Archetype Overview
Ogerpon Meganium is a Grass Energy-acceleration deck built around one Ability: Meganium's Wild Growth, which makes each Basic Grass Energy attached to your Pokémon provide two Grass Energy. Every attacker in the list costs fewer Energy cards with it in play, and the deck can attach several Energy per turn, so your attackers get powered up very quickly. Nick Mar piloted this list to a Top 4 finish at Cleo's 2K Pokémon Tournament on October 18, 2026. At roughly $42, it costs very little to run.
The Core Engine
The deck has three layers that build on each other:
- Attachments beyond the one-per-turn limit. Each Teal Mask Ogerpon ex (four copies) can use Teal Dance once per turn to attach a Basic Grass Energy from your hand to itself and draw a card. Each Hydrapple ex (two copies) can use Ripening Charge to attach a Basic Grass Energy from your hand to any of your Pokémon and heal 30 from it. Add your normal attachment and you can put multiple Energy into play in a single turn.
- Wild Growth cuts your costs. With Meganium in play, each Basic Grass Energy pays for two Grass. Two Energy cards cover Myriad Leaf Shower's three-Grass cost. Two cards also cover the four-Energy costs of Solar Beam and Wood Hammer.
- Your hand refills. Teal Dance draws a card every time it attaches. Four Bug Catching Set each look at the top seven cards and take up to two Grass Pokémon or Basic Grass Energy. Fourteen Basic Grass Energy keep those searches from coming up empty.
Teal Dance and Ripening Charge both need a Basic Grass Energy in your hand. Plan your turns around that. Before you commit to an attachment, check how many Energy you hold, and use Bug Catching Set and Teal Dance draws to restock.
Getting Meganium Online
Meganium is a Stage 2, and the list is built to get it into play in one turn. Forest of Vitality (three copies) lets your Grass Pokémon evolve on the same turn they're played, except on your first turn. Pair it with Dawn, which searches out a Basic, a Stage 1, and a Stage 2 Pokémon. That gives you Chikorita, Bayleef, and Meganium in one Supporter, and Forest of Vitality lets you play all three that turn.
The same Stadium speeds up Applin into Dipplin into Hydrapple ex. Several cards help you find the right pieces:
- Celebi's Traverse Time grabs up to three Grass Pokémon and Stadiums in any combination. That's your Forest plus two evolution pieces in a single attack.
- Poké Pad (two copies) finds any Pokémon without a Rule Box, which covers every piece of both evolution lines except Hydrapple ex itself.
- Ultra Ball finds anything, including Hydrapple ex.
- Meowth ex's Last-Ditch Catch fetches a Supporter, usually Dawn on a setup turn.
The two Bayleef are different cards. The 110 HP version's Push Down (Grass + Colorless, 50 damage) forces your opponent's Active Pokémon to the Bench, and your opponent picks the replacement. Usually you just evolve through it, but it can drag a wall out of the way when you need to.
The Attackers
| Attacker | Attack | Cost | Basic Grass needed with Wild Growth | Prizes given up |
|---|---|---|---|---|
| Teal Mask Ogerpon ex | Myriad Leaf Shower: 30, plus 30 for each Energy on both Active Pokémon | Grass Grass Grass | 2 | 2 |
| Hydrapple ex | Syrup Storm: 30, plus 30 for each Grass Energy on all your Pokémon | Colorless Colorless | 1 | 2 |
| Tapu Bulu | Wood Hammer: 220, 30 to itself | Grass Grass Colorless Colorless | 2 | 1 |
| Meganium | Solar Beam: 140 | Grass Grass Colorless Colorless | 2 | 1 |
| Fezandipiti ex | Cruel Arrow: 100 to any opposing Pokémon | Colorless Colorless Colorless | 2 | 2 |
Teal Mask Ogerpon ex is your main attacker. Its damage goes up with Energy on both Active Pokémon, so it hits hardest against opponents who load up their own Active. Every Teal Dance also adds to the next Myriad Leaf Shower.
Hydrapple ex is your durable backup. Syrup Storm counts Grass Energy across your whole board, which rewards the spread-out attachments this deck makes anyway. It has 330 HP and heals 30 each time Ripening Charge attaches to it.
Tapu Bulu is the attacker to use when you don't want to give up two Prizes. Wood Hammer hits for 220 from a single-Prize Basic, and Ripening Charge's 30-point heal exactly cancels its recoil.
