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Phantom Ferry Gengar carries, Chandelure collects · the paper build for the card shop · v6
← back to all decksv5.1 leaned on five cards the box does not hold: two Rosa's Encouragement, two Energy Search, and a second Wondrous Patch. It also ran Lana's Aid, which the box does hold, in a job AZ's Tranquility now does better. Each seat went to an owned card, and the five test games then moved four more.
| Out | In | Why |
|---|---|---|
| 2 Rosa's Encouragement | 2 Hilda | Rosa's read the discard and needed you behind on Prizes. Hilda reads the deck, finds any Evolution Pokémon and any Energy card in one Supporter, and both Megas are Evolution Pokémon. In game five it fetched the third Mega Chandelure and its Psychic on a turn Dawn was already spent. |
| 2 Energy Search | 3rd Buddy-Buddy Poffin, 6th Basic Darkness Energy | Item-speed Energy to hand is not in the box. The Basic count went up one, and the Poffin count went to three because bad first hands were the complaint in every deck this month. |
| Lana's Aid | AZ's Tranquility | AZ's switches a Pokémon out, cures its Special Condition on the way, and heals 80 if it is an ex, with its Energy still on. It cured a Paralyzed lantern in game five. Lana's recovers three cards to hand and cannot touch a Mega or Okidogi. |
| 2 Wondrous Patch | 2nd Team Rocket's Petrel, Energy Recycler | Patch is dead until a lantern has died. Petrel fetches Candy, Cage, Catcher, Poffin, or Stretcher on the turn you need one, and Recycler refills the deck that Crispin, Hilda, and Okidogi all search. |
| 2nd Ultra Ball | folded into the Recycler seat | Ultra Ball pitches two cards from a deck that was already short on Energy. One copy stays for finding a Mega or the dog; Petrel is the second. |
| 3rd Rare Candy | Haunter | A Gengar line with no Stage 1 makes Rare Candy a single point of failure, and one prized Candy strands a Mega Gengar in hand. Three routes to Gengar, split across two card names. |
| 3 Lillie's Determination | 4 | Draw is the deck's only fix for a dead opening hand. |
Three cards were tried on the way and did not stay. Janine's Secret Art went zero for four games and was shuffled away twice. Telepathic Psychic Energy was played twice as a plain Psychic with its Bench search declined both times, and it never comes back from the discard. Binding Mochi never made the list, because nothing the shop plays dies to 300 and survives 260. All three have rows in the skip table.
Five games on the Live ladder with the paper list, three wins and two losses. Neither loss was to a deck the shop plays.
| Game | Opponent | Result | What decided it |
|---|---|---|---|
| 1 | a Rocket box | Loss | Five Darkness Energy against two dogs that eat three each. The deck ran out of Darkness after the first dog died, and the second dog got pitched to Ultra Ball for a lantern. Recycler and the sixth Darkness came in the next day. |
| 2 | Dragapult Dudunsparce | Loss, one Prize short | Battle Cage never hit the table while Phantom Dive put 24 counters on the Bench over four turns. Munkidori healed their Dragapult for 80. Special Red Card and Unfair Stamp emptied a seven-card hand on the last turn. Every one of those is a play rule now, in Things That Will Cost You a Game. |
| 3 | Mega Charizard X | Win | Rare Candy went on the Gastly while Lampent carried the lantern for free. Balloon on the lantern, dog in front, Recycler right after the dog paid three to retreat. Two Flames made Charizard's Retreat 2 into 330. |
| 4 | Mega Lopunny box | Win | Prime Catcher on their Meowth ex cost them two turns without an attack. Boss on Morpeko ex for two Prizes. Battle Cage over Gravity Mountain gave every Stage 2 its 30 HP back, and the lantern lived because of it. |
| 5 | Mega Eelektross | Win | Crispin on turn one put both colors on the board. Hilda found the Mega and its Energy. AZ's cured Paralysis and healed 80 in one card. Void Gale ferried two Darkness onto the dog across two turns. |
Before the Ferry, the deck for this week was a Darkness list built on Gengar ex from Temporal Forces, and it went 1-3 on the same ladder. Two of those losses were to Mega Lucario, which one-shots every card in a Darkness deck and does 130 to a lantern. That comparison is why the Ferry got the seat.
Five findings shaped this 60, each one checkable.
The shop is a normal room. Per Limitless online play on 2026-09-23, Dragapult is about a fifth of the field across its builds at a 53% win rate, Mega Excadrill is 4.4% at 51%, and Festival Lead is 2.3%. Your shop plays those three plus one Tyrantrum player. Mega Chandelure is 0.5% of the ladder at 43% and Mega Gengar 0.16% at 41%, so nothing about this list comes from a winning archetype. It comes from the room.
Retreat Costs are the whole matchup table, and the snapshot in this repo strips them. Every Retreat Cost on this page was pulled live from pokemontcg.io on 2026-09-23: Mega Excadrill ex 4, Tyrantrum and Tyrunt 3, Steven's Metagross ex and Metagross 3, Metang, Genesect ex, Dipplin, and Thwackey 2, Dragapult ex, Drakloak, Munkidori, Meowth ex, and Fezandipiti ex 1, Budew 0.
