Thanks! I think I get most of the card choices/numbers. Only things that I don't get are:
1*Acerola- Why only one? Based upon what the deck is built to play, I'd think that upping the Energy denial would be more important than the one copy of a card you may not even use/get at the right moment. If you're going to play it, I'd suggest two copies or none at all. Just my preference though.
1*Judge- Cool card, especially when you have that lock. Only thing I don't like about it is that it gives you a four card hand as well. I'd suggest playing either Red Card or the new Peeping Red Card instead. If you like the Judge, maybe you could consider the new Marshadow that released in Shining Legends that does the same thing but as an ability.
2*Weakness Policy- I get it, Gardevoir GX. Only thing is Field Blower will remove it easily and it is useless in all other matches. I'd suggest just accepting Gardevoir GX as an auto-loss and add cards to help establish consistency.
1*Skyla- Not a bad card, but I'd rather Sycamore for seven or N for a good amount to draw more than one resource. Not to mention that you only play one copy with the same drawbacks of the single Acerola.
If you take these cards out, I'd suggest adding in:
1*Team Flare Grunt: I think this deck works really well when your opponent has low energy or none in play, where Noivern GX can establish a lock while the opponent is weak. Based upon this, removing energy until Noivern GX is ready and continuously removing energy is key to your success (hopefully, everything I mentioned is accurate).
1*Float Stone: Keeping the ability lock is a deadly combo with item lock, so having both is very useful. Having four Float Stones is just to increase your chances of drawing one and in case your opponent discards a good amount with Field Blower (early game or through transitions to a new Noivern GX when item lock isn't in play).
1*Psychic or Darkness Energy: You had mentioned you wanted room for these, so whichever you feel you need to have more of add it in.
1*Enhanced Hammer: I get that you have the Special Energy lock, but you can't have both Special Energy and Item lock. I'd prefer sticking with Item lock so you might as well add in a 2nd Enhanced Hammer.
1*Whatever: Anything could fill this spot. If you need or feel a certain card should be here, Peeping Red Card, Red Card, Marshadow, etc., go for it.
Anyways, thanks for posting a list, and since the cards are so cheep I'll be testing this deck soon. Hope this helps your list, thanks!
By the way, does anyone now if I can move this conversation to Deck Garage since it seems to be heading in that direction? Let me know if I can and how. Thanks!