"That's Un-Fair(y)!" — an Examination of Gardevoir-GX
Caleb Gedemer takes you for a ride with the new Gardevoir-GX from Burning Shadows. The card already has some hype behind it from a tournament win in Japan, but will it uphold those lofty standards going into the World Championship?
07/16/2017 by Caleb Gedemer
Hey all you readers of 60cards! I’m back after lots of testing with a new deck, Gardevoir-GX. I’ve seen quite a few incorrect sentiments already being spread around the internet about this deck, so I’m here to set the record straight, you deserve it! When I first saw the scans for the new set, Burning Shadows, I was quick to jump on the Gardevoir-GX hype train. After seeing the results of the Japanese National Championship, the precedent this card had going for it was overwhelming. I was very eager to try it out for myself, and after a lot of games, I’m pleased to say that it really is as good as it was made out to be. Today I’ll be walking you over the deck’s matchups, all the things I’ve done to my deck, and even explaining my card choices as I made changes. Enjoy the read, folks!
First, let’s go over a quick translation of Gardevoir-GX to make sure you’re familiar with the card:
Gardevoir-GX – Fairy – HP230
Stage 2 – Evolves from Kirlia
Ability: Secret Spring
Once during your turn (before you attack) you may attach 1 [Y] Energy from your hand to 1 of your Pokemon.
[Y] Infinite Force: 30x damage. This attack does 30 damage times the amount of Energy attached to both Active Pokemon.
[Y] Twilight-GX: Search your discard pile for 10 cards, show them to your opponent, and shuffle them back into your deck. (You can only use one GX attack per game.)
When 1 of your Pokemon-GX is Knocked Out, your opponent takes 2 Prize cards.
Weakness: Metal (x2)
Resistance: Darkness (-20)
The highlights here are, well, pretty much everything! Its Ability is what makes everything tick, and it boasts two incredible attacks, including what I think is the best GX attack in the game right now. Looking at Infinite Force, you might notice some acute similarities to M Mewtwo-EX. Psychic Infinity was once a hugely feared attack, an attack that shaped the metagame for quite some time. Now, Gardevoir-GX is looking to reclaim the throne that M Mewtwo-EX left absent, and I for one think it’ll happen.
Twilight-GX is absolutely stunning at first sight. Remember Lysandre’s Trump Card? I’m sure you do; it was banned for being too good. Twilight isn’t quite the whole discard pile, but it can just about bring back every card you might want all at once. Every VS Seeker, multiple Energy, the options are endless! My favorite part about the GX attack is the fact that against Garbodor decks with Trashalanche, you can shuffle all, or most of, your Items back into your deck and completely sap your opponent’s damage output.
When you throw all of this onto one beefy card with 230 HP, you’re in for a good time. Its attacks are incredible, and once you get multiples out, you’re sure to really crank up the pressure on your opponent. The damage wracks up extremely fast with Infinite Force, so be sure to watch out if you’re not playing the deck yourself. Now, let’s get into my current deck list, and why I chose the cards that I did.
- 2x Octillery
- 2x Remoraid
- 1x Oricorio
- 2x Tapu Lele GX
- 4x Gardevoir GX
- 3x Kirlia
- 4x Ralts
- 3x Silent Lab
- 2x Brigette
- 1x Fisherman
- 1x Lysandre
- 1x Mallow
- 3x N
- 2x Professor Sycamore
- 1x Choice Band
- 2x Field Blower
- 1x Level Ball
- 4x Rare Candy
- 1x Rescue Stretcher
- 4x Ultra Ball
- 4x VS Seeker
- 1x Guzma
- 7x Fairy Energy
- 4x Double Colorless Energy
4 Gardevoir-GX, 3 Kirlia, 4 Ralts
You start off with a super thick line of Gardevoir-GX. First, I’d like to address why I choose not to play Gallade. Gallade is great on its own as a card, but in comparison to a Gardevoir-GX, it’s simply inferior. Most games that you set up multiple Gardevoir-GX, you’re going to win. If you’re trying to get Gallade out, too, that’s distracting from the point of the deck, and you might miss a beat. I’ve gone down to two Kirlia before, with lackluster results. Having three greatly boosts your consistency when you don’t get a chance to abuse Rare Candy, and especially against things like Vileplume, you’re going to want three Kirlia to increase your chances of winning. Four Ralts is a no-brainer, come on now, this isn’t Greninja!
