02/14/2019 by Jose Marrero
What's going on, 60cards readers?! I'm back again with another article — this time looking at Ultra Necrozma-GX/Malamar for the upcoming Oceania International Championships this weekend. This will be my first time visiting Australia and I am super excited to be going this time after have skipped it last season. Ultra Necrozma-GX/Malamar has been getting a lot more hype recently with the release of Team Up and for good reason. The deck gained 2 powerful cards that make the deck even better than it used to be. Those 2 cards are Jirachi and Viridian Forest. For this next article I'll be dissecting the deck as a whole and give other options that I feel can be relevant depending on what your playstyle is or what you think is best for the meta going forward.
With that said, let's take a look at Ultra Necrozma-GX/Malamar post Team Up.
- 4x Inkay
- 4x Malamar
- 2x Ultra Necrozma GX
- 1x Dawn Wings Necrozma GX
- 1x Marshadow GX
- 1x Tapu Lele GX
- 1x Giratina
- 1x Marshadow
- 2x Jirachi
- 4x Lillie
- 4x Cynthia
- 3x Guzma
- 4x Ultra Ball
- 4x Mysterious Treasure
- 3x Escape Board
- 2x Beast Ring
- 2x Nest Ball
- 2x Switch
- 1x Rescue Stretcher
- 2x Viridian Forest
- 8x Psychic Energy
- 3x Metal Energy
- 1x Beast Energy Prism Star
This is the deck forms of energy acceleration. Malamar's ability lets you attach a Psychic Energy from your discard to 1 of your Benched Pokémon. You want to try and at least have 3 Malamar out so that Ultra Necrozma-GX can start taking big KO's easier.
2 Ultra Necrozma-GX
The decks biggest threat to opposing decks. Ultra Necrozma-GX has the capability to one hit KO literally any Pokémon if it is allowed to do damage to it of course. It's first attack, Photon Geyser does 20 base damage but an additional 80 damage for each Psychic Energy you discard from Ultra Necrozma-GX. With just three Psychic Energy, Photon Geyser is doing a massive 260 damage which is enough to one hit KO most Pokémon. The deck does play a couple Beast Ring to further power up Photon Geyser more efficiently and for even more damage. Let's not forget about Sky-Scorching Light GX which lets you put 6 damage counters on each of your opponent's Pokémon if the combined total of prize cards between you and your opponent is 6 or less. A great late game attack that can catch people off guard when not prepared for it. Many times players forget al, about that attack and play right into it.
1 Dawn Wings Necrozma GX
Mainly used for its GX attack, Moon's Eclipse GX for when you are behind on prizes and need to try and stall a turn. The opponent can Guzma around it but if not then your opponent is basically forced to not attack for a turn which is nice to make comebacks.
This card can copy any of your Basic Pokémon's attacks from the discard. Because Marshadow-GX is a fighting type means it's especially useful against Pokémon that are weak to it namely Zoroark-GX and Pikachu & Zekrom-GX.
1 Tapu Lele-GX
One Tapu Lele-GX is always good to have in case you are dead drawing you need to be able to draw out of a dead hand even if it means having to bench Tapu Lele-GX. That turn one Lillie can be crucial for having a strong turn 2 hand.
1 Giratina LOT 97
A solid non-GX attacker that does 130 base damage. Its ability is quite nice as well because it lets itself be resurrected from the discard and if so then you can put 1 damage counter onto 2 of your opponent's Benched Pokémon.
1 Marshadow SLG 45
Hand disruption in the form of a Pokémon like Marshadow is always nice because you still get to use a supporter for the turn. You can also search out Marshadow with Mysterious Treasure which is pretty cool. Marshadow can steal games early on if the opponent draws into a dead hand. You don't know how many times I hear people losing from a turn 1 Let Loose.
2 Jirachi TUP 99
A phenomenal card that was just released in the new Team Up set. Jirachi's ability, Stellar Wish lets you look at the top 5 cards of your deck and put 1 Trainer card into your hand. Once done Jirachi becomes asleep. This is okay because the deck plays Escape Board to give Jirachi free retreat and deny it from becoming asleep so that you can freely retreat back out into an attacker. Jirachi gives the deck a huge boost in consistency.
