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Fire Force
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x13Pokémon (16)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 4 | Charmander | Vivid Voltage | 023 | D |
| 2 | Charmeleon | Vivid Voltage | 024 | D |
| 3 | Charizard | Vivid Voltage | 025 | D |
| 3 | Eevee | Prismatic Evolutions | 074 | H |
| 2 | Flareon | Prismatic Evolutions | 013 | G |
| 2 | Sudowoodo | Sword & Shield Base Set | 100 | D |
Trainers — Supporters (15)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 4 | Leon | Vivid Voltage | 154 | D |
| 2 | Welder | Battle Academy | 189 | — |
| 3 | Professor's Research [Professor Oak] | Prismatic Evolutions | 122 | G |
| 3 | Boss's Orders [Ghetsis] | Mega Evolution | 114 | I |
| 2 | Kindler | Brilliant Stars | 143 | F |
| 1 | Zinnia's Resolve | Evolving Skies | 164 | E |
Trainers — Items (14)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 4 | Rare Candy | Mega Evolution | 125 | I |
| 3 | Ultra Ball | Mega Evolution | 131 | I |
| 3 | Nest Ball | Paldean Fates | 084 | G |
| 1 | Evolution Incense | Sword & Shield Base Set | 163 | D |
| 2 | Switch | Mega Evolution | 130 | I |
| 1 | Ordinary Rod | Sword & Shield Base Set | 171 | D |
Trainers — Tool & Stadium (2)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 2 | Magma Basin | Brilliant Stars | 144 | F |
Energy (13)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 13 | Basic Fire Energy | Mega Evolution Energies | 002 | — |
16 + 15 + 14 + 2 + 13 = 60. ✓

Fire
Water ×2
1
— Draw a card.
30charmander → charmeleon → charizard
Charmander is a seed. Its job is to sit on your Bench early so you can grow a Charizard on top of it later. That's it. Don't expect it to fight.
You have 4 because you can't build a Charizard without one, and because you need a Basic Pokémon in your opening hand or you have to mulligan.
Play more than one. The most common beginner mistake is putting down one Charmander and saving the rest "for later." Don't. Your dad can only knock out one Pokémon per turn. Every Charmander you didn't bench is a Charizard you can't build.
Two or three Charmander on the Bench early is not being greedy. It's insurance. His Gengar ex can knock out a Charmander on your Bench, so with only one out there, one attack ends your Charizard plan. With two, he has to pick.
Collect costs one Fire Energy and draws a card. It's a real option on a turn where you have nothing better to do — but if you're attacking with Charmander, something has already gone wrong.

Fire
Water ×2
2
20
60 — Discard the top 3 cards of your deck.charmander → charmeleon → charizard
Charmeleon is the slow road to Charizard. When you have a Rare Candy, you skip right past him. When you don't, he's how you get there anyway.
You only have 2 because he's the backup plan, not the main plan.
Here's the timing rule that matters most: Rare Candy can't be used on your first turn, and can't be used on a Basic you played that same turn.
So if you can't Rare Candy yet, evolving Charmander → Charmeleon is still a good play. A Charmeleon on turn two is a Charizard on turn three. A Charmander sitting there hoping for a Rare Candy might be a Charizard on turn three... or might still be a Charmander on turn six.
Don't use Raging Flames unless you have to. 60 damage sounds nice, but throwing away the top 3 cards of your deck can lose you a Charizard, a Leon, or an Energy you needed. Slash for 20 is often the smarter attack while you wait.