Support and Closing Tools
- Draw: Lillie's Determination (four copies) draws eight cards while you're still at six Prize cards, which makes it your best early-game Supporter. Fezandipiti ex draws three after one of your Pokémon is Knocked Out, and its Cruel Arrow can pick off a damaged or fragile Benched target.
- Trainer search: Noctowl's Jewel Seeker searches two Trainers when it evolves, as long as you have a Tera Pokémon in play. Turn it on with your Tera attacker in play before you evolve Hoothoot.
- Recovery: Night Stretcher and Lana's Aid bring back Basic Energy and non-Rule-Box Pokémon. That includes a Knocked Out Meganium.
- Disruption: Unfair Stamp after you lose a Pokémon cuts your opponent to a two-card hand while you draw five. Special Red Card disrupts an opponent who is at three or fewer Prize cards.
- Closing out games: Two Boss's Orders pull up key targets from the Bench. Briar gives you an extra Prize when your Tera Pokémon Knocks Out the Active while your opponent sits at exactly two Prize cards. Played well, that can take your last three Prizes in one turn.
Why the Plan Works
Most Energy-heavy decks need several turns of attachments to power one attacker. This deck makes multiple attachments per turn, and Wild Growth halves the number of cards each attacker needs. When an attacker goes down, you can usually power the next one in a single turn instead of rebuilding over two. That keeps you attacking every turn.
The deck also has a smart Prize mix. Pair Tapu Bulu and Meganium, which give up one Prize each, with the two-Prize ex attackers. That way you choose how many Prizes your opponent can take each turn.
The engine also feeds itself. Teal Dance draws while it attaches, Bug Catching Set pulls Pokémon and Energy together, and Lillie's Determination resets a hand that has run dry.
Where It's Vulnerable
Meganium is the weak point. It's a 160 HP Stage 2. If it's Knocked Out, every attack costs twice as many Energy cards. Keep both copies' paths alive, and save Night Stretcher or Lana's Aid to bring one back.
Fire Weakness is everywhere. Nearly every Grass Pokémon in the list has Fire Weakness ×2. Against Fire attackers, Hydrapple ex's 330 HP is your best buffer.
Your first turn is slow. Forest of Vitality doesn't work on your first turn. Use that turn to set up Basics, play Lillie's Determination, or attack with Celebi's Traverse Time to collect the pieces for your second-turn evolutions.
Who Should Play It
Pick this deck if you like long, ability-heavy turns where sequencing matters. You'll need to decide when to Teal Dance before drawing versus after, whether a Bug Catching Set should look for Energy or evolution pieces, and which attacker gives up the right number of Prizes this turn.
It's a poor fit if you want a linear deck you can play on autopilot. Most of your decisions happen in the order of your attachments. For a budget-conscious player who wants a list that handsomely rewards practice, it's an excellent pickup.
Legality check: Our card data flags the listed printing of Boss's Orders and one of the two listed Ultra Ball printings as not Standard-legal. Before you submit your decklist, confirm every card you're registering is a Standard-legal printing.
Core Strategy & Game Plan
How the Deck Wins
The plan is a race to two-Prize knockouts. You build an Energy-heavy board faster than your opponent can handle, then take big KOs with Teal Mask Ogerpon ex and Hydrapple ex. Meganium is the multiplier underneath. Its Wild Growth makes each Basic Grass Energy provide {G}{G}, so attack costs that normally take three or four attachments take two. Your attackers come online a full turn earlier than their costs suggest, and that tempo is your edge.
Both main attackers scale with Energy. Myriad Leaf Shower counts Energy on both Active Pokémon. Syrup Storm counts {G} Energy across all of your Pokémon, Bench included. Before you register, confirm how your judges count Energy provided under Wild Growth for these two attacks, because it changes your KO math.
The safe floor is still strong. A Hydrapple ex with six Basic Grass Energy cards spread across your board hits for at least 210. If the Energy provided is what counts, it hits harder.
Posture: Proactive Setup, Reactive Comeback
You are the proactive deck in most matchups. Your first two turns are about board development, not damage. You want multiple Teal Mask Ogerpon ex in play, a Stage 2 line built, and Energy flowing every turn.
The reactive layer kicks in when you fall behind on Prizes:
- Fezandipiti ex draws three after you lose a Pokémon.
- Unfair Stamp resets hands in your favor, five cards for you and two for your opponent.
- Lillie's Determination draws eight while you still have all six Prizes.
You don't need to take the first knockout. You need the more developed board when the trades start.
