PKM Standard 📍 Cleo's 2K Pokémon Tournament — 2nd Place

Dragapult Dusknoir — Standard Strategy Guide

~$33 deck cost Published Oct 19 Event Oct 18

Archetype Overview

Dragapult Dusknoir doesn't need to win the fight in the Active Spot. It wins by deciding which Prize cards come off the board and when. Every turn, Dragapult ex puts damage counters wherever you want them, and the Duskull line converts its own Pokémon into precise chunks of damage that finish the job. The deck's job is to set up multiple Knock Outs at once, so a single attack can take two or more Prizes' worth of Pokémon off the board over the course of a turn.

This list took 2nd Place at Cleo's 2K Pokémon Tournament on October 18, 2026, piloted by Erick Garcia, and it costs about $33. That price makes it one of the cheapest ways to pilot a damage-counter deck with real decision depth.

Legality check before you register: Boss's Orders, Dawn, and Judge are flagged as not Standard-legal in our card data. Verify them against the current Standard legal card list for your event date. If any are out, those slots need replacements that fill the same roles: gust effects, Energy movement, and hand disruption.

The Core Plan

The win condition is Dragapult ex's Phantom Dive. For one Fire and one Psychic Energy, it does 200 damage to the Active Pokémon and places 6 damage counters on your opponent's Benched Pokémon in any way you like. That flexibility is the whole deck. You can drop all 60 damage on one Benched Pokémon to finish it, or spread 10s and 20s across the Bench to set up future Knock Outs.

The Duskull line is what turns "spread" into "Prizes." Dusclops and Dusknoir both have Cursed Blast, and neither attaches Energy or uses your attack for the turn:

Stack these with Phantom Dive and the reach gets enormous:

CombinationDamage to one Benched target
Phantom Dive counters alone60
Phantom Dive counters + Dusclops110
Phantom Dive counters + Dusknoir190
Phantom Dive counters + Dusclops + Dusknoir240

All of that comes on top of the 200 hitting the Active Spot. A strong Dragapult turn takes a Knock Out in the Active Spot and another on the Bench.

The Prize Trade

Cursed Blast isn't free. Every Dusclops or Dusknoir you blow up gives your opponent a Prize card. They're single-Prize Pokémon, though, and you choose when to spend them. The correct trade is a one-Prize Dusk Pokémon for a two-Prize ex, or for the Knock Out that ends the game.

Your rule-box Pokémon carry the opposite risk. Dragapult ex, Fezandipiti ex, and Meowth ex each give up two Prizes. The list keeps its Rule Box count low and runs a heavy suite of single-Prize Basics, so you control how quickly your opponent can close.

Self-KOs also feed your own engine. Fezandipiti ex's Flip the Script and Unfair Stamp only care that one of your Pokémon was Knocked Out during your opponent's last turn. A Cursed Blast you fire on your own turn doesn't count. Your opponent taking a Knock Out, though, turns on draw-3 from Fezandipiti and a 5-to-2 hand reset from Stamp. Every Prize they take hands you a comeback tool.

The Setup Engine

Two Stage 2 lines in one deck sounds clunky. The Trainer suite is built to make it work:

Night Stretcher at four copies is your durability. It returns fallen Dusclops for another Cursed Blast, recovers Dreepy to rebuild a Dragapult, or grabs a Basic Energy for your attachment. Duskull's Come and Get You also refills your Bench with up to three discarded Duskull at once.

Energy and Acceleration

Phantom Dive needs exactly one Fire and one Psychic Energy, so the 4/4 split is clean. Crispin fetches one of each, attaching one and putting the other in hand. That's often a full Phantom Dive set up off a single Supporter.

Rosa's Encouragement is the comeback card. When you're behind on Prizes, it attaches two Basic Energy from your discard pile to one Stage 2 Pokémon. A freshly evolved Dragapult ex can attack immediately, even after your attacker was just Knocked Out.

The Tech Package

The single-copy slots give the deck answers outside its main plan:

Why This Plan Is Strong

Most decks protect their win condition by keeping it off the Bench. Dragapult Dusknoir ignores that defense entirely. Your opponent's support Pokémon, half-evolved Stage 1s, and Benched ex are all reachable every turn without using a gust effect.

That flexibility shows up in three ways:

Who Should Pick It Up

Play this deck if you like counting damage. Every turn asks you to map out the next two: where the 6 counters go, whether to fire Dusclops now or hold it, and how many Prizes you're willing to give up for a multi-Knock Out turn. Players who track Prize cards on both sides and plan Knock Outs a turn ahead will get the most out of it.

It's a weaker choice if you want a linear, attack-every-turn deck. Opening hands that miss Stage 2 pieces need careful sequencing to recover, and misplaced damage counters cost you games quietly.

At around $33, there's almost no financial barrier. You're paying for practice reps, not cards.

Core Strategy & Game Plan

Dragapult Dusknoir wins by taking Prize cards in bunches. You don't need to out-hit your opponent's Active Pokémon every turn. You need to pile damage counters across their whole board until several Pokémon fall at once. Every engine piece serves that goal: build a Dragapult ex the long way, spread counters with Phantom Dive, and use the Dusclops and Dusknoir line to finish targets that spread alone can't.

How the Deck Takes Prizes

Phantom Dive does 200 to the Active Pokémon and places 6 damage counters on the opponent's Bench however you like. That flexibility is the deck's identity. Each turn, ask where those 6 counters do the most Prize damage over the next two turns, not just this one.

Cursed Blast costs you a Prize card every time. Use it when it takes at least as many Prizes as it gives up, or when it wins the game. Don't fire Dusclops just to chip damage you could have placed with Phantom Dive. The exception is a self-KO that turns on Fezandipiti ex or Unfair Stamp on your next turn, covered below.

