Gardevoir ex (Phantasmal Flames)

LimeLemon LimeLemon Standard 1,559 views Nov 19, 2025 Updated Dec 05, 2025
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Standard Format: Illegal

This deck is not legal in Standard format:

  • Gardevoir ex (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Mew ex (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Scream Tail (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Artazon (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Arven (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Bravery Charm (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Counter Catcher (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Earthen Vessel (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Iono (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Nest Ball (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Professor's Research (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Super Rod (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Technical Machine: Devolution (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
  • Technical Machine: Evolution (Regulation Mark: G) is not legal in Standard format. Legal marks: H, I, J.
Deck Primer

I'm very sorry for not announcing that I'd be taking a break from posting decks for a while, and I also would like to apologize for only posting THREE decks during the duration of Mega Evolution Base, I've been EXTREMELY busy that I couldn't find the time to post these decks as I wanted to make sure they were at their best and had descriptive descriptions like they usually do. With that being set aside, I am back now and I will try to post often, but I'd recommend to not fully trust my words on

...

I'm very sorry for not announcing that I'd be taking a break from posting decks for a while, and I also would like to apologize for only posting THREE decks during the duration of Mega Evolution Base, I've been EXTREMELY busy that I couldn't find the time to post these decks as I wanted to make sure they were at their best and had descriptive descriptions like they usually do. With that being set aside, I am back now and I will try to post often, but I'd recommend to not fully trust my words on these as I may get busy again.

Strategy: I'd strongly suggest to try and go second with this deck. You should try to get as many Psychic Energies as needed into your Discard Pile, but keeping at least one to use Oceanic Gloom or TM: Evolution is obviously fine. Anyways, during your first turn you should try and get out the following Pokémon:

- 2-3 Ralts

- 1 Frillish (If you want to use Oceanic Gloom for an item-lock on your Opponent.)

- Mew ex (If you want extra draw support.)

- 1-2 Munkidori (Just to have in play for Ardena-Brain plays.)

- Any other Pokémon of your choice, though I'd suggest to not bench your Attackers like Scream Tail right away.

Anyways, I will not be moving onto the Pokémon Explanations.

Pokémon Explanations:

Ralts from Mega Evolution Base is ideal because of its Attack 'Collect' which allows you to Draw a Card which is much more useful than the other Ralts, though you won't likely use Collect unless you somehow have an insane lead. Kirlia from Mega Evolution Base is also more ideal as it has 10 more HP than the other Kirlia and it has a more useful attack called 'Call Sign' which lets you search your deck for up to 3 Pokémon and add them into your hand, though this won't likely be used unless you have a good advantage or if you somehow couldn't find your Pokémon needed (which is insanely hard to happen due to the cards in this deck). Gardevoir ex is pretty much this deck's main engine as its Ability, Psychic Embrace allows you to attach Basic Psychic Energies to your Psychic Pokémon in any you way like and then place 2 Damage Counters/20 Damage on that Pokémon. This combines very well with Scream Tail and Munkidori along with your other Psychic Type Attackers. Additionally, Gardy's Attack, Miracle Force deals 190 Damge and it can be used when you're in a pinch and cannot manage to use/get your other Attackers as it deals decent damage.

Munkidori combines extremely well with Gardevoir's Psychic Embrace as Adrena-Brain, Munkidori's Ability, allows you to move up to 30 Damage/3 Damage Counters from one of your Pokémon onto one of your Opponent's Pokémon. This is extremely useful as it can remove damage from other Attackers that aren't Scream Tail as you can heal them. Additionally, Munkidori's Mind Bend attack can be used to try and stall a turn since it makes your Opponent's Active Pokémon confused.

Scream Tail deals more damage for the more Damage Counters on it and is your Single Prize Snipe Attacker. You can even deal more damage with Scream Tail by attaching Bravery Charm to it. Lillie's Clefairy ex is used to make Dragon Type Decks easier for you. Mew ex provides extra draw support with Restart and is a backup attacker with Genome Hacking which you can copy one of your Opponent's Active Pokémon's attacks and use it instead. Frillish provides item-locking capabilities in the Early Game and Jellicent ex provides item and tool locking when it's in the Active Spot and can deal decent damage along with being much tankier than Frillish.

Now for the new addition from this set, Mega Diance ex! Mega Diance has 270 HP and gives up 3 Prize Cards. Mega Diance's Ability, Diamond Coat, makes Mega Diance take 30 Less Damage, effectively giving it 300 HP. This can obviously be increased to 320/350 with Bravery Charm making it a very tanky Big Basic. It's attack is Garland Ray and for 2 Psychic Energies, you may discard up to 2 Energy Cards from it and it does 120 for each energy you choose to discard which can either do 0 Damage if none's discarded, 120 for 1, and 240 for both. This combines with using Gardy's Psychic Embrace as you can put that energy back on Mega Diance or for another attacker instead. It also allows you to use Adrena-Brain to heal your Mega Diance in the process.

That concludes the Pokémon Explanations subsection, so I will be moving onto the Trainer Card Explanations subsection.

T.C. Explanations:

Lillie's Determination allows you to shuffle you hand into your deck and draw 6 Cards, but if you have 6 Prize Cards remaining, you draw 8 Cards instead. Iono provides great disruption and Arven helps you find Item and Tool Cards. Professor's Research lets you discard your hand and draw 7 new Cards, helpful at thinning out your deck and discarding Psychic Energy.