2 Octillery, 2 Remoraid, 2 Tapu Lele-GX
These are your consistency Pokemon. Octillery is a beast in this deck when you get it up, as it can draw you the Energy you need to keep fueling big attacks, and it’s just a fantastic way to set up Stage 2 Pokemon. Most Stage 2 decks don’t have the luxury of playing it, or they don’t really need it, but for this deck, since you don’t have a built-in engine, and you rely on drawing cards, like Fairy Energy, having the octopus is a huge plus, and I highly recommend two of them. Having two Remoraid is no surprise when you’re playing two Octillery, and two Tapu Lele-GX is the bare minimum I’d play in just about any deck, and this one is no different. Lele is particularly useful to get the turn one Brigette with, which I’ll cover shortly.
I still think that all decks need some kind of counter to Vespiquen builds, while I still hold this sentiment, I’m starting to wane a bit here and there. While Vespiquen is undoubtedly strong, it is still in a horrible place in the metagame, and I just don’t see it being popular enough to warrant this inclusion sometimes. Regardless, for this deck, you’d rather have Oricorio instead of Karen, since a Vespiquen deck will need upwards to twenty-one Pokemon in the discard pile to take down a Gardevoir-GX in one attack, which will let you score some big Prizes with Supernatural Dance.
3 Silent Lab
I’ve seen a lot online about how you “don’t need Silent Lab” to beat Volcanion decks with Gardevoir-GX, but I have to beg to differ. I’ve played the matchup quite a bit, and I’ve found that Lab is absolutely necessary. In fact, I think four isn’t even unreasonable if you really want to secure wins against the deck. While your opponent using Steam Up multiple times in a turn might seem like a lot to ask for, Starmie’s Space Beacon, a popular Volcanion inclusion, makes that extremely simple, and you’ll be in a world of hurt if you can’t stop Steam Up with Silent Lab.
Brigette is the heart and soul of this deck on your first turn, and you cannot afford to Prize it. I’ve used a single copy in this deck extensively, that is, until I decided it was time to add another. I was Prizing it too often, and losing the games that it did find itself in my Prizes. Two make for a bit of a crutch, but a necessary one, in my opinion.
Fisherman seems like a very odd inclusion at first sight. When I first saw the idea of it, I was a little surprised myself. However, after plenty of testing, it’s a fantastic inclusion, and you’re never going to need or want more than one. After a big Knockout on a Gardevoir-GX that you were pooling a bunch of Fairy Energy on, you can use Fisherman to replenish your hand with those precious pink cards, and use Secret Spring to reattach many of them. It’s also not an Item card, which is great when playing against Garbodor decks with Trashalanche. Sometimes all you want are Fairy Energy cards, and Fisherman can assist you with that better than any other option.
1 Guzma, 1 Lysandre
These are your “opponent’s Pokemon switching” cards. While Guzma is effectively Lysandre with a slight twist, it serves a dual purpose in this deck, since you opt not to play Float Stone in the current list, I’ll get to why a bit later. With Octillery having a Retreat of two, sometimes having a hard switching out is a good thing to have access to. As for Lysandre, its inclusion is kind of obvious, as it’s been a staple in most decks for years, and Gardevoir-GX is no exception. Sometimes you don’t want to switch your Pokemon with Guzma, since you might not have a good Pokemon to switch into, so Lysandre is just a better option.