Posture: Proactive Setup, Reactive Finishing

This is a proactive Stage 2 deck with no shortcut to evolution. The list runs no way to skip Drakloak. Every Dragapult ex goes Dreepy to Drakloak to Dragapult ex, and every Dusknoir goes through Duskull and Dusclops. That makes the first two turns the most important of the game. A thin Bench on turn 1 means a late Phantom Dive, and a late Phantom Dive means you're playing from behind.

Once the board is built, the posture flips. The deck becomes reactive about which Prizes it takes and when. It counts the opponent's board and spends Cursed Blasts only to convert damage already in play.

The Engine

Energy: Exactly Fire Plus Psychic

Phantom Dive costs one Fire and one Psychic. The deck runs four of each, and three cards exist to meet that cost:

Put your early manual attachments on the Pokémon that will evolve into your first Dragapult ex. Drakloak's Dragon Headbutt and Dreepy's Bite use the same Fire and Psychic cost, so that Energy can attack before the final evolution if you need it to.

The Ideal Game, Turn by Turn

  1. Turn 1: Use Buddy-Buddy Poffin to bench two Dreepy, plus Duskull if possible. Play Lillie's Determination for 8 if your hand is thin and you can play a Supporter. Attach a Fire or Psychic Energy to a Dreepy. Going second, starting with or promoting Budew for Itchy Pollen stops your opponent from playing Items on their next turn. It costs no Energy and has no Retreat Cost.
  2. Turn 2: Evolve to two Drakloak and use both Recon Directives. Evolve Duskull into Dusclops if it's on board. Attach the second Energy type to the Drakloak that will become your first Dragapult ex. Use Poké Pad and Ultra Ball to line up next turn's evolution.
  3. Turn 3: Evolve to Dragapult ex and Phantom Dive. Place the 6 counters for Knock Outs if any are available, or to set up multi-Prize turns. If Dusclops can finish something Phantom Dive left in range, consider Cursed Blast now.
  4. Turns 4 and later: Keep a second Dragapult ex or a powered Drakloak ready behind the first. Use Fezandipiti ex's Flip the Script or Unfair Stamp after you lose a Pokémon. Save Dusknoir's 13 counters for the Knock Out that ends the game or swings the Prize race.

Turning Your Own Knock Outs Into Value

The deck loses Pokémon on purpose through Cursed Blast and by accident to your opponent's attacks. Three cards reward you for it:

Note that a self-KO from Cursed Blast happens on your own turn. It does not turn on Fezandipiti ex or Unfair Stamp next turn. Those cards trigger only from Knock Outs your opponent causes. Late in the game, Special Red Card works once your opponent is down to 3 or fewer Prize cards remaining. It sends their hand to the bottom of the deck and leaves them 3 new cards, right when they're trying to close.

The Techs

Legality check: The card data used for this guide lists Boss's Orders, Dawn, and Judge as not Standard-legal. Confirm each card's legality before you register this list, and plan for gusting to come mainly from Phantom Dive's spread and Cursed Blast's reach rather than from Boss's Orders.

Card Choices & Breakdown

Legality check before you register: The card data this guide is built on flags Boss's Orders, Dawn, and Judge as not Standard-legal, even though all three appear in this 2nd-place list. Confirm their status for your event date. If any are unavailable, the fixes are covered in each card's entry below.

The Dragapult Line: 4-4-3

4 Dreepy, 4 Drakloak, 3 Dragapult ex

The full four Dreepy exist because this line has to reach the field early. Dreepy sits at 70 HP, so every Buddy-Buddy Poffin can grab it, and it is fragile enough that you need spares to absorb early Knock Outs.

Four Drakloak is the real engine count. Each Drakloak on the Bench runs "Recon Directive" every turn: look at two cards, keep one. That is free card selection. Multiple Drakloak stacked on the Bench smooth out your draws until you find the Stage 2. Do not treat Drakloak as a waypoint. Leaving one or two on the Bench as draw support is often correct even when you could evolve.

Three Dragapult ex instead of four is a space decision. You rarely need more than two Dragapult ex across a game. Night Stretcher can return a discarded or Knocked Out copy, so the third acts as insurance against prizing one or discarding one early to Ultra Ball. Note that Poké Pad cannot find Dragapult ex because of its Rule Box. Ultra Ball and Drakloak digging are your only ways to search it.

"Phantom Dive" costs exactly one Fire and one Psychic. That two-type requirement shapes the Energy and Supporter choices further down the list.

The Dusknoir Line: 2-2-1

2 Duskull, 2 Dusclops, 1 Dusknoir

This is your burst damage outside of attacking. Dusclops places 5 damage counters and Dusknoir places 13 when you use "Cursed Blast." Both Knock Out your own Pokémon to do it. Pair them with "Phantom Dive's" 6 counters:

Only one Dusknoir makes sense because "Cursed Blast" consumes it. You get one use and then rely on Night Stretcher to recover it. Two Dusclops give you two smaller blasts or two chances to find a Dusknoir evolution target.

Two Duskull looks thin, but "Come and Get You" puts up to three Duskull from your discard pile onto your Bench. A Duskull you discarded to Ultra Ball is not lost.

Every Pokémon in this line lacks a Rule Box, so Poké Pad fetches each piece. Keep the Prize trade in mind: every "Cursed Blast" hands your opponent a Prize card. That cost also has upside, because it can enable Rosa's Encouragement and accelerate your opponent toward Special Red Card range.

Utility Pokémon

Search and Recovery Items

Supporters

If Dawn or Judge are not legal, the cleanest replacement is a fifth draw Supporter or a second Crispin.