Tyrantrum's extra HP is a Special Energy away. _Tyrannically Gutsy_ gives it 150 more HP while any Special Energy is attached, so it stands at 330. It retreats for 3, and one Flame makes Phantom Maze 330. The lantern resists Fighting, so _Wreak Havoc_ does 130 to it. The Tyrantrum deck that one-shots every Darkness card you own does not have an attack that kills a lantern in fewer than three turns.
Nobody plays Okidogi ex any more, and it does not matter. The card page shows zero tournament lists in the last three months. When it was played, it was a one-of beside Pecharunt ex in N's Zoroark, using Pecharunt's Ability to switch it in already Poisoned. Here it does a narrower job: the attacker with no Ability, the 260 that kills any single-prize body, and the only body that hits Cornerstone Mask Ogerpon ex.
Battle Cage on their side switches off Gnawing Curse. Not this deck's problem, but it decided which Gengar this deck runs. Cage prevents damage counters placed on Benched Pokémon by the opponent's Abilities, and the Temporal Forces Gengar ex's Ability places counters. Dragapult and Alakazam lists run Cage. The Mega Gengar's Ability takes Prizes away instead of placing counters, and nothing stops it.
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| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 4 | Litwick | Pitch Black | 036 | J |
| 3 | Lampent | Pitch Black | 037 | J |
| 3 | Mega Chandelure ex | Pitch Black | 038 | J |
| 4 | Gastly | Perfect Order | 048 | J |
| 1 | Haunter | Perfect Order | 049 | J |
| 2 | Mega Gengar ex | Phantasmal Flames | 056 | I |
| 2 | Okidogi ex | Shrouded Fable | 036 | H |
Trainers — Supporters (16)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 4 | Lillie's Determination | Mega Evolution | 119 | I |
| 3 | Dawn | Phantasmal Flames | 087 | I |
| 2 | Boss's Orders [Ghetsis] | Mega Evolution | 114 | I |
| 2 | Crispin | Stellar Crown | 133 | H |
| 2 | Hilda | White Flare | 084 | I |
| 2 | Team Rocket's Petrel | Destined Rivals | 176 | I |
| 1 | AZ's Tranquility | Chaos Rising | 076 | J |
Trainers — Items (10)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 3 | Buddy-Buddy Poffin | Temporal Forces | 144 | H |
| 2 | Rare Candy | Mega Evolution | 125 | I |
| 1 | Ultra Ball | Mega Evolution | 131 | I |
| 1 | Energy Recycler | Destined Rivals | 164 | I |
| 2 | Night Stretcher | Shrouded Fable | 061 | H |
| 1 | Prime Catcher | Temporal Forces | 157 | H |
Trainers — Tool & Stadium (4)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 2 | Air Balloon | Ascended Heroes | 181 | I |
| 2 | Battle Cage | Phantasmal Flames | 085 | I |
Energy (11)
| Qty | Card | Set | Number | Reg |
|---|---|---|---|---|
| 5 | Basic Psychic Energy | Mega Evolution Energies | 005 | - |
| 6 | Basic Darkness Energy | Mega Evolution Energies | 007 | - |
19 + 16 + 10 + 4 + 11 = 60. ✓ Ten Basics, one ACE SPEC, two Stadiums, nothing over four copies.
Basics: 10 (4 Litwick, 4 Gastly, 2 Okidogi ex), a 26% mulligan rate. Litwick and Gastly both sit at 70 HP, so any Poffin fetches either pair; Okidogi is a Dawn and Ultra Ball target. Sixteen Supporters is the ceiling for this deck and it is there on purpose, because seven of them are draw or search and two more are Energy. If hands clog with Supporters in play, Test and Tune names the first one out.
The same 60 in the TCG Live import format:
Pokémon: 19
4 Litwick PBL 36
3 Lampent PBL 37
3 Mega Chandelure ex PBL 38
4 Gastly POR 48
1 Haunter POR 49
2 Mega Gengar ex PFL 56
2 Okidogi ex SFA 36
Trainer: 30
4 Lillie's Determination MEG 119
3 Dawn PFL 87
2 Boss's Orders MEG 114
2 Crispin SCR 133
2 Hilda WHT 84
2 Team Rocket's Petrel DRI 176
1 AZ's Tranquility CRI 76
3 Buddy-Buddy Poffin TEF 144
2 Rare Candy MEG 125
1 Ultra Ball MEG 131
1 Energy Recycler DRI 164
2 Night Stretcher SFA 61
1 Prime Catcher TEF 157
2 Air Balloon ASC 181
2 Battle Cage PFL 85
Energy: 11
5 Psychic Energy MEE 13
6 Darkness Energy MEE 15
The same list is saved in the Limitless deck builder as "Phantom Ferry (paper)", and its Print Decklist page is the registration sheet the shop takes.
Memorize this section. Everything below it is explanation.
| Attack | Cost | Damage |
|---|---|---|
| Mega Chandelure ex, _Phantom Maze_ | ![]() ![]() | 130, plus 50 for each Colorless in their Active Pokémon's Retreat Cost |
| Mega Gengar ex, _Void Gale_ | ![]() ![]() | 230, and 460 into a Psychic Pokémon |
| Okidogi ex, _Chain-Crazed_ | ![]() ![]() ![]() | 260 while Poisoned, 130 without it |
| Haunter, _Haunt_ | ![]() | 3 damage counters on their Active |
| Gastly, _Surprise Attack_ | ![]() | 30 on heads |
| Litwick, _Will-O-Wisp_ | ![]() | 20 |
The toll. _Binding Flame_ adds one Colorless to their Active Pokémon's Retreat Cost for each Mega Chandelure ex you have in play, Bench included. Two lanterns in play is plus two.
| Their printed Retreat | One Flame | Two Flames |
|---|---|---|
| 0 | 180 | 230 |
| 1 | 230 | 280 |
| 2 | 280 | 330 |
| 3 | 330 | 380 |
