Can I ask why the WP energies? Don't they require basic water energy to activate?
Energy switch, attach WP, retreat gyarados/cresselia for free, BOOM!
I always liked the cess crystal in the deck. I tested it with 0-4 pluspower, 0-2 cess, and with a consistent engine and the deck has a lot of options. Cess crystal is still really unexpected against so many decks, and late-game you can cessation a banette and stop the opponent in their tracks. Or even unexpectedly use a cessation on gyarados if you have 4 energy.
It was an amazing deck, Jimmy. I wish I could've run it, but it was a known deck in FL with people either teching against it or taking it into consideration (garchomps around, ape, swampert in GG, lati-lock, etc).
From playtesting though, it had an amazing positive run. I only twice once with it while playtesting it at least 8 times. 3-0 vs magmortar (1 undecided), 0-1 vs chomp, and 2-1 vs GG.
The deck gives you OPTIONS. Options are the key.
Back to back posts merged. The following information has been added:
The 2 mentor made the deck a lot more consistent for discarding banettes early, which the deck sometimes ran into problems with, and also helped with consistent starts. I ran 2 roseannes with my 2 mentor and dropped the balls for celios/wager and pluspowers. It made the deck a tad harder vs GG, but with gyarados and banette GG is still a positive matchup, but being able to guarantee my draw and claydol (who was absolutely crucial for the deck's success) was worth it IMO, for me at least.
I also like 3 energy switch because I almost always needed them.
I also wanted to try to fit in a 1/1 lanturn to get back my psychic energies (and with energy switch allowing me a free attachable energy) or to drop a DRE with for 80+, which could be key for easy damage. 80 damage is the deck's main mark.
The deck is just crazy. If the opponent didn't know what you were running, you had such a HUGE advantage over them with the cards like warp, wp, cresselia, energy switch, lake boundary, pluspowers if ran, cess if ran, and just general tricks with damage manipulation. The opponent can't predict a double energy switch+attachment on a cresselia to hit for 80 damage on a gardevoir and take 2 prizes... or to hit a magmortar even if they healed after you banette attack them. Many, many options and trickeries.
Also, wager is pretty crucial IMO. Too often my opponents had exactly what they wanted and didn't need to fear about having their hand disrupted.