The Engine
Energy acceleration. Every Teal Mask Ogerpon ex has its own Teal Dance. Each one attaches a Basic Grass Energy from hand to itself and draws a card. Three Ogerpon in play means three extra attachments and three cards per turn, on top of your manual attachment.
Hydrapple ex adds a fourth source with Ripening Charge. It attaches to any of your Pokémon and heals 30 from that Pokémon. That flexibility lets you power a Benched attacker or patch up a damaged Active.
The 14 Energy are a resource you can't afford to run dry on. The draw from Teal Dance only triggers when you have Energy in hand to attach.
Evolution compression. Forest of Vitality lets your {G} Pokémon evolve the turn they're played, except on your first turn. Combine it with Dawn, which fetches a Basic, Stage 1, and Stage 2. That lets you go from nothing to a complete Chikorita → Bayleef → Meganium or Applin → Dipplin → Hydrapple ex line in a single turn.
That one-turn line is the most important sequence in the deck. Protect your Stadium count accordingly. Note that Noctowl is Colorless, so Hoothoot does not benefit from Forest and must evolve normally.
Search and consistency.
- Bug Catching Set digs for {G} Pokémon and Basic Grass Energy. It hits both halves of your engine.
- Poké Pad finds any Pokémon without a Rule Box, which covers every piece of the Meganium line plus your Basics.
- Ultra Ball gets the ex Pokémon.
- Meowth ex turns a Bench slot into any Supporter.
- Noctowl's Jewel Seeker pulls two Trainers of your choice when it evolves, as long as you have a Tera Pokémon in play. Use it to grab Forest of Vitality plus whatever your turn is missing.
Celebi is your turn-one attacker when going second. Traverse Time for one Energy can grab Forest of Vitality and two evolution pieces, which sets up the one-turn Stage 2 for your next turn.
Backup attackers. Tapu Bulu does 220 for a [Grass Grass Colorless Colorless] cost. Under Wild Growth that's two Energy cards, from a single-Prize Pokémon. It takes 30 recoil each time it attacks, and Ripening Charge offsets that.
Meganium itself can fire Solar Beam for 140 on the same two-card discount. Dipplin's Do the Wave is mostly incidental. Treat Dipplin as a stepping stone to Hydrapple ex.
The Ideal Game, Turn by Turn
- Turn 1: get your Basics down.
- Bench Teal Mask Ogerpon ex (ideally two), Chikorita, and Applin. Add Hoothoot if you have room.
- Teal Dance on every Ogerpon you can, and use your manual attachment.
- Spend Bug Catching Set and Poké Pad freely. Thinning toward Energy and evolution pieces matters more than holding them.
- Going second, attack with Celebi using Traverse Time for Forest of Vitality plus the Stage 1 and Stage 2 you're missing.
- Turn 2: Stage 2 online, first attack.
- Play Forest of Vitality, then Dawn for a complete line and drop it all at once. Meganium comes first if you need to attack this turn. Hydrapple ex comes first only if you already have an attacker fully powered.
- With Wild Growth active, a fresh Teal Mask Ogerpon ex reaches its [Grass Grass Grass] cost with just two attachments: Teal Dance plus your manual drop. That means an Ogerpon that hit the Bench this turn can still swing.
- Turn 3: complete the second line and snowball.
- Get whichever Stage 2 you skipped. With Hydrapple ex in play, you're making up to five attachments a turn across Teal Dance, Ripening Charge, and your manual drop.
- Spread Energy wide. Syrup Storm rewards Energy on your Bench, and wide Energy keeps backup attackers ready if your Active goes down.
- Turns 4+: trade efficiently and close.
- Pick attackers based on what the KO demands. Teal Mask Ogerpon ex punishes opponents who load up their Active. Hydrapple ex scales off your own board regardless.
- Tapu Bulu takes KOs without exposing a two-Prize Pokémon.
Protecting the Engine
Meganium has only 160 HP and gives up a single Prize. Smart opponents target it to shut off Wild Growth and stall your attack costs. Run two lines whenever you can.
If one line goes down, rebuild it:
- Lana's Aid returns up to three Pokémon without a Rule Box and Basic Energy in any combination. The whole Meganium line qualifies.
- Night Stretcher recovers one piece.
- Forest of Vitality lets you replay the rebuilt line in a single turn.
Watch your Rule Box exposure. Fezandipiti ex and Meowth ex are both two-Prize Pokémon sitting on your Bench, on top of the two-Prize attackers you already rely on. Only bench them when the draw or Supporter is worth handing your opponent an easy target.
