Xero's Lucky Haunt

The Gengar Gang with a Blissey ex on the Bench, carrying the Energy forward

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Deck List

This 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 over $3,000 in October 2026. Check the current market price.

Pokémon (22)

QtyCardSetNumberReg
2Okidogi exShrouded Fable036H
4GastlyPerfect Order048J
2HaunterPhantasmal Flames055I
3Gengar ex30th Celebration090J
2Mega Gengar exPhantasmal Flames056I
3ToxelPhantasmal Flames067I
2ToxtricityPhantasmal Flames068I
2ChanseyTwilight Masquerade133H
2Blissey exTwilight Masquerade134H

Trainers (27)

QtyCardTypeSetNumberReg
3Lillie's DeterminationSupporterMega Evolution119I
2Grimsley's MoveSupporterPhantasmal Flames090I
2DawnSupporterPhantasmal Flames087I
2HildaSupporterWhite Flare084I
2Team Rocket's PetrelSupporterDestined Rivals176I
1Janine's Secret ArtSupporterShrouded Fable059H
1Boss's OrdersSupporterMega Evolution114I
1AZ's TranquilitySupporterChaos Rising076J
4Rare CandyItemMega Evolution125I
2Buddy-Buddy PoffinItemTemporal Forces144H
2Poke PadItemPerfect Order081J
2SwitchItemMega Evolution130I
1Energy RecyclerItemDestined Rivals164I
2Risky RuinsStadiumMega Evolution127I

Energy (11)

QtyCardSetNumberReg
10Basic Darkness EnergyMega Evolution Energies007-
1Neo Upper EnergyTemporal Forces162H

22 + 27 + 11 = 60. ✓ Eleven Basics, fourteen Supporters, one ACE SPEC, and nothing over four copies.

Eleven Basics is a 22% mulligan, the same as the Gengar Gang, because the two Chansey replaced an Okidogi and a Toxel one for one. The opening seven holds an Okidogi 22% of the time, and a dog with an Energy 16% of the time. It holds at least one Gastly 40% of the time. About a fifth of opening hands (22%) hold no Energy at all, which is what Hilda, Poisonous Musculature, and Janine's are for. Poffin finds the seven small Basics, and Poke Pad finds those and Chansey; the dogs come from Call for Family, Dawn, and Grimsley's.

Pokémon

Okidogi exx2

Set
SV: Shrouded FableSV: Shrouded Fable 036/064
Rarity
Double RareDouble Rare
Type
DarknessDarkness
HP
250
Stage
Basic
Weakness
FightingFighting ×2
Retreat
ColorlessColorlessColorless3
Tournament
OKlegal (Reg H)
Attack
ColorlessPoisonous 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.
Attack
DarknessDarknessColorlessChain-Crazed (130+) - If this Pokémon is Poisoned, this attack does 130 more damage.
Set
SV: Shrouded FableSV: Shrouded Fable 090/064
Rarity
Special Illustration Rare
Type
DarknessDarkness
HP
250
Stage
Basic
Weakness
FightingFighting ×2
Retreat
ColorlessColorlessColorless3
Tournament
OKlegal (Reg H)
Attack
ColorlessPoisonous 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.
Attack
DarknessDarknessColorlessChain-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 Colorless. 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 DarknessDarknessColorless, 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.

Two copies, one in play. It opens 22% of the time, and 16% of hands hold a dog with an Energy; Neo Upper counts as that Energy, since Musculature costs Colorless. 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.

Gastlyx4

Set
ME03: Perfect OrderME03: Perfect Order 048/088
Rarity
CommonCommon
Type
DarknessDarkness
HP
70
Stage
Basic
Weakness
FightingFighting ×2
Retreat
Colorless1
Tournament
OKlegal (Reg J)
Attack
DarknessSurprise Attack (30) - Flip a coin. If tails, this attack does nothing.
Set
SV05: Temporal ForcesSV05: Temporal Forces 177/162
Rarity
Illustration Rare
Type
DarknessDarkness
HP
60
Stage
Basic
Weakness
FightingFighting ×2
Retreat
Colorless1
Tournament
OKlegal (Reg H)
Attack
DarknessMysterious Beam - Flip a coin. If heads, discard an Energy attached to your opponent’s Active Pokémon.
Attack
DarknessDarknessSuffocating Gas (30)

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.

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.

Haunterx2

Set
ME02: Phantasmal FlamesME02: Phantasmal Flames 055/094
Rarity
UncommonUncommon
Type
DarknessDarkness
HP
100
Stage
Stage 1
Weakness
FightingFighting ×2
Retreat
Colorless1
Tournament
OKlegal (Reg I)
Attack
DarknessSpooky Shot (40)
Set
ME: Mega Evolution Promo 027
Rarity
Illustration Rare
Type
DarknessDarkness
HP
100
Stage
Stage 1
Weakness
FightingFighting ×2
Retreat
Colorless1
Tournament
OKlegal (Reg I)
Attack
DarknessSpooky 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.

Gengar exx3

Set
ME: 30th Celebration 090/128
Rarity
Double RareDouble Rare
Type
DarknessDarkness
HP
280
Stage
Stage 2
Ability
Fainting Spell - If this Pokémon is Knocked Out by damage from an attack from your opponent's Pokémon, flip a coin. If heads, the Attacking Pokémon is Knocked Out.
Weakness
FightingFighting ×2
Retreat
ColorlessColorless2
Tournament
OKlegal (Reg J)
Attack
DarknessDarknessChaotic Pain - Place 13 damage counters on 1 of your opponent's Pokémon.
Set
ME: 30th Celebration 154/128
Rarity
Special Illustration Rare
Type
DarknessDarkness
HP
280
Stage
Stage 2
Ability
Fainting Spell - If this Pokémon is Knocked Out by damage from an attack from your opponent's Pokémon, flip a coin. If heads, the Attacking Pokémon is Knocked Out.
Weakness
FightingFighting ×2
Retreat
ColorlessColorless2
Tournament
OKlegal (Reg J)
Attack
DarknessDarknessChaotic 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 DarknessDarkness and places 13 damage counters on 1 of the opponent's Pokémon. Who Chaotic Pain hits has the target order.

280 HP is the line, and there is no Cape to move it. 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. Everything at 280 or over kills it, from Aura Jab with Premium Power Pro at 320 to Mega Brave at 540. Against those hits the answers are AZ's for 80, the Mega's tax, and Fainting Spell.

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.

Mega Gengar exx2

Set
ME02: Phantasmal FlamesME02: Phantasmal Flames 056/094
Rarity
Double RareDouble Rare
Type
DarknessDarkness
HP
350
Stage
Stage 2
Ability
Shadowy Concealment - If 1 of your Darkness Pokémon is Knocked Out by damage from an attack from your opponent's Pokémon ex, that player takes 1 fewer Prize card. The effect of Shadowy Concealment doesn't stack.
Weakness
FightingFighting ×2
Retreat
ColorlessColorless2
Tournament
OKlegal (Reg I)
Attack
DarknessDarknessVoid Gale (230) - Move an Energy from this Pokémon to 1 of your Benched Pokémon.
Set
ME: Ascended HeroesME: Ascended Heroes 284/217
Rarity
Special Illustration Rare
Type
DarknessDarkness
HP
350
Stage
Stage 2
Ability
Shadowy Concealment - If 1 of your Darkness Pokémon is Knocked Out by damage from an attack from your opponent's Pokémon ex, that player takes 1 fewer Prize card. The effect of Shadowy Concealment doesn't stack.
Weakness
FightingFighting ×2
Retreat
ColorlessColorless2
Tournament
UNOWNunknown, check the letter on the card
Attack
DarknessDarknessVoid 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 except Chansey and Blissey ex, which it never covers.

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. A Gastrodon on their Bench or an Iron Thorns ex in their Active Spot switches it off entirely; see Cards to Watch Out For.

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 DarknessDarkness 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.

Happy Switch closes the loop. Void Gale pushes an Energy to the Bench, and next turn Blissey ex moves a Basic one back onto the Mega, so a Mega holding two swings every turn without a new attachment. The ferry has the line.

At 350 it is the biggest body in the list, and nothing here survives Mega Zygarde's 400 or Mega Brave at 540.

Toxelx3

Set
ME02: Phantasmal FlamesME02: Phantasmal Flames 067/094
Rarity
CommonCommon
Type
DarknessDarkness
HP
70
Stage
Basic
Weakness
FightingFighting ×2
Retreat
Colorless1
Tournament
OKlegal (Reg I)
Attack
DarknessCall for Family - Search your deck for up to 2 Basic Pokémon and put them onto your Bench. Then, shuffle your deck.
Attack
DarknessColorlessPlayful Kick (20)
Set
ME: Mega Evolution Promo 078
Rarity
PromoPromo
Type
DarknessDarkness
HP
70
Stage
Basic
Weakness
FightingFighting ×2
Retreat
Colorless1
Tournament
UNOWNunknown, check the letter on the card
Attack
DarknessCall for Family - Search your deck for up to 2 Basic Pokémon and put them onto your Bench. Then, shuffle your deck.
Attack
DarknessColorlessPlayful Kick (20)

Call for Family benches two Basic Pokémon from the deck for Darkness. It reaches Okidogi ex, which Poffin and Poke Pad can't. Build order has what to take.

Three copies, down from four; the Chansey keep the Basic count at eleven. It is the going-second opener when no dog showed up, and a 70 HP body that pays nothing under Concealment.

Toxtricityx2

Set
ME02: Phantasmal FlamesME02: Phantasmal Flames 068/094
Rarity
RareRare
Type
DarknessDarkness
HP
140
Stage
Stage 1
Ability
Sinister Surge - Once during your turn, you may use this Ability. Search your deck for a Basic Darkness Energy card and attach it to 1 of your Benched Darkness Pokémon. Then, shuffle your deck. If you attached Energy to a Pokémon in this way, place 2 damage counters on that Pokémon.
Weakness
FightingFighting ×2
Retreat
ColorlessColorless2
Tournament
OKlegal (Reg I)
Attack
DarknessDarknessColorlessGentle Slap (100)
Set
ME02: Phantasmal FlamesME02: Phantasmal Flames 103/094
Rarity
Illustration Rare
Type
DarknessDarkness
HP
140
Stage
Stage 1
Ability
Sinister Surge - Once during your turn, you may use this Ability. Search your deck for a Basic Darkness Energy card and attach it to 1 of your Benched Darkness Pokémon. Then, shuffle your deck. If you attached Energy to a Pokémon in this way, place 2 damage counters on that Pokémon.
Weakness
FightingFighting ×2
Retreat
ColorlessColorless2
Tournament
OKlegal (Reg I)
Attack
DarknessDarknessColorlessGentle 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.

With Blissey ex in play, a Surge doesn't have to land on the attacker. It lands on a benched body that can carry the 20, and Happy Switch walks the Energy forward when it's needed.

Chanseyx2

Set
SV06: Twilight MasqueradeSV06: Twilight Masquerade 133/167
Rarity
CommonCommon
Type
ColorlessColorless
HP
120
Stage
Basic
Weakness
FightingFighting ×2
Retreat
ColorlessColorless2
Tournament
OKlegal (Reg H)
Attack
ColorlessLucky Attachment - Attach a Basic Energy card from your hand to 1 of your Pokémon.
Attack
ColorlessColorlessColorlessBoundless Power (80) - during your next turn, this Pokémon can't attack.
Set
SV06: Twilight MasqueradeSV06: Twilight Masquerade 187/167
Rarity
Illustration Rare
Type
ColorlessColorless
HP
120
Stage
Basic
Weakness
FightingFighting ×2
Retreat
ColorlessColorless2
Tournament
OKlegal (Reg H)
Attack
ColorlessLucky Attachment - Attach a Basic Energy card from your hand to 1 of your Pokémon.
Attack
ColorlessColorlessColorlessBoundless Power (80) - during your next turn, this Pokémon can't attack.

120 HP Basic, Colorless, Fighting Weakness, Retreat 2. The cradle for Blissey ex, and the 11th Basic.

Lucky Attachment* costs Colorless and attaches a Basic Energy from the hand to any of the deck's Pokémon. It is a second manual attachment, paid for with the turn's attack. Boundless Power* does 80 for ColorlessColorlessColorless, and Chansey can't attack the next turn.

It is not Darkness, and that changes four things. The deck's own Risky Ruins puts 2 counters on it when it is benched, so it goes down before the Ruins does, or while their Stadium is up. Janine's and Surge can't feed it. Grimsley's can't find it. And Concealment never covers it, so it is always 1 Prize.

Two copies. Poke Pad, Dawn, and Call for Family find it; Poffin can't, at 120 HP. Build order says when to go get it.

Blissey exx2

Set
SV06: Twilight MasqueradeSV06: Twilight Masquerade 134/167
Rarity
Double RareDouble Rare
Type
ColorlessColorless
HP
300
Stage
Stage 1
Ability
Happy Switch - Once during your turn, you may move a Basic Energy from 1 of your Pokémon to another of your Pokémon.
Weakness
FightingFighting ×2
Retreat
ColorlessColorlessColorlessColorless4
Tournament
OKlegal (Reg H)
Attack
ColorlessColorlessColorlessReturn (180) - You may draw cards until you have 6 cards in your hand.
Set
SV06: Twilight MasqueradeSV06: Twilight Masquerade 201/167
Rarity
Ultra RareUltra Rare
Type
ColorlessColorless
HP
300
Stage
Stage 1
Ability
Happy Switch - Once during your turn, you may move a Basic Energy from 1 of your Pokémon to another of your Pokémon.
Weakness
FightingFighting ×2
Retreat
ColorlessColorlessColorlessColorless4
Tournament
OKlegal (Reg H)
Attack
ColorlessColorlessColorlessReturn (180) - You may draw cards until you have 6 cards in your hand.