Disruption and Stadium

Energy: 4 Fire, 4 Psychic

"Phantom Dive" needs one of each type, so the split is even. Eight Energy is lean, but several cards stretch it:

With that support, you rarely need more than two Energy on the board at once.

The Decklist

Erick Garcia's list took 2nd Place at Cleo's 2K Pokémon Tournament on October 18, 2026. At roughly $33 at TCGplayer market prices, it is one of the cheapest competitive decks you can register. The full 60 is below. Duplicate lines from the original registration (split Dragapult ex, Dreepy, and Budew entries) are merged into single counts. Each slot is tagged Core (don't touch it) or Flex (open to adjustment for your local field).

Pokémon (22)

QtyCardTagNote
4DreepyCore70 HP, so every copy is a Buddy-Buddy Poffin target. Four is the floor for a reliable Turn 2 evolution.
4DrakloakCoreRecon Directive is your engine filter. Never cut below four.
3Dragapult exCoreThe primary attacker. Three plus four Night Stretcher keeps Phantom Dive online all game.
2DuskullCore60 HP, so it is Poffin-able. Come and Get You can rebuild the line from the discard pile.
2DusclopsCoreFive-counter Cursed Blast that stacks with Phantom Dive. Two copies let you blast twice in a game without needing Dusknoir.
1DusknoirFlexThe 13-counter finisher. A second copy is the first add if your field is full of mid-HP Pokémon ex.
1Meowth exFlexLast-Ditch Catch turns Ultra Ball into a Supporter search. Remember it has a Rule Box, so Poké Pad can't find it.
1Fezandipiti exFlexThree-card draw after you lose a Pokémon on your opponent's turn. Cruel Arrow snipes any target for 100.
2BudewFlexFree-cost, zero-retreat Item lock. The second copy is the most cuttable Pokémon if you need space.
1MoltresFlexSingle-Prize answer that hits a Pokémon ex Active for 110 off one Basic Fire Energy. Poké Pad finds it.
1PatratFlexWatchful Eye stops damage-counter movement on both sides. Phantom Dive and Cursed Blast put counters, so it never hurts you.

Trainer (30)

QtyCardTagNote
4Lillie's DeterminationCorePrimary draw. Draws eight when you're still at six Prize cards, which makes it the best opener in the deck.
4Buddy-Buddy PoffinCoreFetches Dreepy, Duskull, Budew, and Patrat straight to the Bench.
4Ultra BallCoreYour only Item search for Dragapult ex, Meowth ex, and Fezandipiti ex.
4Poké PadCoreDiscard-free search for every non-Rule Box piece, including Drakloak, Dusclops, and Dusknoir.
4Night StretcherCoreRecovers Pokémon or Basic Energy. Cursed Blast feeds it fresh targets every turn.
3Boss's OrdersFlexGust for Prize-taking turns. Three is standard; the count is adjustable (see legality note below).
1Rosa's EncouragementFlexRe-powers a Stage 2 from the discard when you're behind on Prizes. A comeback card, not a setup card.
1CrispinFlexGrabs one Psychic and one Fire, exactly what Phantom Dive costs.
1DawnFlexMoves an Energy from the Bench to the Active Spot to finish a Phantom Dive cost.
1JudgeFlexSymmetrical four-card hand reset. It is disruption, not draw.
1Unfair StampFlexFive cards for you, two for them, but only after you lose a Pokémon on your opponent's turn.
1Special Red CardFlexLate-game hand disruption. Live only when your opponent is at three or fewer Prize cards.
1Jamming TowerFlexThe list runs zero Pokémon Tools, so shutting off Tools is pure upside for you.

Energy (8)

QtyCardTagNote
4Basic Psychic EnergyCoreHalf of Phantom Dive's cost. It also fuels the Duskull and Dusknoir attacks.
4Basic Fire EnergyCoreThe other half of Phantom Dive. It also powers Moltres.

Reading the Flex Slots

Fifteen Trainer slots and five evolution pieces are locked. Treat everything else as a toolbox you tune to what your local plays. Adjust in this order:

  1. Second Budew → second Dusknoir. Make this swap if your room is mostly slow setup decks you can out-damage rather than out-lock. More Cursed Blast reach beats a redundant Item lock against big Basics.
  2. Patrat → open slot. Patrat only does work against decks that move damage counters. If nobody at your store does that, the slot is free for another draw or recovery card.
  3. Judge vs. Unfair Stamp. Both are hand disruption, so keep at least one. Stamp hits harder but has a condition. Judge is always live but gives your opponent four cards.
  4. Dawn vs. a fifth Energy. If you keep stranding a Fire or Psychic on the Bench, Dawn stays. If your problem is not drawing Energy at all, swap it for a ninth Basic Energy.

Synergy Checks Before You Edit

Legality Note: Verify Before You Register

The card data behind this guide flags Boss's Orders, Dawn, and Judge as not Standard-legal. The list above is reproduced as it placed, but check all three against the current Standard legal card list before you sleeve up. Any of them that fails that check needs a legal card in its place that does the same job:

The three Boss's Orders slots matter most, because Prize-taking turns depend on pulling the right target into the Active Spot. Don't register this list without confirming them.

Opening Hands & Setup

Legality check before you register: our card data flags Boss's Orders, Dawn, and Judge as not Standard-legal, even though they appear on this list. Confirm current legality for your event. The setup plan below doesn't depend on any of the three.

You can't throw a bad seven back in Pokémon. A hand with no Basic is reshuffled, and every other hand gets played. Openings with this deck aren't about keeping or shipping. They're about knowing which starts to push hard, which to nurse, and what your first two turns have to accomplish no matter what you drew. There's no Rare Candy here, so every Dragapult ex goes Basic, Stage 1, Stage 2. That makes your turn-one Bench the single biggest factor in whether you're attacking on time.

