Fox's Iron Excavation

Tournament · one evolution line, two attackers, and only one of them costs three Prizes

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The Thesis

Beldum evolves into Metang. Metang evolves into Metagross. That is one line, three cards deep, and it does two completely different jobs at the same time.

The Metang you leave on the Bench is the Energy engine. Metal Maker looks at the top four cards of your deck and attaches every basic Metal it finds, anywhere you like, once per copy per turn. Three Metang standing is three looks at four cards, every turn, and it never touches your hand.

The Metang you evolve is a 300-damage attacker that gives up one Prize. Metallic Hammer is 150, and 300 if you discard three Metal from it. Put a Brave Bangle on it — legal because Metagross has no Rule Box — and it does 330 to an Active Pokémon ex.

That 330 is the number the whole format is built around. It one-shots Dragapult ex at 320 and every two-Prize ex beneath it. The stock Mega Excadrill list gets to 330 too, off a 340 HP Mega that hands back three Prizes when it dies. This deck gets there off a 180 HP Stage 2 that hands back one.

AttackerEnergyDamagePrizes it gives up
Metagross + Brave Bangle4330 vs ex1
Mega Excadrill ex53303

Both hit the same number. One of them costs a third of the game.

So the Mega is not the workhorse here. It is the closer — 340 HP of furniture that comes out when there are two Prizes left and a body that survives what the format throws. Metagross does the grinding, and it does it off the same four Beldum the engine already needed. The plan B costs zero extra Basics, which is the entire reason this list fits in 60 cards.

Deck List

Pokémon (20)

QtyCardSetNumberReg
3Mega Excadrill exPitch Black065J
4DrilburPitch Black046J
4BeldumChaos Rising059J
4MetangTemporal Forces114H
2MetagrossChaos Rising061J
3Genesect exBlack Bolt067I

Trainers (28)

QtyCardTypeSetNumberReg
4Lillie's DeterminationSupporterMega Evolution119I
3Boss's OrdersSupporterMega Evolution114I
2PhilippeSupporterChaos Rising079J
2DawnSupporterPhantasmal Flames087I
4Ultra BallItemMega Evolution131I
4Buddy-Buddy PoffinItemTemporal Forces144H
2SwitchItemMega Evolution130I
1Night StretcherItemShrouded Fable061H
1Energy RecyclerItemDestined Rivals164I
1Precious TrolleyItemSurging Sparks185H
2Brave BangleToolWhite Flare080I
2Full Metal LabStadiumTemporal Forces148H

Energy (12)

QtyCardSetNumberReg
12Basic Metal EnergyMega Evolution Energies008-

20 + 28 + 12 = 60.

Basics: 11 (4 Drilbur, 4 Beldum, 3 Genesect ex), which puts the no-mulligan rate at 77.8%, inside the 75–85% band. Drilbur and Beldum both sit at exactly 70 HP, so every Buddy-Buddy Poffin finds two of the cards you actually want on turn one. That is not luck; it is why those two prints were chosen.

Pokémon

Mega Excadrill exx3

Set
ME05: Pitch BlackME05: Pitch Black 065/084
Rarity
Double RareDouble Rare
Type
MetalMetal
HP
340
Stage
Stage 1
Weakness
FireFire ×2
Resistance
GrassGrass -30
Retreat
ColorlessColorlessColorlessColorless4
Tournament
OKlegal (Reg J)
Attack
MetalMetalUndermine (90) - Discard the top 2 cards of your opponent's deck.
Attack
MetalMetalMetalMaximum Drilling (200+) - If this Pokémon has at least 2 extra Energy attached (in addition to this attack's cost), this attack does 130 more damage.

Stage 1 from Drilbur. Gives up 3 Prize cards. 340 HP, Retreat 4, Fire Weakness, Grass Resistance.

