I've been digging around other options to see what decks are going to be good coming up, and it seems pretty clear that Ultra Necrozma GX has a leg up on a bunch of other decks. The Ultra Necrozma GX/Malamar combo is basically the same concept as Dusk Mane Necrozma GX/Magnezone, but the base energy requirements to swing are much lower, your support Pokemon is a Stage 1, not a Stage 2, and Mysterious Treasure offers an absurd amout of consistency. I'd say this power creeps Dusk Mane Necrozma GX pretty hard unless steel types get unbelievable support. At the same time, while I am rebuilding Gardevoir GX as a deck that I have on hand (and conveniently would slaughter Ultra Necrozma GX due to its Fairy weakness), I wanted to build a deck that will take advantage of the newer cards and the Ultra Beast theme. Also having a deck that isn't Stage 2 centric would be nice. Pokemon x17 Ultra Necrozma GX x3 Necrozma GX x1 Dawn Wings Necrozma GX x2 Malamar x4 Inkay x4 Tapu Lele GX x2 Dusk Mane Necrozma Promo x1 Supporter x13 Cynthia x4 Sightseer/Sophocles x4 Guzma x4 Pokemon Fan Club x2 Item x11 Mysterious Treasure x4 Nest Ball x4 Choice Band x3 Stadium x4 Altar of the Moone x4 Energy x14 Psychic Energy x9 Metal Energy x4 Beast Energy Prism Star x1 Let me explain some of my decisions since I'm sure there's a healthy amount of ??? going on in some people's heads (and likely that will be the case even after I explain my decisions). As a basis of construction, I am focused on this deck's consistency before anything else, which is why you don't see cards like Judge in here. Ultra Necrozma GX x3 - The main attacker of the deck, and a beautiful one at that. Increased the count to 4 to compensate for removing Ultra Ball. Dawn Wings Necrozma GX x2 - Mostly needed for the ability to switch into the active. Malamar is only capable of putting energy onto the bench, so you would like to have something that can consistently make that possible. Guzma & Switch are easy solutions to making this ability not a hinderance for when we need to attack. Increased count to 3 to compenaste for removing Ultra Ball. 4/4 Malamar Line - This deck can't exist without Malamar in the picture. Well, it can, it just wouldn't be that good. Increased the count to 4/4 because of the removal of Ultra Ball. That will be explained later. Also, Malamar is your win condition. If you don't set up 2 you don't win. 2/2 Zoroark GX - Simply mandatory to replace our lost draw power from N and Sycamore rotating out. You need the ability to draw cards as often as possible. As much as I love Zoroark GX for the draw power and discard outlet, the fact of the matter is that bench space is a realistic issue. Tapu Lele GX x3 should be self explanatory. Perhaps you can get away with only 2 copies in this deck in favor of a 4/3 Malamar line due to Mysterious Treasure making Tapu Lele GX even more easy to grab than ever. Dusk Mane Necrozma Promo x 1 - Alright, I just want to say that this is an amazing tech card. 60 damage to any GX in play is a fantastic number to widdle away for Ultra Necrozma GX to need less energy to get going. The cost of this tech is that I have upped the count of Steel Energy by 1 in order to make it more playable as well as just make Ultra Necrozma GX more consistent. The other thing about this is the ability to OHKO Gardevoir GX with a choice band attached. Ultra Necrozma GX is weak to Fairy, and you want something that can net you a prize efficient exchange in that scenario. It also OHKOs Sylveon GX naturally, so you can punish a Gardevoir GX's set up. It's also an Ultra Beast and benefits from the rest of the UB themed kit. Necrozma GX x2 - This plus Ultra Necrozma GX gives you access to the best in-theme AoE damage you can have access to in this deck. The max potential of Ultra Necrozma GX is 360 damage, and the max potential of Necrozma GX is 600 damage, though realistically speaking, it's more like 300 damage and 400 damage, respectively. Increased count to 2 to compensate for removing Ultra Ball. This combos nicely with... Lunala Prism Star x1 - I don't think this needs explaining. You can make an Ultra Necrozma GX OHKO anything next turn with this card. Tapu Lele (SM45) - Coming out in the SM7 blisters, this is the Tapu Lele with Magical Swap we've all been wanting for forever. When you combine the AoE power of the Necrozma GXs with Magical Swap, you can suddenly start taking multiple KOs in one turn against ANY deck as opposed to just covering Fairy types. Couple this AoE strategy with the explosive single target damage of both Necrozma GXs as well and you have yourself a lot of damage coverage. Cynthia x4 and Guzma x3 are standard. I don't think there are any other supporters that would help out this theme deck specifically. You should not need Steven with how much consistency Mysterious Treasure already brings to the deck. Sophocles x4 - This is a deck that likes to see its energy