Stage 1 from Chansey, 300 HP, Colorless, Fighting Weakness, Retreat 4. Twilight Masquerade 134, mark H.

Happy Switch moves a Basic Energy from one of the deck's Pokémon to another, once a turn. It is an Ability, so it works from the Bench, it costs no card, and it reaches the Active Spot, which Surge never does. A Surge onto a benched body plus a Happy Switch is an Energy on the Active every turn without the manual attachment. It can't move Neo Upper Energy, which is Special. Team Rocket's Watchtower and an Active Iron Thorns ex switch it off; see Cards to Watch Out For.

Return does 180 for ColorlessColorlessColorless, and then draws until the hand holds six. The draw is optional.

It is a hole in the tax. Colorless means Concealment never covers it, so it costs 2 Prizes to anything that knocks it out, and Retreat 4 means it leaves the Active only by Switch or AZ's. It sits on the Bench and works from there. The Azumarill game had it dragged up by Boss's Orders and taken for 2.

Check Happy Switch before every attack. It is the easiest Ability in the deck to forget. In the Metagross game it fired once in five turns, and in the Azumarill game a turn-3 Happy Switch moving the Toxel's Energy would have readied the Gengar ex.

Two copies, so one survives a Prize card. Hilda and Dawn find it; Grimsley's can't, since it isn't Darkness. Only one goes on the board at a time, because a second is two more Prizes that nothing discounts.

Trainers — Supporters

Lillie's Determinationx3

Set
ME01: Mega EvolutionME01: Mega Evolution 119/132
Rarity
UncommonUncommon
Type
Trainer - Supporter
Ability
Shuffle your hand into your deck. Then, draw 6 cards. If you have exactly 6 Prize cards remaining, draw 8 cards instead.
Tournament
OKlegal (Reg I)
Set
ME01: Mega EvolutionME01: Mega Evolution 169/132
Rarity
Ultra RareUltra Rare
Type
Trainer - Supporter
Ability
Shuffle your hand into your deck. Then, draw 6 cards. If you have exactly 6 Prize cards remaining, draw 8 cards instead.
Tournament
OKlegal (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.

Blissey's Return draws to six as well, so a Lillie's isn't the only refill once Blissey is down.

Grimsley's Movex2

Set
ME02: Phantasmal FlamesME02: Phantasmal Flames 090/094
Rarity
UncommonUncommon
Type
Trainer - Supporter
Ability
Look at the top 7 cards of your deck and put a Darkness Pokémon you find there onto your Bench. Shuffle the other cards and put them on the bottom of your deck. You can't use this card during your first turn.
Tournament
OKlegal (Reg I)
Set
ME02: Phantasmal FlamesME02: Phantasmal Flames 120/094
Rarity
Ultra RareUltra Rare
Type
Trainer - Supporter
Ability
Look at the top 7 cards of your deck and put a Darkness Pokémon you find there onto your Bench. Shuffle the other cards and put them on the bottom of your deck. You can't use this card during your first turn.
Tournament
OKlegal (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. Eighteen of the 22 Pokémon are Darkness, so it hits something about 93% of the time. Chansey and Blissey ex are Colorless and never come up for it. What it hits is what matters.

What it benches can't be devolved. Every devolve effect in Standard reads "evolved Pokémon" and removes "the highest Stage Evolution card on it." A Pokémon Grimsley's puts straight onto the Bench never evolved and has nothing under it, so Espeon's Miraculous Shine, Espeon ex's Amazez, and Claydol's Devolution Ray all pass over it. Against a devolve deck, Grimsley's is the safe way to land a Stage 2.

It benches
Which means
Mega Gengar ex
Shadowy Concealment on turn 2, with no Gastly and no Candy spent
Toxtricity
a Surge the same turn, since it arrives on the Bench
Gengar ex
a second attacker, arriving empty; Surge and the turn's attachment arm it
Okidogi ex
the shield, when no dog opened
Haunter or Gastly
next turn's Gengar, or a fresh Candy target

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.

Dawnx2

Set
ME02: Phantasmal FlamesME02: Phantasmal Flames 087/094
Rarity
UncommonUncommon
Type
Trainer - Supporter
Ability
Search your deck for a Basic Pokémon, a Stage 1 Pokémon, and a Stage 2 Pokémon, reveal them, and put them into your hand. Then, shuffle your deck.
Tournament
OKlegal (Reg I)
Set
ME02: Phantasmal FlamesME02: Phantasmal Flames 129/094
Rarity
Special Illustration Rare
Type
Trainer - Supporter
Ability
Search your deck for a Basic Pokémon, a Stage 1 Pokémon, and a Stage 2 Pokémon, reveal them, and put them into your hand. Then, shuffle your deck.
Tournament
OKlegal (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, or Chansey, Blissey ex, and a Gengar. Build order says which line comes first; in a mirror game it took Chansey, Blissey ex, and the Mega on turn 4, once Toxtricity was Surging, and the Mega landed by Candy the same turn.

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.

Hildax2

Set
SV: White FlareSV: White Flare 084/086
Rarity
UncommonUncommon
Type
Trainer - Supporter
Ability
Search your deck for an Evolution Pokémon and an Energy card, reveal them, and put them into your hand. Then, shuffle your deck.
Tournament
OKlegal (Reg I)
Set
SV: White FlareSV: White Flare 171/086
Rarity
Special Illustration Rare
Type
Trainer - Supporter
Ability
Search your deck for an Evolution Pokémon and an Energy card, reveal them, and put them into your hand. Then, shuffle your deck.
Tournament
OKlegal (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 22% of hands that open without one, and it reads Evolution Pokémon, which here is eleven cards: two Haunter, three Gengar ex, two Mega Gengar ex, two Toxtricity, and two Blissey ex. Its Energy can be Neo Upper.

BoardHilda takesThen
a Gastly benched last turnGengar ex or the Mega, and an EnergyCandy, attach; Neo Upper on a fresh Gengar ex is a Chaotic Pain that turn
a Toxel benched last turnToxtricity, and an Energythe Surge engine a turn early
a Chansey benched last turnBlissey ex, and an Energyevolve, and Happy Switch is live the same turn
a Gastly and a ToxtricityHaunter, and an Energyevolve, 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.

Team Rocket's Petrelx2

Set
SV10: Destined RivalsSV10: Destined Rivals 176/182
Rarity
UncommonUncommon
Type
Trainer - Supporter
Ability
Search your deck for a Trainer card, reveal it, and put it into your hand. Then, shuffle your deck.
Tournament
OKlegal (Reg I)
Set
SV10: Destined RivalsSV10: Destined Rivals 226/182
Rarity
Ultra RareUltra Rare
Type
Trainer - Supporter
Ability
Search your deck for a Trainer card, reveal it, and put it into your hand. Then, shuffle your deck.
Tournament
OKlegal (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 and the Stadium: Rare Candy, Poke Pad, Switch, Energy Recycler, and Risky Ruins. The Supporters it finds wait for next turn: Grimsley's, Boss's Orders, AZ's, and Janine's. This list runs one Boss's Orders and one Energy Recycler, so Petrel is the second copy of each, and the fastest way to a Risky Ruins when their Stadium is the problem. It can't find Neo Upper, which is an Energy.

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.

Janine's Secret Artx1

Set
SV: Shrouded FableSV: Shrouded Fable 059/064
Rarity
UncommonUncommon
Type
Trainer - Supporter
Ability
Choose up to 2 of your Darkness Pokémon. For each of those Pokémon, search your deck for a Basic Darkness Energy card and attach it to that Pokémon. Then, shuffle your deck. If you attached Energy to your Active Pokémon in this way, it is now Poisoned.
Tournament
OKlegal (Reg H)
Set
SV: Shrouded FableSV: Shrouded Fable 088/064
Rarity
Ultra RareUltra Rare
Type
Trainer - Supporter
Ability
Choose up to 2 of your Darkness Pokémon. For each of those Pokémon, search your deck for a Basic Darkness Energy card and attach it to that Pokémon. Then, shuffle your deck. If you attached Energy to your Active Pokémon in this way, it is now Poisoned.
Tournament
OKlegal (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 Happy Switch does only from a body that already holds one. And it pulls two Energy out of the deck in a drought. It can't feed Chansey or Blissey ex, which are Colorless.

One Energy per Pokémon, never two on one. A judge confirmed it.

Boss's Ordersx1

Set
ME01: Mega EvolutionME01: Mega Evolution 114/132
Rarity
UncommonUncommon
Type
Trainer - Supporter
Ability
Switch in 1 of your opponent's Benched Pokémon to the Active Spot.
Tournament
OKlegal (Reg I)
Set
SV02: Paldea EvolvedSV02: Paldea Evolved 248/193
Rarity
Ultra RareUltra Rare
Type
Trainer - Supporter
Ability
Switch in 1 of your opponent's Benched Pokémon to the Active Spot. You may play only 1 Supporter card during your turn.
Tournament
NOrotated out

It switches one of the opponent's Benched Pokémon into the Active Spot. One copy; the second went for the Blissey line, and Petrel finds this one.

Chaotic Pain does most of a gust's job for free. The reasons to drag are the ones counters can't cover:

  • Munkidori. It is weak to Darkness, so once it is Active any real attack kills it, even an un-Poisoned Chain-Crazed. The answer doesn't need a Gengar in play.
  • A target behind Battle Cage, which protects their Bench and nothing else.
  • The last Prize. A damaged body or a Pokémon ex on their Bench, for a dog or Void Gale.
  • An attacker they just loaded, stranded in the Active Spot.

AZ's Tranquilityx1

Set
ME04: Chaos RisingME04: Chaos Rising 076/086
Rarity
UncommonUncommon
Type
Trainer - Supporter
Ability
Switch your Active Pokémon with 1 of your Benched Pokémon. If you moved a Pokémon ex to your Bench in this way, heal 80 damage from that Pokémon.
Tournament
OKlegal (Reg J)
Set
ME04: Chaos RisingME04: Chaos Rising 106/086
Rarity
Ultra RareUltra Rare
Type
Trainer - Supporter
Ability
Switch your Active Pokémon with 1 of your Benched Pokémon. If you moved a Pokémon ex to your Bench in this way, heal 80 damage from that Pokémon.
Tournament
OKlegal (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:

  • It works under Item lock. Budew's Itchy Pollen and Jellicent ex's Oceanic Curse turn off Switch and Rare Candy, and AZ's still moves.
  • It is the dog's exit. A dog that leaves by AZ's keeps its Energy and comes back 80 healthier.
  • It is the Mega's return ticket. The Mega swings Void Gale, takes the hit, and AZ's sends it home with Concealment still on.
  • It is Blissey's exit. Blissey ex costs four to retreat, and AZ's pulls it back healed 80. In a mirror game, AZ's healed the Mega to full and put Blissey in front, and the opponent's next turn found no Knock Out.

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.

Trainers — Items

Rare Candyx4

Set
ME01: Mega EvolutionME01: Mega Evolution 125/132
Rarity
CommonCommon
Type
Trainer - Item
Ability
Choose 1 of your Basic Pokémon in play. If you have a Stage 2 card in your hand that evolves from that Pokémon, put that card onto the Basic Pokémon to evolve it, skipping the Stage 1. You can't use this card during your first turn or on a Basic Pokémon that was put into play this turn.
Tournament
OKlegal (Reg I)
Set
SM - Guardians RisingSM - Guardians Rising 165/145
Rarity
Secret Rare
Type
Trainer - Item
Ability
Choose 1 of your Basic Pokémon in play. If you have a Stage 2 card in your hand that evolves from that Pokémon, put that card onto the Basic Pokémon to evolve it. You can't use this card during your first turn or on a Basic Pokémon that was put into play this turn.
Tournament
NOrotated out

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.

Buddy-Buddy Poffinx2

Set
SV05: Temporal ForcesSV05: Temporal Forces 144/162
Rarity
UncommonUncommon
Type
Trainer - Item
Ability
Search your deck for up to 2 Basic Pokémon with 70 HP or less and put them onto your bench. Then, shuffle your deck.
Tournament
OKlegal (Reg H)
Set
SV06: Twilight MasqueradeSV06: Twilight Masquerade 223/167
Rarity
Hyper Rare
Type
Trainer - Item
Ability
Search your deck for up to 2 Basic Pokémon with 70 HP or less and put them onto your Bench. Then, shuffle your deck.
Tournament
OKlegal (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.