Nest Ball helps find Basic Pokémon and to place them onto your bench and Ultra Ball finds any Pokémon and you add it into your hand, discarding 2 cards from your hand of your choice to use it so you can discard Psychic Energies easily. Earthen Vessel lets you discard a card from your hand to find 2 Basic Energy Cards (helpful at discarding a Psychic Energy and to get more Psychic Energies or a Dark(ness) Energy for your Munkidori). Rare Candy allows your Ralts to evolve into Gardevoir ex right away, assuming it's not the first turn Ralt was put into play and if Gardy is in your hand as well. Night Stretcher and Super Rod provides recovery options for your Pokémon & Basic Energies. Counter Catcher provides gusting when behind on Prize Cards.

Secret Box, the ACE SPEC of choice, lets you discard 4 cards from your hand to find 1 Trainer, 1 Tool, 1 Stadium, and 1 Supporter Card. It's very helpful at getting useful cards into play. TM: Evolution lets evolve up to 2 of your Benched Pokémon to its next stage, very helpful if you're item-locked, in a decent position to set up further, or during your first turn going second. TM: Devolution devolves all of your Opponent's Staged Pokémon to its previous stage it was at so you can pontenitally take many KOs if you put enough damage on multiple Pokémon. Bravery Charm makes your Basic Pokémon tankier. Artazon helps you find a Basic, Non-Rulebox Pokémon and Mystery Garden discards an Energy from your hand to draw until you have as many cards in your hand as much Psychic Pokémon you have in play.

This concludes the Trainer Card Explanations and the rest of the Strategy section, so feel free to make any changes, ask almost any question, leave any suggestions, or anything else! The CTC section will be up next; otherwise, have a great rest of your day!

CTCThe cards that I'd recommend to add into this deck as an alternative for you to try out or try to fit your preferences will be sorted into a list with a brief description for every card. If there any cards here or from your own thoughts/ideas that you'd wish to add into this deck, cut out any cards that you don't find too useful. With this being stated, here is the list:

Pokémon:

- Any other 3-2 Ralts and Kirlia - Self-explanatory.

- 1-2 Mega Gardevoir ex - Gives you another backup Attacker and is a bit more of an offensive build.

- 4th Munkidori - If you want more consistency.

- 1 Drifloon (SVI) - Another Single Prize Attacker that does more damage than Scream Tail besides the Sniper Damage part. I'd recommend adding this in if you want another Single Prize Attacker as it's very reliable.

- 1 Klefki (SVI) - Shuts off all Basic Pokémon's Abilities; very helpful for Big Basic decks.

- Flutter Mane (TEF) - Shuts off the Abilities of the Pokémon's in the Active Spot, excluding Midnight Fluttering (the name of Flutter Mane's Ability), and can deal Spread Damage. It's an alternative to Klefki.

- Cleffa (OBF) - Provides extra draw support in the Early Game with Grasping Draw.

- 1 Fezandipiti (TWM) - Has a similar attack to Mega Gardy but as a Single Prize Basic Attacker, it's also much better suited for a more aggressive Gardy Build.

- 1 Fezandipiti ex - Provides extra draw support; it's a staple in many decks.

Trainer Cards:

- 3rd Professor's Research - Self-explanatory.

- 1-2 Boss's Orders - Provides gust.

- 1 Turo's Scenario - Resets any Pokémon of yours by putting it into your hand and discarding all attached cards to it.

- 1-2 Buddy-Buddy Poffin - Helps you find 2 Basic Pokémon and add them to your Bench.

- 2nd Counter Catcher - Provides more gust.

- 1 Energy Switch - Lets you move Energy around.

- 2-3 total Bravery Charm - If you want to make more Basic Pokémon tankier; especially useful if Drifloon is added in.

- 1 Luxurious Cape - Makes a Single Prize much more tankier (+100 HP), but they give up an extra prize card when KO'd by damage.

- 2nd TM: Evolution - Self-Explanatory.

- 1 TM: Turbo Energize - Helpful againsg mirror matches since you accelerate Basic Energy to your Pokémon.

Energies:

- 8-11 total Basic Psychic Energies - For a more focused aggressive build.

- 4th Dark(ness) Energy - For the 4th Munkidori.

This concludes the CTC (Cards to Consider) section, so feel free to do whatever you want with this deck and my other decks! Anyways, have a great rest of your day and thank you for reading this I appreciate all of you a lot!

Card Types

Trainer 33
Pokémon 17
Energy 10

Energy Types

Psychic 24
Darkness 3

Energy Curve

Distribution of attack energy costs in your deck

1 Energy 13 attacks
13
56.5% of attacks
2 Energy 7 attacks
7
30.4% of attacks
3 Energy 3 attacks
3
13.0% of attacks

Opening Hand Probability Calculator

Calculate the probability of drawing specific cards in your opening hand

%
Probability of drawing at least of in your opening hand

Comments

LimeLemon avatar

Like the description said, I am back and will be posting decks more often (hopefully), and I'm sorry for not telling you guys that I was going to take a break due to important events going on in real life for me. Also, I will be editing the Mega Venusaur ex deck and Miraidon ex decks to their Phantasmal Flames variants since I promised to edit them during Mega Evolution Base's era, which I did not really do. With that being said, I hope you all have a great day and I hope you're all doing well!

LimeLemon avatar

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