Meowth ex's Tuck Tail returns it and all attached cards to your hand. That removes it as a target and resets Last-Ditch Catch for a later turn.
Fire Weakness appears across most of your Grass Pokémon. Against Fire attackers, lean on HP and healing instead of trying to out-trade them one-for-one.
Closing the Game
Your endgame package is built around your opponent's Prize count:
- Special Red Card comes online at three or fewer Prizes remaining. Use it to strip an opponent's assembled hand right before they try to close.
- Briar works at exactly two Prizes remaining. It turns one KO by your Tera attacker into three Prizes, so the turn they hit two is often the turn you win.
- Boss's Orders pulls a damaged or high-value Benched Pokémon into the Active Spot. This matters most for Briar turns, since Briar only rewards knocking out the Active.
Legality check: the card data for Boss's Orders and one listed printing of Ultra Ball carries a "not Standard-legal" flag. Confirm you're registering legal printings before your event. Without Boss's Orders, your only gust effect is Bayleef's Push Down, and your opponent chooses the replacement.
Count your opponent's Prizes every turn. Set up the Briar or Special Red Card turn one turn in advance. Keep a fully powered backup attacker on the Bench so that no single knockout ends your offense.
Card Choices & Breakdown
The List at a Glance
| Group | Cards | Count |
|---|---|---|
| Core attackers | Teal Mask Ogerpon ex, Hydrapple ex, Tapu Bulu | 7 |
| Evolution lines | 2-2-2 Meganium, 2-2-2 Hydrapple ex (Hydrapple counted above), 1-1 Noctowl | 10 |
| Utility Pokémon | Fezandipiti ex, Meowth ex, Celebi | 3 |
| Supporters | 4 Lillie's Determination, 2 Dawn, 2 Boss's Orders, 1 Lana's Aid, 1 Briar | 10 |
| Items | 4 Bug Catching Set, 2 Poké Pad, 2 Ultra Ball, 1 Night Stretcher, 1 Unfair Stamp, 1 Special Red Card | 11 |
| Stadium | 3 Forest of Vitality | 3 |
| Energy | 14 Basic Grass Energy | 14 |
That's 22 Pokémon, 24 Trainers, and 14 Energy, for roughly $42. Every Pokémon except Fezandipiti ex, Meowth ex, and the Hoothoot line is Grass. That matters, because most of your search only finds {G} Pokémon.
The Damage Core: Ogerpon, Meganium, Hydrapple
4 Teal Mask Ogerpon ex is the maximum, and it should be. Ogerpon is your Basic attacker, your Energy acceleration, and your draw engine. Teal Dance attaches a Basic Grass Energy from hand to itself and draws a card. That runs alongside your manual attachment every turn. Myriad Leaf Shower scales off the Energy on both Active Pokémon, so it punishes opponents who load up their own attacker. With Retreat 1, Ogerpon also doubles as a cheap pivot. You want one on the Bench on turn one in almost every game, and four copies is how you get there.
2 Meganium is the reason the deck works. Wild Growth makes each Basic Grass Energy provide {G}{G}. Two consequences follow:
- Attack costs are effectively halved. Ogerpon's {G}{G}{G} needs only two Energy cards. Tapu Bulu's Wood Hammer and Meganium's own Solar Beam need only two.
- Energy-counting attacks double. Each Basic now counts as two Energy for Myriad Leaf Shower and two {G} Energy for Syrup Storm.
Wild Growth doesn't stack, so the second Meganium is insurance, not extra damage. You run two because your opponent will target the first. Its 160 HP and Fire Weakness make it the softest piece of your engine.
2 Hydrapple ex is the heavy hitter and second accelerator. Ripening Charge attaches a Basic Grass to any of your Pokémon and heals 30. Syrup Storm counts every {G} Energy across your whole board, Bench included. With Meganium online, the Energy you've dumped through Teal Dance turns into enormous numbers off a {C}{C} cost. It has 330 HP, so it soaks hits. Retreat 3 is the tax, which is why Ogerpon pivots matter.
1 Tapu Bulu is your non-Rule-Box attacker. It deals 220 for two Energy cards under Wild Growth and gives up only one Prize card. The 30 recoil from Wood Hammer is exactly what Ripening Charge heals. Keep that interaction in mind whenever Bulu is Active and you have a Basic Grass in hand. One copy is enough because Poké Pad and Celebi can both find it on demand.