Fire
Water ×2

3
Royal Blaze
100+— Does 50 moredamage for each Leoncard in your discard pile.charmander → charmeleon → charizard
This is your best card and the whole point of the deck. 170 HP is the biggest number in your deck, and it is the one Pokémon you have that lives through your dad's Chaotic Pain.
Royal Blaze starts at 100 damage for just two Fire Energy. Then it gets bigger every time a Leon card ends up in your discard pile. Learn this table. It's the most important math in your deck:
| Leon cards in your discard pile | Royal Blaze damage | Knocks out from Dad's deck |
|---|---|---|
| 0 | 100 | Gastly, Toxel, Haunter |
| 1 | 150 | and Chansey and Toxtricity |
| 2 | 200 | the same; his ex are bigger |
| 3 | 250 | and Okidogi ex (250) |
| 4 | 300 | and Gengar ex (280) and Blissey ex (300) |
One Leon in your discard pile is the first goal. At 150, Royal Blaze knocks out every 1-Prize Pokémon he has in one hit, including Toxtricity, his Energy machine. His ex Pokémon are bigger, but each one is worth 2 Prizes, so they're worth the work. Playing a Leon that turn adds 30 more: three Leons in the discard plus one played is 280, exactly a Gengar ex.
Battle Sense is free every single turn. Use it every turn. It costs nothing, it doesn't end your turn, and it digs you toward what you need.
Use Battle Sense before you do anything else, every turn. It's the most-forgotten card text in the deck. Look at 3, keep 1. Even when you already know what you want to do, look first — you might find something better. Just remember the other 2 cards get discarded, so don't do it when you can't afford to lose them.
Get the Energy on before Charizard arrives. Charizard needs 
. If it walks into the Active Spot with nothing attached, it just stands there for two turns getting hit. Load a benched Charmander or Charmeleon with Energy first, or use Welder the same turn Charizard shows up.
That retreat cost of 3 is a real weakness. A Charizard stuck in front is a target for his dog, Okidogi ex, which hits for 260. Nothing you have survives that. Retreating costs 3 Energy, so keep a Switch in hand when you can.
Keep the extra damage off Charizard. Chaotic Pain places 130 on any Pokémon, and Charizard has 170, so a fresh one lives with 40 left. Every 20 on it before then counts. A Charmander that got chipped by Risky Ruins carries that 20 into the Charizard it becomes, and a Magma Basin Energy puts 20 more on it. That's 40, and then one Pain knocks it out exactly. One chip is fine. Two is not.

Colorless
Fighting ×2
1
Reckless Charge
30— This Pokémon also does 10 damage to itself.eevee → flareon
(Eevee can evolve into lots of things. In this deck, it becomes Flareon.)
Eevee's Ability breaks one of the game's biggest rules. Normally you cannot evolve a Pokémon on the turn you play it. Eevee can — as long as it's in the Active Spot.
That means: play Eevee Active, evolve it into Flareon right away. A Stage 1 attacker on turn one. Nothing else in your deck is that fast.
Read the Ability really carefully. It says Active Spot. An Eevee on the Bench is a normal, boring Eevee — you have to wait a full turn to evolve it. An Eevee in the Active Spot can turn into Flareon immediately.
So if you want the fast Flareon, play Eevee as your Active Pokémon, not to the Bench.
50 HP is tiny. It's the smallest number in either deck. Your dad's Gengar ex places 130 damage on any Pokémon, even one on your Bench, so an Eevee left sitting around is a free Prize card for him. Either evolve it fast or accept that you're using it as a shield.
Careful with Reckless Charge. 30 damage is okay, but the 10 damage to itself means Eevee is now at 40 HP and even easier to knock out. Only do it if you're fine losing that Eevee.

Fire
Water ×2
2
30 — Flip a coin. If heads, discard an Energy from your opponent's Active Pokémon.

90+ — Does 90 more if your opponent's Active Pokémon is a Pokémon ex or V.eevee → flareon
Flareon is your early attacker. It shows up way faster than Charizard, and against your dad it has the biggest single hit in your deck: Fighting Blaze does 180 to an ex.
It also has Destructive Flame. Only 30 damage, but on heads it throws away one of his Energy cards.
Its 130 HP is exactly what his Chaotic Pain does, so one Pain knocks a Flareon out. Use it while it's here.
Destructive Flame is better than it looks, and here's why. Your dad's attackers carry exactly the Energy they need. His dog, Okidogi ex, needs 3 for its 260 attack. His Gengar ex needs 2. Knock one off and that attack is gone until he puts another one on.
He can get Energy back fast, because his Toxtricity drops one from his deck every turn. So this won't starve him. It slows him down, and on the turn before his dog hits for 260, slowing him down is everything.
You pick which Energy goes. If his Gengar ex is holding a shiny Neo Upper Energy, take that one. On a Gengar it counts as 2 Energy, so heads takes away his whole attack, and he only has one.
It's a coin flip, so it won't always work. Do it anyway. 30 damage plus a 50% chance to ruin his turn is a fine deal.

