Oops All Gardevoir — Breaking Standard and Expanded
Hello Beachers! Since this is my first article here, I should give a brief introduction. My name is Ryan Allred, and I am currently tied for #13 in North America by Championship Points. This year I finished Top 32 at the last four Regionals in a row, narrowly missing Top 16 with one 18th and two 17th place finishes. I am currently at 440 Championship Points for the season, already netting me my invite to the World Championships in Nashville. My goal is to maintain my place in the Top 16 for North America and ride the wave to a day two invite for the World Championships.
In this article I will be covering two decks focused around one card — [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card]. First I will go over the Expanded version of the deck which I piloted to a 17th place finish at the San Jose Regionals. Then I will cover the Standard version of the deck with adjustments for the post European Internationals metagame. Gardevoir-GX is an absolute beast with a whopping 230 HP, Energy acceleration built in with its Secret Spring Ability, a nearly unlimited damage cap with its Infinite Force attack, and a cure for resource management with its Twilight-GX attack. It feels like the designers at Pokemon combined the most powerful mechanics from separate cards and put them all into one.
Expanded Gardevoir-GX
[decklist name=”Expanded Gardevoir” amt=”60″ caption=”” cname=”Shaymin-EX” set=”Roaring Skies” no=”77″][pokemon amt=”19″]3x [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”deck2″ amt=”3″][/card]2x [card name=”Gallade” set=”BREAKthrough” no=”84″ c=”deck2″ amt=”2″][/card]2x [card name=”Kirlia” set=”Ancient Origins” no=”53″ c=”deck2″ amt=”2″][/card]3x [card name=”Ralts” set=”Plasma Storm” no=”59″ c=”deck2″ amt=”3″][/card]1x [card name=”Ralts” set=”BREAKthrough” no=”100″ c=”deck2″ amt=”1″][/card]1x [card name=”Octillery” set=”BREAKthrough” no=”33″ c=”deck2″ amt=”1″][/card]1x [card name=”Remoraid” set=”BREAKthrough” no=”32″ c=”deck2″ amt=”1″][/card]2x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”2″][/card]1x [card name=”Comfey” set=”Guardians Rising” no=”93″ c=”deck2″ amt=”1″][/card]1x [card name=”Alolan Vulpix” set=”Guardians Rising” no=”21″ c=”deck2″ amt=”1″][/card]1x [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”deck2″ amt=”1″][/card]1x [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”30″]3x [card name=”Professor Sycamore” set=”XY” no=”122″ c=”deck2″ amt=”3″][/card]2x [card name=”N” set=”Dark Explorers” no=”96″ c=”deck2″ amt=”2″][/card]1x [card name=”Colress” set=”Plasma Storm” no=”118″ c=”deck2″ amt=”1″][/card]1x [card name=”Brigette” set=”BREAKthrough” no=”134″ c=”deck2″ amt=”1″][/card]1x [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”deck2″ amt=”1″][/card]1x [card name=”Teammates” set=”Primal Clash” no=”141″ c=”deck2″ amt=”1″][/card]1x [card name=”Karen” set=”XY Black Star Promos” no=”XY177″ c=”deck2″ amt=”1″][/card]1x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”1″][/card]1x [card name=”Lysandre” set=”Flashfire” no=”90″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”VS Seeker” set=”Phantom Forces” no=”109″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Rare Candy” set=”Dark Explorers” no=”100″ c=”deck2″ amt=”4″][/card]2x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”2″][/card]1x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ amt=”1″][/card]1x [card name=”Super Rod” set=”Dragon Vault” no=”20″ c=”deck2″ amt=”1″][/card]1x [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”deck2″ divide=”yes” amt=”1″][/card]1x [card name=”Computer Search” set=”Boundaries Crossed” no=”137″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”11″]7x [card name=”Fairy Energy” set=”XY” no=”140″ c=”deck2″ amt=”7″][/card]4x [card name=”Double Colorless Energy” set=”XY” no=”130″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
The Expanded metagame adds a host of new threats for [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”name”][/card] but also adds a few key tools. The number one tool gained is [card name=”Teammates” set=”Primal Clash” no=”141″ c=”name”][/card]. Expanded is substantially more fast-paced than Standard, which requires Gardevoir to be a more aggressive deck. It is usually expected for your opponent to take a Knock Out before your second turn. In response, Teammates will usually grab two of the puzzle pieces needed to responded with a [card name=”Gallade” set=”BREAKthrough” no=”84″ c=”name”][/card], or even a powered up Gardevoir-GX. Against a deck like [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] your Teammates will usually be used to obtain either Gallade, [card name=”Rare Candy” set=”Plasma Blast” no=”85″ c=”name”][/card] or Double Colorless Energy. If you have a Ralts in play, these are the only three components needed to attack with a Gallade.