| 4 | 380 | 430 |
Who pays what at the shop. Retreat Costs from pokemontcg.io, 2026-09-23.
| Their Pokémon | HP | Retreat | One Flame | Two Flames | The line |
|---|---|---|---|---|---|
| Mega Excadrill ex | 340 | 4 | 380 | 430 | One Maze. The seat this deck was built to sit in. |
| Steven's Metagross ex | 340 | 3 | 330 | 380 | Two Flames, or one Maze and anything. |
| Metagross | 180 | 3 | 330 | 380 | One Maze. |
| Genesect ex | 220 | 2 | 280 | 330 | One Maze. |
| Metang | 100 | 2 | 280 | 330 | Anything. Boss it up early if their Mega is not built. |
| Tyrantrum, with a Special Energy | 330 | 3 | 330 | 380 | One Maze, exactly. Without the Special Energy it is 180. |
| Tyrunt | 100 | 3 | 330 | 380 | Anything. |
| Dragapult ex | 320 | 1 | 230 | 280 | Two Mazes, Maze then Okidogi, or Okidogi then Void Gale. |
| Munkidori | 110 | 1 | 230 | 280 | Anything, and Void Gale is 460 into it. Kill it the turn it lands. |
| Meowth ex | 170 | 1 | 230 | 280 | One Maze for two Prizes. Their Boss's Orders target of choice against you, and yours against them. |
| Fezandipiti ex | 210 | 1 | 230 | 280 | One Maze for two Prizes. |
| Dipplin, Thwackey | 80, 100 | 2 | 280 | 330 | Anything, for one Prize each. |
| Budew | 30 | 0 | 180 | 230 | Anything. |
Two-hit lines. Void Gale then Okidogi is 490. Void Gale twice is 460. Maze at 230 twice is 460. Nothing the shop plays survives any pair, and Dragapult at 320 is the only body there that needs a pair at all.
Your HP: both Megas 350, Okidogi ex 250, Haunter 100, Lampent 90, Litwick and Gastly 70. Mega Gengar, Okidogi, Gastly, and Haunter are Weak to Fighting. The lantern line is Weak to Darkness and resists Fighting by 30.
| Their attack | Into a lantern | Into Gengar or the dog | What that means |
|---|---|---|---|
| Mega Excadrill ex, _Maximum Drilling_ with five Energy | 330 | 330 | Either Mega survives on 20; the dog dies. Balloon the lantern home and let the other Mega collect. |
| Mega Excadrill ex, _Maximum Drilling_ with four | 200 | 200 | Every Mega survives it comfortably. Every Energy they lose is 130 damage off the top. |
| Dragapult ex, _Phantom Dive_ | 200, plus 6 counters on your Bench | 200 | A Mega survives one Dive and dies to the second. The dog survives one. Battle Cage stops the counters, and without it a Lampent dies to one Dive's counters plus a chip. |
| Tyrantrum, _Wreak Havoc_ | 130 | 320 | The lantern takes three of these. Gengar and the dog die to one. Lead the lantern and keep the Dark half on the Bench. |
| Dipplin, _Do the Wave_ twice under Festival Grounds | up to 200 | up to 200 | Twenty per Benched Pokémon they have, twice. A Mega survives one turn of it. |
| Mega Lucario ex, _Aura Jab_ | 130 | 260 | Ladder only. The lantern is the only body that lives through this room. |
| Mega Lucario ex, _Mega Brave_ | 240 | 540 | Every Darkness body you own, from a card that swings it every other turn. |
| Umbreon ex, _Moon Mirage_ | 320 | 160 | Fox's deck. Doubles into the lantern, so the Dark half leads at the kitchen table. |
| Munkidori, _Adrena-Brain_ | 30 a turn, Active only under Cage | 30 | Not attack damage, so no Prize discount when it finishes a body. |
_Shadowy Concealment_ takes one Prize off every Knock Out an opposing Pokémon ex scores on your Darkness Pokémon by attack damage. It does not cover the Psychic half, and it does not cover a single-prize attacker.
| Your Pokémon | Prizes normally | Knocked Out by an opposing ex's attack |
|---|---|---|
| Gastly, Haunter | 1 | 0 |
| Okidogi ex | 2 | 1 |
| Mega Gengar ex | 3 | 2 |
| Litwick, Lampent | 1 | 1 |
| Mega Chandelure ex | 3 | 3 |
Against Excadrill and Dragapult their six is a lantern plus Gengar plus a third body, and every Gastly they crack pays them nothing. Game three on Live saw them knock out seven Pokémon for five Prizes. Against Festival Lead and Tyrantrum both Megas pay three and the discount is blank, so their six is two Knock Outs, and the whole game is about how many turns each Mega buys before it dies.
| By | Cards seen | Poffin, Dawn, or Ultra Ball | Rare Candy or Haunter | Crispin or Hilda | Lillie's | Cage or Petrel | Gust, any of five |
|---|---|---|---|---|---|---|---|
| Opening hand | 7 | 60% | 32% | 40% | 40% | 40% | 47% |
| Turn 1, going second | 8 | 65% | 35% | 44% | 44% | 44% | 52% |
| Turn 2 | 9 | 70% | 39% | 49% | 49% | 49% | 57% |
| Turn 3 | 10 | 74% | 43% | 53% | 53% | 53% | 61% |
| Turn 4 | 11 | 78% | 46% | 57% | 57% | 57% | 65% |
No Energy in the first eight cards happens 18% of the time on eleven Energy alone, and 8% counting Crispin and Hilda as the Energy they fetch. Two or fewer Energy by turn four is still 68%, which is why the ferry exists: after the first three attachments, Gengar delivers them.
At least one Mega Chandelure is prized 28% of games, which is why there are three. At least one Mega Gengar is prized 19% of games and both under 1%. Any one-of, meaning Prime Catcher, Haunter, Ultra Ball, Recycler, or AZ's, is prized 10% of games, and Petrel is the second copy of each.
The short list, for the table.