The Evolution Lines
Both Stage 2 lines are thin at 2-2-2. That only works because Forest of Vitality lets your Grass Pokémon evolve the same turn you play them (except on your first turn), and Dawn grabs a Basic, a Stage 1, and a Stage 2 in one card. With Forest down, one Dawn can become a full Chikorita-Bayleef-Meganium line in a single turn. You don't need thick lines when you don't have to wait.
- Chikorita: Growl's 20-damage reduction is a real early play if you're forced to attack with it.
- Split Bayleef: one Leaf Step (60, 100 HP) and one Push Down (50, 110 HP). Push Down forces your opponent's Active to the Bench, but they choose the replacement. It shakes loose a stalled board or pulls a heavily loaded attacker out of the Active Spot. It does not replace a gust effect.
- Applin and Dipplin: pure bridge cards to Hydrapple. The list runs no Festival Grounds, so Festival Lead is blank text here. Applin's 40 HP makes it a liability, so evolve it the turn it hits the Bench.
- 1-1 Noctowl: Jewel Seeker pulls any two Trainers when it evolves, but only if you have a Tera Pokémon in play. Treat it as a mid-game tutor for exactly the pieces you need, such as Boss's Orders plus Forest of Vitality. Hoothoot isn't Grass, so Poké Pad or Ultra Ball has to find it.
Utility Pokémon
Meowth ex searches any Supporter when you Bench it from hand. That makes it a fifth Dawn, an extra gust, or a Briar at the moment Briar is live. Tuck Tail returns it and everything attached to your hand, which resets Last-Ditch Catch for a later turn and removes a 2-Prize target from the board.
Fezandipiti ex refuels your hand with three cards after you lose a Pokémon. Cruel Arrow costs {C}{C}{C}, which two Basic Grass cover under Wild Growth. It deals 100 to any target, so use it to finish damaged Bench threats or an evolving Basic.
Celebi is a turn-one starter you're happy to see. Traverse Time finds three of any mix of Grass Pokémon and Stadiums, such as Forest of Vitality plus two line pieces. That one attack can set up your entire next turn.
Supporters
4 Lillie's Determination is your draw. It gives 6 cards normally and 8 while you're still at six Prize cards, so it is strongest early, when you're assembling lines. Four copies means you find it consistently without a dedicated draw Pokémon.
2 Dawn sits at two because Meowth, Noctowl, and Ultra Ball all add redundancy. One Dawn per Stage 2 line is the baseline.
1 Lana's Aid returns up to three non-Rule-Box Pokémon and Basic Energy from the discard. It is how a thin 2-2-2 line survives a game where your opponent knocks out Meganium twice.
1 Briar is a closer. When your opponent is at exactly two Prize cards, a KO from your Tera attacker takes an extra Prize. Plan which attacker swings that turn, because the bonus only applies to Tera Pokémon.
2 Boss's Orders is your gust for picking off a Benched Stage 1, a support Pokémon, or a low-HP ex.
Legality check: our card data flags Boss's Orders as not Standard-legal. It also flags one of the two Ultra Ball printings in this list the same way. Confirm both against the legal card list for your event date before you register. If Boss's Orders isn't available, those two slots need another way to pull a Benched Pokémon into the Active Spot. Push Down doesn't fill that role, because your opponent picks the replacement.
Search and Recovery Items
- 4 Bug Catching Set: hits Grass Pokémon and Basic Grass Energy from the top seven. It finds line pieces early and refills Energy for Teal Dance and Ripening Charge late. With this many Grass targets in the deck, it whiffs rarely.
- 2 Poké Pad: finds any non-Rule-Box Pokémon, which covers every evolution piece, Celebi, Tapu Bulu, and Hoothoot. It costs no cards, which suits a deck that needs Energy left in hand.
- 2 Ultra Ball: your only Item search for the ex Pokémon. The discard cost is real, so pitch excess Basic Grass that Night Stretcher and Lana's Aid can recover.
- 1 Night Stretcher: a single-card recovery of a Pokémon or Basic Energy. It complements Lana's Aid because it can return an ex.
Disruption
1 Unfair Stamp and 1 Special Red Card are your comeback and closing tools. Stamp is live only after you've lost a Pokémon. It leaves you with five cards and your opponent with two, which pairs naturally with a Fezandipiti ex draw on the same turn. Special Red Card works once your opponent is at three Prize cards or fewer. It cuts their hand to three right when they're trying to assemble the final knockouts. You run one of each because they're situational, and you can't afford dead Items in the early game.
Stadium and Energy
3 Forest of Vitality, with Celebi as a fourth way to find it, keeps your same-turn evolution online. It also prevents the turn you have Dawn in hand and no Stadium. The third copy covers your opponent replacing it. Be aware that Forest helps their Grass Pokémon too.