One other big addition to the deck is [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card]. While Shaymin-EX has lost most of its appeal in the metagame, it is a powerful tool in this deck. Gardevoir-GX and Gallade are both Stage 2 Pokemon, which means that they will be brought into play using Rare Candy a majority of the time. Rare Candy is what is known as a “combo card” since it requires a combination of cards to be in your hand at the same time. You may get lucky and draw into both together, and any Energy you need for the Knock Out, but in many cases a critical Knock Out can be just out of your reach. There is no denying that Shaymin can be a liability, but when you need just one more Energy to take a Knock Out, the advantages usually outweigh the risks.
Okay, But How Do I Beat Night March?
[cardimg name=”Karen” set=”XY Black Star Promos” no=”XY177″ align=”right” c=”none”][/cardimg]
San Jose showed that Night March is always going to be a threat in Expanded. Since this deck relies primarily on two-Prize attackers, it has a natural weakness to Night March. There are two main approaches decks use to counter Night March: [card name=”Oricorio” set=”Guardians Rising” no=”56″ c=”name”][/card] and [card name=”Karen” set=”XY Black Star Promos” no=”XY177″ c=”name”][/card]. On its own, Karen does very little to stop Night March, so it is usually only effective when combined with [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card]. For this tournament, I went the route of Karen and Seismitoad-EX. My reasoning was the Seismitoad has utility in other matchups, primarily [card name=”Sableye” set=”Dark Explorers” no=”62″ c=”name”][/card] / [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card]. If I were to play the tournament again, knowing that Sableye was not a threat, I likely would have played Oricorio instead, countering Night March with one card instead of two. In place of Karen, either [card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”name”][/card] or [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] would have been good additions that help against Night March while also finding utility in almost every matchup.
Comfey
[card name=”Comfey” set=”Guardians Rising” no=”93″ c=”name”][/card] was included in the deck primarily for the [card name=”Seismitoad-EX” set=”Furious Fists” no=”20″ c=”name”][/card] / [card name=”Seviper” set=”Burning Shadows” no=”50″ c=”name”][/card] matchup. Without Comfey, the matchup is extremely poor. On the reverse side of that, the matchup is exceptionally easy with Comfey included. Preventing Poison damage leaves Seismitoad-EX with a low damage cap that Gardevoir-GX far exceeds with minimal effort. Sableye / Garbodor was another matchup where Comfey can provide key support. Against Sableye / Garbodor, my strategy is to attack with Seismitoad, using Secret Spring to attach enough energy that Sableye cannot break out of Item-lock, rendering their deck useless. Unfortunately, Sableye has a first attack, Confuse Ray, which can leave Seismitoad-EX confused. Flipping tails for Confusion even once would mean Sableye breaking out of the Item-lock and wreaking havoc. Comfey ensures that Seismitoad-EX is not Confused, rendering that strategy useless. Comfey can also be helpful against Darkrai-GX, ensuring that they can never get a crucial OHKO with Dead End-GX.
Unfortunately, I did not have a single instance in San Jose where my Pokemon would be affected by a Special Condition, so Comfey remained a wasted slot. Moving forward, I would replace Comfey with a more useful inclusion.
Potential Inclusions
Ghetsis
[card name=”Ghetsis” set=”Plasma Freeze” no=”101″ c=”name”][/card] is a powerful tool in Expanded, known mostly for its potentially devastating effect turn one; however, in this deck, I would not attempt to play Ghetsis turn one. Its real value comes later in the game when it can be used to ensure your opponent does not have a VS Seeker or Puzzle of Time in hand. Late game, there are frequently situations where a [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] or [card name=”Lysandre” set=”Flashfire” no=”90″ c=”name”][/card] can be devastating (or game ending) if your opponent plays it. If you see that the card is already in your opponent’s discard, Ghetsis can be played to ensure your opponent cannot use any Item cards such as VS Seeker or Puzzle of Time to retrieve that card from the discard. Unless they happen to draw the VS Seeker off the top of their deck, you can control your opponent’s next turn. Having the knowledge of your opponent’s hand also allows you to plan more perfectly around their capabilities.