Psychic
Darkness ×2
Fighting -30
1
legal (Reg J)
Will-O-Wisp (20)The Basic the deck stands on, and the only Psychic Litwick in Standard. Four copies. 70 HP keeps it inside Poffin range, and going second _Will-O-Wisp_ for 20 is a real turn-one attack. The Litwick you bench on turn one is the Litwick Rare Candy lifts on turn two, or the Litwick that becomes a Lampent by hand on turn two and a Mega by evolution on turn three with no Candy spent. Risky Ruins would chip every one of these for 20 as it lands, which is why this deck never runs it.


Psychic
Darkness ×2
Fighting -30
1
legal (Reg J)
Spreading Light - Search your deck for up to 3 Lampent and put them onto your Bench. Then, shuffle your deck._Spreading Light_ schedules the Megas. Search your deck for up to 3 Lampent and put them onto your Bench, for one Psychic. They arrive as Lampent, so each one is a Mega Chandelure next turn with no Rare Candy spent, which is why the Candy count can sit at two for two Stage 2 lines. Three copies, so the fetch caps at two in practice, which is the number of chairs the Bench has once Gengar, Okidogi, and a Gastly are seated. In game four the Telepathic search was declined to keep those chairs for two Lampent, and that was the right call.


Psychic
Darkness ×2
Fighting -30
2
legal (Reg J)
Phantom Maze (130+) - This attack does 50 more damage for each Retreat Cost.Stage 2 from Lampent. Gives up 3 Prize cards. The gun. 350 HP, Retreat 2, Resistance to Fighting, and a Darkness Weakness the other half of this deck exists to cover.
_Binding Flame_ needs no Energy and works from the Bench; every retreat the opponent pays costs one more, and every _Phantom Maze_ hits 50 harder. It stacks. Two in play is plus 2 and plus 100, and in game three two Flames turned Mega Charizard X's Retreat 2 into a 330 kill. _Phantom Maze_ itself does 130 plus 50 for each Colorless in their Active Pokémon's Retreat Cost, and The Numbers is the full menu. The lantern charges on the Bench off the ferry, comes forward for a Knock Out the toll makes certain, and steps back on its Balloon. The Gun is the timetable.
Three copies, because 28% of games prize one and it is the card that dies for three.


Darkness
Fighting ×2
1
legal (Reg J)
Surprise Attack (30) - Flip a coin. If tails, this attack does nothing.The bottom of the Gengar line, and the Perfect Order print now. 70 HP, same as the Phantasmal Flames print, but _Surprise Attack_ is 30 on a coin flip against a flat 10, and this deck's turn-one Gastly does sometimes have to swing. It is Darkness, so Concealment prices it at zero against an ex. Four copies for two Megas and a Haunter, because the spare Gastly is the deck's best Bench body: a free target that pays nothing and becomes the next Gengar when the first one falls.


Darkness
Fighting ×2
1
legal (Reg J)
Haunt - Place 3 damage counters on your opponent's Active Pokémon.One copy, and it is the reason a prized Rare Candy no longer strands a Gengar in hand. 100 HP Darkness, Retreat 1. _Haunt_ places 3 damage counters on their Active for one Darkness, which is a real attack when nothing else is loaded and ignores every damage-prevention clause in the format.
Its job is the bridge. Hilda finds it as an Evolution Pokémon, Dawn finds it in the Stage 1 slot when Mega Gengar is the Stage 2 you need, and a Haunter fed one Darkness on the Bench evolves into a Mega Gengar that arrives armed. Rare Candy stays the fast route; this is the route that exists when the Candy does not.


Darkness
Fighting ×2
2
legal (Reg I)
Void Gale (230) - Move an Energy from this Pokémon to 1 of your Benched Pokémon.Stage 2 from Haunter. Gives up 3 Prizes, and discounts everyone else's. 350 HP, Retreat 2, Weak to Fighting. _Shadowy Concealment_ takes 1 Prize off every Knock Out an opposing Pokémon ex scores on your Darkness Pokémon: Gastly pays 0, Okidogi pays 1, and the Mega itself pays 2. The Psychic half gets no discount, which is exactly why the Dark wall stands in front against ex decks.
_Void Gale_ is 230 for 
, then move an Energy from this Pokémon to 1 of your Benched Pokémon. The move is mandatory and the Energy can be any type. That sentence is the deck. Gengar holds 
plus one more; you attach an Energy to it each turn, swing for 230, and the Energy lands on the Lampent or the dog behind it. In game five two Void Gales loaded the dog with two Darkness while Gengar did 460 to their Megas. Gengar never drops below 
, the Bench charges without spending a card, and the deck's one attachment a turn does two jobs. It needs the third Energy aboard once, and The Ferry is how it gets there.
Two copies, because 19% of games prize one and a third was a dead card in every game that did not.


Darkness
Fighting ×2

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

Chain-Crazed (130+) - If this Pokémon is Poisoned, this attack does 130 more damage.The attacker with no Ability, and the cheapest 260 in the deck. 250 HP Darkness Basic, Retreat 3, Weak to Fighting. Two Prizes, one under Concealment.
_Poisonous Musculature_ is an attack, and it costs one Energy of any type; an empty Okidogi cannot use it. Pay the
with whatever is in hand, a Psychic included, and it searches your deck for up to 2 Basic Darkness Energy, attaches them to itself, and Poisons itself. It now holds three Energy, which is _Chain-Crazed_'s whole 

. _Chain-Crazed_ is 130, plus 130 more while it is Poisoned, so the next turn it hits for 260 with no attachment at all, and it hits for 260 again every turn it survives. That one-shots Meowth ex, Fezandipiti ex, Munkidori, every Festival Lead body, and every cradle a Mega grows from. Against Cornerstone Mask Ogerpon ex it is the only card here that does damage at all.
The Poison is the condition, so protect it. Special Conditions clear when a Pokémon goes to the Bench, and Festival Grounds cures them outright. Use _Musculature_ from the Active Spot, stay there, and swing next turn. The ferry can pre-load it with two Darkness on the Bench, so it comes up needing only the Poison, which _Musculature_ still supplies while attaching whatever Darkness is left. How To Play Okidogi is the turn-by-turn.
Two copies, and not four. The Darkness deck that ran four found the third and fourth clogging hands while the deck ran out of Energy to feed them, and nothing at the shop dies to a Mochi-boosted 300 that survives 260.