14 Basic Grass Energy looks heavy for a deck that halves attack costs. But Energy here is ammunition, not just fuel. Teal Dance and Ripening Charge both pull from hand every turn, Syrup Storm and Myriad Leaf Shower scale with every card on board, and Ultra Ball wants discard fodder. Cut Energy and your draw engine stalls. Keep all 14.
The Decklist
Nick Mar took this 60 to a Top 4 finish at Cleo's 2K Pokémon Tournament on October 18, 2026. Duplicate lines from the raw export are consolidated below, so each card appears once with its total count. The exception is the two Bayleef, which are different cards with different attacks. At TCGplayer market prices the deck costs about $42, which makes it one of the cheapest ways to sit down at a 2K with a real plan.
Pokémon (22)
| Qty | Card | Status / Note |
|---|---|---|
| 4 | Teal Mask Ogerpon ex | Core. Teal Dance gets you an Energy attachment plus a card every turn. Never cut below four. |
| 2 | Hydrapple ex | Core. Ripening Charge is a second engine for attaching from hand, and it heals 30. |
| 2 | Meganium | Core. Wild Growth doesn't stack, so two copies are for redundancy against a Knock Out or a prized copy. |
| 2 | Dipplin | Core. It evolves into Hydrapple ex. Festival Lead needs a Stadium this list doesn't run, so Dipplin is a stepping stone here. |
| 2 | Applin | Core. This is the Basic for the Hydrapple line. It has 40 HP, so Bench it carefully. |
| 2 | Chikorita | Core. This is the Basic for the Meganium line. Growl can buy you a turn if Chikorita is stuck Active. |
| 1 | Bayleef (Leaf Step, 100 HP) | Core. It's a plain evolution step. Either Bayleef works with Forest of Vitality. |
| 1 | Bayleef (Push Down, 110 HP) | Flex. This is the version to swap if you want two of the same Bayleef. Push Down's forced switch is a small extra. |
| 1 | Fezandipiti ex | Semi-flex. Flip the Script draws you out of a Knock Out. It's the comeback draw alongside Unfair Stamp. |
| 1 | Meowth ex | Semi-flex. Last-Ditch Catch turns a Pokémon search into any Supporter, but it gives up two Prize cards if Knocked Out. |
| 1 | Celebi | Flex. Traverse Time finds three Grass Pokémon or Stadiums. It's best as a slow setup starter. |
| 1 | Tapu Bulu | Flex. Wood Hammer's cost is covered by two Basic Grass Energy under Wild Growth. It's a single-Prize attacker that hits 220. |
| 1 | Hoothoot | Flex. It's only here for Noctowl. Cut it if you cut Noctowl. |
| 1 | Noctowl | Flex. Jewel Seeker only works if you have a Tera Pokémon in play. Keep it or cut it together with Briar. |
Trainer (24)
| Qty | Card | Status / Note |
|---|---|---|
| 4 | Lillie's Determination | Core. It's your main draw Supporter, and it draws 8 when you're at 6 Prize cards. |
| 4 | Bug Catching Set | Core. It finds Grass Pokémon and Basic Grass Energy at once. Almost every card in the deck is a hit. |
| 3 | Forest of Vitality | Core / flex at 3. It lets you evolve the turn you play the Pokémon. The third copy is the first Stadium to trim if you need room. |
| 2 | Dawn | Core. It grabs a Basic, a Stage 1, and a Stage 2 in one card, which is a full Stage 2 line. |
| 2 | Poké Pad | Core. It searches for any non-Rule Box Pokémon, which covers every evolution piece in the list. |
| 2 | Ultra Ball | Core. It's your search for Pokémon ex. See the printing note below. |
| 2 | Boss's Orders | Core in function. It's your gust effect. See the legality note below. |
| 1 | Night Stretcher | Semi-flex. It recovers a Pokémon or Basic Energy as an Item. |
| 1 | Lana's Aid | Flex. It gets back three non-Rule Box Pokémon or Basic Energy, but it costs your Supporter for the turn. |
| 1 | Unfair Stamp | Flex. It only works after one of your Pokémon was Knocked Out. It's a comeback card, not a setup card. |
| 1 | Special Red Card | Flex. It only works when your opponent has 3 or fewer Prize cards left. It's a late-game disruption piece. |
| 1 | Briar | Flex. It needs your opponent at exactly 2 Prize cards and a Tera attacker. It's the most narrow card in the list. |
Energy (14)
| Qty | Card | Status / Note |
|---|---|---|
| 14 | Basic Grass Energy | Core, with the last one or two flexible. Teal Dance, Ripening Charge, and Bug Catching Set all want Basic Grass Energy specifically. Don't replace any with Special Energy. |
Registration and Legality Checks
Sort these out before you fill out your decklist sheet. A game loss at table one costs more than any single card in the deck.
