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Do you think Mew FCO has any value so you don't constantly have to get new ants? Maybe with dimension valley for no energy? Or sky field and you can use Magcargo for draw and mag cargo GX for his GX attack to discard cards? Just spitballing new ideas haha
I use two Mew FCO in my build. It does help to the point to where I would want a 3rd or maybe run 4.
I'd advise against Stadiums in the build as there really aren't any that benefit Durant Mill spectacularly or would help you in other matchups.
Magcargo could help, but having the evolution line in the deck really cramps up the deck space, unless you see something I don't.
Wailord sounds like it could be fun. I like it except for the fact that it dies to grass. I guess Wishiwashi GX just doesn't have enough hit points to hold its own against grass decks?
Golisopod-GX can also tank a Wailord EX pretty badly (as long as it has Choice Band), but it didn't have a whole lot of success once "Beached Whales" became a thing as the meta kinda pushed it out and all Zoroark-GX variants morphed into Zoro-Eggs (Zoroark-GX / Golisopod-GX is a tough Zoroark variant to pilot correctly).
Wishiwashi-GX was used in early versions of "Beached Whales" for the explicit purpose of not getting wrecked by Golisopod-GX. Ironically, it lost a Top-8 match in a regional because of a Night March deck.
Even though Night March is slated to take a big backseat this season with the loss of Hex Maniac, Ghetsis, and Puzzle of Time. Lost Thunder has some neat Lightning options that would threaten Wishiwashi-GX from being considered again. It's HP is at that magic "210 HP threshold" that leaves it open to OHKO plays from the likes of Sky Field Zoroark and such.
(Sylveon GX) Interesting. Our meta here doesn't currently have much of energy accell, but since we haven't had an event in the new standard format who knows. Might be a good call.
If Energy acceleration isn't a thing at your venue, then it might work. That said, Expanded Buzzwole is a dicey matchup and you'll have to know the matchup pretty good to stand a chance.
Their deck doesn't feature a lot of recovery--if any. Its usually just one Super Rod and that's it. But between Absorption GX, Knuckle Punch, Strong Energy, Diancie Prism Star, and Choice Band. They have some bad ways of delivering an OHKO on Sylveon. You'll need to target down the Diancie Prism Star quickly. From there, you'll have to hit their Strong and BEast Energy Prism with Flare Grunts and Enhanced Hammers. You'll take a KO or two EASILY, but don't take any more KOs than Diancie Prism Star. If they also happen to use Regirock-EX
to boost damage, KO it AFTER Diancie Prism Star so you don't trigger Sledgehammer on baby Buzzwole. I doubt Regirock-EX will see play anymore since deckspace in Buzzwole is pretty tight, but I'll put that out there.
Gotcha. [Shock Lock] Sounds fun but inconsistent
I'd check videos of it being played on Youtube. It doesn't sport many GX Pokemon (I think it's just a Tapu Lele-GX or two), so it can afford to take a couple of KOs while setting up. A competent opponent will know what to hit while they are setting up. That said, not a whole lot of people are familiar with the matchup. Also, Garb REALLY hurts the deck. Shock Lock CAN beat or work around Garbotoxin, but it's really tricky for them and tough for them to do.
I think [Sableye / Garb] might be hard for her first control deck. Does it not get easily run over by decks like buzzwole that do lots of damage fast? I know buzzwole GX is prevalent in our meta, how does sableye Garb combat that? Sorry I'm relatively new to control myself
I got back into Pokemon last year and started with Sylveon and Sableye / Garb. Honestly, Sylveon-GX gets frustrating at times (especially when you get N'd out of a hand). Sableye / Garb is no walk in the park, but once you play with it for a bit, it'll start to click. I'd recommend building it on PTCGO and using it there to get a good feel for it. There's A LOT of plays you can make in a turn. But if you can get good with Sableye / Garb, you can be good with ANY control deck this game will ever throw at you as this deck will teach you virtually everything you could possibly want to look for in learning how to play control. Trial by fire.
That said, Faba in Lost Thunder might be played in several builds. And that could prove problematic as they could trash your Life Dew into the Lost Zone and really cramp your style. A bit soon to tell, but there it is.
Sableye / Garb uses Trashalanche Garbodor. The guy who won the Salt Lake City regional with Sableye / Garb beat THREE Buzzwole variants by taking 6 prizes swith Garbodor. That said, he had Puzzles, we don't. So maybe use Rescue Stretchers? I'm not sure.
I would love [Accelgor / Wobbuffet/Stoutland] if it works
Shock Lock became the spiritual successor to Accelgor builds. My biggest problem with Accelgor is that you're doing damage with your lock-condition. IF you weren't doing damage, they'd need some sort of switch effect like Escape Rope, Switch, Guzma, etc.
But because you did damage, Acerola becomes part of the equation too.
Question, I know the new oranguru has an attack that is somewhat reminiscent of Junk Hunt, Does it have any value in a control build as a new archetype?
Oranguru was used in a lot of aggro decks to recycle back Puzzle of Time. I'm not sure how much it will get played with Puzzle of Time gone. The problem with Oranguru is that you won't immediately get to use the cards you get back. Unless your deck is SUPER low and you have a means to access what Resource Management is throwing back, all you're doing is making your deck bigger. Unless you have some way of sustaining a lock without the means of attacking (because you'll be using Oranguru), there's no point in using it.
That said, Oranguru is REALLY annoying for control decks to deal with. Sableye / Garb and Sylveon-GX have the best ways of dealing with it (using Flare Grunt; attacking it with a Muscle Band, respectively).