in the discard pile, and this card can help that happen should you naturally draw all your Pokemon and not have discarded a lot through Ultra Ball and Mysterious Treasure. Also, since this deck actually has no bench space to play Zoroark GX, Sophocles is effectively 2 Trades in 1 turn. It's not a bad back up supporter, and it has no hand size restrictions to its playability. Sophocles may or may not be obsoleted by Sightseer in the future. I will be testing out both, including a combination of 2/2 split between them. Lillie x1 is something I've taken a very fond liking to. If your opening hand conditions are correct, you can open the game incredibly strong, perhaps seeing over 10 cards through your opening hand. Amazing potential that's always worth 1 slot, and almost a guaranteed turn 1 play with 4 Mysterious Treasure to grab Lele. Steven's Decision x1 - This is here for when your prize conditions are correct to grab all the Beast Rings you need along with any other cards. Steven's Decision also isn't a bad turn 1 play when you can't attack anyway. This supporter is far too slow for this deck and doesn't end up searching anything that leads anywhere. The more I play with Steven's Decision, the more that I feel like it's only meant to be played with the new Metagross and nowhere else. Mysterious Treasure x4 and NO ULTRA BALL - Every Pokemon in this deck is searchable with Mysterious Treasure, and with the addition of 4 copies of Sightseer, we would be running a total of TWELVE discard outlets between 4x Ultra, 4x Treasure, and 4x Sightseer. After playtesting this deck for 20 or so rounds, I've realized that this deck has too much discard power and no actual control. You just run out of handsize and run yourself into a dead end playing so much discard. Putting in 4 Sightseers and removing 4 Ultra Balls fixes this problem - it controls the amount of discard we have while adding control to our hand management. Adding 3 copies of Nest Ball allows us to keep our Pokemon counts relatively normal and searches out all the important pieces without discarding for it. Choice Band x3 to help out with Ultra Necrozma's mathematics. You technically have 4 choice bands thanks to Beast Energy. Ultra Necrozma hits in increments of 100, 180, 260. You will want a Choice Band to make that 180 hit 210 instead, which is a much better number that OHKOs Zoroark GXs and all Basic GXs. Stack Choice Band with Beast Energy and you can swing 240 on 2 energy discards. Switch x4 to help out with mobility. Altar of the Moone requires you to attach energy to Dawn Wings Necrozma GX which makes it worse than Switch. All energy should be going on attackers and attackers only. Beast Ring x2 - I always want to see one in the mid-game, but I don't want to overdraw these in the early and late game. They're a great back up strategy for immediate momentum reversal in the instance that you don't have Malamars ready to go at the right time. Dropped from 3 copies to 2 copies to max out on 4/4 Malamar. Rescue Stretcher x1 - Between Zoroark GX, Ultra Ball, and Mysterious Treasure, this deck has a lot of discard outlets. Rescue stretcher is here so that you can safely discard Pokemon for hand advantage and not have to worry about not having those Pokemon for later. Altar of the Moone - Running a 4th copy helps with stadium wars and gives you more consistency on your retreats. Just keep a Psychic energy on a Dusk Mane Necrozma GX and you have full mobility with Altar of the Moone in play. Field Blower x1 - Just here to blow away Choice Band and some stadiums. Honestly considering cutting Field Blower altogether since this 1 copy is unsearchable in this particular deck unless I opt to run 1 Steven's Decision. Energy Recycler - This allows you to go crazy with Ultra Ball/Mysterious Treasure to discard energy cards and not be afraid of having no energy in deck for the early/mid game when you meet the prize requirements to play Beast Ring. It allows you to make sure you have the right ratio of Metal & Psychic in deck whenever you need it as well. Steven's Decision allows you to see this card whenever you need it, (use him to search out 2 Beast Rings and 1 Energy Recycler if you need it. Guaranteed energy pool on play.) After playtesting, you just simly never need this card. You can play and manage your resources in such a way that you can leave 6 or more energy in your deck by the time your opponent takes their first KO to make all 3 of your Beast Rings live. Energy Pool of 8/4/1 I feel will be much more stable than 8/3/1. That 4th steel energy increases the draw rate of steel by quite a bit now that we lose Professor's Letter post rotation. Ultra Necrozma GX can't get going without Steel, so I feel that this is a good call. I am still a huge fan of the 4th steel energy since the extra copy reduces the need to play Lady every game just to see them. As always, feedback and discussion is welcome.