Been thinking about all the options I have using Ray GX, and I believe I've come across a decklist that I like for Unified Minds & rotation.
Pokemon x14
Rayquaza GX x4
Zeraora GX x2
Shuckle x2
Mewtwo & Mew GX Tag Team x1
Dedenne GX x1
Druddigon x1
Shaymin Prism Star x1
Tapu Koko Prism Star x1
Latias Prism Star x1
Supporter x10
Lillie x4
Cynthia x4
Zinnia x2
Item x17
Mysterious Treasure x4
Poke Gear 3.0 x4
Cherish Ball x3
Acro Bike x3
Net Ball x3
Stadium x3
Viridian Forest x3
Energy x16
Grass Energy x8
Electric Energy x8
Allow me to explain
4 Ray GX - I think 4 has and always will be the right count for Ray GX. Not only is Rescue Stretcher gone to prevent you from recovering any milled Ray GXs from its own ability, but you need to maximize Ray so that you can use the ability for energy for its attack.
2 Zeraora GX - The GX attack puts a huge bulk of energy up very quickly when combined with discard options like Viridian Forest, Mysterious Treasure, Electromagnetic Radar, and Dedenne GX. The free retreat is also a very nice utility. With Guzma out of this format, you can't Guzma to switch your own Pokemon for free anymore which puts higher value on free retreat.
2 Shuckle - The support card that makes Zeraora GX work. You combine a Shuckle's discard 3 energy from deck with some discarded energy from hand, and you have yourself 5+ energy in discard to supply Zeraora GX in 1 turn. Also doubles as an energy accelerator.
1 Mewtwo & Mew GX Tag Team - This is something I decided is fantastic for this deck that solves a few of the deck's issues. The first issue is that between Ray and Zeraora, the deck's HP cap is 190. That means it'll get OHKO'd by a lot of relevant attackers very frequently, and this deck can't really keep up with things like Reshizard that can stream OHKOs with much higher HP ceilings. The second thing is that it actually helps make Ray's ability even better. The mill 3 is something that can actually work against you pretty badly by overmilling useful Pokemon, but with Mewtwo & Mew GX in the pool, if you accidentally mill a bunch of Rays or your Zeraoras, you have an extra "pad" that prevents you from being completely out of options. And just in general, I can't think of many things that are scarier than a 270 HP Rayquaza GX, and it's searchable by Mysterious Treasure that you naturally run in the deck, which also means you can pull it out of the deck before you play down Rays and start milling so you don't lose it.
1 Pikachu & Zekrom GX Tag Team - This is a tech I'm not fully sold on yet, but it has advantages. Having a lot of HP is one thing. Very few things are capable of hitting 240 in one turn which gives me some time if I'm doing poorly on discard based energy acceleration. The other thing is that it opens up the option for me to accelerate energy via Shuckle & itself in order to GX attack with Pikachu & Zekrom GX instead of Zeraora GX to take out a benched Dedenne GX along with my main target for up to 5 prizes in one swing. Basically, it's an alternative strategy when snowballing doesn't seem like it'll work or when my opponent presents the situation. Other reasons why I run it is that it enables Electromagnetic Radar which makes it more consistent than, say, a copy of Zapdos (though I have considered that, too).
1 Dedenne GX - I don't want more than 1 because I never want this to become a starter Pokemon. I already run 10 draw supporters in the deck, but this does open the opportunity for me to "double draw" on a turn if I feel like that will be effective. The full hand discard will occassionally be relevant if I have a hand full of energy.
1 Shaymin Prism Star - Without a doubt the best 1 prize attacker you could run in this deck. Searchable by Net Ball and hits just as hard as Ray GX
1 Tapu Koko Prism Star - Basically free snowballing energy/momentum recovery. Best used after getting KO'd which frees up a bench space, getting 2 energy back on board, and then playing down anything else.
1 Latias Prism Star - A great form of non-GX attack based energy acceleration. Has a bit more HP than Shuckle so can withstand some early game poke pressure a lot better than Shuckle. I like using her when I have 3 Ray on the bench. Being colorless energy cost makes it really easy to access.
4 Lillie - By running both Mysterious Treasure and Electromagnetic Radar, the deck still has the same discard power as Ultra Ball to make Lillie an incredibly valuable T1 supporter and also fairly decent throughout the whole game.
4 Cynthia - One of the best draw supporters. This deck is pretty good at dropping down to 1-2 cards and then shuffle drawing up to 6. Being unconditional helps get you out of bricks without wasting resources.
2 Erika's Hospitality - A great utility draw supporter in my eyes for mid game and beyond. Keeping hand size down isn't an issue for this deck, and as long as my opponent has 4 or 5 benched Pokemon it's worth playing.
4 Mysterious Treasure - Snags your Rays, Latias, and Mewtwo & Mew GX. Helps put energy in the discard and enables Lillie. Mandatory at 4 copies in my eyes.
4 Pokegear 3.0 - With no more Lele, this is the best alternative to getting supporters on demand.
3 Electromagnetic Radar - A discard 2 outlet to find me Zeraora GX, Pikachu & Zekrom GX, and Dedenne GX. Basically replaces Ultra Ball but is only run at 3 copies due to the fact that I only run 4 Electric GX Pokemon in the list, and I will only ever really need to play 1 of these in any game. I think this is better than Cherish Ball because of both the search 2 and discard 2, even if the range is more limited.
3 Acro Bike - Just more deck acceleration and digging. These become Great Catchers after Remix Bout.
3 Net Ball - Searches Shuckle, Shaymin Prism, and Grass Energies. Really versatile card that helps basically in any situation. Shuckle is so mandatory for this version of the list to work that I don't want to go lower than 3 with this card, and I don't want to increase counts of Shuckle because games where you start Shuckle you kind of want to cry a little bit.