Poke Padx2

Set
ME03: Perfect OrderME03: Perfect Order 081/088
Rarity
UncommonUncommon
Type
Trainer - Item
Ability
Search your deck for a Pokémon that doesn't have a Rule Box, reveal it, and put it into your hand. Then, shuffle your deck. (Pokémon ex, Pokémon V, etc. have Rule Boxes.)
Tournament
OKlegal (Reg J)
Set
ME03: Perfect OrderME03: Perfect Order 113/088
Rarity
Ultra RareUltra Rare
Type
Trainer - Item
Ability
Search your deck for a Pokémon that doesn't have a Rule Box, reveal it, and put it into your hand. Then, shuffle your deck. (Pokémon ex, Pokémon V, etc. have Rule Boxes.)
Tournament
OKlegal (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, Chansey, 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.

Switchx2

Set
ME01: Mega EvolutionME01: Mega Evolution 130/132
Rarity
CommonCommon
Type
Trainer - Item
Ability
Switch your Active Pokémon with 1 of your Benched Pokémon.
Tournament
OKlegal (Reg I)
Set
SV: Scarlet & Violet 151SV: Scarlet & Violet 151 206/165
Rarity
Hyper Rare
Type
Trainer - Item
Ability
Switch your Active Pokémon with 1 of your Benched Pokémon. You may play as many Item cards as you like during your turn.
Tournament
NOrotated out (Reg G)

It swaps the Active Pokémon with a Benched one. Two copies. Retreat Costs are paid in Energy, and this board's are 4 for Blissey ex, 3 for a dog, 2 for either Gengar, Toxtricity, or Chansey, and 1 for Gastly, Haunter, or Toxel; Switch pays in a card instead. It also clears Poison, so it belongs to the ghosts, not to a Poisoned dog.

Energy Recyclerx1

Set
SV10: Destined RivalsSV10: Destined Rivals 164/182
Rarity
UncommonUncommon
Type
Trainer - Item
Ability
Shuffle up to 5 Basic Energy cards from your discard pile into your deck.
Tournament
OKlegal (Reg I)
Set
SM - Forbidden LightSM - Forbidden Light 143/131
Rarity
Secret Rare
Type
Trainer - Item
Ability
Shuffle 5 basic Energy cards from your discard pole into your deck.
Tournament
NOrotated out

It shuffles up to 5 Basic Energy from the discard pile back into the deck. One copy, down from two, and Petrel is the second. It can't return Neo Upper, which is Special.

Engine
Where it looks
Sinister Surge
deck
Janine's Secret Art
deck
Poisonous Musculature
deck, two at a time
Hilda
deck, to hand

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.

Trainers — Tool & Stadium

The list runs no Tool. The ACE SPEC slot went to Neo Upper Energy, and Jamming Tower has nothing here to switch off.

Risky Ruinsx2

Set
ME01: Mega EvolutionME01: Mega Evolution 127/132
Rarity
UncommonUncommon
Type
Trainer - Stadium
Ability
Whenever any player puts a Basic non-Darkness Pokémon onto their Bench during their turn, place 2 damage counters on that Pokémon.
Tournament
OKlegal (Reg I)
Set
ME01: Mega EvolutionME01: Mega Evolution 127/132
Rarity
UncommonUncommon
Type
Trainer - Stadium
Ability
Whenever any player puts a Basic non-Darkness Pokémon onto their Bench during their turn, place 2 damage counters on that Pokémon.
Tournament
OKlegal (Reg I)

Two damage counters on every Basic non-Darkness Pokémon either player benches. Everything here is Darkness but Chansey, so it is one-sided as long as the Chansey hit the Bench before the Ruins does. A Chansey benched under the deck's own Ruins takes the 20, and the Blissey ex it becomes starts at 280. The 20 stays through evolution on their side too, 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 StadiumWhat it does to the deckWhen to replace it
Battle Cagestops Chaotic Pain on their Benchwhen the snipe is needed; Charizard decks replay it, so the second copy waits
Forest of VitalityWeedle to Beedrill ex in one turnat every chance; it is a tax, not a lock, since they run four
Spikemuth Gymsearches their Marnie's Pokémon every turnthe turn after they build
Ange FloetteMega Floette ex at 400before the swing at it; it drops back to 250
Gravity Mountainevery Stage 2 in play gets 30 less HPthe turn before their big hit, not the turn it lands
Full Metal Labthe dogs and Void Gale do 30 less to Metal Pokémon; counters ignore itthe turn a hit needs the 30
N's Castle, Prism Tower, Team Rocket's Factoryfree retreats and extra drawswhen nothing above is in play

Energy

Basic Darkness Energyx10

Set
MEE: Mega Evolution Energies 7
Rarity
CommonCommon
Type
Energy - Basic
Tournament
OKlegal
Set
SM - Burning ShadowsSM - Burning Shadows 168/147
Rarity
Secret Rare
Type
Energy - Basic
Tournament
OKlegal

Ten, 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. One Energy Recycler, two Switch, and Happy Switch keep ten honest, and Neo Upper is the eleventh. Any Basic Darkness print works, holos included.

Neo Upper Energyx1

Set
SV05: Temporal ForcesSV05: Temporal Forces 162/162
Rarity
ACE SPEC RareACE SPEC Rare
Type
Energy - Special Rainbow
Ability
As long as this card is attached to a Pokémon, it provides Colorless Energy. If this card is attached to a Stage 2 Pokémon, this card provides every type of Energy but provides only 2 Energy at a time instead.
Tournament
OKlegal (Reg H)
Set
SV05: Temporal ForcesSV05: Temporal Forces 162/162
Rarity
ACE SPEC RareACE SPEC Rare
Type
Energy - Special Rainbow
Ability
As long as this card is attached to a Pokémon, it provides Colorless Energy. If this card is attached to a Stage 2 Pokémon, this card provides every type of Energy but provides only 2 Energy at a time instead.
Tournament
OKlegal (Reg H)

It provides Colorless on anything, and on a Stage 2 it provides every type of Energy, 2 at a time. The ACE SPEC, Temporal Forces 162, mark H.

On a Gengar ex or the Mega it is a whole attack. One attachment pays DarknessDarkness, so a Gengar ex that lands by Candy swings Chaotic Pain the same turn. On a dog it is Colorless, which still pays Musculature.

It took the Cape's slot on Live and kept it. One Neo Upper paid for three straight Pains in the Hop's Zacian game, paid for a turn-3 Pain alone in the Igglybuff game, and paid for both Pains on turns 3 and 4 of a mirror game with no other Energy in hand. In the N's Zoroark game it bought a turn-7 attack outright, again with no other Energy in hand.

Most of the deck can't touch it. Hilda finds it, and nothing else does. Happy Switch, Energy Recycler, Janine's, and Surge all read Basic Energy, and Petrel reads Trainers. Void Gale can move it, but off a Stage 2 it drops back to Colorless, so the Mega moves a Basic instead.

The Thesis

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 DarknessDarkness 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 MegaGrows fromHPOne Chaotic Pain
Mega Lucario exRiolu80✓
Mega Excadrill exDrilbur70✓
Mega Starmie exStaryu70✓
Mega Greninja exFroakie, Frogadier70, 100✓
Mega Charizard X exCharmander, Charmeleon80, 110✓
Mega Venusaur exBulbasaur, Ivysaur80, 110✓
Mega Gardevoir exRalts, Kirlia70, 100✓
Mega Chandelure exLitwick, Lampent70, 90✓
Dragapult exDreepy, Drakloak70, 90✓
Beedrill exWeedle, Kakuna50, 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. What does stop them is effect prevention: Mist Energy, Rocky Fighting Energy, Hide 'n' Sneak, Battle Cage, and a few Pokémon that shield themselves or their Bench. Attack damage isn't an effect, so the dogs and Void Gale get through every one of them. Cards to Watch Out For has the full list and the way around each.

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.

AttackerCostOutputPrizes it gives up
Gengar ex, Chaotic PainDarknessDarkness130 as counters, any target1
Mega Gengar ex, Void GaleDarknessDarkness230, and 460 into Darkness Weakness2
Okidogi ex, Chain-CrazedDarknessDarknessColorless260 while Poisoned, 520 into Darkness Weakness1
Blissey ex, ReturnColorlessColorlessColorless180, then draw to six2

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 but Blissey's, which Concealment never covers. Blissey ex is the engine, not the attacker. Return is the swing for a turn when nothing else is loaded, and its real work is Happy Switch from the Bench.

The Hard Rules

Every rule here comes from a Live game, and each has a number behind it. The card sections above explain the cards; this section explains the decisions.

Which Stage 2 gets the Candy

They attack withBuild firstWhy
Pokémon ex and MegasMega Gengar ex, parked on the BenchShadowy 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 OrdersGengar exMega 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 exMega Gengar ex, parkedConcealment pays until he spends a Boss's Orders and a Draconic Buster on it, and the Buster empties that Garchomp.
Single-Prize attackersGengar ex and the dogs, never the MegaConcealment never applies, so the Mega is 3 Prizes for nothing. In the Dhelmise game, one dragged-up Mega handed them their last 3 Prizes.
Munkidori on their BenchGengar ex firstMoved counters skip Concealment and Fainting Spell, and Chaotic Pain is what kills Munkidori.

Four more rules sit under the table:

  • Search before the Candy. Play Dawn, Hilda, and Petrel first, then pick the Candy's target. The Zygarde game spent its Candy on a Gengar ex one card before Hilda brought the Mega.
  • One Mega on the board, never two. Concealment doesn't stack, so a second one is two more Prizes in the open for nothing.
  • Grimsley's can't reach the hand. It only looks at the deck. Once both Megas are in hand, the only route left is a Gastly that has sat a turn plus a Rare Candy, so think twice before Hilda pulls a Mega that Grimsley's could have benched.
  • Haunter is the safe step. When a Gastly is exposed and the Candy has no good target yet, Haunter takes it to 100 HP, stays one Prize, and becomes Gengar ex next turn without a Candy.
  • Blissey ex never takes a Candy. It is a Stage 1, so a Chansey that has sat a turn evolves by hand, and the Candies stay with the Gastly.

Where the Energy goes

Rule
Why
Musculature takes both Energy, every time.
It reads "up to 2". Against Crushing Hammer, the spare is what keeps Chain-Crazed live after a heads.
Surge the next attacker, and prefer a body that shrugs off 20.
A benched dog (250) or the parked Mega (350) takes Surge's counters without changing a breakpoint. A benched Haunter is the classic target, because it evolves into a Gengar ex already holding Darkness.
Against Fighting and Metal, feed the dogs and never the ghosts.
Surge's 20 turns a 280 Gengar ex into a 260 one, and a bare Aura Jab into Fighting Weakness is exactly 260. So is a Corkscrew Dive with one Roserade or Premium Power Pro. Against Mega Excadrill, a Surged Mega Gengar is exactly 330.
Bank a Surge, then Happy Switch it forward.
Surge only reaches the Bench, and Happy Switch moves a Basic Energy anywhere, Active included, once a turn for free. Bank on the parked Mega (350) or a benched dog, where the 20 changes nothing.
Bank on Toxtricity itself only when nothing places counters.
Opponents drag Toxtricity up to strand it, and Energy it banked pays its own Retreat Cost of 2. But Toxtricity lives through Chaotic Pain at 140 and dies to it at 120, and in a Live mirror that 20 handed them their fifth Prize. Once it is Active, it can't Surge itself; Live used to allow that, and a September 2026 update fixed it.
Against Bench damage and counter-multipliers, Surge only what attacks this turn.
Jetting Blow's 50 plus Surge's 20 is a dead Gastly. Spiritual End quadruples counters already on the board, and Matcha Spin adds four to everything.
Happy Switch or Janine's is how an Active Gengar gets its second Energy.
Surge never reaches the Active Spot. Happy Switch moves one there from any body holding a Basic Energy. Janine's reaches any two Darkness Pokémon, Active or Benched, and Poisons the Active only if it took an Energy.
Retreat is Energy.
Retreat Costs are paid in Energy, 4 for Blissey ex, 3 for a dog, and 2 for either Gengar, Toxtricity, or Chansey. One Live game burned 7 Energy on retreats. Count every retreat as a self-inflicted Crushing Hammer, and use Switch or AZ's.

Who Chaotic Pain hits

OrderTargetsWhy
1Munkidori (110), Froslass (90)They move or place counters, which switches off Concealment and Fainting Spell and undoes damage already dealt.
2The Basic or Stage 1 their Mega grows fromA Mega they can't deploy is three Prizes stuck in their hand. The table in The Thesis has every one.
3Draw, 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.
4Eevee, before it becomes EspeonMiraculous Shine devolves every evolved Pokémon the deck has in play. Anything Grimsley's benched never evolved, so it stays.
  • Read the Ability before picking a target. One Live game spent a turn-2 Chaotic Pain on a Poltchageist, which ignores it. The Eevee beside it was a free Prize, and the game ended one Prize short.
  • Read their Energy and their Stadium too. Mist Energy, Rocky Fighting Energy, and Battle Cage each make a target untouchable; Cards to Watch Out For lists every card that does.
  • It can't one-shot Mew ex (160), Dhelmise (140), Fezandipiti ex (210), a healthy Stage 2 ex, or any Cynthia's Pokémon wearing Cynthia's Power Weight (+70). Alakazam (140) dies to it only after a Risky Ruins chip on the Abra. Crustle (150, or 170 with Growing Grass Energy) needs a chip too, and Haunter's Spooky Shot for 40 covers either.
  • Counters ignore Weakness. Against a Darkness-weak target, a dog or Void Gale doubles and Chaotic Pain doesn't.