4 Lillie/4 Cynthia/3 Guzma
I felt that 4 Lillie and 4 Cynthia was the way to go to try and have constant draw supporters most turns. Lillie is what you want to use turn 1 and from there most likely Cynthia unless you can draw 4-6 from Lillie then sometimes you rather just use Lillie and save Cynthia for another turn. Three Guzma should be fine but if you rather play 4 then, by all means, play 4. Being able to Guzma out of an opposing Dawn Wings Necrozma-GX will be game-changing. Guzma will also come in handy for when you have to get Ultra Necrozma-GX out of the active in case you don't have a Switch.
2 Beast Ring
I always liked having Beast Ring in this deck because Ultra Necroma-GX can abuse it quite easily unlike Necrozma-GX because it is not an Ultra Beast. You can also search out the Metal Energy with Beast Ring which is awesome. With the recent release of Team Up and Tag Team GX's, it'll be even more important to have to one hit KO them. Jirachi can potentially grab one off the top 5 cards which is nice as well.
4 Ultra Ball/4 Mysterious Treasure/2 Nest Ball
Having 4 Ultra Ball and 4 Mysterious Treasure I felt is the way to go to maximize those turn 1 Inkay drops. To even boost it, even more, there are also 2 Nest Ball. You can replace Nest Ball with Pokémon Communication if you prefer to go that route.
3 Escape Board/2 Switch
These are the decks switching effects aside from Guzma. Escape Board you will want onto Jirachi that way you can keep using its ability without falling asleep and at the same time able to free retreat back out. The Switches are basically for the same thing, though mainly for after you have attacked with Ultra Necrozma-GX. The following turn you can switch Ultra Necrozma-GX back onto the bench assuming you don't have a Guzma play and power it up once more for another potential big KO.
1 Rescue Stretcher
Another Rescue Stretcher would be nice, however, with a couple Ultra Necrozma-GX on top of Marshadow-GX you should have enough attackers to take all your prizes.
2 Viridian Forest
Another new addition to the deck with the release of Team Up. This card is so good in this deck because not only does it let you discard Psychic Energy from your hand to fuel Malamar's ability but you can also search out energy with it. You can freely grab that crucial Metal Energy you need for a KO. Also having stadiums in general to bump other ones is always nice to have especially on Prism ones like Thunder Mountain and Heat Factory.
8 Psychic Energy/3 Metal Energy/1 Beast Energy Prism Star
I felt that with the addition of Beast Ring the deck needed an extra Psychic Energy just to have that extra boost of damage. You still have to be wary about not discarding too many energy as Beast Ring will very much be useful against big HP hitters especially Tag Team GX's.
Another great attacker that can potentially take one hit KO's. However, Ultra Necrozma-GX does more damage, in the long run, making Necrozma-GX not as strong. Not to mention, Necrozma-GX is weak to itself meaning it can easily be KOed by Pokémon such as Giratina or Deoxys.
Eevee & Snorlax-GX
Solid card overall but mainly useful for its attack, Dump Truck Press. It can do 240 damage if the opponent's active Pokémon is an evolution Pokémon. Zoroark-GX, Lycanroc-GX and many more are some Pokémon that Dump Truck Press can one hit KO for 4 Colorless Energy which isn't too hard given that Malamar can fuel it up. The weakness to Fighting-types is what gives Eevee & Snorlax-GX somewhat of a scare.
Gengar & Mimikyu-GX
This card can do wonders if played right. Its first attack, Poltergeist can potentially one hit KO anything depending on how many Trainers are in your opponent's hand. The fact that Poltergeist does 50x per is something to be afraid of. Not to mention it's GX attack is quite scary as well. Just the name Horror House GX will give you nightmares. It doesn't do any damage, though it's the effect that is much more deadly because just for a single Psychic Energy the opponent cannot play any cards from their hand next turn. If you have another Psychic attached then both you and your opponent draw cards until you have 7 cards in hand. You might be thinking well why do I want to give my opponent more cards? Well, that goes well with Poltergeist because the opponent is forced to fill their hand up with potential Trainers that they cannot play next turn anyway giving you a turn to basically take a huge KO. The biggest downside to Gengar & Mimikyu-GX is it's weakness to Zoroark-GX so be wary of that.
Lunala Prism Star
A strong backup attacker that can hit some big numbers. The fact that it's not a GX make's Lunala much stronger and viable.