legal (Reg I)Shuffle your hand into your deck and draw 6; at exactly 6 Prizes remaining, draw 8. Four copies, up from three, because a dead opening hand has been the complaint in every deck this month and this is the only card that fixes one. The shuffle half returns the spare Stage 2s to where Dawn, Hilda, and Ultra Ball can find them again.
Play it on turn one when the hand is Megas and Boss's, and play it before the attachment, not after. Game four attached a Psychic, then drew a Telepathic that would have benched two Litwick had the order been reversed. Draw first, attach last.


legal (Reg I)Search your deck for a Basic Pokémon, a Stage 1 Pokémon, and a Stage 2 Pokémon. A whole line in one Supporter: Litwick, Lampent, and Mega Chandelure; Gastly, Haunter, and Mega Gengar; or Okidogi, Lampent, and whichever Mega the room wants. The Stage 1 slot is a Lampent or the Haunter, and both Megas are Stage 2 Pokémon. Three copies. When a Mega Gengar is stuck in hand, the Stage 1 slot is the Haunter, ahead of anything else.
Switch in 1 of your opponent's Benched Pokémon to the Active Spot. Two copies plus Prime Catcher, and Petrel fetches either.
It does two different jobs here. The first is the toll: the lantern only collects from what stands in front of it, and The Numbers is a list of who to drag there. The second is the stall, and game plan 5 is about it: drag their support ex forward, and a Basic-heavy box often spends the whole next turn failing to attack with it.


legal (Reg H)Search your deck for up to 2 Basic Energy of different types; put one in hand and attach the other to one of your Pokémon. A mono deck wastes half this card. This deck is the reason it was printed. On turn one in game five it put a Psychic on the Active Litwick and a Darkness in hand for the Gastly, and both engines were fueled before the opponent had attacked. On turn two it attaches the second Darkness to a fresh Mega Gengar while the manual attachment adds the Psychic, which is the 
plus one the ferry needs. Two copies.


legal (Reg I)Search your deck for an Evolution Pokémon and an Energy card, both to hand. Two copies, new in v6, and the card that took Rosa's seat.
Every payoff in this deck is an Evolution Pokémon: Lampent, Haunter, and all five Megas. Hilda finds the Mega you are about to build and the Energy it needs in one Supporter, from the deck, with no Prize condition and no discard to wait on. In game five it fetched the third Mega Chandelure and a Psychic on the turn Dawn was already spent, and that Mega collected the last two Prizes. Use it the turn before a Mega comes up, so the Energy is in hand when the Stage 2 lands.


legal (Reg I)Search your deck for a Trainer card. Two copies, up from one, and the second copy came in for the Wondrous Patch.
It is the card that makes every one-of behave like a two-of: Prime Catcher on the turn the gust wins, the second Battle Cage when theirs is down, Energy Recycler the turn after the dog paid three to retreat, AZ's when a Paralyzed Mega has to leave, a Rare Candy when the Mega is already in hand. Against Dragapult its first job is Battle Cage, before the first Dive. One sequencing rule from game three on Live: if Lillie's is your likely next play, Petrel for an Item you can play this turn or for the Lillie's itself, not for a Supporter that the shuffle will take away.


legal (Reg J)Switch your Active Pokémon with 1 of your Benched Pokémon; if a Pokémon ex moved to the Bench this way, heal 80 from it. One copy, Petrel-backed, and it does three jobs in one card.
It rotates, which the Balloons also do. It heals 80 off a Mega that took a Drilling or two Hoppers, which nothing else here does without putting the Energy back in hand. And because a Pokémon that leaves the Active Spot recovers from all Special Conditions, it cures a Paralyzed lantern or ends a dog's Poison, with the Energy still on. Game five's turn seven was AZ's on a Paralyzed lantern at 160 HP: Gengar came forward, the lantern went back healed to 240 and cured, and Void Gale swung the same turn. The dog that is about to die to its own Poison is the other target: benched, it stops ticking, and it comes back later with three Energy still attached.


legal (Reg H)Bench up to 2 Basic Pokémon with 70 HP or less. Litwick and Gastly both qualify, so one Poffin seeds both engines on turn one. Okidogi at 250 does not; do not go looking for it with this. Three copies, up from two, because games one and two of the Darkness deck that preceded this one bricked with no Item that benched a Pokémon, and a hand with one Basic and a Poffin is a full opening.


legal (Reg I)Litwick straight to Mega Chandelure, Gastly straight to Mega Gengar. Two copies serving five Stage 2s, with _Spreading Light_ covering the lantern side and the Haunter covering the Gengar side. The two riders bite as always: never on your first turn, and never on a Basic that was benched this turn. The fastest Gengar in the deck is a Gastly benched turn one, a Darkness attached turn one, and Candy plus a second Darkness on turn two.
When the hand holds both a Candy and a Mega Chandelure, and a Lampent is already on the Bench, the Candy belongs to the Gastly. Game three on Live did exactly that: Lampent carried the lantern a turn later for free, and the Candy bought a Mega Gengar that taxed the whole game.


legal (Reg I)Discard 2 other cards from your hand, then search your deck for any Pokémon. One copy, and the only Item that finds a Mega or an Okidogi. The discard is paid in this order: a spare dog once one is already down, a Supporter you will not play in the next two turns, a Basic when the Bench is already seated, and Energy only when the hand holds three or more or a Recycler is in reach. Never a Crispin or a Hilda while nothing on your board can attack, never a Rare Candy while a Mega waits in hand, and never the last Gastly.


legal (Reg I)Shuffle up to 5 Basic Energy from your discard pile into your deck. One copy, Petrel-backed, and new in v6 because the deck that replaced Rosa's and Wondrous Patch no longer needs its discard full. Everything that accelerates here reads the deck: Crispin, Hilda, and _Poisonous Musculature_ all search it. Two dogs eat six Darkness between them and the deck holds six, so the first dog that dies or retreats leaves the second one short. Recycler puts them back where _Musculature_ can find them. Game three on Live was the textbook use: the dog paid three to retreat, Recycler shuffled the three back, and the lantern came forward and killed.


legal (Reg H)Put a Pokémon or a Basic Energy card from your discard pile into your hand. Two copies, because this is the only card here that recovers a Mega or an Okidogi. A Knocked Out Mega first, an Energy second, a Gastly third when the line's Basics have run out. Game two on Live burned through all four Gastly by turn seven with a Gengar in hand and nothing to stand it on; a Stretcher on a Gastly would have rebuilt it.