- Boss's Orders: The printing in the card data for this list is flagged as not Standard-legal. Confirm that a Standard-legal printing exists for the event date and register that one. If no legal printing exists, you have to fill both slots. The cleanest option within this list is to raise counts of consistency cards you already run, such as a third Dawn or a third Poké Pad. You would be giving up a gust effect, so expect fewer games where you take Prize cards off the Bench.
- Ultra Ball: Two printings appear in the source data. One has the older wording and is flagged not Standard-legal. The other uses the current wording, "discard 2 other cards." Play and register both copies as the legal printing.
- Bayleef: These are two different cards. Register them with set information on separate lines. A judge needs to tell Leaf Step from Push Down.
- Teal Mask Ogerpon ex and Meganium: The export splits these across several lines, but they're the same card. Register them as 4 and 2.
Where the Flex Slots Actually Are
The list looks like it has lots of one-ofs, but most of them are load-bearing. The real core is about 47 cards:
- Both Stage 2 lines
- All four Teal Mask Ogerpon ex
- The draw and search package: Lillie's Determination, Bug Catching Set, Dawn, Poké Pad, and Ultra Ball
- Your gust effect
- Two of the three Forest of Vitality
- At least 12 Basic Grass Energy
The adjustable slots fall into three groups. Always move each group as a unit.
- The Tera package: Hoothoot, Noctowl, and Briar. All three depend on having Tera Pokémon in play. If you cut one piece, look hard at the other two. Hoothoot does nothing on its own.
- The comeback package: Fezandipiti ex and Unfair Stamp. Both only work after you lose a Pokémon. Against slower decks that rarely take early Knock Outs, these are your softest slots. Against fast aggro decks, they're among your best cards.
- The utility single-Prize Pokémon: Tapu Bulu and Celebi. Tapu Bulu gives you a big hit without giving up two Prize cards. Celebi gives you a setup starter. Cut Celebi first if you need space for a fourth copy of a consistency card. Cut Tapu Bulu first if your field is mostly single-Prize decks, where its self-damage and Retreat 3 matter more.
Leave Special Red Card, Lana's Aid, and Night Stretcher alone unless you have a specific reason to change them. Each covers a different late-game problem: your opponent's hand, your discard pile, and a single missing piece. With no sideboard, those one-ofs are how the list handles a long game.
Price Notes
At about $42, the cost comes mostly from the Pokémon ex. The Trainer engine and Energy are inexpensive. That means you can afford to try changes to the flex slots before an event. Pick up the Tera package or a third Dawn for a few dollars, and don't commit to one configuration until you've tested it against what your local field actually plays.
Opening Hands & Setup
What a Strong Opening Looks Like
This deck's opening revolves around three things: an Energy engine, a Stage 2 line, and a way to find whatever's missing. A hand that covers all three is your best case. A hand that covers two is still very playable.
- Engine: a Teal Mask Ogerpon ex plus at least one Basic Grass Energy. Teal Dance attaches the Energy and draws a card, so this pairing digs you deeper on the first turn.
- Line: a Chikorita or Applin that can go to the Bench now and evolve the moment Forest of Vitality hits the table.
- Access: Dawn, Lillie's Determination, Poké Pad, Bug Catching Set, or Meowth ex to fetch a Supporter.
The best seven cards look something like Ogerpon, Chikorita, two Grass Energy, Dawn, Poké Pad, and Forest of Vitality. That hand sets up a full Meganium on your second turn with almost no risk.
What a Weak Opening Looks Like
The bad hands are predictable, and so are the outs.
- A lone fragile Basic Active. Applin at 40 HP or Tapu Bulu with Retreat 3 as your only Basic means you start exposed or stuck. Your priority becomes finding Teal Mask Ogerpon ex to Bench and pivot into.
- No Energy. Without Basic Grass, Teal Dance does nothing and your hand stops churning. Bug Catching Set is your best fix because it can grab Energy and a Grass Pokémon together.
- No Supporter and no search. If Meowth ex is in hand, it's your out. Bench it from hand on turn one and Last-Ditch Catch fetches the Supporter you need. Otherwise, use Teal Dance draws to dig.