3 Viridian Forest - I think this stadium is crucial for mixed energy decks, but in general it also allows me to discard an energy to search an energy so that I can supply both the discard and my attach for turn at the same time. Energy selection is really important since I run Pokemon that are both Grass and Electric focused.
8/8 Energy split - I think this is the exactly correct amount of energy for Ray lists. I get starved for energy too often playing at 7/7. Especially with Tag Teams running around at 240+ HP, you really want to enable as much energy on the board as possible.
These are just my current thoughts on how I plan on playing Ray. Feedback & discussion always welcome.
Pokemon x14
Rayquaza GX x4
Zeraora GX x2
Shuckle x2
Mewtwo & Mew GX Tag Team x1
Dedenne GX x1
Druddigon x1
Shaymin Prism Star x1
Tapu Koko Prism Star x1
Latias Prism Star x1
Supporter x10
Lillie x4
Cynthia x4
Zinnia x2
Item x17
Mysterious Treasure x4
Poke Gear 3.0 x4
Cherish Ball x3
Acro Bike x3
Net Ball x3
Stadium x3
Viridian Forest x3
Energy x16
Grass Energy x8
Electric Energy x8
Allow me to explain
4 Ray GX - I think 4 has and always will be the right count for Ray GX. Not only is Rescue Stretcher gone to prevent you from recovering any milled Ray GXs from its own ability, but you need to maximize Ray so that you can use the ability for energy for its attack.
2 Zeraora GX - The GX attack puts a huge bulk of energy up very quickly when combined with discard options like Viridian Forest, Mysterious Treasure, Electromagnetic Radar, and Dedenne GX. The free retreat is also a very nice utility. With Guzma out of this format, you can't Guzma to switch your own Pokemon for free anymore which puts higher value on free retreat.
2 Shuckle - The support card that makes Zeraora GX work. You combine a Shuckle's discard 3 energy from deck with some discarded energy from hand, and you have yourself 5+ energy in discard to supply Zeraora GX in 1 turn. Also doubles as an energy accelerator.
1 Mewtwo & Mew GX Tag Team - This is something I decided is fantastic for this deck that solves a few of the deck's issues. The first issue is that between Ray and Zeraora, the deck's HP cap is 190. That means it'll get OHKO'd by a lot of relevant attackers very frequently, and this deck can't really keep up with things like Reshizard that can stream OHKOs with much higher HP ceilings. The second thing is that it actually helps make Ray's ability even better. The mill 3 is something that can actually work against you pretty badly by overmilling useful Pokemon, but with Mewtwo & Mew GX in the pool, if you accidentally mill a bunch of Rays or your Zeraoras, you have an extra "pad" that prevents you from being completely out of options. And just in general, I can't think of many things that are scarier than a 270 HP Rayquaza GX, and it's searchable by Mysterious Treasure that you naturally run in the deck, which also means you can pull it out of the deck before you play down Rays and start milling so you don't lose it.
1 Dedenne GX - I don't want more than 1 because I never want this to become a starter Pokemon. I already run 10 draw supporters in the deck, but this does open the opportunity for me to "double draw" on a turn if I feel like that will be effective. The full hand discard will occassionally be relevant if I have a hand full of energy.
1 Shaymin Prism Star - Without a doubt the best 1 prize attacker you could run in this deck. Searchable by Net Ball and hits just as hard as Ray GX
1 Tapu Koko Prism Star - Basically free snowballing energy/momentum recovery. Best used after getting KO'd which frees up a bench space, getting 2 energy back on board, and then playing down anything else.
1 Latias Prism Star - A great form of non-GX attack based energy acceleration. Has a bit more HP than Shuckle so can withstand some early game poke pressure a lot better than Shuckle. I like using her when I have 3 Ray on the bench. Being colorless energy cost makes it really easy to access.
4 Lillie - By running both Mysterious Treasure and Electromagnetic Radar, the deck still has the same discard power as Ultra Ball to make Lillie an incredibly valuable T1 supporter and also fairly decent throughout the whole game.
4 Cynthia - One of the best draw supporters. This deck is pretty good at dropping down to 1-2 cards and then shuffle drawing up to 6. Being unconditional helps get you out of bricks without wasting resources.
2 Erika's Hospitality - A great utility draw supporter in my eyes for mid game and beyond. Keeping hand size down isn't an issue for this deck, and as long as my opponent has 4 or 5 benched Pokemon it's worth playing.
4 Mysterious Treasure - Snags your Rays, Latias, and Mewtwo & Mew GX. Helps put energy in the discard and enables Lillie. Mandatory at 4 copies in my eyes.
4 Pokegear 3.0 - With no more Lele, this is the best alternative to getting supporters on demand.
3 Acro Bike - Just more deck acceleration and digging. These become Great Catchers after Remix Bout.
3 Net Ball - Searches Shuckle, Shaymin Prism, and Grass Energies. Really versatile card that helps basically in any situation. Shuckle is so mandatory for this version of the list to work that I don't want to go lower than 3 with this card, and I don't want to increase counts of Shuckle because games where you start Shuckle you kind of want to cry a little bit.
3 Viridian Forest - I think this stadium is crucial for mixed energy decks, but in general it also allows me to discard an energy to search an energy so that I can supply both the discard and my attach for turn at the same time. Energy selection is really important since I run Pokemon that are both Grass and Electric focused.
8/8 Energy split - I think this is the exactly correct amount of energy for Ray lists. I get starved for energy too often playing at 7/7. Especially with Tag Teams running around at 240+ HP, you really want to enable as much energy on the board as possible.
These are just my current thoughts on how I plan on playing Ray. Feedback & discussion always welcome.
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