Maximum Drilling is MetalMetalMetal for 200, plus 130 more when at least two extra Energy are attached. Five Energy, 330 damage, every turn, no cooldown and no self-discard. The fourth Energy buys nothing at all; there is no ramp here, only a cliff.

Undermine is MetalMetal for 90 and discards the top two cards of the opponent's deck. It is the attack while you are still counting, and the mill is a rounding error you get for free.

340 HP is above the format's ceiling. The hardest common single hit in Standard is Maximum Drilling itself at 330, so in the mirror nobody one-shots anybody. Excadrill survives what it dishes out.

Three copies, and it is a Stage 1, so this deck runs no Rare Candy — four slots the other Mega decks in this house never get back. Retreat 4 is the worst number on the card; see game plan 4 before you sleeve it.

Drilburx4

Set
ME05: Pitch BlackME05: Pitch Black 046/084
Rarity
CommonCommon
Type
FightingFighting
HP
70
Stage
Basic
Weakness
GrassGrass ×2
Retreat
ColorlessColorless2
Tournament
OKlegal (Reg J)
Attack
ColorlessCall for Family - Search your deck for up to 2 Basic Pokémon and put them onto your Bench. Then, shuffle your deck.
Attack
ColorlessColorlessColorlessDig Claws (50)

The Basic the deck stands on, and the Pitch Black print specifically. Four other Drilbur are Standard legal and all four are worse here.

Call for Family searches your deck for up to 2 Basic Pokémon and benches them, for one Colorless. A Metal Energy pays that cost, so turn one reads: Drilbur active, attach, fetch two Beldum. One card becomes a full board.

70 HP keeps it inside Poffin range. It is Fighting type, not Metal, which costs it the Full Metal Lab shield and nothing else.

Beldumx4

Set
ME04: Chaos RisingME04: Chaos Rising 059/086
Rarity
CommonCommon
Type
MetalMetal
HP
70
Stage
Basic
Weakness
FireFire ×2
Resistance
GrassGrass -30
Retreat
Colorless1
Tournament
OKlegal (Reg J)
Attack
MetalHeadbutt (10)
Attack
MetalColorlessBeam (20)

70 HP, Poffin-legal, Retreat 1, and its entire job is becoming Metang. Four copies, because the Bench wants Metang standing all game and wants a Metagross on top of one of them, and the line cannot afford to draw the wrong half. Headbutt does 10 and you will never use it.

Metangx4

Set
SV05: Temporal ForcesSV05: Temporal Forces 114/162
Rarity
CommonCommon
Type
MetalMetal
HP
100
Stage
Stage 1
Ability
Metal Maker - Once during your turn, you may look at the top 4 cards of your deck and attach any number of Basic Metal Energy cards you find there to your Pokémon in any way you like. Shuffle the other cards and put them on the bottom of your deck.
Weakness
FireFire ×2
Resistance
GrassGrass -30
Retreat
ColorlessColorless2
Tournament
OKlegal (Reg H)
Attack
MetalColorlessColorlessBeam (60)

The engine, and the only card in this deck that is not replaceable. Four copies, the Temporal Forces print. The Chaos Rising and Journey Together Metang have no Ability at all.

Metal Maker: once during your turn, look at the top 4 cards of your deck and attach any number of Basic Metal Energy you find there to your Pokémon, in any way you like. Shuffle the other cards and put them on the bottom of your deck.

Once per copy, so three Metang is three looks at four cards, with your hand untouched. It reads your Pokémon, not this Pokémon — one Metang can load Metagross and Excadrill in the same turn. It also reads Basic Metal, which is why there is no special Energy in this list at all.

The clause people miss is the last one: the cards you do not take go to the bottom, not back into the shuffle. Metal Maker churns your deck forward every turn on top of everything else.