1 Mallow, 3 N, 2 Professor Sycamore
What a weird line of consistency Supporters! Mallow is something I went a little outside of the box for. Since Octillery is one of your main priorities starting off, Mallow is too good to pass up on. You can search two cards from your deck, put them on top of your deck, and then draw them with Abyssal Hand! This can yield you a Gardevoir-GX just like that, or another set of crucial cards at any point in the game. I’ve gone back and forth on N and Professor Sycamore counts, but for now, I have three N. It’s simply the best option starting off with this deck, since you don’t want to discard many cards while setting up multiple Stage 2 Gardevoir-GX. Once you’re in the clear with your setup, then you can start firing off Professor Sycamore plays, and even burn some crucial cards here and there if need be. Having the harder draw in the late game is nice, but a lower count is fine since you don’t want to use Professor Sycamore often early on.
1 Choice Band
I was opposed to playing a Choice Band at all at first, but without it, sometimes it was hard to reach some of the numbers that you need to. With Choice Band, you can effectively “attach another Energy” and get an extra 30 damage boost with Infinite Force against Pokemon-EX/GX. This is especially important in matchups like M Rayquaza-EX, since your opponent has so many HP, and it can be hard to get the necessary Energy down with attachments for a one-hit Knockout.
2 Field Blower
I thought that the Garbodor matchup would be a piece of cake with just one Field Blower at first, but after a handful of games against the deck, I was proved incredibly wrong. It was embarrassing how bad I lost, even with the power of Twilight GX, and the ability to move many Item cards back into the deck to completely sap the damage output of Trashalanche. While Trashalanche might not be the biggest problem, the Garbodor with Garbotoxin remains a huge issue, and that’s why two Field Blower is very important. Using Secret Spring is integral to winning this matchup, as is Abyssal Hand in the late game off N drops to low hand sizes. I like this count a lot, and don’t see it changing anytime soon.
1 Level Ball, 4 Rare Candy, 4 Ultra Ball
These cards are going to help you search your Pokemon, and get them up and kicking. A Level Ball is something I didn’t play at first, but I added one in for the extra option to get a Kirlia, Ralts, or Octillery. An Octillery, especially, is a popular target I find myself getting with the Level Ball. Playing four Rare Candy is big, just like playing three Kirlia, like I talked about earlier, since it greatly improves your chances of getting multiple Gardevoir-GX into play. I’m a firm believer if you get three or more Gardevoir-GX into play that you’re not going to lose, so playing all the cards you can to improve your odds of doing just that is something I try to focus on when building this deck. As for four Ultra Ball, it’s a no-brainer in nearly every deck, and in this one, it’s even more important! With it, not only can you get whatever Pokemon you want, but you can fuel Octillery’s Abyssal Hand by thinning out your hand more, so that you can draw more cards. Sometimes this is incredibly important, since you can get clogged hands that make maneuverability difficult without a way to drop your hand size.
1 Rescue Stretcher
At least one Pokemon recovery option is a must. Having two Rescue Stretcher is an option, but I haven’t found myself longing for more than one very often. I like Rescue Stretcher instead of a Super Rod, for instance, since it can immediately get something like a Ralts back in the early game, since your opponent is likely to be taking a Knockout on one if you start with it.
4 VS Seeker
This is obvious. Four VS Seeker is integral to this deck’s success. In the late game, you can basically do whatever you please with VS Seeker, because you also have the option to draw more cards with Abyssal Hand.
7 Fairy Energy, 4 Double Colorless Energy
I went up to eight Fairy Energy for a time, but found that it wasn’t necessary. Seven is the right number for this deck, and you won’t find yourself whiffing them often. Four Double Colorless Energy might be confusing for a split second, but they help fuel Infinite Force to new heights, and I highly recommend playing four of them to get the best damage output as possible.
This cutie is a new card so here, take a look:
Diancie – Fairy – HP90
[Y] Sparkling Prayer: Search your deck for a card that evolves from 1 of your Pokemon and put it onto that Pokemon. (This counts as evolving that Pokemon.) Then, shuffle your deck.
[Y][C] Diamond Storm: 30 damage. Heal 30 damage from each of your [Y] Pokemon.
