I thought I would offer my 2 (or 3) cents on the matters at hand.
1: I would like to reply to the above post, made by The Fallen One: Plox, while not played by many (and by many, I mean "no one") will be played by me. As a Plox player I can assure you that it is a Tier 1-2 deck, although many people overlook it because they have not recognized its true potential.
what true potential? Its been played with by nearly everybody that has played since last year or beyond and everybody knows how to run it and what techs can fight into it. You won't surprise anybody with any plox varient, and it will not be tier 1. It's circumstantial. It might be tier 1-2 in certain areas, and not even crack a tier in others. And what I mean by "true potential" is that people don't recognize what power it has and how well it can do at tournaments. I mean, I'm only saying this in my opinion, and everyone is entitled to his/her opinion 
What they are overlooking is the extreme disruption it is capable of doing,
Disruption? Like power/hand lock? Theres plenty of other, faster, more damage dealing/higher hp decks that do it and are not recognized.[/u]Er, examples plx?[/u] along with its pure power with Gallade.
3 energy for what kingdra does for 1? To do 140 only once and to use him as your main attacker is NOT a strong source of power.You're also getting disruption with Gardy 
This combined with the correct energy accelerator (such as Magnezone \o/)
Yeah, gotta love running 5 energy and taking damage on a 110 hp stage 2Are you referring to Magnezone here or Gardy or, hm... help me out I can't seem to understand this part can help recreate this once beast of a deck.
tried by many people, tossed by many people.This is true, and Plox is definitely a controversal When LA came out, it slipped into the shadows, its royal power merely hibernating until the right person realized that the deck was viable. States is going to be the tournament for some of us to prove that the deck is worth it.
Good luck to you then.Thank you sir
GG, however, is a different story. I believe that Plox and GG are extremely different decks.
lol no they are not One focuses on shear Psychic Locking (Plox) and can wait a few turns to setup. The other one relies on a very quick Gallade to sweep through your opponent (GG).
That was never how either one was played. GG used gardy as a late game locker when the opponet had lost most of thier main attackers/resources while plox locked early and prevented the opponet from using claydol and getting thier main hitters up. While somewhat different, this myth that one used X and other used Y needs to end. With my experiences with GG, it focused on getting an early Gallade, slapping a DRE on it, maybe sacrifice something for the use of a Scramble. Plox focused on preventing powers and locking them completely. Just from my experiences. You may have had different ones Now, in this day and age, you have to realize that fast isn't always good.
What? If your down by 2-3 prizes every game, you are not going to win a tourny like states. Yes, some decks like torterra are good at making a comeback, but even torterra doesn't win alot of games when its down mulitple prizes early game, espically facing something like regigias or even rampardos which can go toe to toe with you and still win, even if you out-power and play them.Some decks are meant to do toe to toe with other decks. Sometimes it just happens. Once again, like many things in this game, it's circumstantial. Sometimes it's okay to wait a little bit to charge up a Pokemon (if you play the correct Plox list, it only takes 1-2 turns. It does for me anyway) and that's fine.
Sorry but if you have to take 1-2 turns to power up 1 pokemon it needs to do something other then 3 shot a pokemon and stop me from using my claydol. Sorry but most decks already have answers to claydol, even KOing it, so PLOX isn't a great attack, espically to focus on. The 3 shotting a Pokemon doesn't necessarily matter, it's the stopping of the powers. Psychic Lock stops Psychic Bond, Sacrifice, and lots of used powers. Most decks, including even Kingdra I dare-say, take longer to charge-up nowadays anyway.
Take longer than 2 turns? You're kidding, right? I don't think any deck takes that long to power up, and those that take 3 turns to power up hit for OHKOs every turn and don't care about power locking. Your version cares about...both...badly.I mean, yeah, Kingdra usually takes 1-2 turns to power up and take 2-3 prizes. I'm not saying that Plox is always going to beat Kingdra, but it has a chance like any other deck The key to the current format is energy acceleration. I have said this many times over and I am not afraid to reinforce my argument. Your energy acceleration is in some form, and whether you know it or not, that is most likely one of the key staples of your deck. It might be Bronzong, it might be Weavile, it might be Delcatty or Blissey or whatever. The important thing is that it's in there. 98+% of the current decks out there have energy acceleration in one form or another. So, yeah. That's my first point lol.