100 HP and Retreat 2 make it the card the opponent gusts. That is what the Switch are for.

Metagrossx2

Set
ME04: Chaos RisingME04: Chaos Rising 061/086
Rarity
UncommonUncommon
Type
MetalMetal
HP
180
Stage
Stage 2
Weakness
FireFire ×2
Resistance
GrassGrass -30
Retreat
ColorlessColorlessColorless3
Tournament
OKlegal (Reg J)
Attack
MetalBounce Back (60) - Switch out your opponent's Active Pokémon to the Bench. (Your opponent chooses the new Active Pokémon.)
Attack
MetalMetalMetalColorlessMetallic Hammer (150+) - You may discard 3 Metal Energy from this Pokémon and have this attack do 150 more damage.

The card the old list did not have, and the reason this one is better. Stage 2 from Metang. 180 HP, Retreat 3, one Prize.

Metallic Hammer is MetalMetalMetalColorless for 150, and you may discard 3 Metal Energy from this Pokémon to add 150 more. Three hundred damage from a single-Prize body. With a Brave Bangle attached it is 330 against an Active Pokémon ex — the same number the Mega hits, at a third of the price.

Bounce Back is Metal for 60 and switches their Active to the Bench. One Energy, and it un-picks whatever wall they just parked in front of you. Note that they choose the replacement, so this is repositioning, not a gust; Boss's Orders is the gust.

Two copies. It costs a Metang to make one, and the Bench needs those Metang, so two is the number the line can actually support. Discarding three Metal every big swing is the real cost — read game plan 5.

Genesect exx3

Set
SV: Black BoltSV: Black Bolt 067/086
Rarity
Double RareDouble Rare
Type
MetalMetal
HP
220
Stage
Basic
Ability
Metallic Signal - Once during your turn, you may search your deck for up to 2 Evolution Metal Pokémon, reveal them, and put them into your hand. Then, shuffle your deck.
Weakness
FireFire ×2
Resistance
GrassGrass -30
Retreat
ColorlessColorless2
Tournament
OKlegal (Reg I)
Attack
MetalMetalColorlessProtect Charge (150) - During your opponent's next turn, this Pokémon takes 30 less damage from attacks (after applying Weakness and Resistance).

The search engine and the Basic count in one card. 220 HP, Retreat 2, two Prizes.

Metallic Signal: once during your turn, search your deck for up to 2 Evolution Metal Pokémon and put them into your hand. Metang, Metagross, and Mega Excadrill ex are all three Evolution Metal Pokémon, so one Ability grabs any two of them. There is no better card in the deck for turning a dead hand into a board.

Protect Charge is MetalMetalColorless for 150, and this Pokémon takes 30 less during the opponent's next turn. Stacked with Full Metal Lab that is a 60-point shield on a body worth two Prizes instead of three.

Three copies, up from two, and the third one is doing two jobs: it keeps the Ability live after the first one is knocked out, and it is the Basic that lifts the deck from 10 to 11 and drops the mulligan rate under a quarter.

Trainers — Supporters

Lillie's Determinationx4

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)

The draw engine, at the full four. Shuffle your hand into your deck and draw 6, or 8 while you still have all six Prizes. The shuffle half is the good half here: spare Beldum and stranded Energy go back into the library where Metal Maker can find them again.

Boss's Ordersx3

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)

Switch in 1 of your opponent's Benched Pokémon to the Active Spot. Three copies. Three hundred and thirty damage is only worth what it is aimed at, and the games this deck loses are the ones where the opponent parks a cheap wall out front and rebuilds behind it.

Philippex2

Set
ME04: Chaos RisingME04: Chaos Rising 079/086
Rarity
UncommonUncommon
Type
Trainer - Supporter
Ability
Attach up to 2 Basic Metal Energy cards from your discard pile to 1 of your Metal Pokémon.
Tournament
OKlegal (Reg J)

The reload card, and it does double duty now. It was in the old list to rebuild after a loaded Excadrill died. It is in this one for that and because Metallic Hammer throws three Metal in the discard every time Metagross swings for 300. Philippe puts two of them straight back, which turns a two-turn reload into a one-turn one.