When to stand and when to pull

The bodyTheir next hitDo this
A damaged Gengar exkills it, and their attacker is a Pokémon exStand and die. With the Mega down it costs 1 Prize, and Fainting Spell flips at something worth 2 or 3.
A Gengar ex at 280leaves it aliveAttack, take the hit, then AZ's it home for 80.
A damaged Gengar exany hit from a single-Prize attackerAZ's it, if 80 keeps it alive. The coin is only for 1 Prize and Concealment pays nothing.
An Okidogi ex that dies either wayreaches the Bench tooSwing 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 exanythingActive only for Void Gale, then AZ's it back to the Bench.
Blissey exanythingBench by default, since Happy Switch works from there. In front it is 2 Prizes nothing discounts, so it comes up for Return only when the swing finishes something, and leaves by AZ's or Switch.

Opening turns

When
Do this
Setup
Lead Okidogi when the hand has one. Bench every Gastly and Toxel in hand, and a Chansey, which setup puts down before any Ruins can chip it.
First turn
Poke Pad and Poffin take Gastly first. Rare Candy needs it to have sat a turn, and Toxtricity and Haunter have no such clock. Grimsley's can't be played.
First turn, going second
With a dog, attach, use Poisonous Musculature, and take both. With a Toxel, Call for Family; Build order has the picks. Play Lillie's for 8 only when the hand doesn't already hold its line.
First turn, going first
Items only.
Second turn
Grimsley's comes online. Search first, then Candy.
Every turn
Check for lethal before digging. Lillie's shuffles away the whole hand. Then check Happy Switch before attacking.
Against Judge, Special Red Card, or Unfair Stamp
Bench Pokémon as they're drawn. The Bench can't be shuffled away.

Build order

OrderBuildFound byWhy here
1Gastly, two when the Bench allowsPoffin, Poke Pad, Call for Family, DawnRare Candy needs it a turn early, and every attacker and the Mega grow from it
2ToxelPoffin, Poke Pad, Call for Family, DawnToxtricity next turn; Surge is the only engine that adds Energy every turn
3The first attackerCandy and Hilda for Gengar ex; Call for Family for a dogNeo Upper makes a fresh Gengar ex swing the turn it lands
4Toxtricityby hand onto a Toxel that sat; Poke Pad, Grimsley's, Hildathe Surge engine
5Mega Gengar ex, against ex attackersGrimsley's, Candy, HaunterWhich Stage 2 gets the Candy
6Chansey, then Blissey exPoke Pad, Dawn, Call for Family; Hilda for BlisseyHappy Switch needs Surge Energy on the Bench to move
7The second Toxtricityby hand, when it's freea second Surge is good, but on a full Bench the next Gastly keeps the spot

Basics on turn 1, the attacker and Toxtricity on turn 2, Blissey once Surge is running. Everything here evolves from a Basic that sat a turn, so the turn-1 Bench decides turn 2.

  • The order is for searches. Free plays go down whenever. A Chansey in the opening hand goes to the Bench at setup, where Ruins can't chip it. A Toxtricity in hand over a Toxel that sat evolves at once.
  • Leave a Bench spot for Grimsley's. It benches a Mega straight out of the deck with no Gastly and no Candy, and a full Bench turns it into a dead Supporter.
  • Okidogi is a lead, not a build. Call for Family takes it only when none is out.
  • Dawn takes an attacker line before the Chansey line. Gastly or Toxel, then Toxtricity or Haunter, then a Gengar. Chansey, Blissey, and a Gengar wait until Toxtricity has Surged.
  • Two Toxels and two Toxtricity: evolve both, since they cost nothing, and the next search goes to the attacker, then to Blissey.

What Call for Family takes. It benches any two Basics, dogs and Chansey included. Before picking, ask whether their next attack can kill a 70 HP Active, because the Toxel doing the calling is the whole engine until a second one lands. That is the one place the call skips the Gastly: the dog is the first attacker and needs no Gastly, and a Gastly in hand still goes down the same turn.

The board when the Toxel calls
Take
the Toxel alone, going second
Okidogi ex and a Toxel when their next attack can kill it; Okidogi ex and a Gastly when it can't
the Toxel alone, going first
a Gastly and a Toxel when it can die; Okidogi ex and a Gastly when it can't
a dog already in play
a Gastly and a Toxel
never on the first call
Chansey
  • The calling Toxel is the engine. When it died on their next turn, a dog-and-Gastly call got Toxtricity down by turn 4 only 37% of the time in the simulator, against 79% when the call took a second Toxel. With a dog already in play, a Gastly and a Toxel matched or beat two Gastly in every opponent model.
  • Going first, the call comes on turn 2, so a Gastly beats the dog as the Toxel's partner. A Gastly called on turn 2 is a Gengar ex on turn 3; the dog can't swing before turn 4.
  • If the engine dies anyway, Grimsley's is the way back. It benches a Toxtricity straight from the deck, and it Surges that turn.
  • Move the Toxel out of the Active Spot before evolving it. Toxel retreats for 1 and Toxtricity for 2, and a Toxel that sat still evolves from the Bench. Switch keeps its Energy for a later Happy Switch.

Grimsley's Move odds

Targets left in the deck45 cards left35 cards left25 cards left
229%36%49%
341%50%65%
450%61%76%
559%70%84%
666%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%.

  • Count before playing it. A hit is Mega Gengar, Gengar ex, Toxtricity, or an Okidogi or Haunter when that is what the board is missing. Chansey and Blissey ex never count. With four or fewer left early, play a different Supporter.
  • Play it before the Items that pull its targets out. Grimsley's first, then Poke Pad for whatever it missed.
  • A miss buries six cards on the bottom of the deck. The next Surge, Poffin, Poke Pad, or Petrel shuffles them back in.
  • For one exact card, use Petrel, Dawn, or Hilda. Grimsley's is a roughly 60% card, built for the turns when any of several Pokémon will do.

The Prize Tax

Shadowy Concealment decides how the Bench gets built, so the arithmetic is worth doing.

Board, against a Pokémon ex attacker
What it pays them
Mega Gengar ex, Gengar ex, Okidogi ex, Toxtricity, Gastly
2 + 1 + 1 + 0 + 0 = 4
Gengar ex, Okidogi ex, Toxtricity, Gastly, with no Mega
2 + 2 + 1 + 1 = 6, the whole game
Mega Gengar ex, two Gengar ex, Okidogi ex, Toxtricity
2 + 1 + 1 + 1 + 0 = 5
Two Mega Gengar ex, two Gengar ex, Okidogi ex
2 + 2 + 1 + 1 + 1 = 7
Mega Gengar ex, Gengar ex, Blissey ex, Toxtricity, Gastly
2 + 1 + 2 + 0 + 0 = 5
Mega Gengar ex, Gengar ex, Okidogi ex, Chansey, Gastly
2 + 1 + 1 + 1 + 0 = 5

Every benched Pokémon ex is a hole in the tax, and Blissey ex is the one the Mega can't patch. It is Colorless, so it costs its full 2 with the Mega down, and Chansey costs 1. Keep one Mega on the board, one Blissey ex, at most one other ex beside them, and zero-Prize bodies everywhere else.

Stand and die

Cost of letting a Gengar ex die, with the Mega on the Bench
1 Prize
Chance Fainting Spell Knocks Out the attacker
50%
What that attacker is usually worth
2 or 3 Prizes

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.

The Energy Engine

Nine sources put Energy where it matters, and only the attachments from the hand spend a card.

SourceFromToCosts
Manual attachmenthandanywherethe attachment for the turn
Neo Upper Energyhanda Stage 2, as two of any typethe attachment for the turn
Poisonous Musculaturedeck, twothe Active dogits attack; Poisons it
Sinister Surgedecka Benched Darkness Pokémon, once per Toxtricitytwo damage counters
Happy Switcha Basic Energy already in playany other Pokémon, Active includednothing; once per turn per Blissey ex
Janine's Secret Artdeck, one eachup to two Darkness Pokémonthe turn's Supporter; Poisons the Active if it took one
Void Galethe Megaa Benched Pokémonnothing extra; it rides the attack
Lucky Attachmenthandany PokémonChansey's attack
Hildadeckthe handthe turn's Supporter

Chaotic Pain and Void Gale cost two, which the engine reaches in one turn, and Neo Upper reaches in one card. Chain-Crazed costs three, which Musculature delivers on its own a turn ahead. Happy Switch adds no Energy, but it puts the Energy Surge banked on the Bench where the attack is.

Four things drain the pool. Knock Outs bury whatever the Pokémon held. Retreat Costs bury 4 from Blissey ex, 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.

Game Plans

1. Turn one, going second

Going second, the deck can attack on its first turn, and it has two openers.

With a dog and an Energy, 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. What it takes depends on whether their next attack can kill the Toxel; Build order has the table.

With only a Chansey up front, attach and Lucky Attachment. That puts a second Energy from the hand on the Gastly or dog behind it, which is the best a Chansey opener does.

Either way, bench every Gastly the hand or a Poffin can reach, 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.

2. Turn one, going first

No attack, no Supporter, and no Grimsley's, but every Item is still legal. Poffin and Poke Pad take Gastly first. A Hilda or a Dawn in the opening hand is turn 2's play, and it goes down before the Candy does.

3. Rearming after a knockout

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 first out is Happy Switch. Any benched body holding a Basic Energy can give it up, and it costs no card. The second out is Janine's, which puts an Energy on each of two Darkness Pokémon, the Active included. Play one of them 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 run from 1 for a Gastly to 4 for Blissey ex.

4. Getting the Mega down

Against Pokémon ex attackers, the Mega is due before anything on the board takes a real hit. There are three routes, fastest first.

  1. Grimsley's Move, from the second turn. Straight from the deck to the Bench, with no Gastly or Candy spent. Count the targets first; the odds table has the numbers.
  2. Rare Candy on a Gastly that has sat a turn. Search first, so the Candy goes on the right Stage 2.
  3. Haunter, the turn after. Slow but free, and a benched Haunter can take a Surge on the way.

Keep one Mega in the deck while Grimsley's is the route. A Mega in hand needs a Gastly and a Candy. The Zygarde game 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, and build Gengar ex first against Munkidori and against Mega Lucario.

5. When the dog gets gusted

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.

6. Choosing the stadium

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.

7. Bench discipline

Keep the board's payout at four or less against ex attackers.

8. The ferry

Void Gale has always pushed an Energy to the Bench. Blissey ex brings it back, so the ferry runs both ways.

  1. Surge a benched body that carries the 20. The parked Mega, or a dog. Not Toxtricity against Chaotic Pain.
  2. Happy Switch that Energy onto the attacker, then make the turn's attachment. The Active gains two Energy, and only one came from the hand.
  3. Swing. A Void Gale sends one Energy back to the Bench, and next turn's Happy Switch returns it.

A mirror game ran it on turn 5. A Surge and a Happy Switch put two Energy on a benched Mega with none in hand, Switch brought it up, and Void Gale took Pecharunt ex. The opponent in the first mirror game ran the same loop with their own Blissey and swung Void Gale five turns running.

The ferry only works while Blissey ex lives on the Bench. It is 2 Prizes and an easy Boss's Orders target, so the board keeps a second Energy route ready: Janine's, Neo Upper on the next Stage 2, or a Haunter that Surge fed.

Cards to Watch Out For

Read their board, their Energy, and their Stadium before every attack. Each card here switches off one piece of this deck by name, and each has a way around it. The Versus sections cover whole decks; this is the list to search when something on their side looks wrong.