Weakness: Metal (x2)
Resistance: Darkness (-20)
At first sight, it might not seem like there’s much to look at here. However, Sparkling Prayer is a little underrated. It can be an extra consistency boost, and give you an attack option on the first couple turns when you would otherwise just be passing, normally. I’ve tested this card, though, and I wasn’t a fan at all. I wouldn’t recommend it, but I do suggest trying it out yourself so you can see what I mean before making your final conclusions on it.
This would be a tech for Greninja BREAK decks, but I don’t think it’s that effective. The point is to obviously stop Giant Water Shuriken damage, and with Greninja decks not playing Silent Lab anymore, at least in most cases, the inclusion makes a little more sense. However, Moonlight Slash can still deal 110 damage with a Choice Band, a whopping amount for the cost, and you’re going to need six Energy in all to take a one-hit Knockout on an opposing Greninja BREAK. This is a pretty tall feat, and then after your opponent takes a Knockout and you lose all those Energy, you’ll be in a world of hurt. I don’t really recommend this card, but it’s there as an option nonetheless.
This time, this one has Vital Dance, and with it, you can search two Basic Energy cards out of your deck when you play it down to your Bench. This has some synergy with Secret Spring, so it could be worth an inclusion. However, you do play Silent Lab in the deck, so maybe it’s not the best idea after all. I haven’t tried this out, so I can’t say for sure how useful it would be, but it’s worth a try.
Here’s another new card:
Ribombee – Fairy – HP70
Stage 1 – Evolves from Cutiefly
Ability: Honey Gather
Once during your turn (before your attack), you can search your deck for 2 basic Energy and put them into your hand.
[C] Pollen Ball: 20 damage.
Weakness: Metal (x2)
Resistance: Darkness (-20)
This one is just a “constant Vital Dance”, which seems very good in theory when coupled with Secret Spring. However, I think having Octillery in general is just better, but trying Ribombee out to make sure is a very good idea.
Here’s another Energy-related Ability Pokemon that could be decent in this deck. It goes hand in hand with Max Potion, which I’ll say something about soon. You can just discard a card from your hand and fetch two Fairy Energy from your discard pile in one move. I like cards like this that let you play off things that you already have down, so you’re not subject to N plays from your opponent, so this card could be a better version of Ribombee, if you went that route.
I wouldn’t play this card, personally, but having one or two could be decent. It would allow you to be a little more aggressive in times when you don’t start with a Ralts, because then you can Retreat to a Gardevoir-GX and attack. However, the times that this matters are very scarce, so I wouldn’t waste your time playing a card like this that will be dead in most situations.
Back to Starmie quick, if you use a Max Potion to discard all the Energy from one of your Gardevoir-GX, then you can just use Space Beacon to recover two of them, and then attach one for turn, and play the other down with Secret Spring in the same turn. Max Potion itself, though, can be great against decks that don’t quite take one-hit Knockouts on your Gardevoir-GX, and it will allow you to completely out trade them. The mirror match, especially, is where I can see the Max Potion option being very clever, since it’s more of a two-hit Knockout battle.
Garbodor / Drampa-GX | Slightly Favorable
In any Garbodor matchup, you get a bit of extra time to set up, since your opponent can’t deal that much damage to start the game off. However, this is a blessing, and a curse, since your opponent, too, has more time to get his or her Garbodor with Garbotoxin online. Once that’s down, then you’re going to be at the mercy of your draws, and you’ll be waiting for Field Blower to show up. Somewhere in your setup phase, you’re going to want to use Twilight GX to sap Garbodor’s damage output by shuffling many of your Items back into the deck.
Drampa-GX is quite easy to deal with, since you only need three Energy to use Infinite Force for a one-hit Knockout if your opponent also has three Energy on his or her Drampa-GX. This said, you can even get your Gardevoir-GX powered up under Garbotoxin lock, but if you can break the lock with Field Blower, you’ll be in an even more dominating position.