What a Strong Opening Looks Like

The best openers have a way to put multiple Basics on the Bench immediately. Buddy-Buddy Poffin is your premier opener. Every Basic in your evolution lines fits under its 70 HP cap: Dreepy at 70, Duskull at 60. Poké Pad is next, since it finds any non-Rule Box piece of either line. Ultra Ball is the flexible third, and it's your only Item that grabs a Pokémon ex.

Strong openingWeak opening
Buddy-Buddy Poffin plus a Basic in handLone Meowth ex or Fezandipiti ex as your only Basic
Lillie's Determination (draws 8 at exactly 6 Prize cards)Hand clogged with Special Red Card, Unfair Stamp, Rosa's Encouragement: all conditional, all dead on turn one
At least one Basic Energy of either typeMultiple Night Stretcher with an empty discard pile
Dreepy or Budew available to start ActiveNo search Items and no Supporter

Your weak hands share one trait: they're full of cards built for the mid-to-late game. Special Red Card needs your opponent at 3 or fewer Prize cards. Unfair Stamp needs one of your Pokémon Knocked Out last turn. Rosa's Encouragement needs you behind on Prizes. None of them do anything early. When a hand like that has an Ultra Ball, those dead cards become discard fodder. Pitch the one you're least likely to need in the next few turns. Prefer a spare Energy or an extra evolution piece, because Night Stretcher can bring those back later.

Choosing Your Active Pokémon

In order of preference:

  1. Budew: Retreat 0 makes it a free pivot into whatever you evolve. Going second, its no-cost "Itchy Pollen" stops your opponent from playing Items on their next turn. That's a real shot at stalling an Item-based setup. It's only 30 HP, but it's one Prize and it's doing its job by absorbing an early attack.
  2. Dreepy: Fine Active, especially when it's not your only copy. Retreat 1. Just don't put the Dreepy you're relying on for Drakloak into the line of fire if a Benched copy can take that role.
  3. Moltres: 120 HP soaks early hits. Going second with a Fire Energy, "Fighting Wings" hits 110 into an opposing Pokémon ex. It's a reasonable start when you have no Budew.
  4. Patrat / Duskull: Playable starts that don't do much from the Active Spot. Get them benched or retreated as soon as you can.

Never start Meowth ex if you can avoid it. "Last-Ditch Catch" triggers only when you play it from your hand onto your Bench during your turn. Placing it during setup wastes the Supporter search and hands your opponent an easy two-Prize target. The same logic applies to Fezandipiti ex: it's a 210 HP two-Prize Pokémon whose Ability does nothing until you've lost a Pokémon. If either is your only Basic, you have to start it. Prioritize getting a one-Prize pivot down and retreating out.

Going First vs. Going Second

Default: go second. This list gets more from the second-player turn than most:

Go first when the race is about who spreads first. Against other Stage 2 evolution decks and spread decks with fragile Basics on the Bench, going first means your first "Phantom Dive" lands before their third turn. Their Benched Basics are still at 60–70 HP, and 6 damage counters can wipe pieces before they evolve. Taking the board apart before it's built usually beats any turn-one Supporter.

Turn-One Priorities

  1. Bench two Dreepy, three if possible. You run four Drakloak, and two Drakloak online by turn two is what makes the deck consistent. A third Dreepy protects you against an early Knock Out on your evolution line.
  2. Bench one Duskull. The Dusclops/Dusknoir line is your Prize-math finisher, but it's secondary to the Dragapult line on turn one. One Duskull is enough. A second is fine if Poffin gives it to you for free.
  3. Attach Energy to a Benched Dreepy, not your Active pivot. "Phantom Dive" costs Fire and Psychic. One attachment now and the opposite type next turn has your first Dragapult ex ready to swing the turn it evolves.
  4. Don't overfill the Bench. Low-HP Basics are spread fodder, and Bench space matters once Dusclops and Fezandipiti ex enter the picture. Skip extra Basics that don't advance an evolution.
  5. Going first and no Supporter allowed? If you have spare Bench space and an Ultra Ball, dropping Meowth ex still fetches the Supporter you'll play next turn. Do this only if that Supporter is what actually fixes your hand.

Turn-Two Priorities

  1. Evolve every Dreepy you can into Drakloak, then use each "Recon Directive." Use the Abilities before you commit your Supporter. The filtering might hand you the Dragapult ex or Energy that changes your choice.
  2. Attach the second Energy type to the Drakloak you plan to evolve next turn.
  3. Supporter choice: Lillie's Determination if you're still at 6 Prize cards and need cards. Crispin if you're missing an Energy type. Bench Meowth ex to fetch whichever one you're missing.
  4. Evolve Duskull into Dusclops only if you have the resources to spare. Dusclops is a 90 HP target sitting on your Bench. If you won't need "Cursed Blast" until turn three or later, you can hold the evolution and keep your hand stocked for Dragapult.
  5. Know your outs for the Stage 2. Ultra Ball is your only Item that grabs Dragapult ex. Poké Pad can't, because it has a Rule Box. Keep an Ultra Ball going into turn three rather than burning it early on a Basic that Poffin or Poké Pad could have found.

The Recovery Plan for a Bad Start

If you open with a lone two-Prize Basic and a clunky hand, accept that you're likely giving up the first Prizes, and plan around it. Get a one-Prize pivot down as fast as possible. Dig for Lillie's Determination while you're still at 6 Prize cards. Once your opponent takes a Knock Out, Unfair Stamp, Fezandipiti ex, and Rosa's Encouragement all come online together. A slow start with this deck often means you're playing the comeback game a turn early, and the list is built to win that game.

