon Research Lab
1 Stadium Nav
Energy (7)
* 5 [G] Energy
* 2 Rainbow Energy
A lot of these cards may be unfamiliar so a crashcourse in how the deck works:
Cradily blocks anything with a special condition from retreating. Yes, even pesky Escape-Boarded Jirachi. Kricketune & Bells cause confusion, as do Lileep and Parasect in a pinch. Parasect's real job is to pile on damage counters if the active is confused.
This is all very effective in the current format with no way to turn off non-GX abilities, and precious little tool removal. Your biggest obstacle are switching items, but you won't find many decks with more of those than your six little one-prizers. Which you can recycle, along with the bells thanks to Lana's Rod arriving into format. And Guzma & Hala TT has made it more consistent to get the fossil stadium out on T1.
Grass is unique too, in that it benefits from Nest Ball. These additionally allow you to skimp on the energy requirements of your single [G] attackers.
Three cards might seem odd here. Elm is in instead of a third Apricot Maker as occasionally you will just want Ditto (no Paras exists >60 HP, and it can be used as a substitute fossil). The 1-1 Carracosta line is there specifically to turn off Spirit Tags, as you have a very frail bench otherwise. You can fare very well against Mally and other one-prizers so long as the dreaded Mew doesn't appear. The deck has a lot of items that can either increase or decrease your hand size on command, to avail of spread damage (30 to all!) whenever possible. Hence why I'd like some Catchers in. Obviously you also do poorly against Cobalion/Herb/Nurse Joy decks too, but they are a rarity.