Ghetsis has another perk with the rise of [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card]. The combination of [card name=”Exeggcute” set=”Plasma Freeze” no=”4″ c=”name”][/card] and Zoroark-GX means your opponent can draw two cards per Zoroark-GX per turn. This leads to your opponent holding truly massive hands. A Ghetsis in that situation can be more powerful than playing [card name=”Colress” set=”Plasma Storm” no=”118″ c=”name”][/card] to draw 10 cards, and has the added benefit of disrupting your opponent.
Hex Maniac
Similar to how Ghetsis prevents your opponent from pulling Supporters out of the discard, [card name=”Hex Maniac” set=”Ancient Origins” no=”75″ c=”name”][/card] can prevent your opponent from pulling Supporters from their deck using [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card]’s Wonder Tag Ability. Hex Maniac is used purely for disruption in this deck. Against Night March, it can prevent your opponent from setting up using [card name=”Shaymin-EX” set=”Roaring Skies” no=”77″ c=”name”][/card] and from attacking with [card name=”Marshadow-GX” set=”Burning Shadows” no=”80″ c=”name”][/card]. Since Gardevoir-GX has 230 HP, Night March needs either 12 Night March Pokemon in the discard (which means attacking with Marshadow) or 10 Night March Pokemon in the discard and a [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card]. Hex Maniac leaves Choice Band as the only way to Knock Out Gardevoir-GX in one hit, or impossible if your opponent has two or more Night March Pokemon prized.
Level Ball
Early game setup is vital to this deck’s success. That generally means getting Octillery and as many Ralts into play as quickly as possible. [card name=”Level Ball” set=”Next Destinies” no=”89″ c=”name”][/card] allows you to search out Ralts, Kirlia, Remoraid, Octillery or Alolan Vulpix. There are very few moments in any game where you do not want at least one of those Pokemon in your hand. If you draw into Level Ball on the first turn, it is likely going to be used for either Ralts, Remoraid or Alolan Vulpix. Past that, Octillery is the primary target. Once Octillery is in play, Level Ball is still extremely helpful to put a Kirlia into play, or another Ralts.
A Second Rescue Stretcher
The list currently has one [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”name”][/card] and one [card name=”Super Rod” set=”Noble Victories” no=”95″ c=”name”][/card]. Rescue Stretcher is incredibly valuable for its ability to recover Pokemon that were discarded or Knocked Out, but it is also valuable as a means of searching for Pokemon. Once you have discarded a Pokemon, Rescue Stretcher makes that card into a resource you can tap into. Against Zoroark-GX, getting as many Gallade into play over the course of the game is how you win. The deck can currently get Gallade into play twice without issue and maybe three times some of the time. A second Rescue Stretcher makes three Gallades more consistent, and four a stronger possibility.
[premium]
Matchups
Zoroark-GX / Golisopod-GX
[cardimg name=”Gallade” set=”BREAKthrough” no=”84″ align=”right” c=”none”][/cardimg]
This is one of the more favored matchups for Gardevoir-GX. The deck generally does not play [card name=”Sky Field” set=”Roaring Skies” no=”89″ c=”name”][/card], so there are only two ways for them to Knock Out a Gallade. If you have five Pokemon the Bench, they can KO you with [card name=”Zoroark” set=”BREAKthrough” no=”91″ c=”name”][/card]’s Mind Jack attack, or they can use [card name=”Golisopod-GX” set=”Burning Shadows” no=”17″ c=”name”][/card]’s Crossing Cut GX. If you control your Bench at key times, this means they can only one-shot a Gallade once, and only when there is already Energy on a Wimpod or Golisopod-GX. In addition, this leaves Golisopod-GX with three Energy attached, making it an easier target for Gardevoir-GX to Knock Out. Gallade takes easy one-shots on Zoroark-GX, which leaves their main draw support as a liability. The main strategy in this matchup is to focus on Gallade early, ideally Knocking Out a Zoroark-GX and forcing them to respond with a Crossing Cut GX. Once that happens, you will usually take two more Prizes by Knocking Out the Golisopod-GX with Gardevoir, and closing out the game by Knocking Out another Zoroark-GX with Gallade. Obviously this is the ideal scenario. The plan usually hinges on Octillery to allow you to stream Lysandre and Guzma to take Knock Outs.