Sequencing & Key Lines

Legality check before you register: the card data for this list marks Boss's Orders, Dawn, and Judge as not Standard-legal. The lines below don't depend on any of them. Confirm current legality and fill those five slots with Standard-legal cards before you sleeve this up.

Turn 1: Build the Board, Not the Hand

Your first-turn priority is getting as many Basics onto the Bench as you can. A Dreepy that isn't on the board by the end of turn one can't become a Dragapult ex on turn three.

  1. Play Buddy-Buddy Poffin first. The default grab is two Dreepy. With a second Poffin, add a Duskull or a second Dreepy. Poffin can't fetch Meowth ex, Moltres, or Fezandipiti ex, so get those with Ultra Ball or Poké Pad (Pad finds Moltres but not the ex Pokémon).
  2. Attach your Energy to the Dreepy you plan to evolve first. Dragapult ex needs one Fire and one Psychic for Phantom Dive. Split your two types across turns one and two on the same Dreepy so it can attack the turn it becomes Dragapult ex.
  3. Play your Supporter last. At exactly 6 Prize cards, Lillie's Determination draws 8. Use your Items to thin the deck and reach your Basics first, then shuffle away the dead cards for the bigger draw.

Going second: if Budew is your Active, attack with Itchy Pollen. It costs nothing and stops your opponent from playing Items on their next turn. That shuts down their own search and setup at the turn they most need it. Lead Budew whenever you're on the draw and it's in your opening hand.

Meowth ex timing: Last-Ditch Catch only triggers when you play it from your hand to your Bench. Drop it when the Supporter it fetches turns a weak hand into a working one, usually Crispin for Energy or Lillie's Determination for a refill. The cost is real: Meowth ex is a two-Prize Benched Pokémon you'll rarely get to Tuck Tail with. If your hand already has a Supporter, keep Meowth ex in hand.

Turn 2: Drakloak Engine Online

Turn 3 and Beyond: The Phantom Dive Turn

Once Dragapult ex is attacking, every turn has the same order:

  1. Draw and dig: Recon Directive, then your Supporter.
  2. Do the math before committing. List every Pokémon on your opponent's board you can Knock Out using Phantom Dive (200 to the Active, 6 damage counters spread across the Bench), Dusclops (5 counters), and Dusknoir (13 counters).
  3. Use Cursed Blast before you attack. Abilities resolve before your attack, so blast first and spread Phantom Dive's counters around what's left. This keeps you from wasting counters.
  4. Spread with next turn in mind. If you can't KO with your 6 counters, place them so your next Phantom Dive or Cursed Blast finishes the target. Damaged Benched Pokémon force your opponent to play scared.

Here's what the numbers look like. Dusclops plus 6 Phantom Dive counters puts 110 on one Benched target. Dusknoir plus the full spread puts 190 on one target. Dusknoir plus Phantom Dive on the Active puts 330 on it, enough to KO a 320-HP Stage 2 ex.

Branch Point: When to Cash In Cursed Blast

Every Cursed Blast Knocks Out your own Pokémon, and your opponent takes a Prize card for it. That makes it a trade, so only take it when one of these is true:

One trap to avoid: a Cursed Blast KO happens during your turn. It does not enable Fezandipiti ex's Flip the Script or Unfair Stamp on your next turn. Those only check for Knock Outs during your opponent's last turn.

Branch Point: Losing a Dragapult ex

Your opponent will eventually KO your Dragapult ex. Your recovery turn is where this deck's comeback tools come together:

  1. Play Unfair Stamp first. You shuffle and draw 5, and your opponent drops to 2 cards.
  2. Then use Flip the Script with Fezandipiti ex, already on the Bench or played down from your new hand, to draw 3 more. Stamp first means the Fezandipiti cards don't get shuffled away.
  3. Re-power with Rosa's Encouragement. If you have more Prize cards remaining than your opponent, attach two Basic Energy from your discard pile to a Stage 2. That lets a freshly evolved Dragapult ex attack immediately without spending your manual attachment.
  4. Use Night Stretcher to get back the fallen Dragapult ex, a Drakloak, or a missing Basic Energy.

Small edge: when Rosa's Encouragement is still in your deck or hand, discard Basic Fire Energy and Basic Psychic Energy to Ultra Ball. You're stocking the discard pile Rosa draws from.

Moltres as a Pressure Release

Moltres hits for 110 with a single Fire Energy when the opponent's Active is a Pokémon ex, and it gives up only one Prize card. Use it to take a hit off your Dragapult ex, or to finish a damaged ex Active without exposing a two-Prize attacker. It also pairs with Cursed Blast: Dusclops plus Fighting Wings puts 160 on an ex Active.

Playing Around Interaction

The disruption you'll see most often falls into three groups: gust effects that drag up your Bench, hand disruption, and Item lock. Here's how to handle each.

Closing the Game

Hold Special Red Card for the late game. Once your opponent is at 3 or fewer Prize cards, it sends their hand to the bottom of their deck and leaves them 3 cards to find their last few KOs with. Your own hand is untouched. Play it on a turn when your board already threatens the remaining Prize cards: a Dragapult ex ready to Dive, plus a Dusclops or Dusknoir in reserve to finish whatever survives.

Matchup Matrix

Legality check before you register: the card data for this list marks Boss's Orders, Dawn, and Judge as not Standard-legal. Confirm all three against the current legal card list for your event date. Every plan below works without them: the deck's main way to reach the Bench is Dragapult ex's Phantom Dive plus Cursed Blast, not gust effects.