The ONLY one that I noted that is an energy accel is weavile. Bronzong does't accel energy attachments, delcatty is not played due to its hp and its forced attacking, and blissey needs stark mountain/energy link/energy switch, so its not ran. You missed typhlosion, rayquaza, regirock (meh), leafeon, blastiose, blaziken ge, electrode, magnezone and a few others that will see alot more play than what you listed.By energy acceleration, I apologize for not being clear, I meant anything that helps with moving energy or attaching it. Anything that has to do with energy and playing it in any way possible. And I'm not going to say ALL the possible energy accelerators, just the ones off the top of my head.
Point 2: Rampardos. I'm actually going to dedicate a fair amount of space for this one raging guy. I do not, nor have I ever, liked donk decks. I think they're an unfair way to win
take that up with PUI then and say they are not making fair cardslol and personally I think that they take a little amount of skill to play
They may take little skill to play, but they take ALOT of skill to win with (much more than gallading everything). Outside of the rare t1 win, "donk" decks (I prefer cheap attacking decks) take alot of precious moves and you must choose your attacks wisely. I see your point, but wouldn't you prefer to play a deck that takes skill over a deck that takes a few turns to win? (however, they do take a fair amount of skill to build). With Rampardos... I feel differently for some reason. I think it's a bit harder to execute Rampardos' certain strategy than it is for other donk decks such as Mario, but the end result is the same. If you're playing against a donk deck and you are not using a donk deck, there is a very high % chance that you will get donked.
I disagree 200%. Donk decks run LESS basics so you will be donked MORE with a donk deck than with a non-donk deck. Also if you are not playing a donk deck, you should be ready to face the rush decks out there and tech for them. Even if you're ready, there is no sure counter to being donked. Simple as that. If you're playing a regular deck with say 12 basics and you're playing against a deck that can win against you in 1-2 turns with 4 basics, I'd say the latter deck has a better chance of winning than the 1st one. Now, if you are donked, that does not necessarily mean endgame (unless that was your only Pokemon in play). It just means that it will be that much harder for you to setup, but it doesn't mean a total game loss.
ummm, by definition, it does mean you lost the game. You can be donked in more ways than just getting t1ed. You can get donked by a deck you should auto-win. You can be donked by flipping 0 heads on 30 sleep checks. Heck, if the opponet pulls out that warp point off of a 1 card claydol with 1 warp left and 35+ cards, its a donk.I don't see how that's an auto-lose. If (let's go back in time) a Riolu is facing a Holon's Castform, and the Holon's Castform player has a Trapinch Delta on the bench, and the Riolu OHKO's the Castform, that's not an autoloss. Unless I misunderstood what you just typed It just means that they have slowed you down and you may or may not be able to speed back up. It happens. There have been, and always will be donk decks; there's no getting around that. You just have to learn to live with them, despite whatever amount of skill you think they take to play.
Point 3: The Metagame in General. People are so afraid of the metagame. They want to find room for techs in their decks and such. I have news for you guys -
Techs will make your deck more inconsistent and the end result will be you wishing you hadn't played them.
I haven't found any of my decks to be inconsistant because of my techs (just my weird trainer lines). Techs don't kill decks; trainers do.Trainers, in the end, imo, speed up the deck if anything, I'd see a 1-1 or something line of Pokemon that you strive to get out being more of a burden than a few trainers I'm not saying that it has ALWAYS been like this (such as back at the 2008 worlds when techs were almost necessary), and I'm not saying that EVERY deck shouldn't play techs (like Kingdra with Dialga G Lv.X). What I AM saying though is that techs will most likely slow down your deck, and chances are, you won't even see the deck you're teching against at your State Championships,
If you're teching for rampardos or grass decks...I think you will. I concur or you won't even get it out during the game, or (worst case scenario), you get it out and because you spent to much time trying to do so, they one-shot it! Techs just aren't worth it in my opinion. Not anymore, nope.
Getting back to my previous point, the metagame is too hazy for us to understand what it will be at States. This is in my opinion, but the majority of decks will be Giratina variants, Kingdra, Palkia/G Pokemon, Rampardos, (some) Torterra, (some) Delcatty variants, (some) Regigigas, (very few) GG/Plox, (very few) Rogues, and probably other decks that I forgot to list maybe like AMU or Dusknoir etc. But, seriously, don't try to tech against decks unless you have already been to a previous State Championships this season and you have seen the metagame. I.E you have been to [blank] State Championships and lost there. If you assume the metagame will be the same at [blank]'s State Championships, then try to fit a tech in there for the deck that caused you the most trouble. It might or might not help, but if you can fit it in and there are vast numbers of the deck you are teching against, then it will most likely help.
There are other points I wanted to mention, but I'll stop here