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Dancing Swords Doublade swings for 60 a sword · Metang loads the next one · every Pokémon but two is worth a single Prize
← back to all decks
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x11This is the most baller version of the deck, identical card-for-card to the original, but featuring illustration rares, full arts, and gold secret rares. Valued at about $680 at TCGplayer market on October 27, 2026. Check the current market price.
Pokémon (21)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 4 | Honedge | Perfect Order | 056 | J |
| 4 | Doublade | Mega Evolution Promo | 067 | J |
| 4 | Aegislash | Perfect Order | 058 | J |
| 3 | Beldum | Chaos Rising | 059 | J |
| 3 | Metang | Temporal Forces | 114 | H |
| 2 | Genesect ex | Black Bolt | 067 | I |
| 1 | Fezandipiti ex | Shrouded Fable | 038 | H |
Trainers (28)
| Qty | Card | Type | Set | Number | Reg |
|---|---|---|---|---|---|
| 3 | Dawn | Supporter | Phantasmal Flames | 087 | I |
| 2 | Lana's Aid | Supporter | Twilight Masquerade | 155 | H |
| 2 | Boss's Orders | Supporter | Mega Evolution | 114 | I |
| 1 | Team Rocket's Petrel | Supporter | Destined Rivals | 176 | I |
| 1 | Hilda | Supporter | White Flare | 084 | I |
| 3 | Buddy-Buddy Poffin | Item | Temporal Forces | 144 | H |
| 2 | Poke Pad | Item | Perfect Order | 081 | J |
| 2 | Night Stretcher | Item | Shrouded Fable | 061 | H |
| 1 | Energy Recycler | Item | Destined Rivals | 164 | I |
| 2 | Switch | Item | Mega Evolution | 130 | I |
| 1 | Max Rod | Item, ACE SPEC | Prismatic Evolutions | 116 | H |
| 2 | Brave Bangle | Tool | White Flare | 080 | I |
| 2 | Lucky Helmet | Tool | Twilight Masquerade | 158 | H |
| 2 | Battle Cage | Stadium | Phantasmal Flames | 085 | I |
| 2 | Full Metal Lab | Stadium | Temporal Forces | 148 | H |
Energy (11)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 11 | Basic Metal Energy | Mega Evolution Energies | 008 | - |
21 + 28 + 11 = 60. ✓ Ten Basics, nine Supporters, twelve swords, one ACE SPEC, no Special Energy, and nothing over four copies.
Ten Basics is a 26% mulligan. The opening seven holds a Honedge 40% of the time, and going first, a Honedge, Poffin, or Poke Pad shows up by the end of your first turn 75% of the time. It holds 1.4 swords on average, and 1.2 sit in the Prizes; three or more swords are prized in 9% of games. Genesect ex or a Dawn is in your first nine cards 57% of the time. Brock's Scouting had that at 64% and left for the second Switch, so it is still the deck's soft spot; see Test and Tune. About one opening hand in five (22%) holds no Energy, and Metal Maker is the answer to that one.


Metal
Fire ×2
Grass -30
2
legal (Reg J)
Cut (10)

Metal
Fire ×2
Grass -30
2
legal (Reg J)
Cut (10)70 HP Basic, Fire Weakness, Grass Resistance, Retreat 2. Cut does 10 and you will never use it.
Four copies, two jobs. It is the bottom of the line, and it is a sword while it sits in your hand. Every Honedge on the Bench is 60 off this turn's swing, so turn one benches two (one to evolve in the Active Spot, one behind it) and the rest stay in hand.
Poffin and Poke Pad find it, and Dawn takes it as the Basic. Under their Risky Ruins a benched Honedge starts at 50.

Metal
Fire ×2
Grass -30
2
legal (Reg J)
Weaponized Swords (60x) - Reveal any number of Honedge, Doublade, and Aegislash from your hand, and this attack does 60 damage for each card you revealed in this way.
Metal
Fire ×2
Grass -30
2
legal (Reg J)
Weaponized Swords (60x) - Reveal any number of Honedge, Doublade, and Aegislash from your hand, and this attack does 60 damage for each card you revealed in this way.Stage 1, 100 HP, Fire Weakness, Grass Resistance, Retreat 2. The Mega Evolution promo 067, Yukihiro Tada's art, mark J. It is the same card as Perfect Order 057.
Weaponized Swords costs 
. Reveal any number of Honedge, Doublade, and Aegislash from your hand, and it does 60 for each one. Revealed, not discarded. The cards go back into your hand and swing again next turn, so the damage is a resource you keep, not one you spend.
Four copies. One is the attacker, one waits in hand for the next Honedge, and the rest are swords. It has no Rule Box and no Ability, which matters more than it looks; see The Thesis.
100 HP means it dies. Nearly every attack in the format Knocks it Out, and that is the plan, because it is one Prize. Everything attached to it goes to the discard with it, the Energy and the Tool.


Metal
Fire ×2
Grass -30

3
legal (Reg J)

Slash (80)


Metal Slash (230) - During your next turn, this Pokémon can't use attacks.

Metal
Fire ×2
Grass -30

3
legal (Reg J)

Slash (80)


Metal Slash (230) - During your next turn, this Pokémon can't use attacks.Stage 2, 150 HP, Fire Weakness, Grass Resistance, Retreat 3.
Slash does 80 for 

. Metal Slash does 230 for 


, and this Pokémon can't attack during your next turn.
Four copies, and in most games none of them touches the board. Aegislash does nothing in play that Doublade doesn't do better, so it is the purest sword in the deck. Metallic Signal takes it first.
It comes out when the hand can't swing. After Judge or Unfair Stamp, or when three swords or fewer are left, Metal Slash's 230 beats Weaponized Swords. When Aegislash comes out has the rule. At 150 it survives a bare Aura Jab (130), Corkscrew Dive with a Roserade (130), and Solar Beam after Resistance (110), which a Doublade doesn't.


Metal
Fire ×2
Grass -30
1
legal (Reg J)
Headbutt (10)
Beam (20)

Metal
Fire ×2
Grass -30
1
legal (Reg J)
Headbutt (10)
Beam (20)70 HP Basic, Retreat 1. Chaos Rising 059, the print Iron Excavation runs. Its whole job is becoming Metang.
Three copies. Two go down on turn one and evolve on turn two. The third replaces a Metang that dies. Poffin and Poke Pad find it, and it is the cheapest Active in the deck to retreat.


Metal
Energy cards you find there to your Pokémon in any way you like. Shuffle the other cards and put them on the bottom of your deck.
Fire ×2
Grass -30
2
legal (Reg H)

Beam (60)
Metal
Energy cards you find there to your Pokémon in any way you like. Shuffle the other cards and put them on the bottom of your deck.
Fire ×2
Grass -30
2
legal (Reg H)

Beam (60)The engine. Stage 1, 100 HP, Retreat 2. The Temporal Forces print, or the Scarlet & Violet promo 090, which carries the same Ability. The Chaos Rising and Journey Together Metang have no Ability at all.
Metal Maker: once during your turn, look at the top 4 cards of your deck and attach any number of Basic Metal Energy you find there to your Pokémon in any way you like. The rest go to the bottom of the deck.
Two in play, never fewer. The third goes down only on a free Bench spot. Beam does 60 for 

and you will never use it. 100 HP and Retreat 2 make it the card they drag up to strand; that is what Switch is for.


Metal
Fire ×2
Grass -30
2
legal (Reg I)

Protect Charge (150) - During your opponent's next turn, this Pokémon takes 30 less damage from attacks (after applying Weakness and Resistance).
Metal
Fire ×2
Grass -30
2
legal (Reg I)

Protect Charge (150) - During your opponent's next turn, this Pokémon takes 30 less damage from attacks (after applying Weakness and Resistance).220 HP Basic, Fire Weakness, Grass Resistance, Retreat 2, two Prizes. Black Bolt 067.
Metallic Signal: once during your turn, search your deck for up to 2 Evolution Metal Pokémon and put them into your hand. Doublade and Aegislash are both Evolution Metal Pokémon, so Signal is +120 damage every turn, from the Bench, for no card. It finds Metang too.
Two copies, one in play. It and Fezandipiti ex are the two Pokémon in the deck worth two Prizes, and every Boss's Orders they run is aimed at one of them. The second stays off the board until the first is gone.
Signal searches the deck, never the hand or the discard. Once the deck runs out of Doublade and Aegislash, Signal finds nothing, and from there the discard is the second hand; Lana's Aid, Night Stretcher, and Max Rod read it. Protect Charge does 150 for 

and takes 30 less next turn, which is an emergency swing and nothing more.
Finding it is the hard part. Dawn takes it as a Basic, and Night Stretcher brings one back. Poffin and Poke Pad can't, since it has a Rule Box and 220 HP.


Darkness
Fighting ×2
1
legal (Reg H)

Cruel Arrow - This attack does 100 damage to 1 of your opponent's Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
Darkness
Fighting ×2
1
legal (Reg H)

Cruel Arrow - This attack does 100 damage to 1 of your opponent's Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)210 HP Basic, Fighting Weakness, two Prizes. Shrouded Fable 038.
Flip the Script: once during your turn, if any of your Pokémon were Knocked Out during your opponent's last turn, draw 3 cards. This deck loses a Pokémon nearly every turn by design, so from the first trade on it is three cards a turn, from the Bench, and it never touches the swords already in your hand.
One copy, and it is the draw the first list didn't have. Signal, Dawn, Poffin, and Poke Pad find Pokémon. Nothing but Petrel finds a Switch, a Stadium, or a Boss's Orders, so those arrived one card a turn. It took Psyduck's slot and the tenth Basic with it, so the mulligan rate doesn't move. Cruel Arrow does 100 to any one of their Pokémon for 

, and you will never pay for it.
It costs a Prize map. With Genesect ex and Fezandipiti both down, they can win in four Knock Outs instead of six; see The Prize Map. Bench it once the two Metang are up, and when a Boss's Orders takes it, that was an attack that didn't take the loaded Honedge.


legal (Reg I)
legal (Reg I)It searches the deck for a Basic, a Stage 1, and a Stage 2 Pokémon. Three copies, and the best card in the deck.
Late in the game it takes Honedge, Doublade, and Aegislash, which is +180 from one card. Early it builds the board.


legal (Reg H)
legal (Reg H)It puts up to three Pokémon without a Rule Box or Basic Energy from the discard into your hand. Two copies.
Every Doublade that dies puts two swords in the discard. Lana's brings three back, so it out-earns a Knock Out and lands the swords where they swing this turn. It can't take Genesect ex. Take three swords unless Energy is what the turn is missing.


legal (Reg I)
Ultra Rare
unknown, check the letter on the cardIt switches one of their Benched Pokémon into the Active Spot. Two copies.


legal (Reg I)
Ultra Rare
legal (Reg I)It searches the deck for a Trainer card. One copy.
It is the Stadium toolbox, finding Battle Cage against counters or Full Metal Lab against damage, and a second way to find Max Rod, Energy Recycler, a Switch, or a Lucky Helmet. Supporters it finds, like Boss's Orders, wait for next turn. It can't find Energy.


legal (Reg I)
legal (Reg I)It searches the deck for an Evolution Pokémon and an Energy card. One copy.
It is the one Supporter that finds a sword and the Energy for it in one card. Early it takes Metang and a Metal, or a Doublade and a Metal for a fresh swing, and it is the turn-one play going second when Dawn isn't there. After Judge it takes Aegislash and the Metal that starts paying for Metal Slash.


legal (Reg H)
legal (Reg H)Two Basic Pokémon with 70 HP or less, straight to the Bench. Three copies. Honedge and Beldum qualify; Genesect ex and Fezandipiti ex don't.
It is a turn-one card. Late in the game it benches swords out of the deck instead of putting them in your hand, which is why there is no fourth copy.


legal (Reg J)
Ultra Rare
legal (Reg J)It searches the deck for a Pokémon without a Rule Box. Two copies, printed Poké Pad.
It finds any sword, a Beldum, or a Metang, never Genesect ex. On turn one it takes the Honedge or Beldum the Bench is missing. Later it is +60.


legal (Reg H)
legal (Reg H)It puts a Pokémon or a Basic Energy from the discard into your hand. Two copies.
It is the cheap way back for a Genesect ex, which Lana's can't touch. Otherwise it is one exact sword for lethal, or the Metal that pays for Metal Slash.