Summary

Opposing StrategyAssessmentWhat Decides ItKey Cards
Evolution / Setup decksFavoredWhether you spread onto their Basics and Stage 1s before they evolveDragapult ex, Dusclops, Budew
Big-Basic ex AggroEvenSurviving the early turns without falling too far behind on Prize cardsMoltres, Fezandipiti ex, Unfair Stamp, Rosa's Encouragement
Single-Prize SwarmEvenTurning Phantom Dive's counters into multi-Prize turnsDragapult ex, Dusknoir, Night Stretcher
Dragapult MirrorEvenWho lands the first Phantom Dive and who leaves Drakloak exposedDusclops, Budew, Buddy-Buddy Poffin
Control / DisruptionEvenRebuilding a hand after disruption and keeping a Stage 2 on boardLillie's Determination, Drakloak, Meowth ex, Night Stretcher

Evolution / Setup Decks — Favored

This is the matchup the list is built to beat. Any deck that has to bench low-HP Basics and Stage 1s before it can attack is handing you Prize cards. Phantom Dive deals 200 to the Active Pokémon and places 6 damage counters on the Bench however you like. Add a Dusclops Cursed Blast (5 counters) or a Dusknoir Cursed Blast (13 counters) and their evolution line disappears before it ever attacks.

What decides it: tempo. If they reach their Stage 2 attacker before your first Phantom Dive, the game turns into a slugfest instead of a dismantling.

Your plan:

Big-Basic ex Aggro — Even

Decks that attack hard from Basic Pokémon ex on turn one or two punish a Stage 2 engine. They can take two Prize cards off a Drakloak or a benched Meowth ex before your first Dragapult ex is online.

What decides it: whether you have comeback tools ready when you fall behind early. This list has plenty of them.

Your plan:

Single-Prize Swarm — Even

Against decks built around Pokémon without Rule Boxes, the Prize trade is the problem. Each of your Dragapult ex gives up two Prize cards, while each knockout you score is worth only one. The fix is knocking out more than one Pokémon per turn.

What decides it: whether your Phantom Dive counters actually finish Pokémon. Six counters split across healthy targets often take nothing. Six counters that complete earlier damage take multiple Prize cards.

Your plan:

Dragapult Mirror — Even

Both players are spreading damage onto each other's Bench, and Drakloak's 90 HP is the weak point on both sides. Phantom Dive's 60 plus a Dusclops Cursed Blast's 50 removes a Drakloak and slows the opponent's next Dragapult ex.

What decides it: the first Phantom Dive, and how much evolution material each player has exposed when it lands.

Your plan:

Control / Disruption — Even

Decks that disrupt your hand, lock your Items, or stall behind defensive effects attack your setup rather than your attackers.

What decides it: how fast you rebuild after each disruption turn, and whether you keep at least one Stage 2 in play.

Your plan:

Cross-Matchup Notes

Tech Choices & Variations

Legality check before you register: our card reference flags Boss's Orders, Dawn, and Judge as not Standard-legal. Confirm that the printings you own are legal for your event date. If they aren't, those five slots (three Boss's Orders, one Dawn, one Judge) are your first flex slots, and the guidance below covers how to refill them.

What's Core and What's Flex

Treat these as locked:

Everything else is negotiable: the Dusknoir line's depth, the single-copy tech Pokémon, the Item-based disruption, the Stadium, and the support Supporters.

The Flex Slots, One by One

Moltres. Fighting Wings costs one Basic Fire Energy and hits a Pokémon ex for 110. That makes it a cheap non-ex attacker. It can finish a damaged ex while giving up only one Prize card when it goes down.

Patrat. Watchful Eye stops damage counters from moving on either side. Nothing in this list moves damage counters, so the effect costs you nothing. Against decks that shuffle damage around to dodge Knock Outs or redirect your spread, it shuts that plan down.

Two Budew. Itchy Pollen costs nothing and stops your opponent from playing Items on their next turn. Retreat 0 lets you pivot out freely afterward. It's at its best early against Item-dependent setup decks, especially when you go second and can lock them before they've built a board.

Meowth ex and Fezandipiti ex. Both are Rule Box draw and search tools, and both give up two Prize cards when Knocked Out.

The Dusknoir line (2 Duskull, 2 Dusclops, 1 Dusknoir). Cursed Blast adds 50 or 130 damage outside your attack, which turns Phantom Dive's 60 Bench damage into Knock Outs.

Special Red Card and Unfair Stamp. Both are conditional hand disruption.

Jamming Tower. This list runs zero Pokémon Tools, so turning off all Tools only hurts your opponent.

Rosa's Encouragement, Crispin, and Dawn. All three are Energy-acceleration and positioning Supporters.

Refilling the Gust and Disruption Slots

If the three gust slots are unavailable, refill them in this order:

  1. Find a legal gust effect first. Losing all gust effects matters less here than in most decks, but it still matters. Phantom Dive and Cursed Blast both hit the Bench directly, so you can take Bench Knock Outs without forcing anything Active. What you lose is the ability to strand a heavy-retreat attacker or drag up a specific Active target.
  2. Without a gust, add these: a second Dusknoir, to convert more Bench targets on your own terms, plus a second Crispin or Rosa's Encouragement.
  3. If you also lose Judge: a second Unfair Stamp fills a similar hand-disruption role, but only when its condition is met.