Zoroark-GX / Sky Field
The matchup against the Sky Field variant of this deck plays out fairly differently. They can easily Knock Out a [card name=”Gallade” set=”BREAKthrough” no=”84″ c=”name”][/card] in one shot with Zoroark-GX, so this makes your Gallade less of a tank and more of a glass cannon. Gallade is still incredibly valuable in the matchup though since it is a one Prize attacker that trades with two Prize attackers, but Gardevoir-GX sees more utility in this matchup than against Golisopod-GX. In this matchup, you are still trying to target down Zoroark-GX to take easy Prizes and reduce their consistency. After they Knock Out your Gallade, you can usually retaliate by playing [card name=”Teammates” set=”Primal Clash” no=”141″ c=”name”][/card] to instantly power up another Gallade to take two more Prizes. If you can power up a Gardevoir-GX instead, that is usually the better play, since they cannot respond with a return Knock Out. The great thing about Gardevoir-GX is that it has so much HP that after taking two Prizes initially, it can usually tank a hit and then take an additional two Prizes. One attacker taking four Prizes is an incredible value. This matchup is also favorable for Gardevoir-GX.
Night March
No matter how you tech this matchup, it is always going to be at least slightly unfavorable against a skilled Night March player. However, it is still absolutely winnable. I played against Night March four times in San Jose, and three of those time were against Top 16 players from the 2017 season. I won three of those four matches, only losing once in round 14 against Azul for the win-and-in for Top 8. If you are playing the Seismitoad / Karen version of the deck, your goal is to play Karen and use Quaking Punch on the same turn. If your opponent already has several Night Marchers in their discard when you use Quaking Punch, they will still be able to hit you hard enough (or even knock you out after they play Professor Sycamore and use Trade) that it doesn’t really help. Beyond that, if you Karen without using Quaking Punch, they can usually recover easily enough to hit you again. That being said, if you have a turn where you do not need to play Teammates or a draw Supporter, Karen can be a good play for some minor disruption and to get your own Pokemon back into the deck.
If your opponent has to overextend with Shaymin-EX to setup, it is also possible to simply outpace your opponent and win that way. Gallade can take a Knock Out on [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] and Shaymin-EX without using a Choice Band, as long as you have played a Supporter. Streaming a Stage 2 Pokemon turn after turn can certainly be a challenge, but the combination of Premonition and Abyssal Hand allows you to legally stack the top of your deck and draw extra cards every turn. If your opponent Knocks Out Gallade, you get ahead on the Prize trade every time you Lysandre or Guzma to bring up one of their GXs, and break even every time you have to Knock Out one of their Night Marchers.
Standard Gardevoir-GX
[decklist name=”Standard Gardevoir” amt=”60″ caption=”undefined” cname=”Necrozma-GX” set=”Burning Shadows” no=”63″][pokemon amt=”19″]3x [card name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ c=”deck2″ amt=”3″][/card]2x [card name=”Gallade” set=”BREAKthrough” no=”84″ c=”deck2″ amt=”2″][/card]2x [card name=”Kirlia” set=”BREAKthrough” no=”69″ c=”deck2″ amt=”2″][/card]1x [card name=”Kirlia” set=”Burning Shadows” no=”92″ c=”deck2″ amt=”1″][/card]3x [card name=”Ralts” set=”Burning Shadows” no=”91″ c=”deck2″ amt=”3″][/card]1x [card name=”Ralts” set=”BREAKthrough” no=”68″ c=”deck2″ amt=”1″][/card]3x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”3″][/card]1x [card name=”Octillery” set=”BREAKthrough” no=”33″ c=”deck2″ amt=”1″][/card]1x [card name=”Remoraid” set=”BREAKthrough” no=”32″ c=”deck2″ amt=”1″][/card]1x [card name=”Alolan Vulpix” set=”Guardians Rising” no=”21″ c=”deck2″ amt=”1″][/card]1x [card name=”Necrozma-GX” set=”Burning Shadows” no=”63″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”29″]4x [card name=”Professor Sycamore” set=”BREAKpoint” no=”107″ c=”deck2″ amt=”4″][/card]4x [card name=”N” set=”Dark Explorers” no=”96″ c=”deck2″ amt=”4″][/card]4x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”4″][/card]2x [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”deck2″ amt=”2″][/card]2x [card name=”Brigette” set=”BREAKthrough” no=”134″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”Ultra Ball” set=”Dark Explorers” no=”102″ c=”deck2″ amt=”4″][/card]4x [card name=”Rare Candy” set=”Dark Explorers” no=”100″ c=”deck2″ amt=”4″][/card]2x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”2″][/card]1x [card name=”Field Blower” set=”Guardians Rising” no=”125″ c=”deck2″ amt=”1″][/card]1x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ amt=”1″][/card]1x [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”deck2″ amt=”1″][/card][/trainers][energy amt=”12″]8x [card name=”Fairy Energy” set=”XY” no=”140″ c=”deck2″ amt=”8″][/card]4x [card name=”Double Colorless Energy” set=”Generations” no=”74″ c=”deck2″ amt=”4″][/card][/energy][/decklist]