ACE SPEC Rare
legal (Reg H)The ACE SPEC. Their Bench to the Active Spot, and your Active to your Bench, one Item, no Supporter spent. Two jobs, and the second was learned on the ladder.
The first is the toll: drag the Retreat 4 body into the booth and rotate the lantern forward to collect, on a turn that still has its Supporter free for Crispin or Hilda. The second is the stall in game plan 5: pull their Meowth ex or Fezandipiti ex forward on a turn you cannot kill, and a box built on Basics often passes without attacking rather than pay to switch. It cost Mega Lopunny two full turns in game four.
Hero's Cape was the other candidate for this seat. On a lantern it makes 450, so Excadrill's 330 leaves 120 instead of 20 and the lantern stays in for the second kill. It lost the seat because the Cape helps one matchup and the Catcher helps every game, and because the Balloons already keep the lantern out of the second hit.


legal (Reg I)The Retreat Cost of the Pokémon this is attached to is two less. Both Megas retreat for two, so a Balloon makes the rotation free: Gengar steps back, Chandelure steps up and collects, Chandelure steps back, Gengar resumes the ferry. Two copies.
The Balloon goes on whichever Mega is doing the hitting. Game two on Live put it on the Haunter because the Gengar would want it later, and the lantern took the first Dive at 150 with no way to step back. Jamming Tower turns both off, and Battle Cage is the answer to that.


legal (Reg I)The Stadium, and it does two jobs. Prevent all damage counters from being placed on Benched Pokémon, both sides, by effects of attacks and Abilities from the opponent's Pokémon; damage from attacks is still taken.
The first job is Stadium removal. Any Stadium you play discards theirs, and this deck has three it needs gone: Festival Grounds, which cures Okidogi's Poison; Gravity Mountain, which takes 30 off every Stage 2 in play and put the lantern at 320 in game four until the Cage came down; and Jamming Tower, which turns off both Balloons. Two copies because a Stadium with the same name cannot be played over itself, so the second only matters once theirs has replaced the first, which is exactly when you need it.
The second job is the Dragapult matchup. Phantom Dive puts six counters on your Bench every turn; four Dives in game two put 24 counters there and killed a Lampent and a Gengar. Their Munkidori moves three more a turn onto whatever you benched. All of it stops at the Bench line while the Cage stands. Against Dragapult, Petrel's first job is this card, before the first Dive.
Risky Ruins was considered for the second Stadium seat and rejected, because it reads every Basic non-Darkness Pokémon either player benches, and four of your ten Basics are Litwick. Ruins belongs to the all-Darkness decks, where it is one-sided.

legalFive copies feeding _Phantom Maze_'s 
. The count holds because the delivery is good: Crispin attaches one, Hilda finds one, Night Stretcher brings one back, Recycler puts the spent ones back in the deck, and the ferry carries one a turn from Gengar to the Lampent behind it. The manual attachment goes on Mega Gengar as a Psychic more often than anywhere else.
Telepathic Psychic Energy held one of these five seats for two test games. It provides Psychic and, when attached from hand to a Psychic Pokémon, benches up to two Basic Psychic Pokémon from the deck. It left because the search was declined both times it was played and because a Special Energy never comes back from the discard. It is the first card back in if mulligans sting; see Test and Tune.

legalSix copies, up from five, and the sixth is the whole reason game one on Live was a loss. Mega Gengar wants 
and one Gastly wants one early; Okidogi pulls two straight from the deck with its own attack, so the Darkness in the deck is also the Darkness in Okidogi's tank. Two dogs need six. Crispin fetches one beside a Psychic, Hilda finds one, Night Stretcher brings a spent one back to hand, and Recycler puts up to five back into the deck for the next _Musculature_.
Read the room, then lead the half the room cannot punish. At the shop the default is the lantern.
| They attack with | Lead | Why |
|---|---|---|
| Metal (Mega Excadrill) | Lantern collects, Gengar ferries | Retreat 4 is 380 for one Flame. Their 330 leaves either Mega on 20; Balloon it back and let the other one collect. Every Energy they lose to a retreat is 130 off Drilling. |
| Dragon (Dragapult in every build) | Gengar, Cage down before the first Dive | Every attacker they have is an ex, so Concealment is on. Dragapult retreats for 1, so it is two Mazes, or Okidogi then Void Gale. Boss the Munkidori the turn it lands. |
| Fighting (Tyrantrum at the shop, Lucario online) | Lantern only | Gengar and the dog take 320 from Wreak Havoc and die. The lantern takes 130. Attach Psychic by hand, skip the ferry, keep the Dark half on the Bench. |
| Grass single-prize (Festival Lead) | Okidogi, after the Cage | Both Megas pay three and the discount is blank. Cage over Festival Grounds first, then _Musculature_, then 260 into every body they own. One Mega at a time, and build the second only when the first is gone. |
| Darkness (Fox's Umbreon, Sharpedo Toxtricity online) | Gengar, then Okidogi | Darkness doubles into every lantern. The Dark wall takes it neutral. Keep the lantern on the Bench as a Flame. |
| Psychic (Rocket's Mewtwo) | Gengar, and attack with it | Void Gale is 460 into a Psychic body, and Mewtwo ex is 280. |
| Cornerstone in the Active Spot | Okidogi | The only attacker here that does damage to it. 260 in one hit. |
Do not build both Megas by reflex. Every game wants the toll engine on the Bench, because a Flame works from there; only some games want the lantern to attack at all. Two Megas exposed at once is six Prizes standing in the open, and game two on Live gave up five of them to a single Dive.
How one attachment a turn feeds two Megas.
_Void Gale_ must move an Energy off Gengar after it hits, and it moves any Energy. So Gengar wants 
plus one more aboard before its first swing, and after that every manual attachment goes onto Gengar and rides the ferry to the Bench.