Drampa-GX may be very powerful with Berserk for 180 if it has a Choice Band attached, but even still, it falls 50 damage short of taking a one-hit Knockout on a 230 HP Gardevoir-GX. As long as you can get two or three Gardevoir-GX into play, you’ll be just fine to win this matchup. Field Blower plays a large part in it, but with two, it’ll be much easier than it would be otherwise.
Garbodor / Espeon-GX | Even
You might be a little surprised as to why this matchup is harder than then Garbodor matchup with Drampa-GX. Espeon-GX is stronger against Gardevoir-GX simply because of Psybeam. While Psybeam doesn’t do an incredible amount of damage, it can force Gardevoir-GX to Retreat, or take the rest of attacking while with Confusion. Confusion and Garbotoxin are a lot to deal with, since you’re going to want to use a Guzma to get out of the Confusion, but at the same time, if you don’t a Field Blower, then you’ll basically still be trapped since you can’t get more Energy into play with Secret Spring.
An Espeon-GX using Psybeam only requires one Energy, so that means you’ll need to get five of your own, and a Choice Band, or just six Energy outright. While digging for a Field Blower if Garbotoxin is online, that’ll be a hard thing to do. Additionally, in all of that, you’re going to need to be burning Items, like maybe an Ultra Ball to drop your hand size so you can draw more with Abyssal Hand, and in all of that you’ll be racking up the damage for Trashalanche.
Your opponent will also have access to using Divide GX, which is played right will be big. It can slow your setup even more, since it can pick off Kirlia and Ralts early, and in the late game, it can finish a Knockout that your opponent just barely missed if need be. The biggest thing to remember in any of these Garbodor matches, though, is the importance of removing Tools from the Garbodor with Garbotoxin. If you can successfully do that and maintain a powerful board, you’ll be in awesome shape to win the game. If not, though, you’ll be stuck attaching one Energy a turn and Trashalanche will go to town on you.
Gardevoir-GX | Even
The mirror match for this deck is extremely weird. You or your opponent need a combined total of eight Energy between the two Active Pokemon to take a one-hit Knockout, so that’s pretty much out of the question in reality. Even if one of you were able to do that, then the Knockout taker would just get knocked out in return for a lower Energy cost. My best advice in this matchup is to react to what your opponent does, and start off very passively.
Passively approaching this matchup mainly means you’re going to want to stick to using just two Energy on a Gardevoir-GX with Infinite Force, in hopes to just two-shot your opponent’s Gardevoir-GX. As I mentioned earlier, the addition of Max Potion could be useful, since you can just trade two-hit Knockouts in that way with your opponent.
If you were to play a Hex Maniac, you could potentially improve your chances in this matchup as well. A different healing card like Acerola could have some worth, too. Whoever draws better and avoids Knockouts in this matchup should ultimately win, is what I’ve found. So, hope for the best, and be as careful as you can when attaching Energy and powering up your attackers. More is less in this matchup, so don’t go overboard with a hugely powered Gardevoir-GX.
Golisopod-GX | Favorable
The mindset going into this matchup should be like this: “I can one-shot my opponent’s Golispod-GX at some point, while he or she can never one-shot my own Gardevoir-GX”. That mindset is completely true, as well. I’ve played this match extensively, and found that Golispod-GX can simply not compete with the potential for one-hit Knockouts later in the game. As a Golispod-GX player, you’re going to need to spam Acerola practically every turn to even have a chance, but even still, at some point, Gardevoir-GX will be taking one-hit Knockouts and you’ll get blown out.
As I said, because Golispod-GX can never do enough damage to take a one-hit Knockout on your Gardevoir-GX, you’re going to have a lot of extra time to set up multiple Gardevoir-GX and use Secret Spring multiple times a turn. Infinite Force should get to the one-hit Knockout range by your fifth or sixth turn, and from there, you’ll get back to back one-hit Knockouts, since your opponent won’t be able to take a Knockout on your Gardevoir-GX in return.
Other than focus on big damage, I suggest getting two Octillery out in this matchup, because something your opponent can do to counter your deck is drag an Octillery up with Guzma or Lysandre, and from there, he or she can take a Knockout and leave you in a terrible position. Remember, without Octillery in play this deck is mediocre at best. The consistent draw allows you to reach for Energy and make sure you have what you need at the right times.