CardSwitches offThe answerSeen in
Mist Energy, on any PokémonChaotic Pain on the Pokémon holding itPain it before the Mist lands, or hit it with damage. On a Crustle only non-ex damage works; see Versus Crustle.Crustle, Baby Box
Rocky Fighting Energy, on a Fighting PokémonChaotic Pain on the Pokémon holding itPain something else. Draconic Buster discards Garchomp's own.Mega Zygarde, Cynthia's Garchomp
Poltchageist, Sinistcha, and Banette (Pitch Black), Hide 'n' SneakChaotic Pain, and Fainting Spell's coin too, since it stops the effects of Abilities as well as attacksDamage. A dog or Void Gale kills any of them, and Spooky Shot kills a Poltchageist.Dhelmise, Baby Box
Empoleon ex (320), Skeledirge (180), Antique Cover Fossil (60)Chaotic Pain on themselvesDamage. A dog kills Skeledirge in one swing, and the Fossil falls to anything. Empoleon ex takes two hits.
Team Rocket's Articuno (120)Chaotic Pain on every Basic Team Rocket's Pokémon, itself includedA dog or Void Gale kills the Articuno, and then Pain reaches the rest.
Battle Cage; Rabsca (Temporal Forces, 70)Chaotic Pain on their whole Bench. Rabsca stops damage there too.Risky Ruins replaces the Cage. Rabsca is only safe on the Bench, so Boss's Orders brings it up and anything kills it.Charizard, Baby Box, Cynthia's Garchomp
Crustle, Mysterious Rock Inn; Sylveon (Prismatic Evolutions, 120), Safeguarddamage from every Pokémon ex: the dogs, Void Gale, and ReturnCounters aren't damage, so one Pain kills the Sylveon. Crustle is in Versus Crustle.Crustle
Cornerstone Mask Ogerpon ex (210)damage from any attacker with an Ability, which is both Gengars, Toxtricity, and Blissey exA dog's 260 kills it, and Pain still lands. Gastly, Haunter, Toxel, and Chansey have no Ability, so their attacks hit it too.
Neutralization Zonedamage from your Pokémon ex to their Pokémon with no Rule BoxPain them, or hit with Toxtricity, Haunter, or Chansey. Risky Ruins replaces it, and as an ACE SPEC it can't come back.
Team Rocket's WatchtowerHappy Switch, because Colorless Pokémon have no Abilities and Blissey ex is ColorlessRisky Ruins replaces it, and Petrel finds the Ruins. Janine's is the Energy route that doesn't need Blissey.N's Zoroark
Gastrodon (130), on their BenchShadowy Concealment, because Benched Stage 2 Pokémon have no Abilities and the parked Mega is oneOne Chaotic Pain kills it exactly.
Iron Thorns ex (230), in their Active SpotConcealment, Fainting Spell, and Happy Switch, because Pokémon with a Rule Box have no Abilities. Surge still works.A Poisoned dog's 260 kills it.
Flutter Mane (Temporal Forces, 90), in their Active SpotFainting Spell, and every Ability on your ActiveOne Chaotic Pain kills it.
Munkidori (110), Froslass (90)Concealment and Fainting Spell, by moving or placing countersPain them first; see Who Chaotic Pain hits.Dragapult, Grimmsnarl, Sharpedo, Toxtricity Box, the Gengar mirror
Enhanced Hammer; Singe Off, Mach Cut, and Righteous EdgeNeo Upper Energy, which is SpecialNeo Upper pays for the attack the turn it lands. After that, expect it gone, and keep a Basic Energy route behind it.
Crushing Hammerany Energy, on headsTake both from Musculature, and hold the Recycler.online Dragapult, Toxtricity Box
Festival GroundsPoison, so Chain-Crazed stays at 130Risky Ruins replaces it.
Budew, Flaaffy, Frillish, Galvantula ex for a turn; Jellicent ex, Tyranitar while ActiveItems: Rare Candy, Switch, Poffin, and Poke PadAZ's, Grimsley's, Janine's, and Surge all still work.Dragapult
Special Red Card, Unfair Stamp, Judge, Xerosic's Machinations, Erithe hand. Eri discards two Items.Bench Pokémon as they're drawn, and play Items rather than hold them. Eri took two Rare Candy in the Crustle game.N's Zoroark, Baby Box, Mega Lucario, Crustle, the Gengar mirror, Cynthia's Garchomp
Legacy Energyone Prize, off one Knock Out by damagePain the Pokémon holding it; counters aren't damage.Baby Box

Versus the Card Shop

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, and none of those lists run the dogs.

Three kinds of room decide the build.

RoomExamplesBuildThe edge
Pokémon ex attackersDragapult, Lucario, Zygarde, Garchomp, Excadrill, N's Zoroark, Starmie, Floette, Cinccino, CharizardMega first, then Gengar exConcealment and Fainting Spell both work
Single-Prize attackersDhelmise, Alakazam, Slowking, Crustle, Festival Lead, Tyrantrum, Baby BoxGengar ex and the dogs, no Megathe Psychic ones are weak to Darkness, and the dogs one-shot them
Counter moversMunkidori in Dragapult, Grimmsnarl, Sharpedo, Toxtricity Box, and the Gengar mirror; Alakazam; Spiritual EndGengar ex firstChaotic Pain on the movers
DeckShareSection
Dragapult ex, every build~19%, and Steve most weeks at leagueVersus Dragapult ex
Alakazam, both builds~7.5%Versus Alakazam
N's Zoroark ex6.1%Versus N's Zoroark ex
Slowking6.1%The rest of the room
Basic Box4.8%The rest of the room
Mega Excadrill ex4.5%, and Matt every week at leagueVersus Mega Excadrill ex
Cynthia's Garchomp exElliott, every week at leagueVersus Cynthia's Garchomp ex
Mega Lucario ex, both builds3.9%Versus Mega Lucario ex
Dhelmise3.9%Versus Dhelmise
Crustle3.1%, and common at leagueVersus Crustle
Festival Lead2.4%, and one player at leagueVersus Festival Lead
Tyrantrumone player at leagueVersus Tyrantrum
Sharpedo Toxtricity2.0%, and Steve at leagueVersus Mega Sharpedo ex
Mega Starmie ex, three builds1.6%Versus Mega Starmie ex
Marnie's Grimmsnarl ex1.5%Versus Marnie's Grimmsnarl ex
Beedrill ex0.8%Versus Beedrill ex
Toxtricity Box0.6%Versus Toxtricity Box
Cinccino ex0.2%, and seen at leagueVersus Cinccino ex
Mega Zygarde ex, Mega Floette ex, Charizard, Igglybuff Baby Box, the Gengar mirroron the Live ladderZygarde, Floette, Charizard, Baby Box, Mirror

Versus Dragapult ex

Their number
The answer
Phantom Dive: 200 to the Active, and 6 counters across the Bench
Gengar ex at 280 survives the 200. The 6 counters kill a 70 HP Basic that already carries a Surge.
Dreepy 70, Drakloak 90, Munkidori 110, Budew 30
one Chaotic Pain each
Dragapult ex, 320 HP
two dog swings, or Void Gale plus a Pain

Steve plays this most weeks at CardCrate, and dragons.md is modeled on his list.

  • The Tera rule doesn't stop counters. A Benched Dragapult ex takes no damage from attacks, but Chaotic Pain places counters, so it reaches a Benched Dragapult ex as easily as a Dreepy or a Drakloak.
  • Munkidori first, Budew second. Itchy Pollen locks the deck's Items for a turn, and AZ's is the rotation that still works under it.
  • Mega first. Dragapult ex does the damage, so Concealment and Fainting Spell both work against it. Munkidori is the exception: Mind Bend is a single-Prize attack, and Adrena-Brain's moved counters skip both, which is why it dies first.
  • Bench small Basics only when they evolve next turn. Phantom Dive's counters are aimed at them, and counters placed that way skip Concealment.
  • Crushing Hammer is in most online lists, and Steve's runs none. Online, take both from Musculature and hold a Recycler.
  • Steve runs two Area Zero Underdepths and a Risky Ruins. The deck's Ruins replaces Area Zero, and both players then discard down to five on the Bench. Every Ruins counter on a Dreepy is also three counters' worth of Adrena-Brain ammunition, so Pain the Munkidori before the Ruins lands.

Versus Mega Lucario ex

Their number
The answer
Aura Jab: 130 for one Energy, 260 into Fighting Weakness, 320 with Premium Power Pro
a Gengar ex and Blissey ex survive only the bare 260; the Mega at 350 survives the 320
Mega Brave: 270 for two Energy, 540 into Fighting Weakness, never two turns running
nothing survives it; stand and die for the coin
Riolu 80, Lunatone 110, Solrock 110
one Chaotic Pain each
  • Kill every Riolu, and the Mega never arrives.
  • This is the one ex room where the Mega waits. They run three Boss's Orders and a 540 attack, so a parked Mega is 2 Prizes they can drag up and take. Build Gengar ex first, and take the Mega only when Haunter hands it over. Blissey ex is the same problem at 2 Prizes, so it stays in the deck until the ferry is worth the risk.
  • Don't Boss while a Lucario that just used Mega Brave is Active. Sending it to the Bench wipes the lockout, and Air Balloon brings it back fresh.
  • Gravity Mountain takes 30 off every Stage 2. Replace it the turn before the Jab, not the turn it lands.
  • Judge is common here. Bench Pokémon as they're drawn.

Versus Mega Zygarde ex

Their number
The answer
Gaia Wave: 200 for three Energy, 400 into Fighting Weakness, and 30 less damage to it next turn
everything in this list dies to it
Rocky Fighting Energy
Chaotic Pain can't touch the Zygarde holding it
Mega Zygarde ex, a 310 HP Basic
Chain-Crazed for 260 plus anything, or Fainting Spell
Lunatone 110, Solrock 110, Binacle into Barbaracle, which attaches from hand every turn
Chaotic Pain on the draw and the Energy
  • Mega first. Every Knock Out they took in the Live game would have cost one Prize less, and their 6 would have been 2. Nothing here survives 400, so the tax is the whole defense, and Blissey ex is the one body it doesn't cover.
  • Search before the Candy. That game's Candy went on a Gengar ex one card before Hilda brought the Mega.
  • Fainting Spell is live. It took a 3-Prize Zygarde in that game.
  • Nullifying Zero costs five Energy and flips a coin for each Pokémon on the deck's side, 150 on every heads. It is their late-game Bench wipe, and a small Bench limits it.

Versus Cynthia's Garchomp ex

Their number
The answer
Corkscrew Dive: 100 for one Energy, and he draws to 6
200 into Fighting Weakness, and every Roserade or Premium Power Pro adds 60 more
Draconic Buster: 260 for two Energy, then every Energy on it is discarded
520 or more, so nothing survives it. He runs no Neo Upper, so a Garchomp that Busters can only Corkscrew next turn.
Garchomp ex: 330 HP, 400 under Cynthia's Power Weight, Retreat 0
nothing one-shots it. Each one costs two hits, or a Fainting Spell coin.
One Rocky Fighting Energy
Chaotic Pain can't touch the one line holding it, and every other Garchomp is in reach
Battle Cage, one copy
no Pain on his Bench while it stands. Risky Ruins replaces it, and it can't come back.
Four Cynthia's Power Weights, +70 HP on any Cynthia's Pokémon
Pain kills only what's bare or chipped. Weighted, a Roserade is 200, a Gabite 170, and a Gible, Roselia, or Spiritomb 140.
Meowth ex: 170 HP, Colorless
2 Prizes with no Weight and no Rocky. Boss's Orders and Void Gale or a Poisoned dog takes it.
Cynthia's Spiritomb: Raging Curse does 10 for every counter on his Benched Cynthia's Pokémon, ignoring Weakness
single-Prize, so Concealment never discounts it, and damage left on his Bench comes back at you
Special Red Card
once you're at 3 Prizes or fewer, your hand goes to the bottom of the deck and you draw 3

This 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 here is weak to Fighting, his attack costs one Energy and refills his hand, and from his third turn he takes a Knock Out every turn. You can't out-trade that. You win by making his Knock Outs cheap and his Corkscrews miss, and by taking your six from the places his list leaves open.

The plan, in four lines.

  1. Kill the Roserades. Each one is 60 more on every Corkscrew. With none left, Corkscrew is 200, a Gengar ex survives it, and every Knock Out on one costs him two of his three Premium Power Pros.
  2. Park the Mega before his first Garchomp swings. Then his first Knock Out has to be Boss's Orders and a Buster on the Mega, or a Corkscrew on a Gengar ex for 1 Prize and a coin.
  3. Keep his 2-Prize targets to the Mega and a Gengar ex. Blissey ex stays in the deck while he has a Roserade, and the second dog stays in the deck too. Then every 2-Prize Knock Out he takes after the Mega is a Gengar ex, and every one flips Fainting Spell.
  4. Take your six from Meowth ex, the coin, and the Garchomp with no Rocky. Pain the singles that cut his damage while you wait for those.

Go first when you win the flip. A turn-1 Risky Ruins lands before his Trolley, and your turn-2 Pain lands before anything of his has evolved. Going second, his Gabites and Roserades are on the board before your first attack.

When
Do this
Your first turn
Bench a Gastly and attach to it. Play Risky Ruins, so every Gible, Roselia, and Meowth ex his Trolley benches takes 20, and the 20 rides up the line.
His first turn
He Trolleys, puts the Rocky on a Gible, and may hang Weights early. Note which Gible holds the Rocky. If he plays the Cage, he spent it before you had anything to Pain with.
Your second turn
Ruins over the Cage if it's up. Candy a Gengar ex, pay with Neo Upper or the second attachment, and Pain a Basic before it evolves, Roselia first. Grimsley's the Mega when the Supporter is free; Hilda for the Gengar ex comes first when the hand lacks one.
Your third turn
The Mega goes down now if it isn't already. Pain a Roserade or a Gabite.
His first Garchomp turn
Boss's Orders and a Buster on the Mega, or a Corkscrew on the Gengar ex for 1 Prize and a coin. Both cost him something.

Going second, his Trolley turn lands clean and his first evolutions come before your first attack. Open with the dog's Musculature or Call for Family, bench a Gastly, and play Ruins anyway, so the Gibles and Roselias he benches later still take the 20. Your second turn is the first Pain, at a Roserade if one is bare.

Where Corkscrew Dive lands. Roserade and Premium Power Pro each add 30 before Weakness, so each one is 60 more on this deck.

BoostsDamageStill standing
None200Okidogi, Gengar ex, Blissey ex, Mega Gengar
One260Gengar ex, Blissey ex, Mega Gengar
Two320Mega Gengar
Three380nothing

Count his Pros. He runs three, and each one is gone once played. The Roserades are boosts he keeps; the Pros are boosts he spends. Once his Roserades are dead, a Gengar ex at 280 survives everything but two Pros in one turn or a Buster.

What Chaotic Pain hits. One a turn, in this order, while the Cage is down.