Swap Summary

SwapYou GainYou Give UpMake It When
Moltres → 2nd DusknoirMore reliable 130 burstCheap one-Prize attacker into exField is mostly single-Prize decks
Patrat → 2nd Jamming TowerStadium consistencyAnswer to counter-movementNo counter-movement decks expected
1 Budew → 2nd CrispinEnergy fixingReliable early Item lockSlower, Supporter-driven field
Fezandipiti ex → 2nd Unfair StampFewer two-Prize liabilitiesRepeatable drawSingle-Prize-heavy room
Special Red Card → 2nd Rosa's EncouragementComeback Energy accelerationLate-game hand disruptionYou expect to trail on Prize cards often

Tuning for Your Local Field

Scout what your store actually plays, then adjust by strategy:

Budget Options

Where the Money Goes

At roughly $33 at TCGplayer market prices, this list is already a budget deck. There is no single chase card holding the build hostage, so "budget options" here means buying smart and knowing which corners you can cut without breaking the engine.

The cost is most likely concentrated in the Pokémon ex: the three copies of Dragapult ex, plus Meowth ex and Fezandipiti ex. After those come the four-copy Item staples (Ultra Ball, Night Stretcher, Buddy-Buddy Poffin, Poké Pad) and the four Lillie's Determination. Each copy is probably cheap, but a full playset of five different staples adds up. Single-Prize attackers and techs like Moltres, Patrat, Budew, and the Duskull line should be the least of your worries.

Buy the Cheapest Printing

The list splits Dragapult ex (2 + 1), Dreepy (2 + 2), and Budew (1 + 1) into separate lines. That usually means the copies are different printings of the same card. Cards with the same name and the same text play identically, so on any line where two printings share identical text, buy whichever version is cheapest. Full-art or alternate-art Dragapult ex has no gameplay value. Get the lowest-cost version that is legal in Standard and put the savings toward the rest of the 60.

Legality Check Before You Register

Do this before you spend a dollar. The card data behind this guide flags Boss's Orders, Dawn, and Judge as not Standard-legal. Check current legality for the specific printings you own before you build. If any of them are out, here is what you lose and how to patch it with cards already in the deck:

Budget Swaps and What They Cost You

If you need to shave the price further, the ex support Pokémon are the place to do it. They are the flexible slots. They are not the engine.

CutBudget ReplacementWhat You Give Up
Fezandipiti ex Second Crispin or a basic Energy The 3-card refill from Flip the Script after the opponent takes a KO, and Cruel Arrow as a Colorless-cost attack that deals 100 to any Pokémon to close out a game. On the upside, you remove a Pokémon ex that gives up more Prize cards when Knocked Out.
Meowth ex Second Rosa's Encouragement or second Crispin A Supporter tutor that Ultra Ball can find. That means you can grab the exact Supporter the turn calls for. Tuck Tail also lets you return Meowth ex to hand and replay it for another Last-Ditch Catch later. Without it, your Supporter turns get noticeably less reliable.
Special Red Card Basic Psychic Energy Late-game disruption once the opponent is down to 3 or fewer Prize cards. Cut this only if it turns out to be one of the pricier Items.

Do not cut both ex support Pokémon at once unless you have to. Losing Meowth ex and Fezandipiti ex together strips out your Supporter access and your post-KO recovery in one move. The deck still functions, but it stumbles more often when the opponent trades aggressively.

What Not to Cut

Upgrade Path

If you are building from nothing or collecting over time, acquire in this order. Each step leaves you with a more functional deck than the one before.

  1. Engine first: four Dreepy, four Drakloak, three Dragapult ex, plus the 2-2-1 Dusk line and all eight basic Energy. This is the skeleton. Nothing else matters without it.
  2. Consistency Items: full playsets of Buddy-Buddy Poffin, Poké Pad, Ultra Ball, and Night Stretcher. This is the single biggest jump in how often the deck does its thing.
  3. Supporters: four Lillie's Determination, then Crispin and Rosa's Encouragement, then your gust Supporter once you have confirmed it is legal.
  4. Disruption and Stadium: Unfair Stamp, Special Red Card, and Jamming Tower. These swing close games but do not fix a broken setup.
  5. Single-Prize techs: Moltres, Patrat, and two Budew. They are cheap and matchup-specific. Add them as your local field calls for them.
  6. Ex support last: Meowth ex and then Fezandipiti ex. These are the final layer of polish that turns a functional list into the full version.

Once you reach step 6, you have the complete list. Beyond that, the only upgrades left are cosmetic printings, and they will not win you a single game.

Common Mistakes

1. Firing Cursed Blast After You've Already Attacked

Dusclops and Dusknoir use Abilities, and attacking ends your turn. If you swing with Dragapult ex first, any Cursed Blast damage has to wait a full turn, and your opponent gets that turn to heal, retreat, or bench around your math. Before you attach Energy or declare Phantom Dive, lay out the whole turn: which targets the Blast covers, which targets the 6 Phantom Dive counters cover, and how the two combine.

The fix is a fixed order. Run your Items and Supporter, use Drakloak's Recon Directive, fire Cursed Blast, and only then attack. A Dusclops Blast plus 1 Phantom Dive counter puts exactly 6 counters on one target. A Dusknoir Blast plus Phantom Dive lets you take a big Active knockout and still spend all 6 Bench counters on something else. Treat the Blast as part of your attack math, not a separate step.

2. Ignoring the Prize You Hand Over

Cursed Blast Knocks Out your own Pokémon, and your opponent takes a Prize card for it. Players treat Dusclops and Dusknoir as free damage. They aren't. Every Blast is a one-Prize trade, so ask one question before you fire: does this damage take a Prize this turn, or set up a multi-Prize turn next turn?

Watch the opponent's Prize count late. A Blast that drops them to 1 Prize remaining can hand them a game they couldn't otherwise close.

3. Expecting Your Own Knock Outs to Turn On Fezandipiti ex and Unfair Stamp

This is the rules mistake that costs the most games with this list. Fezandipiti ex's Flip the Script and Unfair Stamp both check whether one of your Pokémon was Knocked Out during your opponent's last turn. A Cursed Blast self-KO happens during your turn, so it never satisfies either condition. You can't sacrifice Dusclops and then draw 3 off Fezandipiti ex in the same turn, or the next one.

