Pokemon - 18
4x Zorua SLG 52
4x Zoroark-GX PR-SM SM84
3x Trubbish GRI 50
3x Garbodor GRI 51
2x Eevee SUM 101
2x Espeon-GX SUM 61
Trainers - 30
3x Po Town
1x Copycat
4x Cynthia
2x Field Blower
3x Choice Band
1x Mallow
2x Guzma
1x Pal Pad
4x Hau
1x Enhanced Hammer
3x Ultra Ball
1x Energy Loto
2x Pokemon Catcher
2 Rescue Stretcher
Energy - 12
4x Double Colorless Energy
8x Psychic Energy
The Deck
This is a deck I built on a low budget mostly using cards I already had, I played an EspeGarb (only using GRI Garb because I knew next to nothing about the game) list online for a while right after the release of Ultra Prism and quickly fell in love with Espeon-GX. This deck is an attempt at reviving that list for post-rotation using a new third member of the crew. I am not a very experienced player, but I have played a bit casually while I focused more on MtG.
Against evolution decks, my strategy is to try to go first and start with Eevee. Attach Psychic energy and evolve to Espeon GX on your first turn, then on your second turn attach DCE and take out whatever basic seems the most important to their strategy with Divide GX or Psychic if possible (I've beaten my cousin's Metagross list this way a few times and beat numerous decks online in much the same fasion, either by removing something important they were unable to replace with their hand/draws or by KOing their only mon). If a longer game or one against a deck built around big scary basics, starting with a Trubbish or Eevee and using them to stall while setting up Zoroark is the better start. If you can get two Zoroarks set up, try to trade into more. I usually find myself with three or even all four Zoroarks while walling/threatening my opponent with either Garbodor or Espeon. In the event of a Zorua start, building the bench and starting to beat the opponent's active with Zoroark's Riotous Beating is always a fairly feasible plan.
As for the trainers Cynthia, Copycat, Mallow, Guzma, Po Town, Field Blower, Choice Band, and Energy Loto have proven to be the most important to the deck in testing. Only one of those, Energy Loto, was a surprise to me. Energy Loto is an item card that lets you dig 7 cards into your deck for an energy, basic or not, and put it into your hand. There have been numerous times when I needed to get Riotous Beating online and cards 1-6 have been non-energy, but card 7 was the DCE I needed. Energy Loto has won me games, and has cemented its spot in my deck because of that. That said, the rest of the trainer cards in the deck either function as intended or get pitched to Zoroark's Trade. For the energy, 4x DCE are mostly used to get Riotous Beating online and give Espeon the rest of the energy for Psychic or Divide GX and 8x Psychic Energy covers any other energy costs.
This specific build has only been tested against a Metagross GX post-rotation list, against which it has a very good (14-1 record so far) matchup, despite Espeon and Garbodor being resisted.
4x Zorua SLG 52
4x Zoroark-GX PR-SM SM84
3x Trubbish GRI 50
3x Garbodor GRI 51
2x Eevee SUM 101
2x Espeon-GX SUM 61
Trainers - 30
3x Po Town
1x Copycat
4x Cynthia
2x Field Blower
3x Choice Band
1x Mallow
2x Guzma
1x Pal Pad
4x Hau
1x Enhanced Hammer
3x Ultra Ball
1x Energy Loto
2x Pokemon Catcher
2 Rescue Stretcher
Energy - 12
4x Double Colorless Energy
8x Psychic Energy
The Deck
This is a deck I built on a low budget mostly using cards I already had, I played an EspeGarb (only using GRI Garb because I knew next to nothing about the game) list online for a while right after the release of Ultra Prism and quickly fell in love with Espeon-GX. This deck is an attempt at reviving that list for post-rotation using a new third member of the crew. I am not a very experienced player, but I have played a bit casually while I focused more on MtG.
Against evolution decks, my strategy is to try to go first and start with Eevee. Attach Psychic energy and evolve to Espeon GX on your first turn, then on your second turn attach DCE and take out whatever basic seems the most important to their strategy with Divide GX or Psychic if possible (I've beaten my cousin's Metagross list this way a few times and beat numerous decks online in much the same fasion, either by removing something important they were unable to replace with their hand/draws or by KOing their only mon). If a longer game or one against a deck built around big scary basics, starting with a Trubbish or Eevee and using them to stall while setting up Zoroark is the better start. If you can get two Zoroarks set up, try to trade into more. I usually find myself with three or even all four Zoroarks while walling/threatening my opponent with either Garbodor or Espeon. In the event of a Zorua start, building the bench and starting to beat the opponent's active with Zoroark's Riotous Beating is always a fairly feasible plan.
As for the trainers Cynthia, Copycat, Mallow, Guzma, Po Town, Field Blower, Choice Band, and Energy Loto have proven to be the most important to the deck in testing. Only one of those, Energy Loto, was a surprise to me. Energy Loto is an item card that lets you dig 7 cards into your deck for an energy, basic or not, and put it into your hand. There have been numerous times when I needed to get Riotous Beating online and cards 1-6 have been non-energy, but card 7 was the DCE I needed. Energy Loto has won me games, and has cemented its spot in my deck because of that. That said, the rest of the trainer cards in the deck either function as intended or get pitched to Zoroark's Trade. For the energy, 4x DCE are mostly used to get Riotous Beating online and give Espeon the rest of the energy for Psychic or Divide GX and 8x Psychic Energy covers any other energy costs.
This specific build has only been tested against a Metagross GX post-rotation list, against which it has a very good (14-1 record so far) matchup, despite Espeon and Garbodor being resisted.