while Gengar has hit for 460.Without Crispin, the first ferry carries Darkness. Gengar at exactly 
still swings, but the Energy it ships is a Darkness, so aim it at Okidogi or the spare Gastly, both of which want one. Game five did this twice and the dog came up holding two. The lantern then charges by hand on a turn Gengar does not attack, or off Hilda.
The rhythm to internalize. The attachment goes on Gengar. Gengar decides where it lands. The Bench never waits on a card.
When the lantern comes forward, and when it goes back.
The lantern attacks when three things are true: it has 
, the toll table says the shot kills, and a gust or a free retreat gets it into the Active Spot this turn. Two Flames plus a gust reaches every Retreat 2 body at 330 and every Retreat 3 body at 380; check The Numbers before you commit.
After the Maze, they hit the lantern back. It is 350 HP and pays three Prizes, so do not leave it there to be two-shot. Its Balloon makes the retreat free: step back, promote Gengar, and the ferry resumes while the lantern waits for the next kill. A lantern that stays in front is a lantern volunteering half their game. The exception is a room that cannot two-shot it: Tyrantrum does 130 to it, Lopunny 160, and there the lantern stands and shoots until the third hit is coming.
If the Maze lands short, the closers are Okidogi's 260 and Void Gale's 230, in that order.
The turn-by-turn for the card with no Ability.
Get it down. Okidogi is 250 HP, so Poffin cannot fetch it. It reaches the board three ways: drawn and played, Dawn's Basic slot, or Ultra Ball. On the Bench it is a two-Prize body that pays one under Concealment; do not bench it early into a room that snipes, and never bench it when they are within two Prizes of winning unless their biggest hit is under 250.
Load it in front, with one Energy already on it. _Poisonous Musculature_ costs
, so Okidogi needs one Energy of any type before it can use the attack. Attach it this turn if the ferry has not already dropped a Darkness on it; a spare Psychic is fine. Then _Musculature_: two Darkness from the deck onto Okidogi, and it is Poisoned. It now holds three Energy, which is the whole cost of _Chain-Crazed_. Poison ticks 10 at every Checkup, theirs and yours, so it stands on 230 by your next turn.
Keep it there. The Poison is the condition. Special Conditions clear the moment a Pokémon goes to the Bench, so never retreat it while it still has a target, and never leave Festival Grounds standing when Okidogi is loaded. Their Boss's Orders pulling one of your Benched Pokémon forward benches Okidogi too, and that one you cannot prevent. Cage first, Okidogi second.
Fire, and keep firing. _Chain-Crazed_ for 260, with no attachment; the Energy is already aboard. Say the target's HP out loud first. Anything at or under 260 dies now; anything at or under 490 dies to Void Gale next turn. If Okidogi survives the return hit, it hits 260 again next turn for nothing.
Check its attack before you pay its retreat. Game four on Live retreated a Poisoned dog holding three Energy to Maze a 170 HP Meowth, when _Chain-Crazed_ killed it from where the dog stood. Three Darkness went to the discard for nothing.
Let it die, or AZ's it. Under Concealment it pays one Prize and takes three Darkness to the discard, where Stretcher and Recycler want them. If it is about to die to its own Poison and has no kill, AZ's benches it, cures it, and heals 80; it comes back later with the Energy still on.
The line the ladder taught, and it worked three games out of three.
Most Basic-heavy boxes carry a support ex that never attacks: Meowth ex for _Last-Ditch Catch_, Fezandipiti ex for _Flip the Script_, Morpeko ex for its draw. Boss's Orders or Prime Catcher drags it into their Active Spot, and one of two things happens. Either they pay a retreat and an Energy to get their attacker back in front, or they pass. Mega Lopunny passed twice in a row in game four. Mega Eelektross had to Surf its Zeraora forward in game five.
Then the lantern kills the support ex for two Prizes at 230, since every one of them retreats for 1. Game four took Meowth ex and Morpeko ex that way; game five took Meowth ex. Two Prizes and a free turn, from one Supporter.
The one time not to do it is when their attacker is already damaged into Maze range and a gust on it wins. Then the gust goes on the attacker, and the support ex waits.
The first Mega will die. This is the turn after.
Game five ran this loop twice: Stretcher for a Psychic, Stretcher for the third Mega Chandelure, Hilda for its Energy, and the third lantern took the last two Prizes.
Step one, do you have a Basic? At 10 Basics you mulligan about one game in four; dig accordingly.
Draw first, attach last. The Supporter that draws or searches goes before the manual attachment, so the attachment is chosen from the full hand.