Fighting
Grass ×2
1
— Draw 2 cards.
— Does 10 damage for each damage counter on this Pokémon.sudowoodo (doesn't evolve)
Sudowoodo is the secret weapon. Here's why:
Sudowoodo is a Fighting type. Every single Pokémon in your dad's deck is Weak to Fighting ×2.
That means Sudowoodo's damage gets doubled against Gastly, Haunter, Gengar ex, Okidogi ex, Toxel, Toxtricity, Chansey, and Blissey ex. All of them.
And Flail gets stronger the more beaten up Sudowoodo is. Every damage counter on Sudowoodo is 10 more damage, and then it doubles.
Learn this table. It wins games.
| Damage on Sudowoodo | Flail does | Doubled vs Dad's Pokémon | Knocks out |
|---|---|---|---|
| 20 | 20 | 40 | nothing yet |
| 40 | 40 | 80 | Gastly, Toxel |
| 50 | 50 | 100 | Haunter |
| 60 | 60 | 120 | Chansey |
| 70 | 70 | 140 | Toxtricity, his Energy machine |
| 90 | 90 | 180 | none of his ex on its own |
At 70 damage taken, Sudowoodo one-shots every 1-Prize Pokémon your dad has. For one Energy. Any Energy.
His ex Pokémon are too big for one Flail. The smallest is his dog at 250. So against them, Sudowoodo is the finisher. A Gengar ex that already took a 150 Royal Blaze has 130 left, and a Sudowoodo with 50 damage plus a Leon does (50 + 30) × 2 = 160. That's 2 Prizes.
Finishing a Gengar ex is Sudowoodo's best job. When a Gengar ex gets knocked out, his Fainting Spell flips a coin, and heads knocks out the Pokémon that did it. Better that's a Sudowoodo than your Charizard.
How does it get hurt? Carefully. Most of his attacks just knock Sudowoodo out: Chaotic Pain is 130, and Sudowoodo has 100. The damage you actually get comes from:
Then Switch it into the Active Spot and Flail for double damage.
Free bonus: his own Stadium helps you. His Risky Ruins puts 2 damage counters on your Basic Pokémon when you bench them. On Sudowoodo, that's 20 free Flail damage, 40 after doubling. Add a Leon and it's (20 + 30) × 2 = 100, enough for a Haunter. His own card arms your weapon. Don't tell him.
The danger: Sudowoodo only has 100 HP, and Chaotic Pain reaches the Bench. He can knock it out before it ever attacks. So bench it the turn before you need it, not three turns early. If he spends a Pain on Sudowoodo anyway, that's a Pain that didn't hit a Charmander.

Leon does two jobs at once, and the second one is the sneaky part.
Job 1 (right now): every attack you make this turn does +30 damage.
Job 2 (forever after): when your turn ends, the Leon card goes to your discard pile — and Charizard's Royal Blaze does 50 more damage for each Leon in your discard pile.
So Leon isn't a card you "use up." Using it is how you power up Charizard. Every Leon you play makes every future Royal Blaze permanently stronger.
The +30 lands before the doubling. That matters a lot. The card says "before applying Weakness and Resistance." So if you Leon up a Sudowoodo Flail, the +30 gets added first and then the whole thing doubles. That's a hidden +60.
The first Leon is the most important one. Look at the jump:
Getting that first Leon into the discard is the single biggest power spike in your deck.
The perfect first Charizard turn: play Leon, then attack with Royal Blaze. 100 + 30 = 130, which knocks out a Chansey exactly, or anything smaller. And the Leon you just played is now in your discard, so next turn Royal Blaze does 150 all by itself.
You have 4 Leons. Play them freely. They're worth more used than saved.
Welder is the strongest card in your deck. It breaks the biggest rule in the game.
Normally you attach 1 Energy per turn. Welder attaches 2 more — and then draws you 3 cards for doing it.
Two Fire Energy is exactly what Charizard's Royal Blaze costs. So Welder can turn a bare Charizard into a fully-loaded Charizard in one turn.

in one turn. This is the dream.Save it for the big turn. Don't Welder a Charmander on turn one just because you can. Welder is worth the most when it turns "my Charizard can't attack" into "my Charizard attacks right now." Hold it until that turn exists.
Remember it still uses your Supporter for the turn. A turn where you Welder is a turn you cannot play Leon. So think it through: is it better to power up Charizard this turn, or hit 30 harder this turn? Usually the answer is get the Energy down first — you can Leon next turn.

The big reset. Throw your whole hand away, draw 7 fresh cards. Simple and powerful.
But in this deck, discarding is sometimes a bonus. You are one of the few decks that wants things in its discard pile:
Best time to play it: when your hand is down to 1 or 2 useless cards. Trading 2 junk cards for 7 fresh ones is fantastic. Trading 6 good cards for 7 random ones usually isn't.

This is how you choose who you fight.
Your dad keeps his helpers on his Bench: Toxtricity, which gives him an Energy every turn, and Blissey ex, which moves Energy around. He also hides hurt ex there, and his AZ's Tranquility heals one 80 on the way back. Boss's Orders reaches past whoever is in front and drags out whoever you want.
This is your finishing card. Late in the game, when you need one more Prize to win, the answer is almost always Boss's Orders. He hides a hurt Pokémon on the Bench thinking it's safe. It isn't.
Use it on the little ones before they grow up. A Gastly on his Bench is 70 HP and 1 Prize. Next turn it can be a Gengar ex with 280 HP. Knock it out while it's small. A Toxtricity is his Energy machine, and it's 1 Prize too.
Drag out his Blissey ex. It costs 4 Energy to retreat, so once it's in front, it's stuck there. It's worth 2 Prizes.
Sneaky trick: Boss's Orders cures his dog. His Okidogi ex hits for 260 only while it's Poisoned, and Poison goes away the moment it leaves the Active Spot. Drag something else out, and the dog goes to his Bench un-Poisoned. Next time it attacks it's only 130, which your Charizard survives. He has one card, Janine's Secret Art, that Poisons it again.

Dig deep. Throw away one Fire Energy, then look at the top 7 cards of your deck and keep any 2 you like.
Seven cards is a lot. You will almost always find something good.
Kindler + Magma Basin is a real combo, and it's a good one to learn. On its own, Kindler costs you an Energy card. But if Magma Basin is on the table, that Energy isn't gone — it's just moved to a place where Magma Basin can pick it up and attach it to a benched Fire Pokémon.
You paid nothing and looked at 7 cards. That's a great deal.
You must have a Fire Energy in hand. If you don't, you can't play Kindler at all — it's a dead card. Keep that in mind before you dump your whole hand to Professor's Research.
Pick carefully from the 7. You only keep 2, and the rest get shuffled back. Usually the right picks are: whatever you need to attack this turn, plus whatever you need to attack next turn.

The bigger your dad's board, the more cards you draw. "In play" means everything — his Active Pokémon and his whole Bench.
His deck fills its Bench fast. Buddy-Buddy Poffin and his Toxel's Call for Family put Pokémon down two at a time, and he wants Gastly, Toxel, Toxtricity, and Chansey out there. Every one of those is a card for you.
How many cards is it really? Count his side of the table:
He can have at most 6 — 1 Active plus 5 on the Bench. So Zinnia's Resolve tops out at 6 cards.
Wait for his board to fill up. Playing this on turn one when he has one lonely Gastly out draws you 1 card and costs you 2. That's terrible. Playing it on turn four against a full board draws 6.
Pick your discards on purpose. You have to throw away 2 cards. Best choices: a spare Leon (goes where you want it anyway) and a spare Fire Energy (Magma Basin can get it back). Worst choices: your only Charizard, your only Rare Candy.
You only have 1 of this card, so there's no rush. Wait for the great turn.

A time machine. Charmander goes straight to Charizard, and Charmeleon never happens. It turns a three-turn wait into one turn.
The fastest legal Charizard is turn two: bench Charmander on turn one, Rare Candy on turn two.
Don't Rare Candy a Charmander that's Active and about to die. If you put your Charizard on top of a Charmander that's one hit from being knocked out, your dad takes a Prize card and your Charizard in the same turn. Rare Candy the Charmander on your Bench, and bring Charizard out when you choose.

Finds any Pokémon in your deck. Basic, Stage 1, Stage 2 — doesn't matter. The price is throwing away 2 cards from your hand first.
You must be able to pay. With fewer than 2 other cards in hand, you can't play it at all.
Discard smart, and the cost almost disappears. The perfect Ultra Ball discards a spare Leon (which powers up Royal Blaze) and a spare Fire Energy (which Magma Basin can put back into play). You just paid nothing.
Never discard: your last Rare Candy, your last Charizard, or a Supporter you were about to play.
Play it before your Supporter. Once you know what you found, you'll know which Supporter you actually want.

Free and easy. Grab a Basic Pokémon out of your deck and put it straight onto the Bench — no cost, no discard, no Energy.
It goes to the Bench, not the Active Spot. That's almost always what you want — but it's the one thing to watch with Eevee. Eevee's Boosted Evolution Ability only works in the Active Spot. A Nest Ball Eevee lands on the Bench and can't use it.
If you want the fast Flareon, play Eevee from your hand as your Active Pokémon instead.
Turn one, use these first. Nest Ball costs you nothing, so there's never a reason to hold it. Get your board built.

Finds any Pokémon that isn't a Basic. In your deck that means: Charmeleon, Charizard, or Flareon.
It's like Ultra Ball but you don't have to discard anything. The trade is that it can't get Basics.
Free is a big deal. No discard cost means you can play this when your hand is nearly empty, which is exactly when Ultra Ball stops working. Keep that difference in mind.
You only have 1. Save it for the turn you actually need a specific evolution. If you already have a Charizard in hand, don't waste it.

Free retreat. Move your Active Pokémon to the Bench and bring out whoever you want, without paying any Energy.
Only 2 copies, so don't waste them. Save Switch for a stuck attacker, not just to shuffle things around.
Switch doesn't hide a hurt Pokémon from your dad. Against most decks, moving a hurt Pokémon to the Bench saves it. Not against his. Chaotic Pain places 130 on a Benched Pokémon just as easily. Switching only saves it from his dog and his other attacks, which can only hit your Active.

The undo button. Takes up to 2 Pokémon and up to 2 Energy back out of your discard pile — that's up to 4 cards — and shuffles them into your deck.
Save it for when you actually need it. You only have 1. Playing it on turn two to rescue one Charmander is a waste. Playing it late, when both your Charizards are dead and you're running low on Energy, can win the game.
"Basic Energy" means your Fire Energy. All 13 of your Energy cards are Basic, so any of them can come back.

Extra Energy, every single turn, out of your discard pile. This is the closest thing you have to unlimited fuel.
It costs you 2 damage counters (20 damage) on whatever you attach to, and it only works on Benched Fire Pokémon.
Remember: Bench only. You can't use Magma Basin on your Active Pokémon. So power things up before they go out to fight.
Sudowoodo can't use it either. Sudowoodo is a Fighting Pokémon, not a Fire one. Magma Basin skips it.
The Stadium war. Your dad plays Risky Ruins, which is also a Stadium — and only one Stadium can be on the table at a time. Playing yours throws his away, and playing his throws yours away.
That's why you have 2. When he replaces your Magma Basin, you can put it right back. Whoever runs out of Stadiums first has to live with the other person's. He has 2 Risky Ruins, and his Team Rocket's Petrel can go find one, so make each Magma Basin count.
Careful with Charizard. Every Magma Basin Energy puts 20 damage on the Pokémon it lands on. Charizard can carry one 20 and still live through a Chaotic Pain, but not two. See Charizard.
Fuel. Every attack in your deck is paid for with these.
You may attach only 1 Energy per turn from your hand. That's the rule that decides how fast your deck goes — which is exactly why Welder and Magma Basin are so good, because they get around it.
Basic Energy is the one card type with no 4-copy limit. You can play as many as you like.
Attach ahead of time. Put Energy on Pokémon while they're still on the Bench, before you need them out front. A Charizard that arrives with 
already attached can attack immediately. One that arrives empty stands there doing nothing for two turns while it gets hit.
This is the number one mistake new players make. Plan one turn ahead.
Fire Energy also pays for
. A Colorless symbol means "any Energy." So a Fire Energy works fine for Sudowoodo's Flail
and Eevee's Reckless Charge 
. You never need a second Energy type.
Here's what each attacker costs:
| Pokémon | Attack | Cost | Energy needed |
|---|---|---|---|
| Sudowoodo | Flail | ![]() | 1 |
| Flareon | Destructive Flame | ![]() | 1 |
| Charizard | Royal Blaze | ![]() ![]() | 2 |
| Eevee | Reckless Charge | ![]() ![]() | 2 |
| Flareon | Fighting Blaze | ![]() ![]() ![]() | 3 |
Notice that your two best attacks — Royal Blaze and Flail — only need 1 or 2 Energy. Your deck is cheaper to run than it looks.
This is your deck's main plan. If you only learn one thing, learn this.
Charizard's Royal Blaze does 50 more damage for every Leon card in your discard pile. And Leon goes to your discard pile the moment you play it.
So the more you use Leon, the stronger Charizard gets — forever.
1. Use Battle Sense (free, every turn).
2. Play LEON. → all your attacks do +30 this turn
3. Attack with Royal Blaze. → 100 + 30 = 130 damage
4. Your turn ends. Leon lands in the discard pile.
130 damage knocks out his Chansey exactly, and anything smaller: Gastly, Toxel, and Haunter.
And now here's the good part. Next turn, you don't even need to play a Leon:
| Turn | Leons in discard | Royal Blaze does |
|---|---|---|
| First Charizard turn (playing a Leon) | 0 | 100 + 30 = 130 |
| Next turn | 1 | 150 |
| Turn after that (playing another Leon) | 1 | 150 + 30 = 180 |
| After that | 2 | 200 |
150 is the first magic number. Once one Leon is in your discard, every Royal Blaze knocks out any 1-Prize Pokémon he owns in one hit, Toxtricity included. Getting there is your whole early game.
His ex Pokémon need more. His dog is 250, his Gengar ex is 280, and his Blissey ex is 300. That's three Leons in the discard for the dog, three plus one played for a Gengar ex, and all four for a Blissey ex. Until then, hit them twice, or use Flareon's Fighting Blaze, which does 180 to an ex.
Your deck has a fast plan and a strong plan. Run both at the same time.
Charizard is a Stage 2. It takes turns to build. If you spend those turns doing nothing, you'll be three Prize cards behind before your best card even shows up.
So you have a second, faster attacker: Flareon.
| Fast plan | Strong plan | |
|---|---|---|
| Pokémon | Eevee → Flareon | Charmander → Charizard |
| Ready by | Turn 1 or 2 | Turn 3 or 4 |
| How | Play Eevee Active, evolve same turn | Bench Charmander, then Rare Candy |
| Damage | 30 (and steals Energy) | 130-200 |
| Job | Buy time, take early Prizes | Win the game |
The point: Flareon isn't supposed to win. It's supposed to keep you in the game until Charizard can.
How Sudowoodo wins you a game nobody expected.
Every Pokémon in your dad's deck is Weak to Fighting ×2: Gastly, Haunter, Gengar ex, Okidogi ex, Toxel, Toxtricity, Chansey, and Blissey ex. Sudowoodo is the only Fighting Pokémon in either deck.
So Sudowoodo's damage gets doubled. Always. Against everything he has.
And Flail does 10 damage for each damage counter on Sudowoodo itself. The more hurt it is, the harder it hits.
1. Bench Sudowoodo while his Risky Ruins is out. 20 free damage.
2. Let his small attacks hit it. Haunter, Gastly, Toxel, Chansey.
3. Boss's Orders to drag out whatever you most want gone.
4. Switch Sudowoodo into the Active Spot.
5. FLAIL. For one Energy.
| Damage on Sudowoodo | Flail | Doubled vs his Pokémon | Knocks out |
|---|---|---|---|
| 20 | 20 | 40 | nothing yet |
| 40 | 40 | 80 | Gastly, Toxel |
| 50 | 50 | 100 | Haunter |
| 60 | 60 | 120 | Chansey |
| 70 | 70 | 140 | Toxtricity |
| 90 | 90 | 180 | no ex on its own |
Add a Leon and it gets silly: the +30 happens before the doubling, so Leon is really +60 here. A Sudowoodo with 50 damage on it plus a Leon does (50 + 30) × 2 = 160.
Sudowoodo finishes his ex. One Flail can't knock out a 250 HP dog or a 280 HP Gengar ex. But a Gengar ex that already took a Royal Blaze is in range, and when Sudowoodo knocks it out, the Fainting Spell coin risks a Sudowoodo instead of your Charizard.
The catch: Sudowoodo has only 100 HP, and his big attacks knock it out in one go. Chaotic Pain is 130, and it reaches the Bench. You get roughly one big Flail, and only if he doesn't Pain it first. Bench it the turn before you need it, and make the Flail count.
A small fight inside the big fight.
Only one Stadium can be on the table at a time. Playing a new one throws the old one in the discard pile.
So the Stadium on the table is worth a lot to whoever put it there. You have 2. He has 2 Risky Ruins, and his Team Rocket's Petrel can search his deck for one, so he usually has an answer to your Basin.
How to play it:
Turn one decides a lot of games. Here's how to play it.
If not, you mulligan — show your hand, shuffle it back, draw 7 more. Your dad draws 1 extra card. It's not a big deal, it's just a do-over.
Your Basics are Charmander, Eevee, and Sudowoodo — 9 of them in 60 cards. You'll mulligan roughly 3 games out of 10. That's normal. Don't get frustrated.
Put it on whatever will be attacking soonest. Usually that's the Active Eevee or Flareon.
His deck is his tournament deck now, and it is not the old Gengar Gang. Almost everything in it is Darkness, plus a Chansey and a Blissey ex. Three things decide this game.
1. His big Pokémon are ex, and you have none. Every ex you knock out gives you 2 Prizes. Every Pokémon he knocks out gives him 1. So he needs six knockouts to win, and three good knockouts on his ex win it for you.
| His Pokémon | HP | Prizes you take |
|---|---|---|
| Gastly | 70 | 1 |
| Toxel | 70 | 1 |
| Haunter | 100 | 1 |
| Chansey | 120 | 1 |
| Toxtricity | 140 | 1 |
| Okidogi ex | 250 | 2 |
| Gengar ex | 280 | 2 |
| Blissey ex | 300 | 2 |
| Mega Gengar ex | 350 | 3 |
2. His Gengar ex can hit your Bench. Nowhere on your side of the table is safe.
3. Everything he has is Weak to Fighting ×2. That's still Sudowoodo's job.
Chaotic Pain costs two Energy and places 13 damage counters (130 damage) on any one of your Pokémon. Active or Bench, his pick.
| Your Pokémon | HP | One Chaotic Pain |
|---|---|---|
| Eevee | 50 | knocked out |
| Charmander | 70 | knocked out |
| Charmeleon | 90 | knocked out |
| Sudowoodo | 100 | knocked out |
| Flareon | 130 | knocked out, exactly |
| Charizard | 170 | lives, with 40 left |
Charizard is the only Pokémon you have that lives through it. Keep it that way. A Ruins chip on the Charmander it grew from plus a Magma Basin Energy is 40 damage, and then one Pain knocks it out exactly. One chip is fine. Two is not.
He can only Pain one Pokémon a turn. That's why you bench two Charmanders, not one. Whatever he Pains, the other one still grows up.
Watch out for Fainting Spell. When you knock out a Gengar ex with an attack, he flips a coin. Heads, your attacking Pokémon is knocked out too, and he takes a Prize for it. So finish a Gengar ex with a Flareon or a Sudowoodo when you can, and keep Charizard away from the coin.
How to knock it out. 280 is a lot, so plan on two hits:
This is the card that knocks out your Charizard. It's a two-turn combo:
How to fight it:
| His Pokémon | What it does | What knocks it out |
|---|---|---|
| Toxtricity (140) | His Energy machine. Every turn it puts an Energy from his deck onto a Benched Pokémon. | Royal Blaze with one Leon in the discard (150), or a Sudowoodo carrying 70 |
| Gastly (70) | Becomes a Gengar ex, sometimes the very next turn | anything |
| Toxel (70) | Call for Family puts two more Pokémon on his Bench | anything |
| Haunter (100) | Spooky Shot does 40; becomes a Gengar ex next turn | Royal Blaze (100) |
| Chansey (120) | becomes Blissey ex | Leon plus Royal Blaze (130) |
| Blissey ex (300) | Moves Energy around from his Bench. Return does 180, enough for Charizard, but he keeps it on the Bench. | Boss's Orders it out. It costs 4 to retreat, so it's stuck there while you hit it twice, and it's worth 2 Prizes. |
| Mega Gengar ex (350) | Its Ability only works against ex Pokémon. You have none, so it does nothing to you. | two Fighting Blazes (360), for 3 Prizes |
Knock out Toxtricity and the Gastlys first. Each one is 1 Prize, and each one gone is an Energy or a Gengar ex he doesn't get. You probably won't see his Mega Gengar ex at all, because it's 3 Prizes of nothing for him against your deck. If it shows up, that's half the game sitting there.
| Card | What it does | What you do |
|---|---|---|
| Risky Ruins | 20 damage to each Basic you bench | Bench early, then replace it with Magma Basin |
| Boss's Orders | drags a Pokémon off your Bench into your Active Spot | Keep a Switch to send it back |
| AZ's Tranquility | moves a hurt ex to his Bench and heals it 80 | Finish an ex in one turn when you can |
| Fainting Spell | a coin when you knock out a Gengar ex | Finish Gengar ex with Flareon or Sudowoodo, not Charizard |
| Neo Upper Energy | one card that pays for a whole Gengar attack | Destructive Flame on heads throws it away, and he has only one |
The specific traps in your deck. Read this one twice.
Forgetting to use Battle Sense. It's free, every turn, and it doesn't end your turn. You just threw away a free card.
Bringing Charizard out with no Energy. It sits there for 2 turns getting hit. Load it on the Bench first.
Trying to Rare Candy on turn one. Not allowed. Ever.
Rare Candy on a Charmander you played this turn. Not allowed. It had to be there since before this turn.
Rare Candy onto an Active Charmander that's about to die. He takes a Prize and your Charizard, in one turn. Candy the benched one.
Playing Eevee to the Bench and expecting to evolve it. Boosted Evolution only works in the Active Spot.
Forgetting Fighting Blaze does 180 to an ex. When his Active is a dog, a Gengar ex, or a Blissey ex, it's your biggest hit. Against his small Pokémon it's just 90.
Finishing a Gengar ex with Charizard when something else could. Fainting Spell flips a coin, and heads takes your attacker with it.
Hiding a hurt Pokémon on the Bench. Chaotic Pain reaches the Bench. Switching only saves it from his other attacks.
Professor's Research with a good hand. It discards, it does not shuffle back. Those cards are gone.
Zinnia's Resolve on turn one. His board is empty. You'd discard 2 to draw 1.
Kindler with no Fire Energy in hand. You literally can't play it. Dead card.
Playing two Supporters in one turn. Not allowed. One per turn.
Attacking, then trying to do other stuff. Attacking ends your turn. Do everything else first.
Stick to this order and you'll stop forgetting things.
1. DRAW your card.
2. BATTLE SENSE — free, every turn, if a Charizard is in play.
3. ITEMS — as many as you want. Balls, Candy, Switch.
4. ENERGY — attach 1 from your hand.
5. MAGMA BASIN — 1 more Energy, from the discard, to a BENCHED Fire Pokémon.
6. EVOLVE — put your evolutions down.
7. SUPPORTER — only ONE. Leon? Welder? Boss's Orders?
8. ATTACK — this ENDS your turn. Always do it last.
Why this order? Because every step gives you information for the next one. If you attack first, you lose all seven other steps. If you play your Supporter before your Items, you might pick the wrong Supporter.
The single most common mistake in this whole game is attacking too early in your turn. Attack last. Always.
A note about the cards you own that aren't in the deck.
You have a bunch of other Eevee, Charmander, Charmeleon, and Flareon cards. Some of them look cooler than the ones in your deck. Some of them have way bigger numbers.
They're still not in the deck, and it's got nothing to do with them being old. Half your deck is old — Charizard is from 2020, Welder is from 2019, Sudowoodo is from 2020. Old is fine. Old is why we could afford good cards.
Here are the actual reasons.
That's names, not versions. Every card called "Charmander" shares the same 4 slots — it doesn't matter which set it's from or what the art looks like.
You already run 4 Charmander. That's the whole allowance, used up. So these five are locked out by arithmetic, not by opinion:
| Card | HP | Why it's out |
|---|---|---|
| Charmander — Pokémon GO 008 | 60 | 4-copy limit already full |
| Charmander — Obsidian Flames 026 | 60 | 4-copy limit already full |
| Charmander — Paldean Fates 007 | 70 | 4-copy limit already full |
| Eevee — Hidden Fates 49 | 60 | See Reason 2 |
| Eevee — Twilight Masquerade 135 | 50 | See Reason 2 |
| Eevee — Shrouded Fable 050 | 70 | See Reason 2 |

This is the whole reason your Eevee is the one it is.
Eevee — Prismatic Evolutions 074 has Boosted Evolution: while it's in the Active Spot, it can evolve the turn you play it. That breaks one of the biggest rules in the game, and it's what gives you a Flareon on turn one.
Your other three Eevees — Hidden Fates, Twilight Masquerade, Shrouded Fable — have no Ability at all. They're just a small Pokémon that sits there for a full turn before it can become anything.
The Shrouded Fable one even has more HP (70 vs 50). Doesn't matter. A turn is worth more than 20 HP. Getting your attacker out a whole turn earlier beats surviving one extra poke, every time.

Be honest with yourself about this one, because the numbers look bad for us:
The Phantasmal Flames one has 20 more HP than yours. On paper it's just better.
So why isn't it in? Because you run 4 Rare Candy and only 2 Charmeleon. Rare Candy takes Charmander straight to Charizard and skips Charmeleon completely. Charmeleon is your backup plan for when you don't draw a Candy.
Spending your good cards on the backup plan is a mistake. The 20 extra HP only matters in the games where your main plan already failed. Meanwhile, having 2 identical Charmeleon means you always know exactly what your backup does — no surprises.

These are your best-looking, most expensive cards. Flareon ex has 270 HP. Flareon VMAX has 320. Your whole deck's biggest Pokémon is a 170 HP Charizard.
So why aren't they in? Two reasons, and neither is "they're bad."
| Your card | HP | Prizes it gives your opponent |
|---|---|---|
| Charizard | 170 | 1 |
| Eevee V | 190 | 2 |
| Flareon V | 210 | 2 |
| Eevee ex | 200 | 2 |
| Flareon ex | 270 | 2 |
| Flareon VMAX | 320 | 3 |
Games go to 6 Prize cards. So if you play a Flareon VMAX and he knocks it out, he's taken half the game from one attack. He'd only need three good turns instead of six. You'd be handing him a shortcut every time something died.
That's the same shortcut you use against his ex Pokémon. Right now his ex give you 2 Prizes each, and nothing in your deck gives him more than 1. Keep it that way.
Your dad's Mega Gengar ex has an Ability called Shadowy Concealment. When an ex Pokémon knocks out one of his Darkness Pokémon, he gives up 1 fewer Prize. Against your deck it does nothing, because you have no ex. Put a Flareon ex in, and every knockout it scores on his Darkness Pokémon pays you a Prize less.