It reads "your Metal Pokémon," so it can never target Drilbur. Evolve first, then Philippe.

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)

Three cards off one Supporter, and the quiet trick is that Mega Excadrill ex is printed as a Stage 1. So Dawn is either "Beldum, Metang, Metagross" — the whole attacker in one card — or "Drilbur, Mega Excadrill ex, Metagross," which is the entire back half of the deck. Two copies, and it is the card that made Mega Signal unnecessary.

Trainers — Items

Ultra Ballx4

Set
ME01: Mega EvolutionME01: Mega Evolution 131/132
Rarity
CommonCommon
Type
Trainer - Item
Ability
You can use this card only if you discard 2 other cards from your hand. Search your deck for a Pokémon, reveal it, and put it into your hand. Then, shuffle your deck.
Tournament
OKlegal (Reg I)

Discard 2 cards from your hand, then search your deck for any Pokémon. Four copies. The discard is close to free here and often a bonus, because Metal in the discard pile is exactly what Philippe and Night Stretcher want to find there.

Buddy-Buddy Poffinx4

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)

Search your deck for up to 2 Basic Pokémon with 70 HP or less and bench them. Drilbur is 70 and Beldum is 70, so both halves of the opening are always live and Poffin is never dead on turn one. Four copies. Genesect ex is 220 HP and out of range, which is fine — Poffin's job is the line, not the engine.

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)

Two copies, and they are not optional. Excadrill retreats for four, Metagross for three, Metang for two. The turn the opponent drags a Beldum into the Active Spot is the turn this deck stops working, and Switch is the only card in the list that answers it.

Night Stretcherx1

Set
SV: Shrouded FableSV: Shrouded Fable 061/064
Rarity
UncommonUncommon
Type
Trainer - Item
Ability
Put a Pokémon or a Basic Energy card from your discard pile into your hand.
Tournament
OKlegal (Reg H)

Put a Pokémon or a basic Energy card from your discard pile into your hand. Both halves matter. One copy is thin on purpose; Philippe covers the Energy half better and Genesect ex covers the Pokémon half.

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)

Shuffle up to 5 Basic Energy cards from your discard pile into your deck. This is an engine card, not a recovery card. Metal Maker can only find Energy that is still in the deck, and between Metallic Hammer discarding three at a time and a dead Excadrill taking five down with it, twelve basic Metal drains faster than it looks. Recycler refills the library so the top four keeps paying out.

Precious Trolleyx1

Set
SV08: Surging SparksSV08: Surging Sparks 185/191
Rarity
ACE SPEC RareACE SPEC Rare
Type
Trainer - Item
Ability
Search your deck for any number of Basic Pokémon and put them onto your Bench. Then, shuffle your deck.
Tournament
OKlegal (Reg H)

ACE SPEC, and it is the answer to the only complaint anyone has about this archetype: it sets up too slowly. Any number. Two Beldum, a Drilbur, and a Genesect ex, from an empty board, for one card. Play it the turn it fixes a bad opening and never hold it for value.

Trainers — Tool & Stadium

Brave Banglex2

Set
SV: White FlareSV: White Flare 080/086
Rarity
UncommonUncommon
Type
Trainer - Pokémon Tool
Ability
If the Pokémon this card is attached to doesn't have a Rule Box, attacks used by this Pokémon do 30 more damage to your opponent's Active Pokémon ex (before applying Weakness and Resistance). (Pokémon ex, Pokémon V, etc. have Rule Boxes.)
Tournament
OKlegal (Reg I)

The card that turns 300 into 330. It only works on a Pokémon with no Rule Box, which means it is blank on Mega Excadrill ex and on Genesect ex and live on Metagross — and Metagross is exactly the card that wanted the last 30 points. Two copies, because a one-of that a game plan depends on is a card you find half the time.

