2-2-2 Gothitelle Ability
Pokemon Total = 22
Energy Total = 13
2 Sage's Training
3 Rare Candy
2 Super Rod
3 Junk Arm
Trainer/Supporter Total = 25
This deck strives to set up a gothitelle as soon as possible to prevent its opponent from using trainers. Once that's done, gardevoir can be set up on the bench. Its ability doubles the psychic energy attached to pokemon meaning that gothitelle can hit much harder and faster than previously. Cleffa is for a hand refresher and staller, while Mewtwo EX can be used for a few different things. It can be a great starter to take some easy prizes while a gothitelle is set up for the trainer lock, or can be a late game attacker once all the gothitelle's are KO'd. Darmanitan is another strong attacker that hits for 50 for each heads on a coin flip for each energy attached.
I'd start by dropping the darmanitan. While it's a strong attacker, it's more suited for a deck with fliptini and gardevoir in it, rather than goth, mewtwo and gardevoir. The more poekmon you have, the more difficult it's going to be to get what you want running. You're going to want a heavy gothitelle line of 4-2-4 or 4-2-3 to ensure that you get the trainer lock up as soon as possible. Once you have the trainer lock, you won't need to worry about your gardevoir being targeted by catcher, so you can safely bring it down to 2-1-2. I'd probably drop the tyrogue just to make extra space as well. If you're able to get a second mewtwo EX, this deck could benefit from it, but with it being so expensive, having one in there should suffice.
Since each energy counts for double, you could probably safely go down to around 10 energy. I'd look at it as each energy counts for 2, so 10 x 2 = 20, meaning that you have more than enough energy in the deck. This will help make room for more trainers and supporters.
Maxing out your collector will ensure a full bench early in the game. I'd consider adding a few more draw cards, like 2-3 cheren and possibly some N. You don't really benefit from discarding your cards with sage's, so I'd drop that. If you're going to discard anything, you might as well increase your juniper and get a fresh hand. I'd add one Cilan in the deck since I cut your energy down quite a bit. That should ensure that you don't run into any energy droughts. You shouldn't need more than one super rod, so I'd drop one. I'd max out your junk arm to 4, your rare candy to 4 and add one more communication. 1-2 switch will help you move your active out of the way without having to get rid of your energy. If you have any extra room, adding in more twins and another catcher should be all that you need.
I think once you change up your pokemon lines a little bit, focusing on getting gothitelle's trainer lock up first, then looking at the gardevoir, you'll find you're disrupting your opponent more, giving you more time to build the energy on your pokemon up. In testing, if you find that you're often behind during the beginning of the game, I'd make room for more twins. Before Next Destinies, gothitelle was typically paired with reuniclus, who could ensure that you were always behind on prizes giving you access to twins. Without that, you just have to guess at how your deck will work against most match-ups. Testing should help you predict this much better!