#1 - Trevenant BREAK/Vileplume
The new grass type Trevenant is an ideal platform for Trev BREAK since it can be evolved on turn 1 via forest of giant plants. Poltergeist is also a great single target attack in an item lock deck, giving him a less consistent but potentially much more threatening attack against your opponent's active. Grass type Phantump also allows you to include a FOGP enhanced Nervous Seed Trevenant which heavily punishes Volcanion decks in particular, which are currently the go-to counters to the new wave of grass item lock decks. I think this is a deck that people are going to struggle to deal with in standard. While Hex Maniac stops Decidueye dead for a turn and Volcanion's a headache for that deck, there's no easy solution to Trevenant.
#2 - Lurantis-GX/Lurantis/Tapu Bulu-GX
When Lurantis-GX first came out, a lot of people said that it was one good grass attacker partner away from blowing open the meta. Tapu Bulu is that card. With a confusing lack of weakness rendering Volcanion impotent and an attack that can hit 180 in exchange for discarding all energy, Bulu is the ideal energy acceleration target for Lurantis. Lurantis-GX and Lurantis share a basic card which is very good for consistency considerations. The numerous ways that Bulu's damage can be boosted (baby lurantis, choice band, kukui, his attack's secondary effect) give you a lot of paths to hit whatever magic number you're chasing in a particular game.
#3 - Volcanion-EX/Turntonator-GX
Turntonator is basically made for Volcanion-EX. For 1 R, you can attach 5 R from discard. While you'll still want a babyvolc or two for playing the 7 prize game, I can easily see this card being played in every Volcanion deck due to the Tauros-like board space it creates and the acceleration factor it can provide. It's especially scary in expanded, where compressor still exists.
#4 - Aquabox 2.0
Though this is not a new deck, and the core cards it plays aren't going to be much different than they are now, I think that Aqua Patch being added to Lapras-GX will move the deck up at least a full tier. I don't see Primarina gaining traction in this style of deck due to the large space investment it needs, but Lapras/Glaceon are certainly good enough on their own to mount a formidable threat with all of this support despite Lapras-GX's unfortunate grass weakness.
#5 - Koko's Lightning Box (or Thunderdome?)
Lightning is in kind of an odd place as it stands, despite being fast in the games, the staple cards of lightning decks in standard are quite slow. Raikou is tanky for a single prize card but needs 3 energy to attack (the only acceleration option being Electrode, which effectively makes Raikou a 2 prize attacker when attached). Jolteon wins via applying Chinese water torture, dripping 70 damage a turn onto basic heavy decks that lack ways to get around the flash ray lock. Tapu Koko ironically plays right in to this sort of slow slugfest of a game by letting you take resources (the extra valuable Electrodes, in particular) off of wounded Raikous or Jolteons to keep up with the slow and steady pressure while also having a GX move that allows him to blow open a game against decks that pile on energy in longer games like Mega Mewtwo and Darkrai-EX.
#6 - Garbodor/Trevenant
I'm very interested to see where people take this archetype. The synergy between these cards is obvious, Trevenant pressures the opponent to dump items out of their hand, Garbodor punishes them for using or discarding items. The big question mark for me is what else is included here? Do you go the FOGP/Vileplume route? Do you include tech DCE attackers? AOR eevees? Which do you prioritize, Garb or Trev? It'll be hard to answer these questions until we can playtest these cards, but this might just be the most interesting 1 prize evolution attacker deck since Vespiquen.
#7 Mega Mawile-EX/Sylveon-GX
This may be reaching, but Mawile gains a couple of key new toys that bring it up from an annoying joke deck to something that might be seriously considered. Sylveon's a card that allows you to both find cards in your deck like a super-talonflame and gives you more disruptive stall pressure with Prayer-GX's ability to slow down any opposing attempt to build a bench (except against FOGP decks, sadly) while you're building up your Mawile. It also opens up the chance to use Team Skull Grunt if you knocked more energies into their hand than they can attach the next turn. But the real helper here is Victini, which makes it highly likely that you will get at least 1 energy discard on every attack. Combined with the classic 4 crushing hammers, Mawile will have a much better chance of keeping energy off the field.
#8 Goodra/Solgaleo
If Mawile was reaching, this is truly going long, it's more of a joke than a serious deck but one I'm really looking forward to messing around with. While this is a double stage 2 deck, Sligoo's Water Duplicates style attack will help build early momentum, and the lack of a color requirement on both Division and Power Whip allows you to easily fit in enough metal energy to also utilize Solgaleo if the situation calls for it. Under ideal conditions, Solgaleo can boost up a Goodra to hit the 200 mark in one turn, and Goodra can pick its target at will. Field Blowers make Lysandre stalling more powerful which will be a boon for this deck, since you can just leave something with a big retreat cost in active while you snipe away at their bench.