Deoxys CES 67
Mainly useful to try and counter annoying cards like Carbink that try to wall your Ultra Beasts. Deoxys is not an Ultra Beast so it's a great counter to Carbink but at the same time a solid attacker in general especially against an opposing Chimecho.
Registeel CIN 68
This card can help set up KO's with its Turbo Arm attack. Not only that but Turbo Arm can retrieve Metal Energy from the discard if need be to set up attackers.
Ditto Prism Star/Machoke GRI 64
This is a great combo to counter decks that do spread damage such as Decidueye-GX, Alolan Ninetales-GX, Tapu Koko, Latios, and Shining Arceus. Worse case you can use Ditto to evolve into Malamar so it's not completely useless if you don't face any spread decks.
Tapu Koko Promo 30
Having a form of free retreater other than relying on Switch and Escape Board can be nice. Especially in the form or Tapu Koko because it can help set up KO's with Flying Flip.
Chimecho CIN 43
Great card to use turn 1 against decks that rely on abilities by turn 2 such as Zoroark-GX decks and the mirror. Chimecho can help stall for a number of turns until you feel confident you are set up with enough Malamar and attackers to start taking KO's.
You might be thinking why not Acro Bike. Well with the added inclusion of Jirachi I felt that Acro Bikes aren't as needed anymore. The deck is still super consistent without them. Also with Viridian Forest being able to search out energy, it shouldn't be too hard to get them into the discard anyway and not have to rely on blinding using Acro Bike to do so.
If the deck were to also play Choice Band then I'd consider adding in Adventure Bag. However, with just having one type of Tool it's probably best to just skip on it.
Ultra Necrozma-GX does 180 damage for just 2 Psychic and a Metal so having that extra 30 damage boost from Choice Band can make one hit KOing Pokémon much easier. However, adding another Psychic will do the job as well.
This card is nice because if attached to a Psychic Pokémon and it's KOed then you can put 4 damage counters on any of your opponent's Pokémon in any way that you like. However, because Ultra Necrozma-GX is basically the decks main and hard-hitting attacker means Spell Tag won't work on it as it is a Dragon type.
Certain Tools can make for one hit KOing Pokémon much more difficult so having a Field Blower can be useful here. However, Ultra Necrozma-GX can hit huge numbers anyway which can one hit KO anything with the right amount of energy making it so that you technically don't care about those HP boosts or damage reduction Tools.
Great card that was recently reprinted in the new set Team Up. However, in this type of deck, I believe cards like Mysterious Treasure just outweigh it because it can do two things. It can help discard energy and search out basically every Pokémon in the deck anyway.
Altar of the Moone
The deck does play Viridian Forest, though Altar of the Moone is nice because it basically has a free retreat effect. However, the deck does play Switch, Escape Board, as well as Guzma. Meaning Altar of the Moone isn't really needed.
I'm not a huge fan of this card, though it can net you 6 cards if used at the perfect time. However, early game I don't believe it is all that great especially against decks that thrive on a low bench size.
Having another form of hand manipulation onto the opponent other than Marshadow doesn't hurt. Once you have set up a number of Malamar all you are wanting to find are attackers anyway which shouldn't be hard to find with a low hand size.
Tate and Liza
This card can act as a switch in a sense. Right after you have attacked with Ultra Necrozma-GX the following turn you can use Tate and Liza to go back to the bench and powerup Ultra Necrozma-GX once more. Even better if you are able to go into a Jirachi with an Escape Board attached for the free Trainer card.
This card can help put Psychic Energy into the discard so that you can abuse Malamar easier. Not only that but you get to draw cards with Sightseer. However, Sightseer doesn't net you as many cards as Cynthia so I'm not too sure if it's better in a Malamar deck or not.
That will conclude this article on Ultra Necrozma-GX/Malamar for the upcoming Australia International Championships this weekend. This deck has risen in play because of the new set, Team Up. The deck got some nice toys to play with and I'm eager to see if the deck can stand up to its current hype or not with cards like Jirachi and Viridian Forest added into the deck. It'll be exciting to see who and what deck ends up taking home this big event. I'm just super excited to go to Australia for a whole week. I didn't go last year but I'll definitely be going this time around. If you see me there be sure to stop be and say hi.
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