Bear in mind it only applies to the Active Pokémon ex, and only against ex. Against a single-Prize attacker, Metallic Hammer is 300 and that is that.

Full Metal Labx2

Set
SV05: Temporal ForcesSV05: Temporal Forces 148/162
Rarity
UncommonUncommon
Type
Trainer - Stadium
Ability
All Metal Pokémon (both yours and your opponent’s) take 30 less damage from attacks from the opponent's Pokémon (after applying Weakness and Resistance).
Tournament
OKlegal (Reg H)

Two copies, and the "both yours and your opponent's" clause is nearly free money: against everything except the Excadrill mirror, only your side is Metal. Metagross reads as 210 HP, Metang as 130, Excadrill as 370. Drilbur is Fighting and gets nothing.

Two, not one, because a lone Stadium in a format full of Stadiums is a dead card the moment it is bumped.

Energy

Basic Metal Energyx12

Set
MEE: Mega Evolution Energies 8
Rarity
CommonCommon
Type
Energy - Basic
Tournament
OKlegal

Twelve, and every one of them basic on purpose. Metal Maker only finds Basic Metal Energy, Philippe only attaches Basic Metal Energy, Night Stretcher only retrieves basic Energy, and Energy Recycler only shuffles back Basic Energy. A special Energy in this deck is invisible to four cards at once.

Twelve gives Metal Maker a 65% chance to hit at least one per look and about 0.9 Energy per look on average. Three Metang plus your attachment for the turn is roughly 3.7 Energy a turn once the board is up, which is what makes counting to five reasonable.

The Energy Engine

Everything in this deck is a delivery problem, not a damage problem. Here is what the engine actually produces.

Metang on the BenchMetal Maker looksExpected Energy/turnPlus your attachment
14 cards0.91.9
28 cards1.82.8
312 cards2.73.7

Two Metang is the minimum that makes the deck function; three is the number to aim for. Note the ceiling: Metal Maker attaches any number it finds, so a lucky look that turns up two Metal in four cards attaches both.

Then the recursion, which is what separates a good turn from a good game:

Damage Math

Mega Excadrill ex — Maximum Drilling

Energy attached
Damage
3
200
4
200
5 or more
330

Read that twice. The fourth Energy is worth nothing; the fifth is worth 130.

Metagross — Metallic Hammer

vs anythingvs an Active Pokémon ex
Plain150180 with Brave Bangle
Discard 3 Metal300330 with Brave Bangle

What 330 actually kills. Dragapult ex at 320, and every two-Prize ex in the format. What it does not kill is the 340-plus Mega tier — Mega Excadrill itself, Mega Lucario ex, Mega Gengar ex — and that wall is the same one every deck in Standard is hitting. Against those, both of your attackers are two-shot cards and the game is decided by the Prize trade instead.

The Prize Map

Six Prizes each way. Count both directions before you sleeve anything.

What they have to knock out to beat you:

Your Pokémon
Prizes it gives up
Beldum, Metang, Metagross, Drilbur
1
Genesect ex
2
Mega Excadrill ex
3

Two knockouts on Excadrill is the whole game. That single line is why the stock list loses more than it wins, and the fix is not a card, it is a habit: the Mega stays on the Bench until it is taking Prizes five and six. Lead with Metagross, trade one Prize for their two, and make them find six knockouts while you find three.

Played that way the deck asks the opponent for a six-KO game and gives itself a three-KO game. Played the other way — Excadrill out on turn three because it is the exciting card — it asks for the opposite, and that is the deck Fox kept losing to and the deck that keeps losing.

Game Plans

1. Turn one is Drilbur, and it is not optional

Drilbur active, attach a Metal, Call for Family for two Beldum. That is the whole turn and it beats every alternative, because one attack replaces two Poffins and leaves the Poffins in the deck for later.

