Pokemon (20):
Strategy:
This is a Night March deck. I figured that all the regular users of Night March are very underwhelming and weak so I'm using Celebi EX's ability to allow Gourgeist to attack with Night March. Gourgeist is good because, with Dimensional Valley in play it only needs 2 colorless energy to attack with Night March and these can be provided by Virizion EX's emerald slash, which also causes it to get 200hp due to the ability Big Pumpkin and also makes it immune to status conditions. So with 4 Lampent and 4 Joltik in the discard and a muscle band, I am dealing 180 damage with Night March with a 200hp non-EX pokemon which is immune to status conditions. This criteria can be met quite quickly with battle compressor which was just made for the deck. Also once Gourgeist start getting knocked out, Night March's damage just keeps increasing which negates the need for a muscle band.
Town Map is important in this deck, I need to know where my Night March pokemon are so I can get them in the discard, and similarly its quite important to keep a Celebi EX in play (although pumpkaboo can still attack just fine without it, it wont be able to do so with 200 hp). In a pinch, even Joltiks can attack in this deck and deal 180 damage, or can be used for their electric typing to hit things like Yveltal EX for a ko with 4 lampent in the discard + muscle band.
The only thing which really stands out to me as a problem is Lysandre's Last Resort (and to a lesser extent target whistle, but this card isnt going to see play) but this doesn't completely cripple your strategies- it just resets them. You get your battle compactors back which you can use to very quickly get stuff back into the discard in just a couple of turns.
This deck is very simple so there isn't much more to say. 3 dimensional valley because the -1 attack cost is huge, 2 megaphones because abilities are important, 2 Lysandre for offensive pressure, and 1 switch because there shouldnt be an overwhelming switching problem (both supporting EXs have 1 retreat cost) but it could come in handy. I'm also running a couple of psychic energy just in order to use Gourgeist's attack if I really have to. It can deal 70 damage (90 with a muscle band) if I use it right after a sycamore, which is pretty pitiful but better than not attacking at all. Anyway, all night march attacks only require colorless energy so it doesnt affect me much to run 2 psychic.
Yea thats about it. I think this deck can be strong- it doesnt rely TOO heavily on abilities, at least not to actually deal damage, but with abilities Gourgeist can become a real nightmare to take down with 200hp and status immunity. Luckily virizion can wipe the floor with Seismitoad EX, and the main threat to Gourgeist (dark types) really took a punch in the face recently with the sudden influx of fighting types. Being evolved, non EX and hitting mewtwo EX for weakness are all useful traits too. Psychic with a dark weakness is probably one of the best defensive typings at the moment, and fighting resistance will help too. I can imagine item lock decks like donphan trevenant will destroy this deck if I can't get my night marchers in the discard before trevenant gets up.
My last thoughts is that in this deck I could also swap a muscle band out for another grass energy too. Since when I lose a muscle band from a knockout, thats another 20 damage increase to night march anyway if its gourgeist that gets knocked out. Muscle band really isn't that necessary unless I have to knock out a 170 or 180 hp EX on the first couple of turns. (which can still be done)
2 Virizion EX
4 Pumpkaboo
4 Gourgeist
4 Lampent
4 Joltik
2 Celebi EX
4 Battle Compressor
2 Muscle Band
3 Ultra Ball
3 Dimensional Valley
2 Energy Retrieval
1 Switch
2 Startling Megaphone
1 Computer Search
1 Town Map
3 Skyla
4 Sycamore
4 N
2 Lysandre
7 Grass
2 Psychic
Pumpkaboo - Psychic - HP60
Basic Pokemon
[P] Clash: 10 damage.
[C][C][C] Night March: 20x damage. This attack does 20 damage for each Pokemon that has a Night March attack in your discard pile.
Weakness: Darkness (x2)
Resistance: Fighting (-20)
Retreat: 2
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Gourgeist - Psychic - HP100
Stage 1 - Evolves from Pumpkaboo
Ability: Big Pumkin
Whenever this Pokemon has a [G] Energy attached to it, this Pokemon's maximum HP is 200.
[P][C][C] Horror Note: 10x damage. Does 10 damage times the number of cards in your hand.
Weakness: Darkness (x2)
Resistance: Fighting (-20)
Retreat: 3
____________________________________
Lampent - Psychic - HP80
Stage 1 - Evolves from Litwick
[P] Cursed Drops: Place 3 damage counters on your opponent’s Pokemon in any way you like.
[P][C][C] Night March: 20x damage. This attack does 20 damage for each Pokemon that has a Night March attack in your discard pile.
Weakness: Darkness (x2)
Resistance: Fighting (-20)
Retreat: 2
____________________________________
Joltik - Lightning - HP30
Basic Pokemon
[L] Gnaw: 10 damage.
[C][C] Night March: 20x damage. This attack does 20 damage for each Pokemon that has a Night March attack in your discard pile.
Weakness: Fighting (x2)
Resistance: Metal (-20)
Retreat: 1
____________________________________
Battle Compressor - Trainer
Item (Team Flare Gear)
Search your deck for up to 3 cards and discard them. Shuffle your deck afterward.