Greninja BREAK | Highly Unfavorable
I talked a little about Giratina earlier, and how it wouldn’t even make that much of a difference in this matchup, even though it’s the matchup it was designed to “beat”. Moonlight Slash is the bigger problem, since it can return your opponent’s Energy to his or her hand. You’ll need six Energy to take a one-hit Knockout, which is simply not going to happen. If your opponent uses two Giant Water Shuriken in a turn, followed by a Moonlight Slash with a Choice Band, that’ll equal a perfect 230 damage, and you’ll lose your attacking Gardevoir-GX.
There’s not much else to say about this matchup. It’s a very bad one, and while a Giratina or Hex Maniac could be cute for a couple turns, they won’t win the matchup, so I wouldn’t even bother playing either of them, unless they’re for something else.
The best strategy, although it will likely prove futile, is to try to pressure them as quickly as possible with Infinite Force, and then from there attack with just one Fairy Energy and one Double Colorless. That way you can take two-hit Knockouts. I haven’t mentioned it yet, but Greninja’s Shadow Stitching is also a problem. If your opponent decides to use it, then you’ll not be able to use Abyssal Hand or Secret Spring, and in the late game with N, that’ll completely roll you over. There’s unfortunately not much you can do about this matchup.
Noivern-GX | Highly Favorable
This matchup is as close to an auto win as it gets. Noivern-GX has a Weakness to the Fairy type, so all you need to do is use Infinite Force with just two Fairy Energy, and if your opponent has two Energy on a Noivern-GX, you’ll be taking two Prizes just like that. While Item lock from Distortion can be bothersome, you do play three Kirlia, so not having access to Rare Candy won’t be as bad as it may seem at first sight.
There are a few versions of Noivern-GX decks out there, but none of them are particularly successful. The most troublesome would be the Garbodor version, but even that is a breeze. If your opponent focuses on using Garbodor, then you can use Twilight GX to foil his or her plans, and if he or she uses Noivern-GX as per usual, well, you know, Weakness is a thing.
It’s very hard to lose this matchup, as long as you don’t draw completely dead or something unfortunate. The Weakness on Noivern-GX is far too much too overcome for your opponent. Some players have been talking about playing a Magearna-EX in Noivern-GX decks, but I don’t think that works well at all, since you would then have to play lots of different Energy that don’t fit in the deck, just for one matchup. On top of that, Magearna-EX won’t even beat a Gardevoir-GX deck, since in return you just need three Energy to one-shot the Magearna-EX itself. There’s nothing to worry about at all in this matchup, just be smart and you’ll win.
Turbo Darkrai-EX | Favorable
Darkrai’s Dark Pulse can hit very hard, but Gardevoir-GX has a lot of HP. With 230 HP and Resistance to Darkness types, Dark Pulse will need to do 250 damage, overall, to even score a Knockout on a Gardevoir-GX; this is going to be nearly impossible. In return, you can take one-hit Knockouts with just four Energy on a Gardevoir-GX, so long as your opponent’s Darkrai-EX has two Energy of its own on it.
Again, like in the Golispod-GX matchup, you have the inherited advantage because you can take one-hit Knockouts, while your opponent is incredibly unlikely to be able to do so. You also play Field Blower, too, which will make things very hard for your opponent to continually have the Energy he or she needs to hit good numbers with Dark Pulse. Before a Knockout on your opponent’s Active Pokemon, you can play a Field Blower down to remove any Exp. Shares that he or she may have on his or her Bench, and the Energy will be lost to the discard pile for good.
When you throw it all together, Darkrai-EX lacks pretty much everything needed to take a win in this matchup. Even with the addition of Darkrai-GX, you can just play down a Silent Lab to completely stop its Ability from working. Most of your opponent’s Pokemon are super easy to take Knockouts on, and in return, your opponent will find it difficult to take Knockouts of his or her own.