This list is much closer to Gardevoir from the start of the season, before [card name=”Sylveon-GX” set=”Guardians Rising” no=”92″ c=”name”][/card] became standard in the deck and before [card name=”Max Potion” set=”Emerging Powers” no=”94″ c=”name”][/card] became a staple. Instead, this list is focused on consistency. One of the main threats in Standard is [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] / [card name=”Golisopod-GX” set=”Burning Shadows” no=”17″ c=”name”][/card], which is the most consistent deck due to the strength of Zoroark-GX’s Trade Ability. With Gallade hitting for Weakness and taking easy Knock Outs on Zoroark-GX, the primary way Zoroark-GX / Golisopod-GX wins the matchup is purely on consistency. If you keep powering up Gallade, you should take the game.
[cardimg name=”Necrozma-GX” set=”Burning Shadows” no=”134″ align=”right” c=”none”][/cardimg]
Card Choices
Necrozma-GX
[card name=”Necrozma-GX” set=”Burning Shadows” no=”63″ c=”name”][/card] has not seen much play in Standard because its 3 energy attack cost generally means attaching to it twice to power up. Fortunately, Gardevoir-GX allows us to attach an extra energy for turn, so that we can power up Necrozma-GX in a single turn. The format has warped into a primarily 2HKO game instead of the fast-paced OHKO format we are used to. By spreading 100 damage onto every EX and GX on your opponent’s board, you leave easy knockouts for Gallade and Gardevoir-GX to pick up the rest of the game. Against the mirror, you force them to use several Max Potions without even bringing a Gardevoir-GX active. In the Zoroark-GX matchups, where Acerola is their only means of healing, you guarantee that a damaged GX Pokemon will be left in play for you to knockout on your following turn.
Eight Fairy Energy
We are playing eight Fairy Energy and only one [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card]. This increases our odds of drawing into Energy early to mid game before we have a chance to [card name=”Super Rod” set=”BREAKthrough” no=”149″ c=”name”][/card] it back in. The ideal first turn for this deck (if you go second) is to play [card name=”Brigette” set=”BREAKthrough” no=”134″ c=”name”][/card] and use [card name=”Alolan Vulpix” set=”Guardians Rising” no=”21″ c=”name”][/card]’s Beacon attack to search for two Pokemon. Since we play several Basic Pokemon in the deck, it is very unlikely that we will start with Alolan Vulpix. We usually have to attach an Energy to the Active Pokemon and retreat into Alolan Vulpix. As I mentioned, the ideal turn one also involves playing Brigette, which means we are not playing a draw Supporter. With all of that taken into consideration, starting with Brigette and an Energy in hand starts to look less likely, so having the extra Fairy Energy increases the odds slightly. It also increases the odds we draw into Fairy Energy when we start swinging with Gardevoir-GX, taking greater advantage of Secret Spring.
Acerola
The main reason this deck plays two [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”name”][/card] instead of four Max Potion is simply that two Acerola is two less cards. Max Potion is a powerful card, but playing four copies takes up a substantial amount of space in the list. By playing Acerola, we are able to put any attached Energy back into our hand to put it back down on another Pokemon. Acerola can also be searched out using [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card]. Since we are only playing two copies, it is unreasonable to expect to have the card in hand the turn we happen to need it. Since it is a Supporter instead of an Item, we have Ultra Ball and Tapu Lele-GX as possible cards in hand to search out Acerola. Another major advantage to Acerola is that it can allow us to simply pick up Necrozma-GX after we have used Black Ray GX, and get all of that Energy back into hand.