. Gengar keeps two Darkness always; the Psychic is the third card, never the second.
. Seed the Bench first.Sixteen players, Swiss, one round per opponent. These are the decks that have shown up in previous weeks, with the numbers that decide each.
Mega Excadrill and the Metal box. Their Active Excadrill retreats for 4, so one Flame is 380 and it dies to a single Maze. Their Drilling is 330 with five Energy, so the lantern that collected survives on 20; Balloon it home and let Gengar or the second lantern take the next one. Every Steps or Hammer that strips an Energy turns Drilling into 200. Metang at 100 and Genesect ex at 220 both die to a Maze at 280, so Boss one up early if their Mega is not built yet. Two Excadrill dead is six Prizes. Their Jamming Tower switches off both Balloons; that is the second Cage's job. Undermine discards the top two cards of your deck each turn, so this is the one room where the deck can run thin late.
Dragapult, every build. Cage on turn one or two, before the first Dive. Every attacker they have is an ex, so Concealment is on for the Dark half and Gengar leads. Dragapult retreats for 1 and has 320 HP, so it is two Mazes, or Okidogi then Void Gale, or Maze then Okidogi. Munkidori dies the turn it lands. Their Meowth ex is the stall target in game plan 5. They run Special Red Card and Unfair Stamp, so bench before you pass once you are at three Prizes. The Dusknoir build's _Cursed Blast_ is 130 as counters, which Cage stops at the Bench line and nothing stops in front; its Prizes are full because counters are not attack damage.
Tyrantrum. Lantern only. Tyrantrum retreats for 3, so one Flame is 330, which is its full HP with a Special Energy attached and 150 more than it needs without one. _Wreak Havoc_ does 130 to a lantern after Resistance and 320 to Gengar or the dog, so the Dark half stays on the Bench for the whole game and attaches nothing. Never sit with one Pokémon in play against this deck; that is how it took a game on turn three before.
Festival Lead. One player. Cage over Festival Grounds before the _Musculature_ turn, and hold the second Cage for their replacement. Okidogi first, always; it pays two Prizes for the same kills a Mega pays three for. Dipplin and Thwackey retreat for 2 and die to anything, but they are one Prize each and you need six of them while they need two Megas. Bump the Grounds every turn it is up, because a Dipplin under it attacks twice.
Fox's Rainbow Eevee. Umbreon ex is Darkness and _Moon Mirage_ is 320 into a lantern, so the Dark half leads and the lantern works from the Bench as a Flame. Flareon ex is 270 and Fire, neutral both ways; Void Gale plus anything kills it. Espeon ex is Psychic and Void Gale is 460 into it. He runs Boss's Orders, so keep the Bench to bodies you can afford to lose.
The rooms the five test games and the Darkness deck before them actually met, for the nights you practice online.
Mega Lucario ex, Lucario Hariyama. The concede. _Aura Jab_ is 260 into every Darkness body and _Mega Brave_ is 540; the lantern takes 130 and 240. Two Lucario alternate Brave every turn. Lead the lantern, attach by hand, and take what Prizes the Cape'd Lucario leaves you. Their Battle Cage is why Gnawing Curse never reached their Bench in the Darkness deck's loss, and it is why that deck is not this one.
Sharpedo Toxtricity. Darkness, and a real deck: 50th at Worlds 2026. Seviper hits 240 with a Mega in play and kills a Poisoned dog exactly; Mega Sharpedo's _Hungry Jaws_ is 270 once damaged. Everything doubles into a lantern. Gengar leads, the lantern stays a Flame, and Concealment is blank against Seviper because it is single-prize.
Mega Lopunny box. _Spiky Hopper_ is 160, so a Mega takes two and dies to the third. Gravity Mountain takes 30 off every Stage 2 in play, and the Cage over it gave the lantern the 30 it lived on. Their Meowth ex and Morpeko ex are two Prizes each at 230, and Boss on them cost the Lopunny player two turns.
Mega Charizard X. 360 HP at Retreat 2, so two Flames is exactly 330 and a Void Gale before or after finishes it. _Inferno X_ is 90 per Fire Energy discarded and needs two Fire to use, so a Charizard that just fired usually cannot fire again next turn.
Mega Eelektross. _Disaster Shock_ is 190 and Paralyzes; two of them kill a Mega. AZ's is the answer, cure and heal in one card. _Split Bomb_ puts 60 on two Benched Pokémon, which the Cage does not stop because it is attack damage. Magnezone's _Upper Spark_ is 170 the turn it evolves.
Rocket's Mewtwo. Mewtwo ex is Psychic and 280 HP. Void Gale is 460 into it and _Chain-Crazed_ 520. The Dark half owns this room; keep the lantern benched when Crobat ex is loaded, since _Assassin's Return_ doubles into it.
Fox's Rainbow Eevee. The shop notes above hold at home too, and at home he picks his deck after you name yours. When you say Ferry, expect Umbreon.
Fox's Team Rocket's Mewtwo. Mewtwo ex is Psychic, Darkness-weak, and 280 HP. Void Gale lands 460 and Chain-Crazed 520. His board is ex-heavy, so Concealment runs all game. Crobat ex's _Assassin's Return_ at 240 doubles into a lantern, so the Psychic ghosts stay benched when Crobat is loaded.
Xero's Lucky Haunt. Ghost against ghost, with the dog mirror inside it. Both sides park a Mega Gengar, so both Concealments are live, and counters skip both. Chaotic Pain skips your Concealment and takes full Prizes off every Gastly, Haunter, Litwick, and Lampent it reaches. Battle Cage stops it at your Bench line, and he runs two Risky Ruins and two Petrel to take the Cage down, so hold the second one. His Void Gale lands 460 and a Poisoned Chain-Crazed 520 on a lantern, so the Dark half leads and the lantern works from the Bench as a Flame.
The dogs trade evenly. Either Poisoned dog's 260 kills the other at 250, and leaves a Gengar ex on 20. When the lantern comes forward, one Flame prices his board: 280 into a Gengar ex, 330 into Okidogi ex, and 380 into Blissey ex. Blissey ex is Colorless, so Concealment never covers it, and Prime Catcher plus one Maze takes it for two full Prizes. Any attack that knocks out his Gengar ex flips Fainting Spell at the attacker, and heads costs you 3 Prizes on a lantern or 2 on a dog, so let Haunt finish one when it can. House rule of thumb: whoever's wall commits first loses the information war.

and two Prizes, and _Gnawing Curse_ is switched off by every Battle Cage in the format. It is the core of the Darkness deck that went 1-3 the same week, and that deck is the right call for a Festival Lead room, not this one.The list is a hypothesis; games are the data. Symptoms and their fixes: