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Gengar Gang Every Mega in the format stands on a body that one Chaotic Pain kills
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x10Pokémon (20)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 3 | Okidogi ex | Shrouded Fable | 036 | H |
| 4 | Gastly | Perfect Order | 048 | J |
| 2 | Haunter | Phantasmal Flames | 055 | I |
| 3 | Gengar ex | 30th Celebration | 090 | J |
| 2 | Mega Gengar ex | Phantasmal Flames | 056 | I |
| 4 | Toxel | Phantasmal Flames | 067 | I |
| 2 | Toxtricity | Phantasmal Flames | 068 | I |
Trainers (30)
| Qty | Card | Type | Set | Number | Reg |
|---|---|---|---|---|---|
| 3 | Lillie's Determination | Supporter | Mega Evolution | 119 | I |
| 2 | Grimsley's Move | Supporter | Phantasmal Flames | 090 | I |
| 2 | Dawn | Supporter | Phantasmal Flames | 087 | I |
| 2 | Hilda | Supporter | White Flare | 084 | I |
| 2 | Team Rocket's Petrel | Supporter | Destined Rivals | 176 | I |
| 1 | Janine's Secret Art | Supporter | Shrouded Fable | 059 | H |
| 2 | Boss's Orders | Supporter | Mega Evolution | 114 | I |
| 1 | AZ's Tranquility | Supporter | Chaos Rising | 076 | J |
| 4 | Rare Candy | Item | Mega Evolution | 125 | I |
| 2 | Buddy-Buddy Poffin | Item | Temporal Forces | 144 | H |
| 2 | Poke Pad | Item | Perfect Order | 081 | J |
| 2 | Switch | Item | Mega Evolution | 130 | I |
| 2 | Energy Recycler | Item | Destined Rivals | 164 | I |
| 1 | Hero's Cape | Tool | Temporal Forces | 152 | H |
| 2 | Risky Ruins | Stadium | Mega Evolution | 127 | I |
Energy (10)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 10 | Basic Darkness Energy | Mega Evolution Energies | 007 | - |
20 + 30 + 10 = 60. ✓ Eleven Basics, fifteen Supporters, one ACE SPEC, and nothing over four copies.
Eleven Basics is a 22% mulligan, down from 26%. The opening seven holds an Okidogi 32% of the time, and a dog with an Energy 22% of the time. It holds at least one Gastly 40% of the time. About a quarter of opening hands (26%) hold no Energy at all, which is what Hilda, Poisonous Musculature, and Janine's are for. Poffin and Poke Pad find all eight small Basics; the dogs come from Call for Family, Dawn, and Grimsley's.


Darkness
Fighting ×2

3
legal (Reg H)
Poisonous Musculature - Search your deck for up to 2 Basic Darkness Energy cards and attach them to this Pokémon. Then, shuffle your deck. If you attached Energy to a Pokémon in this way, this Pokémon is now Poisoned.

Chain-Crazed (130+) - If this Pokémon is Poisoned, this attack does 130 more damage.250 HP Basic, Fighting Weakness, Retreat 3. The shield, and on Live the most dependable early attacker in the deck.
Poisonous Musculature costs
. It searches up to two Basic Darkness Energy out of the deck, attaches them to the dog, and Poisons it. One Energy from the hand becomes three on the board, which is the best Energy deal in the format. The deck takes both, every time.
Chain-Crazed does 130, and 130 more while this Pokémon is Poisoned. That is 260 for 

, and 520 into anything weak to Darkness. It one-shot a Dhelmise, a Spiritomb, and a Mew ex on Live, and it does the same to Alakazam, Munkidori, and Jellicent ex.
Poison ends the moment the dog leaves the Active Spot. A retreat, a Switch, an AZ's, or their Boss's Orders all end it, and Chain-Crazed is back to 130 until Janine's or another Musculature turn restores it. The dog wants to stand still.
Three copies, one in play. It opens 32% of the time, and 22% of hands hold a dog with an Energy. The second stays off the Bench while the first is alive, because every benched dog is a Pokémon ex their Boss's Orders can find. A dog that is going to die anyway swings first.


Darkness
Fighting ×2
1
legal (Reg J)
Surprise Attack (30) - Flip a coin. If tails, this attack does nothing.70 HP, which keeps it inside Poffin and Poke Pad range. It is Darkness, so Risky Ruins never touches it and Janine's can feed it.
Four copies, the highest-leverage count in the deck. Five Stage 2 cards and two Haunter sit on this one Basic, and Grimsley's is the only way around it. One goes to the Bench on the deck's first turn whether it is needed or not, because Rare Candy can't evolve a Pokémon that arrived this turn.
It is also where the Cape goes. A Tool stays attached through evolution, so the Cape on the Gastly headed for a Candy becomes a Gengar ex that lands at 380.
The Live list plays the Temporal Forces Gastly for the art. That print is 60 HP and mark H, so the paper list runs Perfect Order 048 at 70.


Darkness
Fighting ×2
1
legal (Reg I)
Spooky Shot (40)Two copies, and two jobs. It is the no-Candy route, since Gastly to Haunter to Gengar ex needs only time. It is also the safe step, turning an exposed Gastly into a 100 HP, one-Prize Haunter that becomes a Gengar next turn.
Sinister Surge reaches a benched Haunter, so Surges load a Haunter that evolves into a Gengar ex already holding Energy. Candy is the speed route and lands empty; Haunter is the Energy route. The simulator also says the last Haunter carries real weight. Cutting to zero cost about seven points of Gengar speed by turn 5 in every test.

Darkness
Fighting ×2
2
legal (Reg J)
Chaotic Pain - Place 13 damage counters on 1 of your opponent's Pokémon.Stage 2, 280 HP, Fighting Weakness, Retreat 2. 30th Celebration 090, mark J. The deck.
Chaotic Pain costs 
and places 13 damage counters on 1 of the opponent's Pokémon. Who Chaotic Pain hits has the target order.
280 HP has a band. It survives every hit at 270 or under, including Phantom Dive at 200, Nebula Beam at 210, Vengeful Anchor at 170, and a bare Aura Jab at 260. It dies to everything at 380 or over, like Gaia Wave at 400 through Weakness and Mega Brave at 540. The hits in between are what Hero's Cape is for.
Fainting Spell flips a coin when this Pokémon is Knocked Out by damage from an attack, and on heads the Attacking Pokémon is Knocked Out too. It works against any attacker, ex or not. On Live it took a Mega Zygarde, a Mega Floette, and a Dhelmise. When to stand and when to pull has the rule.
Three copies, because this is the card that attacks, and so the card that dies.


Darkness
Fighting ×2
2
legal (Reg I)
Void Gale (230) - Move an Energy from this Pokémon to 1 of your Benched Pokémon.Stage 2 from Haunter. 350 HP. Gives up 3 Prizes, or 2 once its own Ability applies.
Shadowy Concealment takes one Prize off every Knock Out the opponent's Pokémon ex score on the deck's Darkness Pokémon with damage from an attack. It covers the whole board including itself, it works from the Bench, and it doesn't stack. Everything in this deck is Darkness.
The trigger is exact. It needs damage, from an attack, from a Pokémon ex. It does nothing against single-Prize attackers, nothing against counters placed by Powerful Hand or Spiritual End, and nothing against counters moved by Munkidori. In those rooms the Mega is 3 Prizes with no upside, and it stays in the deck.
Grimsley's Move is the fastest way to it. From the deck's second turn, Grimsley's benches a Mega straight out of the deck with no Gastly and no Candy spent. That only works while a Mega is still in the deck, so when Grimsley's is the plan, Hilda leaves the Megas where they are. Two copies, one to play and one in case the first is prized or dies.
Void Gale does 230 for 
and moves an Energy to a Benched Pokémon. It is the finisher when no Gengar ex is up. Boss's Orders brings up a target, Switch brings in the Mega, one attachment arms it, and it swings. That line closed the Charizard game on Live. It doubles to 460 into anything weak to Darkness, the one number Chaotic Pain can't reach, because counters ignore Weakness.
The Cape makes it 450, the only body in the deck that survives Mega Zygarde's 400. Nothing survives Mega Brave at 540.


Darkness
Fighting ×2
1
legal (Reg I)
Call for Family - Search your deck for up to 2 Basic Pokémon and put them onto your Bench. Then, shuffle your deck.
Playful Kick (20)Call for Family benches two Basic Pokémon from the deck for
. It reaches Okidogi ex, which Poffin and Poke Pad can't.
Four copies. It is the 11th Basic that fixed the mulligan rate, the going-second opener when no dog showed up, and a 70 HP body that pays nothing under Concealment.


Darkness
Fighting ×2
2
legal (Reg I)

Gentle Slap (100)Sinister Surge attaches a Basic Darkness Energy from the deck to a Benched Darkness Pokémon once a turn, and puts two damage counters on it. It is an Ability, so it works on turns the Supporter is busy elsewhere.
Two copies, and each Surges on its own; the card carries no "you can't use more than one" clause. Grimsley's and Poke Pad both find it, and it has no Candy clock, so it never needs the turn-1 search. Where the Energy goes covers the targets.


legal (Reg I)It shuffles the hand into the deck and draws six, or eight while all six Prize cards remain. Three copies.
It comes down early for eight, with two exceptions the Live games taught. The first is a hand that already holds its line, which stays unshuffled. In the Charizard game, the opening hand had Gastly, Gengar ex, Dawn, Hilda, Toxtricity, and two Energy, and a turn-1 Lillie's pushed the first Chaotic Pain back a turn. The second is lethal. Lillie's shuffles away every card in hand along with the dead ones, so the check for lethal comes before the dig.
Lillie's went from four to three for the second Boss's Orders. Test and Tune has the fourth.


legal (Reg I)It looks at the top 7 cards of the deck and puts a Darkness Pokémon found there onto the Bench, and it can't be played on the first turn. Two copies, Phantasmal Flames 090, mark I. Both copies in the sleeve are the player's-choice stamped holos from the last two league nights, and those two prizes are why this card got a look at all.
It benches any stage. The ruling reads "you can place any stage of {D} Pokémon you find directly onto your bench" (Phantasmal Flames FAQ, TPCi Rules Team, 2025-11-13), and Live honors it. Every Pokémon in this list is Darkness, so it hits something about 94% of the time. What it hits is what matters.
The odds, and when to play it, are in Grimsley's Move odds. The six cards it passes over go to the bottom of the deck and stay there until something shuffles.


legal (Reg I)It searches the deck for a Basic, a Stage 1, and a Stage 2 Pokémon. Two copies. One card sets up a whole line: Gastly, Haunter, and a Gengar, or Toxel, Toxtricity, and a Gengar.
Its Stage 2 pick is the matchup call, from Which Stage 2 gets the Candy. When Grimsley's is the plan for the Mega, Dawn takes Gengar ex and leaves the Mega in the deck.


legal (Reg I)It searches the deck for an Evolution Pokémon and an Energy card. Two copies. It is the Energy-in-hand card for the 26% of hands that open without one, and it reads Evolution Pokémon, which here is nine cards: two Haunter, three Gengar ex, two Mega Gengar ex, and two Toxtricity.
| Board | Hilda takes | Then |
|---|---|---|
| a Gastly benched last turn | Gengar ex or the Mega, and an Energy | Candy, attach |
| a Toxel benched last turn | Toxtricity, and an Energy | the Surge engine a turn early |
| a Gastly and a Toxtricity | Haunter, and an Energy | evolve, attach, Surge the Haunter, and it becomes a loaded Gengar next turn |
It comes before the Candy. Hilda can change which Stage 2 the board wants.


legal (Reg I)It searches the deck for a Trainer card. Two copies. It makes every one-of behave like a two-of.
Same-turn targets are the Items, the Tool, and the Stadium: Rare Candy, Poke Pad, Switch, Energy Recycler, Hero's Cape, and Risky Ruins. The Supporters it finds wait for next turn: Grimsley's, Boss's Orders, AZ's, and Janine's. It is the only card that finds the Cape, and the fastest way to a Risky Ruins when their Stadium is the problem.
Against Team Rocket decks, their own Team Rocket's Factory draws two more cards whenever this deck plays Petrel. That won a turn in the Toxtricity Box game.


legal (Reg H)It attaches a Basic Darkness Energy from the deck to each of up to two Darkness Pokémon, and Poisons the Active Pokémon if it took one. One copy, mark H.
It does three jobs in one Supporter. It Poisons a dog again after it left the Active Spot, which is worth 130 damage. It puts the second Energy on an Active Gengar that is one short, which Surge can't do. And it pulls two Energy out of the deck in a drought.
One Energy per Pokémon, never two on one. A judge confirmed it.


legal (Reg I)It switches one of the opponent's Benched Pokémon into the Active Spot. Two copies, up from one.
Chaotic Pain does most of a gust's job for free. The reasons to drag are the ones counters can't cover:


legal (Reg J)It swaps the Active Pokémon with a Benched one, and heals 80 from the one it moved if that one is a Pokémon ex. One copy, Chaos Rising 076, mark J.
Switch is the rotation on turns the Supporter slot is spoken for, and AZ's is the rotation on turns it isn't, or when the board needs one of the three things only AZ's does:
Three misuses tempt everyone. AZ's on the attacker wastes the attacker unless the next one is loaded. AZ's on a Gengar ex that would die to the hit anyway throws away the coin, since standing flips and pulling doesn't. And AZ's over Lillie's on a bricked hand draws no cards.


legal (Reg I)Four copies. Five Stage 2 cards sit over four Gastly, and Candy is the speed route. Two timing rules decide openings: never on the first turn, and never on a Basic that entered play this turn. The search comes first, then the Candy.


legal (Reg H)Two Basic Pokémon with 70 HP or less, straight to the Bench. Gastly and Toxel are the targets. It is the only Item that benches two on turn 1, and the only way to fill the Bench going first. Two copies, mark H; Poke Pad is its April replacement.


legal (Reg J)It searches the deck for a Pokémon without a Rule Box. Two copies, printed Poké Pad, Perfect Order 081, mark J, and reprinted in 30th Celebration.
It finds Gastly, Toxel, Haunter, and Toxtricity, never an ex. On the first turn it takes Gastly, because Gastly is the only card on a clock; later it takes whatever the line is missing. Together with the 11th Basic, it cut the chance of an empty Bench after the first turn from 34% to 22% going first, and from 10% to 6% going second.


legal (Reg I)It swaps the Active Pokémon with a Benched one. Two copies. Retreat Costs are paid in Energy, and this board's are 3 and 2; Switch pays in a card instead. It also clears Poison, so it belongs to the ghosts, not to a Poisoned dog.


legal (Reg I)It shuffles up to 5 Basic Energy from the discard pile back into the deck. Two copies.
Every engine searches the deck, so Energy in the discard pile is invisible to all of them. Knock Outs, retreats, and Crushing Hammer all bury it. On Live, one long game emptied the deck by turn 9 and Sinister Surge found nothing until Recycler put five back. Petrel finds one.

ACE SPEC Rare
legal (Reg H)The Pokémon this card is attached to gets +100 HP. The ACE SPEC, Temporal Forces 152, mark H.
Their biggest number decides it. The Cape only changes an outcome when their hit lands between the wearer's HP and that HP plus 100.
| Wearer | HP | Survives | Still dies to |
|---|---|---|---|
| Gengar ex | 380 | Aura Jab with Premium Power Pro 320, Maximum Drilling 330, Drilling with Kieran 360, Corkscrew Dive with two boosts 320 | Gaia Wave 400, Mega Brave 540, Corkscrew with three boosts 380, Draconic Buster |
| Mega Gengar ex | 450 | everything above, Gaia Wave 400, Drilling with Maximum Belt and Kieran 410, and Corkscrew with three boosts 380 | Mega Brave 540, Draconic Buster |
| Okidogi ex | 350 | Jab with Pro 320, Drilling 330, Corkscrew with two boosts 320 | Drilling with Kieran 360, Gaia Wave 400, Draconic Buster |
It goes on the Gastly that is about to get the Candy, since Tools are legal on the first turn and the Cape rides the evolution. Against Mega Zygarde it goes on the Mega instead; a Cape'd Gengar ex at 380 still dies to 400. Against Cynthia's Garchomp it goes on the dog in front, since nothing saves a Mega from Draconic Buster. Petrel is the only card that finds it.


legal (Reg I)Two damage counters on every Basic non-Darkness Pokémon either player benches. Every Pokémon here is Darkness, so it is completely one-sided. The 20 stays through evolution, which is what puts Alakazam and Crustle inside one Chaotic Pain.
Two copies, because Stadiums are the other half of its job. A Stadium only leaves play when another replaces it, and a Stadium can't be played over one with the same name.
| Their Stadium | What it does to the deck | When to replace it |
|---|---|---|
| Battle Cage | stops Chaotic Pain on their Bench | when the snipe is needed; Charizard decks replay it, so the second copy waits |
| Forest of Vitality | Weedle to Beedrill ex in one turn | at every chance; it is a tax, not a lock, since they run four |
| Spikemuth Gym | searches their Marnie's Pokémon every turn | the turn after they build |
| Ange Floette | Mega Floette ex at 400 | before the swing at it; it drops back to 250 |
| Gravity Mountain | every Stage 2 in play gets 30 less HP | the turn before their big hit, not the turn it lands |
| Jamming Tower | the Cape stops working | the turn the Cape needs to work |
| Full Metal Lab | the dogs and Void Gale do 30 less to Metal Pokémon; counters ignore it | the turn a hit needs the 30 |
| N's Castle, Prism Tower, Team Rocket's Factory | free retreats and extra draws | when nothing above is in play |

legalTen, and the count is deliberately lower than it looks. Poisonous Musculature, Sinister Surge, and Janine's all search the deck, so the only Energy that needs to be in hand is the one manual attachment per turn. Two Energy Recycler and two Switch keep ten honest. Any Basic Darkness print works, holos included.
The format runs on Mega Evolution Pokémon ex. They carry 330 to 380 HP, they hit for 270 and up, and nothing in this deck wins a straight damage race against one. The deck does not try. It kills them before they exist.
Chaotic Pain costs 
and places 13 damage counters on 1 of the opponent's Pokémon. Any one they have, Active or Benched. Placing counters is not dealing damage, and most of what matters about this card follows from that one distinction.
Almost every Mega grows out of something, and 130 kills nearly all of those somethings.
| Their Mega | Grows from | HP | One Chaotic Pain |
|---|---|---|---|
| Mega Lucario ex | Riolu | 80 | ✓ |
| Mega Excadrill ex | Drilbur | 70 | ✓ |
| Mega Starmie ex | Staryu | 70 | ✓ |
| Mega Greninja ex | Froakie, Frogadier | 70, 100 | ✓ |
| Mega Charizard X ex | Charmander | 80 | ✓ |
| Mega Venusaur ex | Bulbasaur, Ivysaur | 80, 110 | ✓ |
| Mega Gardevoir ex | Ralts, Kirlia | 70, 100 | ✓ |
| Mega Chandelure ex | Litwick, Lampent | 70, 90 | ✓ |
| Dragapult ex | Dreepy, Drakloak | 70, 90 | ✓ |
| Beedrill ex | Weedle, Kakuna | 50, 80 | ✓ |
A few Megas grow from nothing. Mega Zygarde ex, Mega Floette ex, and Mega Kangaskhan ex are Basics, and those rooms are won by the Prize tax, not the snipe.
The thesis has limits, and they are arithmetic. One Pain a turn can't keep up with a deck that benches four cradles on turn 1 and searches two more every turn, which is Mega Excadrill. Going second, it can't reach a Stage 1 Mega that evolves on the opponent's second turn, which is Mega Starmie and Mega Lucario. And it finds nothing to shoot when Forest of Vitality takes Weedle all the way to Beedrill ex on the turn it lands. Versus the Card Shop has the plan for each.
Very little stops the counters. Damage prevention in this format is worded as damage, and counters walk through it. The Tera rule on Dragapult ex's Bench, Cornerstone Mask Ogerpon ex, Crustle's Mysterious Rock Inn, Neutralization Zone, and Full Metal Lab all miss. Four things do stop them, and each has a way around:
| Stops Chaotic Pain | How | Around it |
|---|---|---|
| Hide 'n' Sneak on Poltchageist, Sinistcha, and Banette | prevents every effect of the deck's attacks on that Pokémon, and placing counters is an effect | attack damage is not an effect, so the dogs and Void Gale get through |
| Rocky Fighting Energy | the same, on the Fighting Pokémon it is attached to | shoot something else; Mega Zygarde and Cynthia's Garchomp carry it, and Draconic Buster discards Garchomp's own |
| Mist Energy | the same, on any Pokémon it is attached to | Crustle and Mega Kangaskhan carry it; Crustle's Rock Inn stops only Pokémon ex, so Toxtricity and Haunter still hit it |
| Battle Cage | no counters on their Benched Pokémon | Risky Ruins replaces it, or Boss's Orders drags the target up |
The other half of the deck is the price of dying. Shadowy Concealment takes a Prize off every Knock Out an opposing Pokémon ex scores on the deck's Darkness Pokémon, and Fainting Spell flips a coin at whatever kills a Gengar ex. Between them, the deck's losses cost one Prize while theirs cost two or three.
| Attacker | Cost | Output | Prizes it gives up |
|---|---|---|---|
| Gengar ex, Chaotic Pain | ![]() ![]() | 130 as counters, any target | 1 |
| Mega Gengar ex, Void Gale | ![]() ![]() | 230, and 460 into Darkness Weakness | 2 |
| Okidogi ex, Chain-Crazed | ![]() ![]() ![]() | 260 while Poisoned, 520 into Darkness Weakness | 1 |
The Prize column assumes Mega Gengar is on the Bench and their attacker is a Pokémon ex. Against a single-Prize attacker, or counters moved by an Ability, add one to every row.
Every Live loss with this deck traces back to one of these. Each has a number behind it. The card sections above explain the cards; this section explains the decisions.
| They attack with | Build first | Why |
|---|---|---|
| Pokémon ex and Megas | Mega Gengar ex, parked on the Bench | Shadowy Concealment takes a Prize off every Knock Out their ex scores. Against Mega Zygarde it would have turned their 6 Prizes into 2. |
| Mega Lucario ex, with three Boss's Orders | Gengar ex, under the Cape | Mega Brave kills anything, and a parked Mega is 2 Prizes they can drag up and take. The Mega comes only when Haunter hands it over free. |
| Cynthia's Garchomp ex | Mega Gengar ex, parked, but the Cape goes on the Pokémon in front | Concealment still pays against an ex attacker. Draconic Buster does 640 to a Mega either way, so the Cape goes on a body it can save. |
| Single-Prize attackers | Gengar ex and the dogs, never the Mega | Concealment never applies, so the Mega is 3 Prizes for nothing. One dragged-up Mega lost the Dhelmise game. |
| Munkidori on their Bench | Gengar ex first | Moved counters skip Concealment and Fainting Spell, and Chaotic Pain is what kills Munkidori. |
Four more rules sit under the table:
.| Order | Targets | Why |
|---|---|---|
| 1 | Munkidori (110), Froslass (90) | They move or place counters, which switches off Concealment and Fainting Spell and undoes damage already dealt. |
| 2 | The Basic or Stage 1 their Mega grows from | A Mega they can't deploy is three Prizes stuck in their hand. The table in The Thesis has every one. |
| 3 | Draw, search, and Energy engines: Lunatone (110), Dunsparce (60 or 70), Metang (100), Kadabra (80), Cynthia's Gabite (100) | Cut the fuel and their big attacker arrives late or not at all. |
| 4 | Eevee, before it becomes Espeon | Miraculous Shine devolves every evolved Pokémon the deck has in play. |
| The body | Their next hit | Do this |
|---|---|---|
| A damaged Gengar ex | kills it, and their attacker is a Pokémon ex | Stand and die. With the Mega down it costs 1 Prize, and Fainting Spell flips at something worth 2 or 3. |
| Gengar ex under the Cape | leaves it alive | Attack, take the hit, then AZ's it home for 80 with the Cape still on. |
| A damaged Gengar ex | any hit from a single-Prize attacker | AZ's it, if 80 keeps it alive. The coin is only for 1 Prize and Concealment pays nothing. |
| An Okidogi ex that dies either way | reaches the Bench too | Swing on the way out. Cruel Arrow, Phantom Dive, and Munkidori all reach the Bench, so retreating a doomed dog costs 3 Energy and an attack for nothing. |
| Mega Gengar ex | anything | Active only for Void Gale, then AZ's it back to the Bench. |
| Targets left in the deck | 45 cards left | 35 cards left | 25 cards left |
|---|---|---|---|
| 2 | 29% | 36% | 49% |
| 3 | 41% | 50% | 65% |
| 4 | 50% | 61% | 76% |
| 5 | 59% | 70% | 84% |
| 6 | 66% | 77% | 90% |
That is the chance the top seven holds at least one target. Playing it later helps only because the deck is smaller, and pulling targets out first hurts it. If Dawn or Hilda already put two Stage 2s in hand, a turn-2 Grimsley's drops from about 59% to about 41%.
Shadowy Concealment decides how the Bench gets built, so the arithmetic is worth doing.
Every benched Pokémon ex is a hole in the tax. Keep one Mega on the board, at most two other ex, and zero-Prize bodies everywhere else.
That is about one Prize of expected value per death, in the deck's favor. On Live the coin took a Mega Zygarde, a Mega Floette, and a Dhelmise. Retreating throws away both halves and costs Energy on top.
Six sources put Energy where it matters, and only the manual attachment spends a card from the hand.
| Source | From | To | Costs |
|---|---|---|---|
| Manual attachment | hand | anywhere | the attachment for the turn |
| Poisonous Musculature | deck, two | the Active dog | its attack; Poisons it |
| Sinister Surge | deck | a Benched Darkness Pokémon, once per Toxtricity | two damage counters |
| Janine's Secret Art | deck, one each | up to two Darkness Pokémon | the turn's Supporter; Poisons the Active if it took one |
| Void Gale | the Mega | a Benched Pokémon | nothing extra; it rides the attack |
| Hilda | deck | the hand | the turn's Supporter |
Chaotic Pain and Void Gale cost two, which the engine reaches in one turn. Chain-Crazed costs three, which Musculature delivers on its own a turn ahead.
Four things drain the pool. Knock Outs bury whatever the Pokémon held. Retreat Costs bury 3 from a dog and 2 from a Gengar or Toxtricity. Crushing Hammer buries one on every heads, and Toxtricity Box runs four. Musculature pulls two out of the deck at a time. Switch and AZ's keep the retreat bill off the pool, and Energy Recycler puts the rest back where the engines look.
Against Crushing Hammer, the spare matters. A dog with four Energy still swings after one heads; a dog with three doesn't.
Going second, the deck can attack on its first turn, and it has two openers.
With a dog and an Energy, which 22% of hands hold, attach, use Poisonous Musculature, and take both. The dog ends the turn holding three and Poisoned, and turn 2 is Chain-Crazed for 260.
With a Toxel instead, attach and Call for Family. Take two Gastly when a dog is already in play, or a dog and a Gastly when it isn't.
Either way, bench a Gastly, because turn 1's Gastly is turn 2's Gengar. Play Lillie's while it still draws eight, unless the hand already holds its line. Grimsley's can't be played yet.
No attack, no Supporter, and no Grimsley's, but every Item is still legal. Poffin and Poke Pad take Gastly first. If their first Basic says the room is Fighting or Metal, the Cape goes on the Gastly slated for the Candy. A Hilda or a Dawn in the opening hand is turn 2's play, and it goes down before the Candy does.
The attacker dies. The question is whether the next one is ready.
If one is, promote it. A Haunter that Surge fed evolves into a Gengar ex already holding Energy. A benched dog with Energy on it comes up swinging.
If a Gengar ex is Active and one Energy short, the out is Janine's. Surge can't reach the Active Spot, and Janine's puts one Energy on the Active and one on the Bench. Play it instead of passing with a loaded Gengar doing nothing.
If nothing is ready, send out a dog. It needs no line and no Candy. One Energy and Musculature give it three and a Poison, and 250 HP buys the turn the ghosts need.
Use Switch or AZ's, not Retreat. Rotating by retreat discards Energy equal to the Retreat Cost, and this board's costs are 2 and 3.
Against Pokémon ex attackers, the Mega is due before anything on the board takes a real hit. There are three routes, fastest first.
Keep one Mega in the deck while Grimsley's is the route. A Mega in hand needs a Gastly and a Candy. The Zygarde loss had both Megas in hand by turn 3 and no Gastly to put them on.
The exceptions are in Which Stage 2 gets the Candy. Never build it against single-Prize attackers, build Gengar ex first against Munkidori, and build the Cape'd Gengar ex first against Mega Lucario.
They drag a Gastly into the Active Spot. The dog is on the Bench with its Energy and without its Poison, and it costs three Energy to retreat.
Often, do nothing. The Gastly dies for zero Prizes under Concealment, and the dog comes back up next turn having lost only the Poison.
When waiting isn't an option, use Switch or AZ's, never Retreat. Then Janine's restores the Poison, and Chain-Crazed is 260 again.
When the dog itself is doomed, swing with it. A dog that retreats to the Bench still dies there to Cruel Arrow, Phantom Dive, or Munkidori, and it paid three Energy for nothing. The Toxtricity Box game retreated a Poisoned dog holding four Energy instead of hitting their 120 HP Scrafty for 260, and the dog died on the Bench a turn later.
Two Risky Ruins, and Petrel works like a third, so the question is usually when, not which. Risky Ruins has the table of what to replace.
Keep the board's payout at four or less against ex attackers.
The Cape is one card and one use, so the question every game is which body and which turn.
Read their biggest number first. Under 280, hold it; the Gengar survives on its own. Between 280 and 379, it goes on the first Gengar through the Gastly, because Jab with Pro at 320, Drilling at 330, and Drilling with Kieran at 360 all fall in that band. From 380 up, a Gengar dies either way, so the Cape goes on the Mega at 450 or stays in the deck. Mega Zygarde's 400 is the case that decides it.
Then pull it, don't spend it. A Cape'd Gengar at 60 after a Jab is one AZ's returns to the Bench at 140, with the Cape still on.
The Live ladder is where this deck practices, and league is where it plays. Shares below come from Limitless Play online tournaments since 30th Celebration went legal, pulled 2026-09-25. Gengar ex decks there sit at 0.65% of the field with a 38% win rate, and they do worst against Alakazam (18%), Crustle (14%), Mega Excadrill (17%), and Dragapult (about 30%). The samples are small, and none of those lists run the dogs.
Three kinds of room decide the build.
| Room | Examples | Build | The edge |
|---|---|---|---|
| Pokémon ex attackers | Dragapult, Lucario, Zygarde, Garchomp, Excadrill, N's Zoroark, Starmie, Floette, Cinccino, Charizard | Mega first, then Gengar ex | Concealment and Fainting Spell both work |
| Single-Prize attackers | Dhelmise, Alakazam, Slowking, Crustle, Baby Box | Gengar ex and the dogs, no Mega | the Psychic ones are weak to Darkness, and the dogs one-shot them |
| Counter movers | Munkidori in Dragapult, Grimmsnarl, Sharpedo, and Toxtricity Box; Alakazam; Spiritual End | Gengar ex first | Chaotic Pain on the movers |
| Deck | Share | Section |
|---|---|---|
| Dragapult ex, every build | ~19%, and Steve most weeks at league | Versus Dragapult ex |
| Alakazam, both builds | ~7.5% | Versus Alakazam |
| N's Zoroark ex | 6.1% | Versus N's Zoroark ex |
| Slowking | 6.1% | The rest of the room |
| Basic Box | 4.8% | The rest of the room |
| Mega Excadrill ex | 4.5%, and Matt every week at league | Versus Mega Excadrill ex |
| Cynthia's Garchomp ex | Elliott, every week at league | Versus Cynthia's Garchomp ex |
| Mega Lucario ex, both builds | 3.9% | Versus Mega Lucario ex |
| Dhelmise | 3.9% | Versus Dhelmise |
| Crustle | 3.1%, and common at league | Versus Crustle |
| Sharpedo Toxtricity | 2.0%, and Steve at league | Versus Mega Sharpedo ex |
| Mega Starmie ex, three builds | 1.6% | Versus Mega Starmie ex |
| Marnie's Grimmsnarl ex | 1.5% | Versus Marnie's Grimmsnarl ex |
| Beedrill ex | 0.8% | Versus Beedrill ex |
| Toxtricity Box | 0.6% | Versus Toxtricity Box |
| Cinccino ex | 0.2%, and seen at league | Versus Cinccino ex |
| Mega Zygarde ex, Mega Floette ex, Charizard, Igglybuff Baby Box | on the Live ladder | Zygarde, Floette, Charizard, Baby Box |
Steve plays this most weeks at CardCrate, and dragons.md is modeled on his list.
, ignoring WeaknessThis is Elliott's deck, the one he brings to Wednesday league every week, and cynthia-garchomp.md models his own list card for card. It is the hardest room this deck plays. Every Pokémon in the list is weak to Fighting, his attack costs one Energy and refills his hand while it hits, and nothing here one-shots a Garchomp. The full plan against it, written for the Blissey build, is in Lucky Haunt; most of it holds here.
Where Corkscrew Dive lands. Roserade and Premium Power Pro each add 30 before Weakness, so each one is 60 more on this deck.
| Boosts | Damage | Still standing |
|---|---|---|
| None | 200 | Okidogi, Gengar ex, Mega Gengar |
| One | 260 | Gengar ex, Mega Gengar, a Cape'd Okidogi |
| Two | 320 | Mega Gengar, a Cape'd Gengar ex or Okidogi |
| Three | 380 | only a Cape'd Mega Gengar |
Two-turn Knock Outs on a Garchomp. Nothing kills one in a single hit, so every Garchomp costs the deck two attacks, and the pair gets picked before the first swing.
| The two hits | Total | Bare, 330 | Weighted, 400 |
|---|---|---|---|
| Chain-Crazed twice | 520 | ✓ | ✓ |
| Chain-Crazed and Void Gale | 490 | ✓ | ✓ |
| Chain-Crazed and Chaotic Pain | 390 | ✓ | ten short |
| Void Gale and Chaotic Pain | 360 | ✓ | ✗ |
| Chain-Crazed and Gentle Slap | 360 | ✓ | ✗ |
Chaotic Pain only lands once a Buster has thrown away the Rocky. A Risky Ruins chip on the Gible it grew from adds 20, which turns the 390 into a Knock Out on a Weighted Garchomp.
This is Matt's deck, the one he plays at Wednesday league every week, and it is the older build: Metang's Metal Maker is the Energy engine and Genesect ex is the search. A model of it is metal-excadrill.md. It feels fast because Trolley and Metallic Signal put two or three Metang up by his second turn, so Drilling can hit 200 that turn and 330 the next. Online, the newer Steven's build is the one that mostly shows up, and online lists add Kieran (360) or Maximum Belt (380). Matt's copy runs neither, so his ceiling is 330.
Target order, from the Live win:
A turn-2 Mega won that game. Concealment held them to 5 Prizes. Special Red Card comes out the moment the deck has 3 Prizes left, so the hand needs to be spent before then.
Crustle is one of the most common decks at CardCrate. Online, nearly every list pairs three Crustle with four Mega Kangaskhan ex. The rest is Mist Energy, Spiky Energy, Jumbo Ice Cream to heal, and Eri and Xerosic's Machinations to pick apart the hand.


, so an attacking Crustle usually holds a Mist Energy, and then Chaotic Pain can't touch it. Dwebble and a Crustle still waiting on Energy are the targets. Read the Energy before picking.Steve played this at CardCrate last week. He usually plays Dragapult, and he plays fast. Online it is called Sharpedo Toxtricity, and 26 of 28 online lists aim Toxel and Toxtricity's Sinister Surge at their own Sharpedo, because Hungry Jaws needs just one damage counter to jump from 120 to 270. Steve's support line was a different Darkness evolution line, from an older set, and it is still unidentified. Whatever it is, the job is the same: put counters or Energy on the Sharpedo. Lists also run Judge and Unfair Stamp, so Pokémon go to the Bench as they're drawn.
This one shows up at CardCrate. Last week a Cinccino ex won a game at the shop with 15 Energy on it and no other Pokémon in play, which is 600 damage. Online lists feed it with the same Metang engine Matt's Excadrill uses, plus Genesect ex and Metagross.
Every Pokémon in it has 30 HP and gives up one Prize. Plenty of players run it online as a troll deck, and the Live ladder has sent two, both wins. One matched AzulGG's list from September 26: 4 Igglybuff, 4 Poltchageist, 2 Misty's Magikarp, Tyrogue, Budew, 4 Brave Bangle, 4 Boss's Orders, 4 Night Stretcher, 4 Battle Cage, 3 Mist Energy, and a Legacy Energy. The other ran Teal Mask Ogerpon ex and Area Zero Underdepths.
| Deck | The problem | The answer |
|---|---|---|
| Slowking, 6% | Seek Inspiration copies a non-Rule-Box attack off the top of their deck; single-Prize | 120 HP, so one Chaotic Pain; no Mega |
| Basic Box, 5% | Benches full of Pokémon ex under Area Zero, and no cradles to shoot | the tax room. Mega first, and Ruins taxes every Basic. |
| Jellicent ex | Oceanic Curse locks the deck's Items and Tools while it is Active | Grimsley's, Janine's, AZ's, Boss's Orders, and Surge all still work; it is Psychic and weak to Darkness, so a dog one-shots it |
| Festival Grounds | Pokémon with Energy can't be Poisoned, so Chain-Crazed stays at 130 | Risky Ruins; neither Gengar attack needs Poison |
The list is a hypothesis, and games are the data.
Two days of Live testing produced more good cards than seats, and a few the games rejected.
| Card | Swaps for | Play it when |
|---|---|---|
| Janine's Secret Art, the 2nd | the 2nd Boss's Orders | the first attack keeps arriving late; see Test and Tune |
| Night Stretcher | a Poke Pad | the deck needs a Pokémon back more than a turn-1 Basic. Swapped out on September 24, and it may still get a reprint before April. |
| Energy Switch | a Switch | Surge Energy keeps getting stranded on the Bench. It left when Janine's took over topping up the Active. |
| Unfair Stamp | Hero's Cape | Alakazam is the room. Every ACE SPEC rotates in April anyway. |
| Gengar ex (Temporal Forces 104) | a Dawn | the list wants a 4th Gengar ex in paper. Gnawing Curse puts 2 counters on anything they attach to from hand, and it shares the four-copy cap. |
| Gengar (Perfect Order 050) | a Toxel | the ladder turns single-Prize. Mind Jack is 10, plus 30 for each of their Benched Pokémon, for one Energy, from a body that returns to the hand when it dies. |
| Purrloin (White Flare 055) | a Toxel | never again. Invite Evil searches three Darkness Pokémon for one Energy, but it has to be Active to attack, and on Live two uses cost two attachments and a switch. |
| N's Plan | never here | tested in the zero-Haunter build. It moves two Energy from the Bench to the Active, and this list rarely has spare Energy on the Bench. |
| Mega Darkrai ex | never | tested and rejected. A Basic Mega with Dusk Raid at 220, but its Grass Weakness made it a one-hit, 3-Prize gift to Beedrill, and it only carried against Fighting. |
| Dark Bell | never | tested for Mega Darkrai's Abyss Eye. It went unplayed for seven games and is blank against Darkness Actives. |
| Crobat (Shrouded Fable 029) and Zubat | never | Janine's with Crobat in play draws to eight, but the simulator had that firing by turn 5 in only 12% of games. |
| Dudunsparce and Dunsparce | never | the field's favorite draw engine. In this list the simulator found no gain for four slots. |
| Budew | never | a free turn-1 Item lock, but the deck's own Ruins hits it, and it competes with Musculature and Call for Family for the turn-1 attack |
| Grand Tree | never | a free evolution every turn for both players, which Dragapult and Alakazam want more than this deck does; it also fights the Ruins and costs the Cape |
| Academy at Night | never | it guarantees Grimsley's by putting a card from the hand on top of the deck, but the opponent gets it too, and it takes the Stadium slot |
| Pokégear 3.0 | a Dawn | the deck wants Grimsley's more often. A Supporter is in the top seven more than 90% of the time, but a specific two-of only 29%. |
| Buddy-Buddy Poffin, the 3rd | a Hilda | lone-Basic openings go on costing games |
| Secret Box | Hero's Cape | never. Discarding three fights a deck that plans turns ahead. |
| Shadowy Darkness Energy | never | it protects a Benched Darkness Pokémon from attack damage, but it is Special Energy, and nothing in this deck finds or recovers it |
| Waitress | Janine's | never. It looks at six cards for one Energy and can miss. |
| Punk Helmet | never here | tested in the zero-Haunter build and never mattered |
| Sacred Ash | an Energy Recycler | the Pokémon side of the discard runs dry. It never has. |
| Prime Catcher | Hero's Cape | a third gust matters more than a bigger Gengar |
| Cyrano | a Hilda | the deck wants three Pokémon ex from one card; mark H |
| Energy Retrieval | a Switch | the Recyclers stop keeping up |
| Energy Search | never | an 11th Energy that no engine can see |
| Ultra Ball | a Dawn | most lists run it. This one doesn't, because the discard cost fights a hand planned two turns ahead. |
| Scramble Switch | Hero's Cape | tried and cut; losing the gust slot cost a game |
| Jamming Tower | a Risky Ruins | Air Balloon keeps resetting Mega Brave. It turns the Cape off too. |
| Binding Mochi | Hero's Cape | the dogs become the main attackers. +40 on a Poisoned dog is 300. |
| Air Balloon | never | tried and cut; it died on the Gastly wearing it |
| Battle Cage | a Risky Ruins | Dragapult's counters are killing the Bench. It turns off the deck's own snipe too. |
| Eternatus (Phantasmal Flames 069) | a Toxel | Stadium wars keep losing games; Shatter discards a Stadium |
| Tremendous Bomb | Hero's Cape | the room is all Mega ex. It puts 12 counters on any Mega that hits the wearer for 240 or more. |
| Gwynn | never | tried and cut. It discards Pokémon without a Rule Box, which are the ones the deck benches on sight. |
| Kofu | a Poffin | draw has to be always live |
| Fezandipiti ex, Pecharunt ex, Munkidori, Chi-Yu | never | tried or rejected in earlier passes; they broke the rhythm |
| Marnie's Grimmsnarl ex | never | Punk Up feeds only Marnie's Pokémon |