legal (Reg I)
rotated outIt shuffles up to five Basic Energy from the discard into the deck. One copy.
Metal Maker only looks at the deck. Every Knock Out buries two Metal, and by the third one the deck's Metal is thin enough that Metang misses. Recycler puts five back where it looks, so it goes down before the Makers run, not after.


legal (Reg I)
rotated outIt swaps your Active Pokémon with a Benched one. Two copies.
A Honedge leads two games in five. The other three a Beldum, a Metang, or a Genesect ex is in front, every body in the deck retreats for two, and two Energy is a loaded Doublade. Switch rescues a Genesect ex or a Beldum that opened in the Active Spot, a Metang that got dragged up or Paralyzed, and an Aegislash after Metal Slash. The second copy took Brock's Scouting's slot after a game where a Metang sat in front with no Energy for four turns.

ACE SPEC Rare
legal (Reg H)
ACE SPEC Rare
legal (Reg H)It puts up to five Pokémon and Basic Energy, in any combination, from the discard into your hand. The ACE SPEC.
It took Precious Trolley's slot. Xero found Trolley good only on the first turn; after that, it benched swords he needed in his hand. Max Rod is the opposite card, useless early and worth up to +300 late, exactly when the swords run dry. Once per game, so hold it for the turn it makes a Knock Out.


legal (Reg I)
Ultra Rare
legal (Reg I)If the Pokémon it is attached to has no Rule Box, its attacks do 30 more to the opponent's Active Pokémon ex. Two copies.
| Swords | Damage | With Bangle | What the 30 buys |
|---|---|---|---|
| 4 | 240 | 270 | Okidogi ex (250) |
| 5 | 300 | 330 | Dragapult ex (320), Cynthia's Garchomp ex without its Weight, Mega Sharpedo ex, Mega Lopunny ex (330), Mega Zygarde ex (310) |
| 6 | 360 | 390 | Mega Venusaur ex (380) |
It goes to the discard with the Doublade wearing it, so attach it the turn the 30 changes a breakpoint, not before. It adds nothing against a single-Prize Pokémon, and on those turns the Tool is a Lucky Helmet; see Bangle or Helmet. Jamming Tower switches it off.


legal (Reg H)

rotated outIf the Pokémon wearing it is in the Active Spot and is damaged by an attack from their Pokémon, draw 2 cards, even if it is Knocked Out. Two copies, Twilight Masquerade 158.
The Active Doublade gets hit every turn, so this is two cards a turn for no card and no Supporter. Attach it to the backup Honedge the turn Metal Maker loads it. Tools stay on through evolution, and it fires whether that Honedge dies in front as a Doublade or gets Bossed up early. Counters aren't attack damage, so Chaotic Pain and Cursed Blast don't trigger it. Jamming Tower switches it off, the same as the Bangle.


legal (Reg I)
Ultra Rare
legal (Reg I)It prevents damage counters from being placed on Benched Pokémon, both players', by effects of the opponent's attacks and Abilities. Two copies.
Phantom Dive's six counters, Chaotic Pain aimed at your Bench, and Cursed Blast on a benched Pokémon all stop. Attack damage still lands. It also replaces their Risky Ruins, Forest of Vitality, or Full Metal Lab.


Pokémon (both yours and your opponent’s) take 30 less damage from attacks from the opponent's Pokémon (after applying Weakness and Resistance).
legal (Reg H)

Pokémon (both yours and your opponent’s) take 30 less damage from attacks from the opponent's Pokémon (after applying Weakness and Resistance).
legal (Reg H)Metal Pokémon, both players', take 30 less damage from attacks. Two copies.
It is the Stadium against decks that deal damage, which is most of the ladder, and it reads as 30 more HP on every body you own. A Doublade lives through Mirage Barrage (120) and Cruel Arrow (100), and with Grass Resistance it takes Solar Beam at 80 and lives; Aegislash lives through Shinobi Blade (170); Genesect ex takes Jungle Dump at 180 and lives. Fire still kills a Doublade through it, since Weakness doubles before the 30 comes off. Never play it against a Metal deck. It shields their Pokémon too, so against Mega Excadrill ex six swords drop from 360 to 330 and miss. Counters ignore it entirely.