If Drilbur is not in the opening seven, Poffin finds it, Ultra Ball finds it, Precious Trolley finds it, and Dawn finds it. Fifteen cards in the deck lead to a Drilbur — an 88% opening.

2. Two Metang before anything else

Not one. Two Metang is where the engine starts producing faster than you spend, and every turn you spend at one Metang is a turn the deck is not really running. Evolve both before you think about a Metagross and long before you think about the Mega.

Genesect ex's Metallic Signal grabs two Evolution Metal in one Ability — the fastest way to two Metang is usually to bench Genesect and take two Metang with it.

3. Metagross swings first, always

Third Metang goes down, one of the first two becomes Metagross, Brave Bangle goes on it, and it starts hitting for 330. Every Prize you can take with Metagross is a Prize you took for one instead of three.

The temptation is to skip this and go straight to the Mega. Do not. Read the Prize Map again if the temptation wins.

4. Count to five before the Mega comes out

Mega Excadrill ex on the Bench with four Energy is doing nothing but standing there worth three Prizes. Evolve Drilbur into it on the turn it can already reach five, or on the turn something is going to die anyway.

And remember Retreat 4. Once Excadrill is in the Active Spot it is staying there, so put it there on purpose and never by accident. Two Switch exist to fix the accident.

5. Rebuilding after Metallic Hammer

Metagross swings for 300 and throws three Metal in the discard. It now has one Energy and needs three more to do it again.

The turn after a big Hammer looks like: Metal Maker on two or three Metang (about 2.7), your attachment for the turn (one), and Philippe if you have it (two more). Metagross is loaded again before the opponent has finished answering the first swing. This is the loop the deck lives in, and it is why Philippe is at two and Energy Recycler is in the list.

If you cannot reload, Bounce Back for 60 costs one Energy and buys the turn.

6. Reading the opening hand

Keep: any Drilbur, or any Beldum with a way to get a second Basic. Keep Precious Trolley almost always.

Worry: a hand with three or more Energy and no Basic evolution piece. Metal Maker is the deck's Energy source; Energy in your opening hand is close to dead weight, and Lillie's Determination shuffling it away is an upgrade.

Mulligan math: 11 Basics, so you keep about 78% of openings. That is inside band but it is the softest number in the list, and it is the first thing Test and Tune watches.

Versus the Kitchen Table

Against the house decks this list is a wall with a hammer behind it, and the matchups split on exactly one axis: who is Fire.

Versus the lantern decks. Mega Chandelure ex prices your retreat and converts it into damage, and Excadrill's Retreat 4 is the single worst stat line it can point at — one Binding Flame makes that a 5, and Phantom Maze reads 130 plus 50 per Colorless, which is 380 on an Active Excadrill. It one-shots your Mega through 340 HP. Keep Metagross active (Retreat 3, still bad) or Metang (Retreat 2), never Excadrill, and win the game on the Bench. This is the matchup where Metagross being the main attacker is not a preference, it is survival.

Versus the Gengar decks. Darkness has no type edge on Metal and Metal has none on Darkness, so it is a fair fight decided by the Prize trade — which is the fight this deck is built to win. Their Mega Gengar ex gives up three Prizes; your Metagross gives up one.

Versus the Fire decks. This is the bad one and there is no fixing it. Metal is Fire Weakness across the board, 340 HP halves to a 170-damage knockout, and there is no weakness-removal card anywhere in the Standard pool — not a Tool, not a Stadium, not an Ability. Full Metal Lab's 30 is the only patch that exists. Play for the Prize trade, keep Excadrill out of the Active Spot, and accept that this is the deck's tax.