The new grass type Trevenant is an ideal platform for Trev BREAK since it can be evolved on turn 1 via forest of giant plants. Poltergeist is also a great single target attack in an item lock deck, giving him a less consistent but potentially much more threatening attack against your opponent's active. Grass type Phantump also allows you to include a FOGP enhanced Nervous Seed Trevenant which heavily punishes Volcanion decks in particular, which are currently the go-to counters to the new wave of grass item lock decks. I think this is a deck that people are going to struggle to deal with in standard. While Hex Maniac stops Decidueye dead for a turn and Volcanion's a headache for that deck, there's no easy solution to Trevenant.
#2 - Lurantis-GX/Lurantis/Tapu Bulu-GX
When Lurantis-GX first came out, a lot of people said that it was one good grass attacker partner away from blowing open the meta. Tapu Bulu is that card. With a confusing lack of weakness rendering Volcanion impotent and an attack that can hit 180 in exchange for discarding all energy, Bulu is the ideal energy acceleration target for Lurantis. Lurantis-GX and Lurantis share a basic card which is very good for consistency considerations. The numerous ways that Bulu's damage can be boosted (baby lurantis, choice band, kukui, his attack's secondary effect) give you a lot of paths to hit whatever magic number you're chasing in a particular game.
#3 - Volcanion-EX/Turntonator-GX
Turntonator is basically made for Volcanion-EX. For 1 R, you can attach 5 R from discard. While you'll still want a babyvolc or two for playing the 7 prize game, I can easily see this card being played in every Volcanion deck due to the Tauros-like board space it creates and the acceleration factor it can provide. It's especially scary in expanded, where compressor still exists.
#4 - Aquabox 2.0
Though this is not a new deck, and the core cards it plays aren't going to be much different than they are now, I think that Aqua Patch being added to Lapras-GX will move the deck up at least a full tier. I don't see Primarina gaining traction in this style of deck due to the large space investment it needs, but Lapras/Glaceon are certainly good enough on their own to mount a formidable threat with all of this support despite Lapras-GX's unfortunate grass weakness.
#5 - Koko's Lightning Box (or Thunderdome?)
Lightning is in kind of an odd place as it stands, despite being fast in the games, the staple cards of lightning decks in standard are quite slow. Raikou is tanky for a single prize card but needs 3 energy to attack (the only acceleration option being Electrode, which effectively makes Raikou a 2 prize attacker when attached). Jolteon wins via applying Chinese water torture, dripping 70 damage a turn onto basic heavy decks that lack ways to get around the flash ray lock. Tapu Koko ironically plays right in to this sort of slow slugfest of a game by letting you take resources (the extra valuable Electrodes, in particular) off of wounded Raikous or Jolteons to keep up with the slow and steady pressure while also having a GX move that allows him to blow open a game against decks that pile on energy in longer games like Mega Mewtwo and Darkrai-EX.
#6 - Garbodor/Trevenant
I'm very interested to see where people take this archetype. The synergy between these cards is obvious, Trevenant pressures the opponent to dump items out of their hand, Garbodor punishes them for using or discarding items. The big question mark for me is what else is included here? Do you go the FOGP/Vileplume route? Do you include tech DCE attackers? AOR eevees? Which do you prioritize, Garb or Trev? It'll be hard to answer these questions until we can playtest these cards, but this might just be the most interesting 1 prize evolution attacker deck since Vespiquen.
#7 Mega Mawile-EX/Sylveon-GX
This may be reaching, but Mawile gains a couple of key new toys that bring it up from an annoying joke deck to something that might be seriously considered. Sylveon's a card that allows you to both find cards in your deck like a super-talonflame and gives you more disruptive stall pressure with Prayer-GX's ability to slow down any opposing attempt to build a bench (except against FOGP decks, sadly) while you're building up your Mawile. It also opens up the chance to use Team Skull Grunt if you knocked more energies into their hand than they can attach the next turn. But the real helper here is Victini, which makes it highly likely that you will get at least 1 energy discard on every attack. Combined with the classic 4 crushing hammers, Mawile will have a much better chance of keeping energy off the field.
#8 Goodra/Solgaleo
If Mawile was reaching, this is truly going long, it's more of a joke than a serious deck but one I'm really looking forward to messing around with. While this is a double stage 2 deck, Sligoo's Water Duplicates style attack will help build early momentum, and the lack of a color requirement on both Division and Power Whip allows you to easily fit in enough metal energy to also utilize Solgaleo if the situation calls for it. Under ideal conditions, Solgaleo can boost up a Goodra to hit the 200 mark in one turn, and Goodra can pick its target at will. Field Blowers make Lysandre stalling more powerful which will be a boon for this deck, since you can just leave something with a big retreat cost in active while you snipe away at their bench.