legal
legalEleven, Mega Evolution Energies 008, the same print as Iron Excavation, and the only Energy in the list. Metal Maker finds it, it is the
in Metal Slash, and Energy Recycler, Lana's Aid, Night Stretcher, and Max Rod all bring it back. The first list ran three Ignition and two Mist beside eight of these. The three extra Metal do Ignition's job through Metal Maker, and Mist never mattered.
The format runs on Pokémon ex worth two and three Prizes. This deck runs on a 100 HP Stage 1 worth one, and it doesn't try to survive. It trades.
Weaponized Swords does 60 for every Honedge, Doublade, and Aegislash in your hand, and the cards stay there.
| Swords in hand | Damage | With Brave Bangle | Knocks Out |
|---|---|---|---|
| 2 | 120 | 150 | Dreepy, Drakloak, Munkidori, Riolu, Gastly, Haunter, Drilbur, Cynthia's Gabite, Lunatone, Solrock |
| 3 | 180 | 210 | Toxtricity, Alakazam, Dhelmise, Crustle, Cynthia's Roserade, Meganium, Meowth ex |
| 4 | 240 | 270 | Genesect ex, Fezandipiti ex, Teal Mask Ogerpon ex, Cinccino ex; Okidogi ex with Bangle |
| 5 | 300 | 330 | Gengar ex, N's Zoroark ex, Blissey ex; with Bangle, Dragapult ex, Mega Zygarde ex, and everything at 330 |
| 6 | 360 | 390 | Mega Lucario ex, Mega Excadrill ex, Mega Gengar ex, Mega Charizard X ex; Mega Venusaur ex with Bangle |
| 7 | 420 | 450 | Cynthia's Garchomp ex wearing Cynthia's Power Weight (400) |
Nothing in the format resists Metal, and a few things are weak to it. Lillie's Clefairy ex (190) dies to two swords, and Mega Froslass ex (310) and Mega Floette ex (250) to three. Bangle adds before Weakness doubles.
Doublade has no Rule Box and no Ability, and that switches off half the walls in the format. Crustle's Mysterious Rock Inn stops Pokémon ex. Cornerstone Mask Ogerpon ex stops Pokémon with an Ability. Neutralization Zone stops Pokémon ex. None of them touch Doublade. Mega Gengar's Shadowy Concealment only discounts Knock Outs by Pokémon ex, so it never discounts this deck's.
The swords are the resource, and every exchange costs two. When the Active Doublade dies, the Honedge behind it comes up and takes a Doublade from your hand, and a fresh Honedge goes down behind that. Signal pays exactly two back each turn. So Signal keeps the hand level, and the cards that grow it are Dawn (+3), Lana's Aid (+3 from the discard), Poke Pad (+1), and Max Rod (+5). Flip the Script (+3) and Lucky Helmet (+2) draw blind, and that is how the Switches, the Stadiums, and the Boss's Orders arrive.
The card sections explain the cards. This section explains the decisions, and it is the part to read before a game.
| Spot | Put here | Never |
|---|---|---|
| Active | A Doublade holding two Energy | Genesect ex or Metang; they are the engine |
| Bench | One Genesect ex | A second Genesect ex while the first lives |
| Bench | Two Metang | A third before the backup Honedge is down |
| Bench | One Honedge, loaded with Energy | A second backup sword after turn two |
| Bench | Fezandipiti ex, once both Metang are up | a second Pokémon ex before the engine is built |
The target board is a Doublade in front, and Genesect ex, two Metang, one loaded Honedge, and Fezandipiti ex behind it. That is three swords on the board and nine left for your hand, the discard, and the Prizes. Fezandipiti goes down last, because until the Metang are up its spot belongs to a Beldum.
The Doublade in front wears one Tool, and it goes to the discard with it.
Decide from the breakpoint table in The Thesis, and put the Tool on the backup Honedge the turn Metal Maker loads it, so the choice is made before the turn it matters. A Helmet on a Honedge that gets Bossed up still draws two.