OrderTargetWhy
1A bare Roselia or Roserade60 less on every Corkscrew he has left
2Spiritomb, once counters sit on his Benchit turns your damage into Knock Outs that pay full Prizes
3A bare Gabite, the last one firstChampion's Call finds his next Garchomp and Roserade
4A Garchomp with no Rocky, as the second hit2 Prizes
  • Ruins makes a Weighted Basic bare. A Weighted Gible or Roselia that came down under Ruins is 120, inside one Pain.
  • Don't Pain a Weighted Roserade unless the second Pain follows next turn. It lives at 70, and its 13 counters are 130 of Raging Curse.

Two-turn Knock Outs on a Garchomp. Nothing kills one in a single hit, so pick the pair before the first swing.

The two hitsTotalBare, 330Weighted, 400
Chain-Crazed twice520✓✓
Chain-Crazed and Void Gale490✓✓
Void Gale twice460✓✓
Chain-Crazed and Chaotic Pain390✓ten short
Void Gale and Chaotic Pain360✓✗

Pain lands only on a Garchomp without the Rocky. A Ruins chip on the Gible it grew from takes 20 off, which turns the 390 into a Knock Out on a Weighted Garchomp.

  • Hold a Risky Ruins until his Cage is gone. He runs one Battle Cage, and Petrel is his only other way to it. Play the Ruins on your turn before the Pain, and his Cage did nothing. Once it's in his discard pile, Pain reaches his Bench for the rest of the game. A Petrel does the same job but costs the turn's Supporter, so a Ruins in hand is the better hold. Surge still works under the Cage, since it is your own Ability.
  • Find the Rocky first. It stops Pain on the Fighting Pokémon holding it. He runs one, it goes on his first Gible, and nothing in his list finds it again. Pain the other lines, and once a Buster throws it away, every Garchomp is in reach.
  • Weights ride up the line. A Tool stays attached through evolution, so a Weight on a Roselia is a Weight on the Roserade it becomes. Read the Tool before picking a Pain target.
  • Meowth ex is 2 Prizes on a plate. It is Colorless and not a Cynthia's Pokémon, so neither the Rocky nor a Weight covers it. Boss's Orders, or Petrel for it, brings it up into Void Gale, a Poisoned dog, or Return, and any of them kills it alone. Pain leaves it at 40, or 20 under Ruins. When it comes down from his hand, he just searched a Supporter, usually Boss's Orders.
  • Finish every Garchomp, or don't start one. It retreats for free, and its counters become Raging Curse damage. One Chain-Crazed leaves 26 counters, which is 260, or 290 with one Roserade, and 290 kills a Gengar ex for its full 2 Prizes with only a Spiritomb riding on the coin. Swing at a Garchomp only when the second hit is ready or Spiritomb is gone. Boss's Orders brings a retreated one back.
  • The Mega is a Boss's Orders magnet, and that's the point. He runs three Boss's Orders, and Meowth ex, Petrel, and Larry's Skill each find one, so expect the Mega dragged up on his first Garchomp turn. Taking it needs a three-boost Corkscrew or a Buster. With his Roserades thinned it has to be the Buster, which throws away every Energy on that Garchomp, the Rocky too if it's the one holding it. Every Knock Out before that was a Prize cheaper, and Spiritomb's never are.
  • Blissey ex waits until his Roserades are gone. At 300 it dies to two boosts, it is 2 Prizes nothing discounts, it flips no coin, and he has six ways to drag it up. Until then, Janine's, Neo Upper, and Surge on the Mega feed the attackers, and Happy Switch waits. He runs no Watchtower, so once Blissey is down it works all game.
  • The dog swings once, so aim it. One boost kills it, and three Pros make one boost likely even with no Roserade. Point Chain-Crazed at Meowth ex, a Weighted Roserade, or a Garchomp that a Pain finishes next turn. A Poisoned Chain-Crazed leaves a bare Garchomp at 70 and a Weighted one at 140.
  • Stand and die with Gengar ex. Fainting Spell is an Ability, so the Rocky, the Weights, and the Cage do nothing to it. Heads takes a Garchomp for 2 Prizes.
  • Surge the Mega or the dog, never a Gengar. Surge's 20 turns a one-boost Corkscrew into a Knock Out on a Gengar ex, and once his Roserades are gone one boost is all he has most turns. Counters on a Haunter stay when it becomes a Gengar ex, so it counts there too.
  • Spend the hand before the Knock Out that leaves you at 3 Prizes. Special Red Card is live from then on. Bench, attach, and play Items before the attack, and Return's draw is optional.
  • Put Energy only on something that will attack. If the Mega holds one Energy when the Active falls, promote it and Janine's it to two. Void Gale leaves a bare Garchomp at 100 and a Weighted one at 170.

Versus Mega Excadrill ex

Their number
The answer
Maximum Drilling: 200 with three Energy, 330 with five
the Mega at 350 survives 330; Blissey ex at 300 and Gengar ex at 280 don't
Metang 100: Metal Maker attaches Energy off the top of their deck, once per Metang
Chaotic Pain the Metang before the Drilbur
Genesect ex 220: Metallic Signal searches two Metang or Megas a turn
Boss's Orders and a dog; 260 kills it even through Full Metal Lab
Full Metal Lab: their Metal Pokémon take 30 less damage
counters ignore it, and Risky Ruins replaces it
Precious Trolley benches any number of Basics on turn 1, and Matt fills the Bench
too many cradles for one Pain a turn; this is a tax room. Risky Ruins down first chips every non-Darkness Basic it brings 20.

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.

  • His order is Trolley, Genesect, then Metal Maker. Trolley benches two Drilbur, a Genesect ex, and Beldum. Metallic Signal fetches the Stage 1s early, and Metal Maker loads each Excadrill to five. Metagross is situational, his last resort.
  • Excadrill and Metagross are Metal, not Fighting, so Weakness never applies to them. Every number above lands at face value. Drilbur is the exception: it is Fighting, and Dig Claws is 100 into anything here, enough for a Gastly, Toxel, or Haunter.
  • One body in this list stands above 330: Mega Gengar at 350. It costs him two attacks, and everything else costs him one at five Energy.
  • Mega first, with no counters on it. One Surge on the Mega leaves it at exactly 330, so here the Surges bank on a dog, not the Mega.
  • At three Energy, Drilling is 200, and every ex in the deck survives it. Killing Metang keeps it there.
  • A dog plus Chaotic Pain kills the Excadrill. 260 plus 130 clears 340 even under the Lab, where the dog does 230. Void Gale plus a Pain gets there once the Lab is gone, or once Risky Ruins has chipped the Drilbur it grew from: 200 through the Lab plus 130 is 330, and that Excadrill has 320.
  • Going first, play Risky Ruins on turn 1. It lands before his Trolley, so every Drilbur and Beldum it benches carries 20 up the line. Going second, his Trolley turn comes first, and the Ruins only taxes what he benches after it.
  • Metagross is his last resort, and it pays nothing to Concealment. It is single-Prize and hits 330 with a Brave Bangle. A dog or Void Gale kills it through the Lab.
  • The Gengar Gang's answer here was the Cape, and this list doesn't have it, so killing Metang to keep Drilling at 200 matters more.

Versus Alakazam

Their number
The answer
Powerful Hand: 2 counters on the Active per card in their hand, from a 140 HP Stage 2 with no Rule Box
a race; neither Concealment nor Fainting Spell ever applies
Alakazam 140, Kadabra 80, Abra 50, all weak to Darkness
an un-Poisoned Chain-Crazed doubles to 260; Chaotic Pain kills Abra and Kadabra, and Alakazam after a Ruins chip
Dunsparce into Dudunsparce, their draw
Chaotic Pain the Dunsparce
  • No Mega. It is 3 Prizes against an attacker Concealment never touches.
  • The dogs are the attackers here. Darkness Weakness makes every swing a Knock Out.
  • Their damage is their hand size. Unfair Stamp answers it directly, and it sits in Alternatives for when this room keeps winning.

Versus N's Zoroark ex

Their number
The answer
Night Joker copies a Benched N's Pokémon's attack for two Energy; N's Zekrom's Rampaging Thunder is 250
Gengar ex at 280 survives 250
Binding Mochi adds 40 while the Zoroark is Poisoned, and Pecharunt ex's Subjugating Chains supplies the Poison
290, which kills a Gengar ex or a dog
Black Belt's Training adds 40 more
330; a Mega Gengar at 350 survived it on Live

Target order, from a Live game:

  1. Zorua, before it evolves.
  2. N's Zekrom, the 250 that Night Joker copies. They'll bring it back with Night Stretcher; kill it again.
  3. Pecharunt ex, 190 HP and 2 Prizes. Without its Poison, Mochi does nothing, and Gengar ex lives through every hit.

Get the Mega down on turn 2. In 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.

Versus Marnie's Grimmsnarl ex

Their number
The answer
Punk Up attaches up to five Energy when it evolves; Shadow Bullet is 180, plus 30 to the Bench
Gengar ex and the dog both survive one; neither survives two
Munkidori, up to three, each moving 3 counters a turn
9 counters a turn that skip Concealment and Fainting Spell
Froslass puts 1 counter on every Pokémon with an Ability, every Checkup
Toxtricity, both Gengars, and Blissey ex all have one
  • Kill order: Munkidori, then Froslass, then Grimmsnarl. Damage on Grimmsnarl doesn't stick while a Munkidori lives, because they move it back onto the deck's Pokémon. In the Live game, 90 of the dog's 260 came back that way.
  • Munkidori is weak to Darkness. Boss's Orders plus any real attack kills it, so answering it doesn't need a Gengar in play.
  • Gengar ex gets the Candy, not the Mega. Concealment does nothing against moved counters.
  • Risky Ruins replaces Spikemuth Gym and puts 20 on every Munkidori they bench.

Versus Dhelmise

Their number
The answer
Poltchageist 30, Sinistcha 60, Banette 80, all with Hide 'n' Sneak
Chaotic Pain can't touch them, and attack damage can
Vengeful Anchor: 30, plus 140 with four Hide 'n' Sneak Pokémon in their discard
170 from a 140 HP Basic; Gengar ex survives one
Matcha Spin (six in the discard) puts 4 counters on each of the deck's Pokémon; Spiritual End (thirteen) quadruples the counters on two of them
keep counters off the board
Eevee into Espeon, whose Miraculous Shine devolves every evolved Pokémon the deck has in play
kill the Eevee first; a Stage 2 that Grimsley's benched has nothing under it and stays put
  • Everything they attack with is single-Prize, so no Mega. On Live, a dragged-up Mega handed them their last 3 Prizes.
  • Chaotic Pain targets are Dhelmise (140, after a Ruins chip), Spiritomb (60), and Eevee or Espeon. Read the Ability first; that game also spent its first Pain on a Poltchageist.
  • The dogs are the attackers. Dhelmise and Spiritomb are Psychic and weak to Darkness. Chain-Crazed hit for 520 and took three Knock Outs.
  • Surge only what attacks this turn. Spiritual End quadruples whatever sits on its two targets, so one Surge's 2 counters become 8, and two Surges' 4 become 16. On Live it landed on the Mega's Surge counters.
  • Fainting Spell still works. It took a Dhelmise.

Versus Crustle

Their number
The answer
Mysterious Rock Inn: Crustle takes no damage from the deck's Pokémon ex
counters aren't damage, and the non-ex Pokémon still hit it
Crustle 150, or 170 with Growing Grass Energy; Dwebble 70
a Pain plus Haunter's Spooky Shot (40) kills either
Mist Energy: no effects of attacks on the Pokémon holding it
Chaotic Pain can't touch it; Toxtricity's Gentle Slap (100) still can
Mega Kangaskhan ex, a 300 HP Basic: Rapid-Fire Combo is 200, plus 50 per heads
a dog plus Gentle Slap or Void Gale
Superb Scissors: 120
Gengar ex survives two

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.

  • Expect the Mist before the Crustle. Superb Scissors costs GrassColorlessColorless, and the lists pay part of it with Mist Energy, so an attacking Crustle usually holds one, and then Chaotic Pain can't touch it. In the Live game on 2026-10-01 the Mist went on the Dwebble on their turn 2, and it evolved the same turn, so going second there was never a turn to Pain it. Read the Energy before picking: the Pain target is a Mega Kangaskhan ex before its own Mist lands, and the counters stay on it after.
  • The non-ex Pokémon are the attackers. Rock Inn only stops Pokémon ex. Gentle Slap does 100, Chansey's Boundless Power does 80, Haunter's Spooky Shot does 40 for one Energy, and Toxel's Playful Kick adds 20. Blissey ex's Return is ex damage, and Rock Inn stops it.
  • A Dwebble in front means the turn-1 Poke Pad takes Toxtricity, and one Chansey stays a Chansey. Gentle Slap and Boundless Power are 180 together, enough for a Crustle at 170. The Live game Padded a Haunter, evolved both the Haunter and the Chansey into Pokémon ex, and never had a hitter that could reach it.
  • Spiky Energy hits back. Damage their Active while it holds one and the attacker takes 2 counters. One Slap leaves Toxtricity at exactly 120, which Superb Scissors kills.
  • Fainting Spell works on Crustle. It is an Ability, so neither Rock Inn nor Mist stops the coin.
  • No Mega until Kangaskhan is attacking. Crustle is single-Prize, so Concealment pays only when Kangaskhan takes the Knock Out.
  • Finish a Crustle in one turn. Jumbo Ice Cream heals 80 from an Active holding three Energy, so the chip comes back off.
  • Festival Grounds stops Poison, and Chain-Crazed drops to 130. Replace it with Risky Ruins.

Versus Festival Lead

Their number
The answer
Dipplin's Do the Wave: 20 for each of their Benched Pokémon, so 100 off a Bench of five
Gengar ex and the dog survive even the double swing
Festival Lead: with Festival Grounds in play, Dipplin and Seaking attack twice, and a Knock Out on the first lets the second hit the new Active
up to 200 a turn, and a 70 HP body in front is a 2-for-1
Festival Grounds: no Special Conditions on any Pokémon with Energy attached
the dog's Poison is cured, so Chain-Crazed is 130
Applin 40, Grookey 70, Dipplin 80, Thwackey 100, Seaking 110
one Chaotic Pain each, every one of them

One Festival Lead player sits in the CardCrate room. Every Pokémon they run is single-Prize and Grass or Water, so nothing doubles either way, and Concealment never applies. It is the best Gengar ex room at the shop, because Chaotic Pain kills every body in the deck.

  • No Mega. Single-Prize attackers, so it is 3 Prizes for nothing.
  • Pain Thwackey first. Boom Boom Groove searches any card every turn while their Active has Festival Lead, and it is the engine that finds the next Dipplin and the next Grounds.
  • Replace Festival Grounds with Risky Ruins on the turn the dog swings. Ruins brings the Poison back, so Chain-Crazed is 260 again, and Dipplin attacks once instead of twice. They will replay the Grounds, so the second Ruins and Petrel are the rematch.
  • Keep a big body in front. Both swings land on it, 200 at most, and a 280 Gengar ex or a 250 dog lives. A Gastly or Toxel in front dies to the first swing, and the second hits whatever comes up next, so that is two Prizes in one turn.
  • Ruins taxes their Basics. Applin drops to 20, Goldeen to 30, and Grookey to 50, so Haunter's Spooky Shot finishes an Applin or a Goldeen.

Versus Tyrantrum

Their number
The answer
Wreak Havoc: 160 for FightingColorless, 320 into Fighting Weakness, and it mills a card per heads
it kills everything here but the Mega, which lives on 30
Tyrantrum: a 180 HP Stage 2, 330 while it holds a Special Energy
Void Gale, a Poisoned dog, or Return kills a bare one alone; one holding Special Energy takes two hits
Rocky Fighting Energy, in most lists
it is the Special Energy behind the 330, and it stops Chaotic Pain on any Fighting Pokémon holding one
Antique Jaw Fossil, a 60 HP Basic Colorless Pokémon that becomes Tyrunt (100)
one Chaotic Pain each; Risky Ruins chips the Fossil 20 when it hits the Bench, and the counters ride up the line
Intimidating Jaw: while the Fossil is Active, the deck's attacks do 30 less
counters ignore it; Boss's Orders past it

One Tyrantrum player sits in the CardCrate room, and it is the worst matchup there. In an earlier week it knocked out Xero's only Pokémon in play on turn 3. Everything in this list is weak to Fighting, so every Wreak Havoc takes an ex for 2 Prizes, and every Tyrantrum is single-Prize, so Concealment never applies. They can win on three Knock Outs; the deck needs six.

  • Kill the line before the Rocky lands. A Fossil, a Tyrunt, and a bare Tyrantrum all take Chaotic Pain. A Tyrantrum that grew from a Fossil Ruins chipped is at 160, and Pain plus Spooky Shot takes it. Once Rocky is on a Tyrunt or a Tyrantrum, Pain can't touch that one; shoot the next Fossil instead.
  • A Rocky Tyrantrum is two hits. Chain-Crazed plus anything that does 70 or more: Gentle Slap, Boundless Power, Return, or Void Gale. Void Gale plus Gentle Slap is exactly 330.
  • Give up one Prize at a time. Every Pokémon ex here dies to one Havoc for 2. A Toxtricity, Haunter, or Chansey in front pays 1, and the Gengar ex behind it gets a turn to fire. Blissey ex never comes forward.
  • No Mega, unless it is the last attacker. It survives one Havoc on 30 and pays 3 to the second.
  • Fainting Spell works. Rocky stops effects of attacks, and the coin is an Ability. A Gengar ex that dies to a Havoc flips at the Tyrantrum that hit it.
  • Hold the Recycler. Every heads on Wreak Havoc mills the top card, and a long game thins the Energy the engines search for.

Versus Beedrill ex

Their number
The answer
Rumbling Bees: 110 for each Beedrill in play, for one Grass Energy
330 at three and 440 at four; the Mega survives three
Forest of Vitality: Weedle to Beedrill ex on the turn it is played
no cradle ever sits on their Bench for a Pain
Beedrill ex 310, Weedle 50, Kakuna 80
a Pain plus a dog swing or Void Gale for each Beedrill
Dunsparce into Dudunsparce, drawing three a turn
Dunsparce has to sit a turn, and Forest doesn't help it
  • Shoot the draw, not the bees. Every dead Dunsparce is three cards they don't draw next turn.
  • Stranded Weedle and Kakuna are free. When they bench a Weedle without the evolutions in hand, it sits a turn. Kakuna's Exoskeleton only reduces attack damage, so counters go straight through.
  • Every Beedrill Knocked Out takes 110 off their attack.
  • Risky Ruins is a tax, not a lock. They run four Forests, and Celebi searches for more.
  • The dogs are weak to Fighting, not Grass, so two bees (220) don't kill one.

Versus Mega Starmie ex

Their number
The answer
Mega Starmie ex: a Stage 1 from Staryu (70), 330 HP, online on their second turn
going second, the deck can't reach the Staryu in time
Jetting Blow: 120, plus 50 to one Benched Pokémon, for one Energy
two hits kill a Gastly or Toxel
Nebula Beam: 210, ignoring every effect
Okidogi at 250 and Gengar ex at 280 both survive it
  • Race it with the dog. Musculature on turn 1 and Chain-Crazed for 260 on turn 2 leave Starmie at 70, and one Chaotic Pain takes their Mega for 3 Prizes.
  • Don't Surge a Gastly in this room. Jetting Blow's 50 plus Surge's 20 is exactly 70.
  • Mega first, since they attack with a Pokémon ex.

Versus Mega Floette ex

Their number
The answer
Mega Floette ex: a 250 HP Basic, 400 with Ange Floette in play
Risky Ruins replaces Ange Floette, and it drops back to 250
Eternity Bloom: 200, plus four Energy onto their Bench
Gengar ex survives one hit
Weakness is Metal, not Darkness
nothing doubles
  • At 400, only two things kill it in one go. Fainting Spell did it on Live. The other is replacing Ange Floette and then swinging Chain-Crazed for 260.
  • Latias ex gives their Basics free retreat, and Munkidori shows up here too. Munkidori stays priority one.
  • Mega first, since their attacker is a Pokémon ex.

Versus Toxtricity Box

Their number
The answer
Crushing Hammer, four copies
take both from Musculature, and keep a Recycler
Fezandipiti ex: Cruel Arrow does 100 to any one of the deck's Pokémon
the Bench isn't safe, so a doomed dog swings first
Mew ex (30th Celebration 152): a 160 HP Basic ex that uses its Bench's attacks
it is weak to Darkness, and Chain-Crazed hit it for 520
Munkidori, Unfair Stamp, Special Red Card
Chaotic Pain the Munkidori; bench Pokémon as they're drawn
  • Retreat was the leak in the Live game. Seven Energy went to Retreat Costs, and a turn-6 dog retreat skipped a free 260 into a 120 HP Scrafty.
  • Use their Team Rocket's Factory. Petrel is a Team Rocket's Supporter, so their Stadium draws two for this deck too.
  • Mew ex needs damage, not counters. Chaotic Pain's 130 falls short of 160; a dog or Void Gale one-shots it.

Versus Mega Gengar ex

Their number
The answer
Void Gale does 230 and pushes an Energy to their Bench, and Surge or their own Blissey ex's Happy Switch puts it back on the Active
Gengar ex (280), Blissey ex (300), and the Mega (350) survive one. A Poisoned dog doesn't after two Checkups, since 20 + 230 is 250.
Chaotic Pain places 130 anywhere
It kills Toxel, Gastly, Haunter, Chansey, and a Toxtricity carrying Surge's 20. A clean Toxtricity at 140 lives.
Their Mega's Shadowy Concealment takes a Prize off every Knock Out the deck's Pokémon ex score with damage, and their Gengar ex's Fainting Spell flips at whatever kills it
Counters aren't damage, so a Chaotic Pain Knock Out skips both. It pays 2 for a Gengar ex and 3 for the Mega.
Pecharunt ex (190) swaps their Poisoned Mega out with Subjugating Chains, and Irritated Outburst does 60 for every Prize the deck has taken
Void Gale or a Poisoned dog kills it alone

This is the mirror, and Live sent it twice in two days. The first list ran Blissey ex, Mew ex, and Munkidori, and its Mega swung Void Gale five turns running while Happy Switch put the moved Energy back each time. The second ran Pecharunt ex, Munkidori, Fezandipiti ex, Dudunsparce, Jamming Tower, and Special Red Card.

  • Pain takes the Prizes. Once their Mega is down, a Knock Out by damage on their Darkness Pokémon pays one Prize less, and Pain's doesn't. Let a dog or Void Gale do the damage and Pain finish. The model from Live is a turn-2 Chain-Crazed that left their Gengar ex at 20 and a turn-3 Pain that took it for 2 Prizes through their Concealment.
  • Their Mega is 3 Prizes to Pain. Void Gale then Pain is 360, which kills it at 350 and pays all 3. Poison from their own Chains and counters from their own Surge count toward it.
  • Kill order: Munkidori, then their Gastly and Toxel before they evolve. Munkidori's moved counters skip Concealment and Fainting Spell on this side too.
  • Surge the Mega, never Toxtricity. Their Pain places 130; Toxtricity lives at 140 and dies at 120. Happy Switch moves the Energy off the Mega as easily as off Toxtricity. The second game Surged Toxtricity on turn 4 with the Mega on the Bench, and Pain took it on turn 6 for their fifth Prize.
  • Gengar ex first, then the Mega. Pain is the deck's Prize-taker here and the answer to Munkidori. The Mega follows, because Void Gale and Irritated Outburst are both Pokémon ex damage, and Concealment takes a Prize off each Knock Out they score.
  • Blissey ex is the wrong Gengar ex killer. Return is Pokémon ex damage, so it pays 1 Prize under their Concealment and flips Fainting Spell at 2 Prizes of the deck's. The second game ended on that coin. Point Return at their Colorless and Psychic Pokémon, and leave the Gengar ex to Pain.
  • Their Colorless and Psychic Pokémon pay full. Blissey ex, Mew ex, Munkidori, and Dudunsparce sit outside their Concealment. A dog one-shots Mew ex into Darkness Weakness.
  • Jamming Tower does nothing to this list. Risky Ruins still bumps their Grand Tree, and it taxes every Munkidori, Chansey, and Mew ex they bench after it.
  • Special Red Card comes out at 3 Prizes left. Bench what the hand holds before then. Return's draw is optional, so don't draw to six into it.

Versus Mega Sharpedo ex

Their number
The answer
Hungry Jaws: 120 for two Energy, 270 once Sharpedo has any damage counters
Gengar ex at 280 and the Mega at 350 survive it
Binding Mochi: +40 while Sharpedo is Poisoned, and Pecharunt ex's Subjugating Chains Poisons it on purpose
310, which kills a Gengar ex or a Blissey ex
Mega Sharpedo ex: 330 HP, Retreat 0, Stage 1 from Carvanha (70)
a dog plus a Pain, and every counter they put on it counts toward the deck's
Their own Toxtricity, and Munkidori moving 3 counters a turn onto the deck's Pokémon
Chaotic Pain the Munkidori, then their Toxel

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.

  • Kill order: Munkidori, then their Toxel. Moved counters skip Concealment and Fainting Spell, and 3 a turn put the Mega in range of 310. Once their Toxel evolves, Toxtricity (140) takes a dog.
  • Gengar ex first, per the Munkidori rule. Then the Mega, since Sharpedo and Pecharunt ex are both Pokémon ex.
  • Only the Mega clears the Poisoned 310. A Gengar ex and a Blissey ex both die to it.
  • Their counters are the deck's damage. Surge's 20, Carvanha's recoil, and Poison all stay on the Sharpedo. One carrying 70 dies to a single dog swing.
  • Boss's Orders never strands anything here. Sharpedo retreats for free and Pecharunt swaps it out. Boss only for a Knock Out: Munkidori, Pecharunt ex (190, one dog swing), or a damaged Sharpedo.
  • Going second, the Carvanha is out of reach, the same as Starmie. Race with the dog.
  • Risky Ruins barely matters. Everything but Munkidori and Tatsugiri is Darkness.

Versus Cinccino ex

Their number
The answer
Energized Slap: 40 for every Energy on Cinccino, for one Energy
7 Energy kills a Gengar ex, 8 a Blissey ex, 9 the Mega
Smooth Coat: a coin on every attack's damage, and heads prevents it
counters aren't damage, so Chaotic Pain never flips
Cinccino ex 240, Minccino 70
two Pains, or one on the Minccino
Online lists load it with Metang's Metal Maker
Chaotic Pain the Metang, the same as against Excadrill

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.

