Warning: This deck contains Shaymin-EX. You have been warned, this is not a budget deck.
This is a list with which I've been a lot more successful than not and that, unless the rare bricking happens, will grant a turn two Despair Ray about 80% of the time, or it will be possible on turn three. This list only has a couple of Pokémon retrieval cards, but the strategy that goes with it is: hitting an extreme Despair Ray for up to 170/180 damage on turn two (ideally), then hitting for 110 to 130 on the subsequent turns, healing up with Fairy Drop while two-shotting the opposition. Then, after using Brock's Grit, a 170/180 damage Despair Ray can be done for game, and those Pokémon can help with the opponent's N plays as well, until the moment comes. I have to say though, I still am looking for things I could cut, without hurting my consistency too hard, to add it a Super Rod and another Dragonite-EX (so far considered removals include one Professor Sycamore, one Trainers' Mail and one Shaymin-EX, but they all play some major role in consistency). My current list is made in a way that makes bricking as rare as it should be and focuses on two shots in general.
Here it is:
Pokémon - 14
2 Hoopa EX AOR
4 Gardevoir EX STS
3 M Gardevoir EX STS
1 Dragonite EX EVO
4 Shaymin EX ROS
Trainer - 38
3 Sky Field ROS
1 Brock's Grit EVO
1 Hex Maniac AOR
2 Lysandre AOR
3 N-supporter FCO
4 Professor Sycamore BKP
3 Escape Rope PCL
3 Fairy Drop FCO
4 Gardevoir Spirit Link PCL
2 Mega Turbo ROS
4 Trainers' Mail ROS
4 Ultra Ball ROS
4 VS Seeker ROS
Energy - 8
8 Fairy Energy GEN
I will briefly explain the use of every card in this list:
Hoopa EX: It is vital for this deck to get Pokémon out as quickly as possible. This also fills up the Bench for a massive Despair Ray when a one-hit Knock Out can be performed, and it refills it once Brock's Grit has been used. It also can be reused thanks to Dragonite EX. Three could be run in this deck, but I have been testing this amount in the past; it is in no way necessary, two is more than enough, as it allows using it even after having played or started with one.
Gardevoir EX: It is the Pokémon that Mega Evolves into my main attacker. I chose the Steam Siege version, although I previously ran the one from Primal Clash, because Link Blast handles DCE attackers very well (think Vespiquen and Raichu) and Luminous Blade two shots, deals with Giratina and gets rid of the unnecessary third Energy to set Yveltal-EX back if needed. I run four to grant that I start with it over half of the time, with actual odds of 51%.
M Gardevoir EX: It is my main attacker. The deck does not need more than three copies as they are worth two Prizes and can get recycled. On top of having a powerful two-Energy attack, it discards unwanted Benched Pokémon, which include easy Prizes and heavily damaged attackers/Lysandre'd support Pokémon.
Dragonite EX: It gets two Basic Pokémon back onto my hand right out of my discard pile, to allow me to reuse them and have them serve as damage boosters afterward.
Shaymin EX: It is not there for the sole purpose of making this deck very unaccessible and expensive. This is a four-of in this deck because I can afford to Bench a lot of support Pokémon and this deck uses speed to pressure a not-yet-ready opponent and get ahead of the game quickly. They end up in the discard pile, this means no easy Prizes for the opponent and a possibility to reuse them. Their main purpose remains drawing through my deck faster than not running it would ever allow me to.
Sky Field: This allows my Bench to expand to eight slots, rather than five. This allows me to discard more Pokémon at once to hit clean Pokémon-EX numbers, at 170/180 through 6 or 7 discarded Pokémon, as well as use more setup Pokémon's Abilities before the first Despair Ray and between them. This is a three-of because the two-shot phase of a game almost never requires Sky Field, but it is very useful in the first two turns, late game and to counter opposing Stadia throughout the game.
Brock's Grit: This brings six Pokémon and/or Basic Energy back into my deck. It is used to prepare for the late-game assault and to retrieve lost Energy and Mega Gardevoir-EX, but also makes the opposing N plays less scary as it fills my deck with drawing support in the form of Shaymin-EX and Hoopa-EX that lets me search for it.
Hex Maniac: This is used to deal with Carbink, slow down Volcanion and Greninja BREAK. It also slows the opponent down if used on the first turn or at any moment where Abilities would allow them to draw.
Lysandre: This brings up a Benched Pokémon, for either getting the first hit on a threatening Pokémon, taking down a Pokémon for easy Prizes or simply to buy time in case of bricking or whiffing. Remember that due to base damage, Mega Gardevoir devours opposing Shaymin-EX and that due to Weakness, it does the same to opposing Hoopa-EX. For that reason, I run two rather than just one.
N: This allows me to draw a good amount of cards without wasting resources in the early game, as well as to disrupt the opponent in the later game, which can be less harmful for me thanks to the possibility to reshuffle support Pokémon back into my deck. It is a three-of because with my deck running four Shaymin-EX, a four-four N/Syc line is far from necessary, four-three already possibly being overkilling it.
Professor Sycamore: The best draw supporter in the game, it draws me seven new cards in exchange for my current hand. It might result in a loss of resources but will be worth it almost every time. This card allows me to go through my deck at a fast pace, along with support Pokémon, and also saves me from the handicap-inducing Ability lock. I cannot see why this deck would go without having four of this card
Escape Rope: This used to be three Switch. However, forcing my opponent to switch out makes Escape Rope better than Switch in most situations. This card is used to get out of my bad starts, which is every non-Gardevoir Basic Pokémon, but also makes it so that I can get out of nasty effects, Status Conditions, as well as get around the Fright Night Ability (when my opponent has to switch it out) or Bursting Balloons. Even acts like a Lysandre when played at the right time.
Fairy Drop: This allows me to, very feasibly, win matchups like Yveltal/Garbodor or the upcoming Lurantis-GX. We are in a format where many good attacks commonly do 110-120 damage. This is normally enough to take out Mega Gardevoir-EX in two hits but when healing 50 damage off of it, things can get much more difficult for you opponent. Also, if it allows Mega Gardevoir-EX to survive with some hit points, all that has to be done afterward is retreating and discarding it, potentially putting you far ahead on the Prize trade.
Gardevoir Spirit Link: This allows Gardevoir-EX to Mega Evolve without ending your turn. Hard evolving is to avoid when possible, so a four-of is the best way to go.
Mega Turbo: This puts a discarded Energy right back onto a Mega Gardevoir-EX, allowing for an attack out of nowhere, or simply putting more that one Energy on your Pokémon during the same turn, to get ahead in this aspect of the board state. Also enables to retrieve Energy after retreating from a Mega Gardevoir-EX you are going to discard.
Trainers' Mail: It allows me to look at the top four cards of my deck and pick any one of the Trainer cards (that aren't Trainers' Mail) I find there. It can get me cards I need but currently haven't to allow for a play on a certain turn. Using it after a top deck will get me a near-guaranteed Trainer card out of my deck's top five.
Ultra Ball: Hands down my deck's core card, it would be a five-of if I could run five of them. It is often used so that I can get out a Hoopa-EX, use its Ability and take three more Pokémon-EX out of my deck this way. On top of that, having to discard two cards from my hand means that I am reducing my hand's size for a Set Up, as well as possibly getting Supporters down here for later use.
VS Seeker: It is the way I have to get Supporters back. Due to this card, my Ultra Ball targets will mostly be Supporters, and I can re-use cards like Hex Maniac, Lysandre and Brock's Grit, or use them at any point after they have been discarded, as long as I have this card and have not used a Supporter this turn. Not only that, it allows me to reuse Professor Sycamore and N to get myself out of bad hands and to get my opponent out of too good ones. This is a four-of in most decks, this list is not an exception.
Fairy Energy: This is the only type of Energy Mega Gardevoir-EX needs to use its attack, and this type of Energy lets me make use of Fairy Drop. Mega Gardevoir-EX being my main attacker, as well as Gardevoir-EX, my backup attacker needing Fairy Energy to attack means that there is absolutely no reason for me to run a different type of Energy. No Special Energy is needed neither, as the attack cost for Despair Ray is essentially two Fairy Energy (being one Fairy and one Colorless). With that low Energy cost, combined with the deck's sheer speed, this appearently very low Energy count of eight works, better than seven, than ten or more and slightly better or as well as nine in my experience.
This was my take on the competitive Steam Siege Mega Gardevoir-EX deck. Would you suggest that I change something, that I take out and/or add cards to the list? Any suggestions are appreciated, I also hope that you can try out a Mega Gardevoir deck if you have the budget for it; I would recommend this deck for players who enjoy fast-setup decks and have been playing competitive decks.
I will answer as many replies to this thread as I can, considering each constructive one as advice.
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