Plan your comeback draw around the turns your opponent actually takes a KO. When they knock out a Drakloak or a Dreepy, that's your window for the draw-3 or the 5-for-2 hand swap. Don't burn Unfair Stamp early when your hand is already fine. It's strongest when your opponent has just loaded their hand for the closing turn.

4. Wasting the Opening Lillie's Determination

Lillie's Determination draws 8 only while you have exactly 6 Prize cards remaining. Once you take your first Prize, it's a 6-card shuffle-draw like any other. Early, it's your strongest setup Supporter. Don't spend that turn's Supporter on something weaker while the 8-card mode is live, unless the alternative wins the game.

The second leak is playing it in the wrong order. Lillie's shuffles your hand back into the deck, so do these first:

Hold Ultra Ball until after the Lillie's. The shuffle often gives you better discard fodder.

5. Misplaying Meowth ex

Last-Ditch Catch only triggers when you play Meowth ex from your hand onto your Bench during your turn. Placing it during setup isn't during your turn, so a Meowth benched at the start of the game gives you no Supporter. Keep it in hand and play it down on turn one.

Also remember Buddy-Buddy Poffin can't fetch it. It has 170 HP and Poffin puts Pokémon straight onto the Bench rather than playing them from hand. Poké Pad can't find it either, since it has a Rule Box. Ultra Ball is your only search for it.

Once Meowth has done its job, it's a 170 HP Pokémon ex giving up two Prizes from your Bench. If you have the turn to spare, Tuck Tail returns it and all attached cards to your hand. That clears the liability and lets you replay it later for another Supporter search. Don't leave it rotting on the Bench as an easy two-Prize target in a close race.

6. Spreading Phantom Dive Counters Evenly

Six counters split evenly across three Benched Pokémon looks productive and usually does nothing. Damage only matters when it crosses a Knock Out threshold, either this turn or next turn with a Cursed Blast or another Phantom Dive. Before you place counters, count HP:

Uncommitted spread lets your opponent decide which damaged Pokémon to keep. Committed spread forces their hand.

7. Starving Your Discard Pile of Energy

Phantom Dive costs one Fire and one Psychic, and this list rebuilds attackers through the discard pile. Rosa's Encouragement attaches up to 2 Basic Energy from the discard to a Stage 2, but only while you have more Prizes remaining than your opponent. Night Stretcher can pull back Basic Energy as well as Pokémon.

The common error is discarding only spare Pokémon to Ultra Ball and never pitching Energy. Then the turn you fall behind, Rosa's Encouragement has nothing to attach. When you're comfortable on Pokémon, discard a Fire and a Psychic early. That turns Rosa's into a full Phantom Dive on a fresh Dragapult ex in one Supporter.

Crispin fixes the same problem from the deck. Take Fire and Psychic, attach the type your attacker is missing, and keep the other.

8. Forgetting the Non-ex Pressure Pieces

Budew and Moltres get treated as filler, and that loses games you should win.

Tournament Prep & Final Notes

Before You Register: Legality and Decklist Check

Do this before anything else. The official card data for this list marks Boss's Orders, Dawn, and Judge as not Standard-legal. Check all five of those slots against the current Standard legal card list for your event date before you submit. An illegal card on your registration is not something you want found at a deck check. If any of them are out, replace them by role and practice with the replacements before the event:

Also clean up the registration sheet. The list splits several cards across duplicate lines. Your totals are 3 Dragapult ex, 4 Dreepy, and 2 Budew. If those copies are different printings, register each printing correctly. If they are the same printing, combine them into one line. The full count is 22 Pokémon, 30 Trainers, and 8 Energy.

Rules Interactions to Know Cold

These come straight from the card text. If you are unsure about any of them during a match, you will either waste a resource or misplay a key turn.

What to Practice

Counter math until it's automatic. This deck wins by stacking placed damage. You have three sources:

Take your opponent's likely lists and drill the combinations against their common HP values. Before you attach Energy, you should know which Benched Pokémon dies to Phantom Dive alone, which needs Dive plus a Dusclops, and which needs a Dusknoir. Work out the full turn's damage before you commit any of it.

Prize mapping with self-KOs included. Each Cursed Blast gives your opponent a Prize. Practice counting the whole game: your Prizes taken versus theirs, including the ones you give away. Find the turn where Blasting pushes your opponent to 3 or fewer Prizes remaining. That turns on Special Red Card for you, but it also brings them closer to winning. You need to know which effect matters more in that game state.

Comeback turns. Set up the board state where your opponent just Knocked Out one of your Pokémon. Then practice sequencing Fezandipiti ex's draw, Unfair Stamp, and your Supporter for the turn. The order depends on what's in your hand. Run the scenario enough times that you choose the order deliberately.

Item-lock tempo. Budew's Itchy Pollen costs nothing and stops your opponent from playing Items on their next turn. Practice spotting the turns where that matters more than developing your own board. That usually means early turns against setup-heavy strategies.

Time Management

This is a slow deck to play. A typical turn can include:

Over a best-of-three, that adds up quickly. Keep the pace up with these habits:

Final Assessment

At about $33, this list finished 2nd at Cleo's 2K. It's an unusually strong result for the price, and it shows how much of the deck's power comes from its non-ex engine:

Respect the deck's weak points:

Confirm the five legality-flagged slots, practice the counter math, and keep an eye on the clock.

Buy This Deck

Full decklist — about $33 at current market prices. Links go to TCGPlayer and may earn us a small commission at no cost to you.

Source: tournament results. Decklist and placements as reported by the event organizer.