: the two on the Doublade, the attachment, and a Metal Maker hit.Metal Slash is 230, which beats three swords (180) and loses to four (240). Evolving also spends the Aegislash out of your hand, so at four swords Doublade is always the better swing.
| Card | Takes | Into | Play it when |
|---|---|---|---|
| Lana's Aid | three swords or Basic Energy | hand | the three make this turn's Knock Out; the default refill |
| Max Rod | five Pokémon or Basic Energy | hand | the discard holds four or five swords and this swing needs them; once per game |
| Night Stretcher | one Pokémon or Basic Energy | hand | a Genesect ex comes back, or one exact sword makes lethal |
Nothing here puts swords back into the deck. The first list ran Sacred Ash for that, and five swords in the deck is five turns of Signal where five in the hand is a swing. Once Signal runs dry the discard is the second hand, and every card in this table reads it. Max Rod is the last card in the game, not the first.
| Order | Build | Found by | Why here |
|---|---|---|---|
| 1 | Two Honedge | Poffin, Poke Pad, Dawn | one evolves on turn two, one is the backup |
| 2 | Two Beldum | Poffin, Poke Pad | Metang next turn |
| 3 | Genesect ex | Dawn or the draw | Signal is +120 a turn from the moment it lands |
| 4 | Doublade in the Active Spot | your hand, Signal, Dawn | the turn-two swing |
| 5 | Two Metang | Signal, Poke Pad, Dawn | Metal Maker loads the backup |
| 6 | A loaded backup Honedge | Metal Maker | the next attacker arrives ready |
| 7 | Fezandipiti ex | Dawn or the draw | three cards a turn once the trades start |
The third Metang and the third Beldum wait for a dead Metang; Fezandipiti holds the spot they used to wait for.
Everything here is worth one Prize except Genesect ex and Fezandipiti ex.
| They attack with | Your Knock Outs to win | Swords for each |
|---|---|---|
| Mega Evolution ex, 3 Prizes | 2 | six, or five with Bangle against a 330 |
| Pokémon ex, 2 Prizes | 3 | four to six |
| Single-Prize Pokémon | 6 | two or three, and Bangle adds nothing |
Mega rooms are the best rooms. Two swings win, and they need six. Single-Prize rooms are the hard ones, because six Knock Outs drain the swords faster than the recovery cards refill them. That is also the room where Fezandipiti ex costs the most, since two of their six Knock Outs can be the ex on your Bench. The draw is worth it until a game says otherwise, and Test and Tune has the swap back.
Doublade costs 
, so every fresh attacker needs two Energy. This is where they come from.
| Source | From | To | Costs |
|---|---|---|---|
| Manual attachment | hand | anything | the turn's attachment |
| Metal Maker | the top four of the deck | any of your Pokémon | nothing; Basic Metal only, about 57% a look |
| Hilda | deck | hand | the turn's Supporter; a Metal and the sword that needs it |
| Energy Recycler | discard | deck | an Item; Basic only |
| Lana's Aid, Night Stretcher, Max Rod | discard | hand | Basic only |
Two Metang and the attachment make one Doublade a turn. With eleven Metal, two looks find at least one four turns in five, and the attachment is the second. The first list covered the fifth turn with Ignition Energy, and the trick came up once in four games; three more Metal do the same job, and Metal Maker can find them.
Late games thin the deck's Metal. With four Metal left in 35 cards, each look hits 40% of the time. Every Knock Out buries two, so Energy Recycler comes down after the second or third, and before the Makers run.
You lost the toss, so no attack and no Supporter, but every Item is legal. Poffin takes a Honedge and a Beldum, Poke Pad takes whatever is missing, and the Active Honedge gets a Metal. A Dawn in hand is turn two's play.
This is the side to choose. Opening turns says why. Dawn is the play. It takes Genesect ex, a Doublade, and an Aegislash. Bench the Genesect, use Signal for two more swords, and attach to the Active Honedge. Bench two Beldum with Poffin. Nothing evolves yet.
Without a Dawn, Hilda is the play. It takes a Doublade and the Metal for it, and Genesect ex waits for the draw or the next Dawn.
Turn two, the Active Honedge evolves, Metal Maker and the attachment give it two Energy, and the hand holds two to four swords.
Two swords are enough to take a cradle. Boss's Orders a Riolu, a Dreepy, a Drilbur, or a Gastly, and the Mega it grows into never arrives. Save the big swings for when the Mega is already in play.
The Active Doublade dies. That was always the plan.
If there is no Honedge on the Bench, the board broke a rule. Promote a Beldum, Poke Pad a Honedge, and lose a turn rather than promoting Genesect ex or Fezandipiti ex.
The loaded Honedge stays on the Bench until the Active dies. Retreating into it a turn early to Cut for 40 is how the Greninja game was lost: a 70 HP body in front with two Energy and a Bangle on it, and nothing behind it.
The hand is gone, so the swords are gone. Two Abilities and one card rebuild it.
By the third Knock Out the deck has thinned, Signal is close to empty, and four or more swords sit in the discard. Nothing puts them back into the deck. The first list ran Sacred Ash for that, and five swords in the deck is five turns of Signal where five in the hand is a swing.
Count what is left before choosing. Max Rod works best with five swords in the discard, and it is a one-of.
There are two of each, and Petrel finds whichever the game needs.
Read their board, their Energy, and their Stadium before every attack.
| Card | Switches off | The answer |
|---|---|---|
| Judge, Unfair Stamp, Special Red Card, Xerosic's Machinations | the swords in your hand | Game Plan 5. Signal and Aegislash rebuild a swing. |
| Mega Froslass ex, Resentful Refrain | 50 for each card in your hand, so your swords are its damage | It is weak to Metal, so three swords (360) Knock Out its 310. Hit it first. |
| Eri | discards two Items from your hand, often Max Rod or a Switch | Play recovery Items the turn you draw them when Eri is in their list. |
| Budew, Itchy Pollen; Jellicent ex while Active | your Items, and Jellicent stops Tools too | Supporters and Abilities still work, so Dawn, Lana's, Signal, and Metal Maker carry the turn. |
| Iron Thorns ex, in their Active Spot | Metallic Signal, since Genesect ex has a Rule Box | Metal Maker still works. Four swords Knock Out its 230. |
| Jamming Tower | Brave Bangle and Lucky Helmet | Replace it with Battle Cage or Full Metal Lab. |
| Emma | nothing, but it draws them a card for every Pokémon in your hand, and your hand is swords | Nothing stops it. Kill faster; against Greninja it drew eight once. |
| Full Metal Lab, theirs | 30 off every hit on their Metal Pokémon | Replace it with Battle Cage before the big swing. |
| Risky Ruins, theirs | 20 on every Honedge and Beldum you bench | Replace it. Bench before it lands when you can. |
| Fire attackers | Weakness ×2 on every Pokémon in the deck | Doublade dies anyway. Keep Genesect ex off the board until it is needed. |
The Live ladder is where this deck practices. Doublade decks are a fringe pick online, so expect every opponent to be meeting it for the first time.
Steve plays this most weeks at CardCrate, and dragons.md is modeled on his list.
The first list lost this 0-6 on 2026-10-26, with both Stadiums in the deck and neither drawn, and with four swords in hand from turn 4 on and no body in front to swing them.
| Deck | The problem | The answer |
|---|---|---|
| Cynthia's Garchomp ex, Elliott at league | 400 HP with Cynthia's Power Weight; each Roserade adds 30 to every hit | Garchomp is seven swords. Take the Roserades (130) and Gabites (100) first, at three and two swords. |
| Mega Excadrill ex, Matt at league | 340, and his Full Metal Lab takes 30 off your hits on his Metal Pokémon | Battle Cage over his Lab, then six swords. Two Knock Outs win. Under his Lab, his Metang (100) takes three swords. |
| Alakazam | single-Prize, and Powerful Hand places counters on your Active | Nothing in the list stops it there now that Mist is gone, and Battle Cage keeps it off the Bench. Alakazam is 140, three swords, and it dies first. |
| Grimmsnarl Froslass | Resentful Refrain is 50 for each card in your hand | Mega Froslass ex is weak to Metal: three swords for 360. |
| Crustle | Mysterious Rock Inn stops Pokémon ex | Doublade isn't one. Crustle is 150, three swords. |
| N's Zoroark ex | 280 HP | five swords |
Xero names his deck first and Fox picks in response. These are his two mains.
| Dad's deck | What it does to this deck | The answer |
|---|---|---|
| Lucky Haunt | Chaotic Pain (130 in counters) kills any Honedge, Doublade, or Metang, Bench included, and Risky Ruins puts 20 on every Honedge and Beldum you bench. Close the Bench and Mega Gengar ex swings Void Gale for 230, then retreats on an Air Balloon. | Battle Cage closes the Bench and replaces the Ruins, which leaves Chaotic Pain one target, the Doublade that was dying anyway. That forces the Mega forward: six swords is three Prizes, and Boss's Orders brings it back when it retreats. Short on swords, Boss the Toxtricity (140, three swords), which feeds every Mega swing. Shadowy Concealment never discounts a Doublade. |
| Overgrowth | Mega Venusaur ex is 380 and heals 30 a swing. Teal Mask Ogerpon ex takes no damage on the Bench. | Don't race Venusaur. Boss the Meganium (160, three swords), and every Grass Energy drops back to one. Hit Ogerpon ex when it is Active (210, four swords, or three with a Bangle). Full Metal Lab and Grass Resistance keep a Doublade alive through Solar Beam (80). Venusaur takes six swords and a Bangle. |
Lucky Haunt is the winnable game, and Overgrowth is the hard one. The Venusaur wall and the Bench-proof Ogerpon leave Doublade one target at a time.
The list is a hypothesis, and games are the data.
The second list, 2026-10-26. Out went three Ignition, two Mist, Sacred Ash, Brock's Scouting, and Psyduck. In came three Basic Metal, a second Switch, a second Full Metal Lab, two Lucky Helmet, and Fezandipiti ex. Four games on Live made the case, two wins and two losses, and both losses were turns with swords in hand and no body in front to swing them.
| Card | Swaps for | Play it when |
|---|---|---|
| Precious Trolley | Max Rod | Genesect ex keeps arriving late. It is the turn-one Genesect out, and it benches swords every turn after. |
| Team Rocket's Petrel, the second | Hilda | the Stadium matters more than the Aegislash rebuild. It was in the first list. |
| Kieran | a Boss's Orders | the Megas keep surviving on 10. +30 against an Active Pokémon ex stacks with Bangle, so five swords make 360. |
| Maximum Belt | Max Rod | six swords keep being one short. +50 against an Active ex, but it is discarded with the Doublade wearing it. |
| Philippe | a Lana's Aid | Energy runs short late. Two Metal from the discard onto one Doublade. |
| Steven's Metagross ex | the Metang line | you want two Energy a turn, guaranteed; that is Robot Swords |
| Dudunsparce and Dunsparce | Fezandipiti ex and a Poke Pad | you want the draw on a single-Prize body. Run Away Draw draws three and shuffles itself away, so it needs a spot and a turn to sit, every time. |
| Team Rocket's Transceiver | never here | it finds a Petrel, which costs the turn's Supporter. It earns its slot in Rare Candy builds, and this one has no Candy. |
| Hero's Cape | never | a 200 HP Doublade still dies to everything |
| Lillie's Determination | never | it shuffles the swords away |
| Ultra Ball | never | it discards from a hand that is the deck's damage |
| Klefki | never | the TCG Live challenge deck runs two. Memory Lock does 30, and Klefki isn't a sword. |
| Salvatore | Hilda | the no-attacker turns keep coming. It evolves a Honedge the turn it lands, from the deck, so the sword in hand stays a sword. It still needs a Switch and two Energy the same turn to swing, and it adds 60 where Dawn adds 180. |
| Brock's Scouting | a Poke Pad | Genesect ex keeps arriving late. It finds two Basics or one Evolution, and it was in the first list. |
| Ignition Energy | a Basic Metal | a fresh Doublade keeps sitting one Energy short. One card paid a whole attack on an Evolution Pokémon; three were in the first list, and the trick came up once in four games. |
| Mist Energy | a Basic Metal | Powerful Hand or Chaotic Pain on the Active keeps deciding games. Two were in the first list and never mattered. |
| Psyduck | Fezandipiti ex | the two-Prize Bench keeps costing games. Damp switches off Cursed Blast, which Battle Cage already keeps off the Bench. |
| Sacred Ash | never now | it puts five swords into the deck, where Signal takes two a turn. Lana's Aid, Night Stretcher, and Max Rod put them in the hand, where they swing. |