Versus the Card Shop

The field this deck is walking into, by online meta share:

DeckShareThe plan
Mega Excadrill (mirror)7.8%Nobody one-shots anybody — 330 into 340 HP. Your Metagross gives up one Prize and theirs does not exist. Win the grind.
Dragapult ex and variants~18%Metagross + Brave Bangle is exactly 330 into 320 HP. One-Prize body, two-Prize kill. The best matchup in the deck.
Dragapult Blaziken6.0%Fire. The worst matchup in the deck. See above.
Grimmsnarl Froslass, N's Zoroark~10%Darkness, no type edge either way. Prize trade decides it, and you are built for that.
Alakazam Dudunsparce5.3%Psychic. Metagross out-trades; watch the Bench snipe.

The mirror is the one to practise. Both decks hit 330, both walls are 340, so neither Maximum Drilling kills the other and the game goes long. Three things decide it: who lands Boss's Orders on a loaded Excadrill first, who has the Stadium down, and who is willing to attack with the single-Prize Metagross instead of the Mega. Most Excadrill pilots are not, and that is the edge.

Test and Tune

The list is a hypothesis. These are the three things to watch, and the ratio each one points at.

SymptomCauseFix
Metagross online later than turn 3search, not line count — Beldum and Metang are already maxedcut a Full Metal Lab for a 3rd Dawn
Metal Maker whiffing two turns running12 basic Metal is the floorgo to 13 or 14; cut the Night Stretcher and a Switch
Excadrill dragged Active and killed earlydiscipline, not deckbuildingit stays benched until Prizes five and six (the Prize Map)
Mulliganing more than one game in four11 Basics is the soft numbera 4th Genesect ex is the only Basic left worth adding
Dead hands full of Energy12 is already leando not cut further; play Lillie's earlier

Alternatives

What got looked at and did not make it.

Steven's Metagross ex

The 340 HP, two-Prize, self-accelerating Stage 2 from Destined Rivals (145), reg I. It is a real card, it is legal, and it cannot go in this deck.

X-Boot searches out a basic Metal Energy every turn and attaches it anywhere — genuinely good. But "Steven's" is part of the card name, so it evolves only from Steven's Metang, which evolves only from Steven's Beldum, and Steven's Metang has no Ability at all. Running it means a second three-card line and a Rare Candy package: about eleven slots to buy one guaranteed Energy a turn. The plain Beldum–Metang line spends eight slots and produces closer to three. Metal Maker wins on rate and it wins on slots, and you cannot have both engines in one 60.

Mega Signal

Set
MBG: MEGA Starter Set Mega Gengar exMBG: MEGA Starter Set Mega Gengar ex 015/021
Rarity
CommonCommon
Type
Trainer - Item
Ability
Search your deck for a Mega Evolution Pokémon ex, reveal it, and put it into your hand. Then, shuffle your deck.
Tournament
NOJapanese, not legal in the US (Reg I)

Searches out a Mega Evolution Pokémon ex, unconditionally. It was two copies in the old list and it is zero here, because Dawn already fetches Mega Excadrill ex as its Stage 1 slot while also grabbing a Basic and a Metagross. Three Genesect ex and four Ultra Ball cover the rest.

Magnetic Metal Energy

Set
ME04: Chaos RisingME04: Chaos Rising 085/086
Rarity
RareRare
Type
Energy - Special Metal
Ability
As long as this card is attached to a Pokémon, it provides Metal Energy. The Metal Pokémon this card is attached to has no Retreat Cost.
Tournament
OKlegal (Reg J)

Gives the attached Metal Pokémon no Retreat Cost, which is the obvious patch for Retreat 4. Cut anyway: it is a special Energy, so Metal Maker cannot find it, Philippe cannot attach it, Night Stretcher cannot retrieve it, and Energy Recycler cannot shuffle it back. Two copies would have made four cards worse to fix one stat. Two Switch does the same job without lying to the engine.

Rare Candy

Set
MBG: MEGA Starter Set Mega Gengar exMBG: MEGA Starter Set Mega Gengar ex 012/021
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
NOJapanese, not legal in the US (Reg I)

Legal — the Mega Evolution 125 reprint carries mark I — and wrong here twice over. Excadrill is a Stage 1 and does not need it, and skipping straight from Beldum to Metagross would skip the Metang, which is the engine. This deck evolves through the middle of its line on purpose.

