The index 0 worked.
I was using an integer to represent the index, and got the message of index out of range.
      Rectangle areaOfFocus = new Rectangle(mousex, mousey, 1, 1);
      Color[] pixelCol = new Color[iCol];
      imageFocus.GetData<Color>(0, areaOfFocus, pixelCol, 0, 1);
 
no error returns when I use 0, but nothing happens to my text.
if (pixelCol[0] == backgroundCol) { buttonInfo = “It Worked!”; }
Is this code correct?
    Boolean pixCheck = false;
    private string buttonInfo = "CLICK ME";
    protected override void Update(GameTime gameTime)
    {
        if (mousex > imageFocus.Width - imageFocus.Width && mousex < imageFocus.Width &&
          mousey > imageFocus.Height - imageFocus.Height && mousey < imageFocus.Height)
        {
            mousex = currentMouseState.X;
            mousey = currentMouseState.Y;
            // retrieve the color of the pixel beneath the mouse
            Rectangle areaOfFocus = new Rectangle(mousex, mousey, 1, 1);
            Color[] pixelCol = new Color[1];
            imageFocus.GetData<Color>(0, areaOfFocus, pixelCol, 0, 1);
            if (pixelCol[0] == backgroundCol) { buttonInfo = "It Worked!"; pixCheck = true; }
              else { buttonInfo = "CLICK ME"; pixCheck = false; }
        }
    }
    protected override void Draw(GameTime gameTime)
    {
        graphics.GraphicsDevice.Clear(backgroundCol);
        //GraphicsDevice.Clear(Color.Black); // start with a black background 
        if (pixCheck)
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            spriteBatch.DrawString(myButton_Font, buttonInfo, fontPos, Color.White, 0,
                                fontCenter, 1.0f, SpriteEffects.FlipHorizontally, 0f);
            spriteBatch.End();
        }
        else
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            spriteBatch.Draw(myButton_START, screenCenter, null, Color.White,
                                0, spriteCenter, 1.0f, SpriteEffects.None, 0.5f);
            spriteBatch.DrawString(myButton_Font, buttonInfo, fontPos, Color.YellowGreen, -9,
                                    fontCenter, 1.0f, SpriteEffects.FlipHorizontally, 0f);
            spriteBatch.End();
        }
        
        base.Draw(gameTime);
    }