Four Guzma
We are playing four copies of [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] instead of three for two reasons. The first is that it pairs better with Necrozma-GX, since playing Guzma three times becomes your win condition. The second is that we simply have room for it because we are not playing [card name=”Sylveon-GX” set=”Guardians Rising” no=”92″ c=”name”][/card] or Max Potion in the deck. In a format full of Zoroark-GX hiding on your opponent’s Bench, being able to comfortably use Guzma three times makes the matchup substantially easier.
Matchups
Zoroark-GX / Golisopod-GX
This should be a favorable matchup. Gallade hits Zoroark-GX for Weakness, and like in Expanded, they can only KO you with Mind Jack (if you have five Pokemon on the Bench) or with Crossing Cut GX. Golisopod-GX does throw a wrench in your plans though since it attacks for a single Energy. With such a low attack cost, Gardevoir-GX would have to attach five Energy and use a Choice Band to take a Knock Out. If you fail to take the Knock Out in one hit, you can expect to see your opponent play Acerola and simply wipe the damage off. They play several copies and can use Zoroark-GX’s Trade Ability to make sure they always have on in hand. We also play Acerola, but since we are playing Stage 2 Pokemon, it is not quite as effective.
Greninja
If [card name=”Greninja BREAK” set=”BREAKpoint” no=”41″ c=”name”][/card] does not lose to itself, you can expect a rough matchup. Gardevoir-GX’s Infinite Force attack relies on Energy being attached to both Pokemon to hit high Damage output. Unfortunately Greninja’s attack uses only one Energy, and they can bring it back to their hand after attacking. Gallade is incredibly useful in this matchup since it can deal 130 damage, which is enough to Knock Out [card name=”Froakie” set=”BREAKpoint” no=”38″ c=”name”][/card], [card name=”Frogadier” set=”BREAKpoint” no=”39″ c=”name”][/card] and [card name=”Greninja” set=”BREAKpoint” no=”40″ c=”name”][/card]. Unfortunately, it is still not enough to knockout a Greninja BREAK. What this usually means is that once your opponent has two Greninja BREAKs on the board, you already lost the game. Greninja can have some awkward starts though, and an early win by Knocking Out their only Pokemon in play is a distinct possibility.
Silvally-GX / Metal
[cardimg name=”Gardevoir-GX” set=”Burning Shadows” no=”93″ align=”right” c=”none”][/cardimg]
This deck was built mostly to beat Gardevoir-GX, so that should tell you something about the matchup. The reality however is that this matchup is very winnable for Gardevoir-GX. Even without considering type advantage, Gardevoir-GX is just such a more powerful deck compared to [card name=”Silvally-GX” set=”Crimson Invasion” no=”90″ c=”name”][/card] / Metal that it still remains competitive once you consider type advantage. Other than [card name=”Registeel” set=”Crimson Invasion” no=”68″ c=”name”][/card], all of your opponent’s Pokemon have high Energy costs, so you can usually get a return KO if they one shot Gardevoir. If they play down the Silvally-GX, you can also hit it for Weakness with Gallade and take an easy two Prizes that way.
Gardevoir-GX (The Mirror)
Unlike in the early season, Gardevoir-GX has developed an interesting and challenging mirror match. It takes a combined eight Energy (or seven with a Choice Band) for one Gardevoir-GX to Knock Out another. Once you overextend and attach three or more Energy to your Gardevoir-GX, you leave your opponent in a position where they can KO you. However, this then leaves you in a position where you can turn around and take a Knock Out in return again. This cycle continues until one player cannot get a Gardevoir-GX with a sufficient combination of Energy and Choice Band to take the Knock Out. Usually players will see this end game well before they take the first Knock Out. As a result, attacking with only one Energy attached is usually the safest and smartest play, since it leaves your Gardevoir-GX relatively safe, unless your opponent massively overextends. Most players will be playing the heavy Max Potion build, which does give them some advantage. If they attack with only one Energy attached, they can safely use Max Potion and attach an Energy again with very little spent in the process. Acerola requires us to evolve into Gardevoir-GX all over again.
Conclusion
In both Standard and Expanded, Gardevoir is an all around beast of a deck. By playing two Gallade, we sometimes turn it into a Gallade / Octillery deck instead, but that flexibility is one reason the deck is so powerful. Right now this is the deck I am leaning towards for Memphis in December, and potentially Dallas in January.
Thanks for reading. If you have any questions or suggestions, hit me up in the comments.
[/premium]