  • Chaotic Pain is the attack. Every dog swing is a coin flip against Smooth Coat, and two Pains kill Cinccino ex with no flip at all.
  • Kill it early. Its damage grows every turn it lives, and its 240 HP doesn't. Two Pains kill it at two Energy or at fifteen.
  • If it is their only Pokémon, a Knock Out wins the game. A player with nothing left in play loses on the spot, whatever the Prizes say.
  • Mega first. Cinccino ex is a Pokémon ex, so Concealment works, and Fainting Spell is an Ability that Smooth Coat can't flip away.
  • Metang before Cinccino when both are up. Every Metang is roughly one more Energy a turn.

Versus Charizard and Battle Cage

Their number
The answer
Battle Cage: no counters on their Benched Pokémon
Risky Ruins replaces it, and Petrel finds the Ruins
Charmander 80
Chaotic Pain, once the Cage is gone
Mega Charizard X ex and Mega Charizard Y ex, both Pokémon ex
Mega first; the tax and Fainting Spell both work
  • They replay the Cage. On Live, Petrel for Ruins removed it, and the second Ruins removed it again.
  • Close with Void Gale. Boss's Orders on a benched Pokémon ex, Switch in the Mega, attach, and swing.

Versus Igglybuff Baby Box

Their number
The answer
Bouncy Circle: free, 30 for each Benched Pokémon with 30 max HP, so 150 off a full Bench
one hit kills Gastly, Toxel, Haunter, or Toxtricity; every ex here takes two
Brave Bangle (+30) and Black Belt's Training (+40), against an Active Pokémon ex only
two Bangle hits are 360, which kills every Pokémon ex in this list
Igglybuff: 30 HP, Retreat 0, and their only attacker
one Chaotic Pain, or Haunter's Spooky Shot for 40
Poltchageist, Misty's Magikarp on the Bench, Battle Cage, Mist Energy
Chaotic Pain can't touch them, and it doesn't need to

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. 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.

  • Go second when you win the flip. The player going first can't attack, and Bouncy Circle costs nothing, so their turn 1 is the one to take away.
  • Pain the Active Igglybuff every turn. It's their only attacker, and Battle Cage guards only their Bench. They run four Igglybuffs and four Night Stretchers, so this is a race, not a lockout. After the fifth Knock Out in one Live game, they had no Igglybuff left in play.
  • Legacy Energy and Mist Energy pick the attack. Legacy takes a Prize off a Knock Out by damage, and counters aren't damage, so Pain that one. Mist stops Pain, so hit that one with damage: Spooky Shot or a dog.
  • Make their attacks miss. Every body here gives up about one Prize per Bouncy Circle, so the race turns on the attacks that take nothing. AZ's a Gengar ex after its first hit, per the pull table, and a Haunter swings in its place. One Live game let one stand at 170, and it gave them 2 Prizes and left them one Prize from the end.
  • Keep Blissey ex on the Bench. Bouncy Circle only hits the Active, but they run four Boss's Orders, and a dragged-up Blissey is 2 Prizes in two hits.
  • No Mega. It's 3 Prizes, Concealment never applies, and two Bangle hits kill it. The Ogerpon build is the exception.
  • Bench small Basics only when they evolve next turn. They run four Boss's Orders, and a Gastly or Toxel is a Prize to a three-baby Bench. Morty's Conviction also draws them a card for every Pokémon on the deck's Bench.
  • Keep Surge counters off the next Gengar ex. At 280 it lives through 150 plus 120. One on Live carried a Surge and died at 290. Surge the dog or a Haunter.
  • Budew's Itchy Pollen turns off Switch and Rare Candy for a turn, and AZ's still moves. Special Red Card lands when the deck reaches 3 Prizes left, so spend the hand before then.
  • The Ogerpon build adds Teal Mask Ogerpon ex and Area Zero Underdepths, which opens their Bench to 8 and Bouncy Circle to 210. Risky Ruins bumps Area Zero, and knocking out their only Tera does the same job: their Bench drops back to 5. Void Gale's 230 one-shots Ogerpon ex (210), and against that ex attacker Concealment works. On Live the Mega took two.

The rest of the room

DeckThe problemThe answer
Slowking, 6%Seek Inspiration copies a non-Rule-Box attack off the top of their deck; single-Prize120 HP, so one Chaotic Pain; no Mega
Basic Box, 5%Benches full of Pokémon ex under Area Zero, and no cradles to shootthe tax room. Mega first, and Ruins taxes every Basic.
Jellicent exOceanic Curse locks the deck's Items and Tools while it is ActiveGrimsley'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 GroundsPokémon with Energy can't be Poisoned, so Chain-Crazed stays at 130Risky Ruins; neither Gengar attack needs Poison

Versus the Kitchen Table

Fox picks his deck after Xero names his, so these are the answers he chooses between. Each of his pages carries his side of the game, linked in the last column; this is Xero's side. Two things hold across all of them. Ground Zero is the only deck in the house built on Fighting, the Weakness every body here shares; Fire Force's Sudowoodo is the only other Fighting card. And every deck but Fire Force does its main damage with Pokémon ex, so the Mega goes down first everywhere else.

Fox's deckWhat it does to this deckThe answerHis side
Ground Zero, Mega Zygarde exGaia Wave is 400 into Fighting Weakness and kills everything here. Barbaracle's Hammer In is 160.The hardest game at home. Pain kills Binacle (80), Lunatone and Solrock (110), and Barbaracle (exactly 130). Zygarde is 310, takes counters, and dies to Pain plus a dog or Void Gale. He runs no Stadium, so the Ruins stays all game.Ground Zero
Blue Flame, Mega Charizard X exFour Fire is 360 and kills everything, the Mega included. Battle Cage keeps Pain off his Bench.Charizard X is 360, so Void Gale plus a Pain is exactly enough. Ruins over the Cage, then Pain the Charmanders. Heatmor and Ho-Oh finish Gengar ex for a 1-Prize coin.Blue Flame
Rainbow DNA, Sun and MoonBattle Cage and Tera leave only his Active in reach. Amazez devolves every evolved Pokémon here and the damage stays, except anything Grimsley's benched, which never evolved. Onyx takes a Prize that Concealment and the coin can't touch.Umbreon ex (280) takes two hits, or one Poisoned dog if it grew from a Ruins-chipped Eevee. Espeon ex is Darkness-weak, and Void Gale does 460 to it.Rainbow DNA
Flareon EngineCarnelian (280) kills Gengar ex and the dog. Noctowl's Speed Wing finishes for a full Prize.Nothing here one-shots a healthy Flareon ex at 270. A Ruins chip on its Eevee makes it 250, which a Poisoned dog kills. Pain goes through Tera, so a hurt Flareon ex on his Bench dies there.Flareon Engine
Fire ForceSingle-Prize all the way down. Fighting Blaze is 180 into any ex, and Sudowoodo's Fighting doubles.No Mega. Charizard (170) lives through one Pain on 40, and a Poisoned dog kills it. Pain the Charmanders, Flareon, and Sudowoodo.Fire Force
Hostile Takeover, Team Rocket's Mewtwo exErasure Ball is 280, exactly a Gengar ex. Team Rocket's Articuno keeps Pain off every Basic Team Rocket's Pokémon.The best game at home. Void Gale (460) and a Poisoned dog (520) one-shot Mewtwo. Boss's Orders the Articuno (120) and hit it with damage. Spidops is exactly one Pain. Petrel draws two off his Factory.Hostile Takeover
Steel Wolves, on LiveBrave Slash is 330, which kills everything but the Mega, and the Mega lives on 20Hop's Zacian ex is 230, exactly one Void Gale. Pain kills Zamazenta straight through Shield Press. Latias ex is Darkness-weak.Steel Wolves
A borrowed lantern deckOne Binding Flame makes Phantom Maze 280 into Gengar ex, 330 into the dog, and 380 into Blissey exVoid Gale and a Poisoned dog one-shot every lantern ex. Pain kills Litwick, Lampent, and Froslass; Dusknoir at 160 survives it. Ruins over Phantom Tax's and Phantom Ferry's Cage.Psychic Lanterns

Test and Tune

The list is a hypothesis, and games are the data.

Symptom
Fix
Blissey ex keeps getting dragged up and taken
back to the Gengar Gang's list: an Okidogi ex, a Toxel, a Boss's Orders, and an Energy Recycler over the Chansey and Blissey line
Hits between 280 and 379 keep landing
Hero's Cape over Neo Upper Energy. It puts a Gengar ex at 380 and the Mega at 450.
Happy Switch keeps going unused
not a card problem; check it before every attack, per Opening turns
Alakazam keeps winning
Unfair Stamp over Neo Upper Energy. Their damage is their hand.
Lone-Basic openings still cost games
3rd Poke Pad over a Dawn
Mulligans still hurt
3rd Okidogi ex over the 2nd Hilda: 12 Basics and a 19% mulligan
Stage 2s never arrive
3rd Haunter over a Grimsley's Move
Grimsley's keeps missing
Count the targets first (odds). If it still misses, 3rd Dawn over a Grimsley's.
Crushing Hammer rooms drain the deck
11th Basic Darkness Energy over a Risky Ruins
Energy runs out late anyway
Energy Retrieval over a Switch
Single-Prize decks keep winning the race
the Perfect Order Gengar over a Toxel; see Alternatives
The Mega keeps getting dragged up in single-Prize rooms
not a card problem; leave it in the deck, per the rule

Alternatives

Two days of Live testing produced more good cards than seats, and a few the games rejected.

CardSwaps forPlay it when
Hero's CapeNeo Upper Energyhits between 280 and 379 keep landing. It was the ACE SPEC in the Gengar Gang, and +100 puts a Gengar ex at 380 and the Mega at 450.
Energy Switch, twothe Chansey and Blissey ex linethe simulator scored two Energy Switch slightly above the Blissey line, but its opponent knocks out the Active every turn, so it can't see the ferry
Janine's Secret Art, the 2ndno clean cutthe first attack keeps arriving late. With Neo Upper in, the simulator gave it only a point or two of rearm speed, and the two cuts it tolerated, the 2nd Boss's Orders and the 2nd Energy Recycler, are already gone.
Night Stretchera Poke Padthe 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 Switcha SwitchSurge Energy keeps getting stranded on the Bench. It left when Janine's took over topping up the Active, and Happy Switch does the same job here for free.
Unfair StampNeo Upper EnergyAlakazam is the room. Every ACE SPEC rotates in April anyway.
Gengar ex (Temporal Forces 104)a Dawnthe 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 Toxelthe 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 Toxelnever 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 Plannever heretested 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 exnevertested 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 Bellnevertested for Mega Darkrai's Abyss Eye. It went unplayed for seven games and is blank against Darkness Actives.
Crobat (Shrouded Fable 029) and ZubatneverJanine's with Crobat in play draws to eight, but the simulator had that firing by turn 5 in only 12% of games.
Dudunsparce and Dunsparceneverthe field's favorite draw engine. In this list the simulator found no gain for four slots.
Budewnevera 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 Treenevera free evolution every turn for both players, which Dragapult and Alakazam want more than this deck does; it also fights the Ruins
Academy at Nightneverit 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 3.0a Dawnthe 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 3rda Hildalone-Basic openings go on costing games
Secret BoxNeo Upper Energynever. Discarding three fights a deck that plans turns ahead.
Shadowy Darkness Energyneverit protects a Benched Darkness Pokémon from attack damage, but it is Special Energy, and nothing in this deck finds or recovers it
WaitressJanine'snever. It looks at six cards for one Energy and can miss.
Punk Helmetnever heretested in the zero-Haunter build and never mattered
Sacred Ashan Energy Recyclerthe Pokémon side of the discard runs dry. It never has.
Prime CatcherNeo Upper Energya second gust matters more than a one-card Chaotic Pain
Cyranoa Hildathe deck wants three Pokémon ex from one card; mark H
Energy Retrievala Switchthe Recyclers stop keeping up
Energy Searchneveran 11th Energy that no engine can see
Ultra Balla Dawnmost lists run it. This one doesn't, because the discard cost fights a hand planned two turns ahead.
Scramble SwitchNeo Upper Energytried and cut; losing the gust slot cost a game
Jamming Towera Risky RuinsAir Balloon keeps resetting Mega Brave. This list has no Tool for it to stop.
Binding Mochiany one card; the list runs no Toolthe dogs become the main attackers. +40 on a Poisoned dog is 300.
Air Balloonnevertried and cut; it died on the Gastly wearing it
Battle Cagea Risky RuinsDragapult's counters are killing the Bench. It turns off the deck's own snipe too.
Eternatus (Phantasmal Flames 069)a ToxelStadium wars keep losing games; Shatter discards a Stadium
Tremendous BombNeo Upper Energythe room is all Mega ex. It puts 12 counters on any Mega that hits the wearer for 240 or more.
Gwynnnevertried and cut. It discards Pokémon without a Rule Box, which are the ones the deck benches on sight.
Kofua Poffindraw has to be always live
Fezandipiti ex, Pecharunt ex, Munkidori, Chi-Yunevertried or rejected in earlier passes; they broke the rhythm
Marnie's Grimmsnarl exneverPunk Up feeds only Marnie's Pokémon