____________________________________
Dimensional Valley - Trainer
Stadium
Each player's Psychic Pokemon pays 1 [C] less to attack.
____________________________________
Basic Pokemon
[P] Clash: 10 damage.
[C][C][C] Night March: 20x damage. This attack does 20 damage for each Pokemon that has a Night March attack in your discard pile.
Weakness: Darkness (x2)
Resistance: Fighting (-20)
Retreat: 2
____________________________________
Gourgeist - Psychic - HP100
Stage 1 - Evolves from Pumpkaboo
Ability: Big Pumkin
Whenever this Pokemon has a [G] Energy attached to it, this Pokemon's maximum HP is 200.
[P][C][C] Horror Note: 10x damage. Does 10 damage times the number of cards in your hand.
Weakness: Darkness (x2)
Resistance: Fighting (-20)
Retreat: 3
____________________________________
Lampent - Psychic - HP80
Stage 1 - Evolves from Litwick
[P] Cursed Drops: Place 3 damage counters on your opponent’s Pokemon in any way you like.
[P][C][C] Night March: 20x damage. This attack does 20 damage for each Pokemon that has a Night March attack in your discard pile.
Weakness: Darkness (x2)
Resistance: Fighting (-20)
Retreat: 2
____________________________________
Joltik - Lightning - HP30
Basic Pokemon
[L] Gnaw: 10 damage.
[C][C] Night March: 20x damage. This attack does 20 damage for each Pokemon that has a Night March attack in your discard pile.
Weakness: Fighting (x2)
Resistance: Metal (-20)
Retreat: 1
____________________________________
Battle Compressor - Trainer
Item (Team Flare Gear)
Search your deck for up to 3 cards and discard them. Shuffle your deck afterward.
____________________________________
Dimensional Valley - Trainer
Stadium
Each player's Psychic Pokemon pays 1 [C] less to attack.
____________________________________
Strategy:
This is a Night March deck. I figured that all the regular users of Night March are very underwhelming and weak so I'm using Celebi EX's ability to allow Gourgeist to attack with Night March. Gourgeist is good because, with Dimensional Valley in play it only needs 2 colorless energy to attack with Night March and these can be provided by Virizion EX's emerald slash, which also causes it to get 200hp due to the ability Big Pumpkin and also makes it immune to status conditions. So with 4 Lampent and 4 Joltik in the discard and a muscle band, I am dealing 180 damage with Night March with a 200hp non-EX pokemon which is immune to status conditions. This criteria can be met quite quickly with battle compressor which was just made for the deck. Also once Gourgeist start getting knocked out, Night March's damage just keeps increasing which negates the need for a muscle band.
Town Map is important in this deck, I need to know where my Night March pokemon are so I can get them in the discard, and similarly its quite important to keep a Celebi EX in play (although pumpkaboo can still attack just fine without it, it wont be able to do so with 200 hp). In a pinch, even Joltiks can attack in this deck and deal 180 damage, or can be used for their electric typing to hit things like Yveltal EX for a ko with 4 lampent in the discard + muscle band.
The only thing which really stands out to me as a problem is Lysandre's Last Resort (and to a lesser extent target whistle, but this card isnt going to see play) but this doesn't completely cripple your strategies- it just resets them. You get your battle compactors back which you can use to very quickly get stuff back into the discard in just a couple of turns.
This deck is very simple so there isn't much more to say. 3 dimensional valley because the -1 attack cost is huge, 2 megaphones because abilities are important, 2 Lysandre for offensive pressure, and 1 switch because there shouldnt be an overwhelming switching problem (both supporting EXs have 1 retreat cost) but it could come in handy. I'm also running a couple of psychic energy just in order to use Gourgeist's attack if I really have to. It can deal 70 damage (90 with a muscle band) if I use it right after a sycamore, which is pretty pitiful but better than not attacking at all. Anyway, all night march attacks only require colorless energy so it doesnt affect me much to run 2 psychic.
Yea thats about it. I think this deck can be strong- it doesnt rely TOO heavily on abilities, at least not to actually deal damage, but with abilities Gourgeist can become a real nightmare to take down with 200hp and status immunity. Luckily virizion can wipe the floor with Seismitoad EX, and the main threat to Gourgeist (dark types) really took a punch in the face recently with the sudden influx of fighting types. Being evolved, non EX and hitting mewtwo EX for weakness are all useful traits too. Psychic with a dark weakness is probably one of the best defensive typings at the moment, and fighting resistance will help too. I can imagine item lock decks like donphan trevenant will destroy this deck if I can't get my night marchers in the discard before trevenant gets up.
My last thoughts is that in this deck I could also swap a muscle band out for another grass energy too. Since when I lose a muscle band from a knockout, thats another 20 damage increase to night march anyway if its gourgeist that gets knocked out. Muscle band really isn't that necessary unless I have to knock out a 170 or 180 hp EX on the first couple of turns. (which can still be done)