Vileplume / Decidueye-GX | Unfavorable
Item lock is the biggest problem in this matchup to start off. While it’s not a completely devastating lock, not being able to use Rare Candy really hurts you. This is mainly because with Decidueye’s Feather Arrow, your opponent can take down the Kirlia and Ralts you are able to get into play with minimal effort. Even if you can get a Gardevoir-GX into play, you’ll struggle to take down Decidueye-GX in one attack. With 240 HP, it’s a long way from being knocked out, and not having access to Items will slow you in finding the Energy that you would like to be playing down to power up your Infinite Force attack.
Octillery can’t draw many cards when you are Item locked, since your hand is likely to become very clogged. Additionally, playing it down is a liability, since your opponent can use Guzma or Lysandre to bring it up and then you will struggle to Retreat it, or find your own Guzma to switch it out, back to the Bench.
Not every version does, but if your opponent uses an Espeon-EX, then you’ll be in a world of hurt, too. Your opponent can just focus on getting 60, or 80 damage, on your Gardevoir-GX (depending on if it Evolved from Ralts, or Kirlia, respectively), and then Devolve your Pokemon for Knockouts. The Decidueye-GX deck without Vileplume is also a tough matchup for this reason. Hopefully your opponent will get unlucky and you’ll be able to get multiple Gardevoir-GX into play and go to town.
Volcanion | Slightly Favorable
Seeing so many folks online talk about this matchup has started to bother me, since most of them are wrong! Volcanion is not favored in this matchup, no, no, no. Gardevoir-GX just needs three Energy to take a one-hit Knockout on a Volcanion-EX, provided it doesn’t have a Fighting Fury Belt attached. Turtonator-GX is the hardest Pokemon to deal with in a Volcanion deck, but it usually doesn’t even do you in.
Silent Lab is huge in this matchup, in fact, it’s the main reason you play the card. Playing it in combination with N in the late game is very, very important. If your opponent cannot take a Knockout in return on a Gardevoir-GX, the game is pretty much over from that point onward. You’ll be able to keep putting more and more Energy onto your Gardevoir-GX and take down any Pokemon thrown at you in one attack.
Fighting Fury Belt can also be easily removed with Field Blower, which can make things a lot easier to deal with. Having two of them has helped in this matchup, too, even though it wasn’t the original intent for playing two of the card. Even when Silent Lab isn’t in play, your opponent will need two or more Steam Up uses to take Knockouts. That can be pretty hard when he or she doesn’t have Starmie in play to use Space Beacon with. Try the matchup out yourself, you’ll find that Volcanion is not favored, Gardevoir-GX is.
Zoroark BREAK | Favorable
Gardevoir-GX is one of the reasons that I don’t see Zoroark BREAK decks being very competitive anymore, and that’s because of your Resistance to Darkness Pokemon, as well as your Ability to just limit the Bench and reduce your opponent’s damage. Mind Jack isn’t going to be doing much at all if you have three Pokemon on your Bench, in fact, it’ll do 110 with a Choice Band if you can limit it like that. That’s a great number, since your opponent will have to attack you three times before taking a single Knockout!
In return, you don’t need many Energy to take a Knockout, in fact, you just need two if your opponent has just a Zoroark out using Mind Jack. Drampa-GX is a sitting duck, too, with its hefty attack cost, and in return, you just need three Energy of your own for a Knockout.
If you chose to play Max Potions, this matchup would get even better, but they’re just not necessary. Overall, your opponent will struggle to take down even a single Gardevoir-GX, and in return, you’ll be able to run over his or her board with powerful Infinite Force attacks.
Gardevoir-GX is an amazing Pokemon, and makes for a great new archetype in the Standard format. It seems to be a solid choice in the new format for the World Championships. Try it out for yourself, and use the matchups I talked about as a guide to making your own conclusions. The new format is still in its infancy with the release of Burning Shadows, so this list, and most deck lists, aren’t set in stone yet by any means! Try out everything you can think of in the meantime. Good luck out there, see you next time!
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