Maximum Belt and Hero's Cape

Both ACE SPECs, both tempting. Maximum Belt's +50 would push Maximum Drilling to 380 and break the 340 Mega wall; Hero's Cape's +100 would make Excadrill a 440 HP problem. Both lose to Precious Trolley for the same reason: this deck's losing games are the ones where it never set up, not the ones where it was 50 damage short.

Fezandipiti ex

Set
SV: Shrouded FableSV: Shrouded Fable 038/064
Rarity
Double RareDouble Rare
Type
DarknessDarkness
HP
210
Stage
Basic
Ability
Flip the Script - Once during your turn, if any of your Pokémon were Knocked Out during your opponent's last turn, you may draw 3 cards. You can't use more than 1 Flip the Script Ability each turn.
Weakness
FightingFighting ×2
Retreat
Colorless1
Tournament
OKlegal (Reg H)
Attack
ColorlessColorlessColorlessCruel Arrow - This attack does 100 damage to 1 of your opponent's Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)

One copy in the old list, and dropped for two reasons. It is Darkness, and this is a mono-Metal deck. And its Flip the Script rewards you for getting knocked out, which is a payoff for the losing plan; the whole point of the rebuild is to stop trading three Prizes at a time. It stays in the Curse Toll deck, which actually wants it.

What To Buy

Own counts are live from the collection database. The Lillie's, Ultra Ball, Poffin, Switch, Night Stretcher, and Dawn rows are shared with the other sleeved decks, so check the box before ordering — the Trainer shell is very nearly bought already, and the Pokémon are all new.

CardOwnNeedBuyNote
ME05: Pitch BlackMega Excadrill ex ME05: Pitch Black 065/084033Double Rare; NOT the 103 secret print
ME05: Pitch BlackDrilbur ME05: Pitch Black 046/084044the Call for Family print, not the other four
ME04: Chaos RisingBeldum ME04: Chaos Rising 059/08604470 HP, Poffin range
SV05: Temporal ForcesMetang SV05: Temporal Forces 114/162044the Metal Maker print; the other Metang have no Ability
ME04: Chaos RisingMetagross ME04: Chaos Rising 061/086022Metallic Hammer; the single-Prize hammer
SV: Black BoltGenesect ex SV: Black Bolt 067/086033NOT the 161 or 169 secret prints
ME01: Mega EvolutionLillie's Determination ME01: Mega Evolution 119/132114shared
ME01: Mega EvolutionBoss's Orders [Ghetsis] ME01: Mega Evolution 114/132103shared
ME04: Chaos RisingPhilippe ME04: Chaos Rising 079/086022the reload card
ME02: Phantasmal FlamesDawn ME02: Phantasmal Flames 087/09442shared; NOT the 118 or 129 secret prints
ME01: Mega EvolutionUltra Ball ME01: Mega Evolution 131/132104shared
SV05: Temporal ForcesBuddy-Buddy Poffin SV05: Temporal Forces 144/16294shared
ME01: Mega EvolutionSwitch ME01: Mega Evolution 130/13272shared
SV: Shrouded FableNight Stretcher SV: Shrouded Fable 061/064101shared
SV10: Destined RivalsEnergy Recycler SV10: Destined Rivals 164/182011NOT the Perfect Order 108 secret print
SV08: Surging SparksPrecious Trolley SV08: Surging Sparks 185/191011ACE SPEC; frees the house Prime Catcher
SV: White FlareBrave Bangle SV: White Flare 080/086022NOT the Pitch Black 104 secret print
SV05: Temporal ForcesFull Metal Lab SV05: Temporal Forces 148/162022the fire-weakness patch, such as it is
Basic Metal Energy MEE: Mega Evolution Energies 81812never rotates
Total to buy28