When the hand is genuinely bad, Lillie's Determination is the reset button. With exactly 6 Prize cards remaining, it draws 8 instead of 6, so playing it before you've taken a Prize card gives you a nearly fresh grip. Don't hold a mediocre hand together out of attachment. In the early turns, a Lillie's for 8 is often your strongest play.
Which Basic to Start Active
| Basic | Start Active? | Why |
|---|---|---|
| Teal Mask Ogerpon ex | Best | 210 HP, Retreat 1, and Teal Dance draws while it sits Active. It's also the attacker you want up front anyway. |
| Celebi | Best going second | Traverse Time on your first turn fetches up to 3 Grass Pokémon and Stadiums. You need a manual Energy attachment for it. |
| Hoothoot | Acceptable | Retreat 1 pivot with low strategic cost if it's Knocked Out early. |
| Chikorita | Only if forced | Growl buys a little time, but losing it Active costs you a Meganium line. |
| Fezandipiti ex | Avoid | It gives up two Prize cards, and Flip the Script does nothing until you've been Knocked Out. |
| Meowth ex | Avoid | Placing it during setup isn't playing it from your hand onto your Bench, so you waste Last-Ditch Catch. |
| Tapu Bulu | Avoid | Retreat 3 locks you in, and it has no early-game function. |
| Applin | Never by choice | At 40 HP, it gets Knocked Out by almost anything. |
The same Meowth logic applies to your face-down Bench during setup. Keep Meowth ex in hand and play it on your turn so the Ability triggers. Bench Chikorita and Applin at setup only if you're willing to expose them to an early attack. If you have a spare Teal Mask Ogerpon ex, Bench it, since a second Ogerpon means a second Teal Dance each turn.
Turn-One Priorities
You can't evolve on your first turn, and Forest of Vitality explicitly doesn't change that. So turn one is about assembling pieces, not evolving. In order:
- Teal Dance first. Attach a Grass Energy to Ogerpon and draw before you commit other resources. The extra card may change your sequencing.
- Bench a Stage 2 Basic. Chikorita comes first because Meganium's Wild Growth makes every Basic Grass Energy provide {G}{G}, and the whole deck runs on that. Applin comes second as your Hydrapple ex line. Use Poké Pad or Bug Catching Set to find whichever you're missing.
- Secure Forest of Vitality for next turn. Either hold it in hand or know exactly how you'll find it. Celebi's Traverse Time is the only card in the list that searches for it directly.
- Supporter (going second only). Dawn grabs a Basic, a Stage 1, and a Stage 2 in one card, which is a complete Chikorita–Bayleef–Meganium line. Choose Dawn if your hand is functional. Choose Lillie's Determination for 8 cards if it isn't.
A note on Hoothoot and Noctowl: both are Colorless, so Forest of Vitality doesn't let Noctowl evolve the turn Hoothoot comes down. If you want Jewel Seeker on turn two, Hoothoot has to be on the Bench on turn one. Also check that its Tera Pokémon condition will be satisfied before you count on the two Trainers.
Turn-Two Priorities
This is the turn the deck is built around.
- Play Forest of Vitality. From now on, your Grass Pokémon can evolve the same turn they're played. That means Chikorita into Bayleef into Meganium, or Applin into Dipplin into Hydrapple ex, all in one turn. This works even on a Basic you just put down.
- Get Meganium online before attaching more Energy. Wild Growth doesn't need to be in play when an Energy is attached; it changes what every attached Basic Grass provides. Sequencing still matters for your read of the board, though. Evolve first so you know exactly what your attack costs before you spend attachments.
- Stack Teal Dance with your manual attachment to power the attacker. Draw off every Teal Dance before you decide on your Supporter.
- Add Hydrapple ex if resources allow. Ripening Charge gives you a second Ability-based attachment that can go to any of your Pokémon, plus 30 healing. One Meganium is the priority, and Hydrapple is the bonus.
Remember that Forest of Vitality affects each player's Grass Pokémon. Against an opposing Grass deck, you're also handing them same-turn evolution. Play it when you're ready to cash it in, not just because it's in your hand.
Going First or Second
Default to going second. In most decks, going first is worth it because your Basics sit on the Bench a turn earlier and are ready to evolve. Forest of Vitality removes most of that advantage for this deck, since your second-turn evolutions work on freshly played Basics anyway. Going second gives you what going first takes away:
- A Supporter on your first turn, either Dawn for a full line or Lillie's Determination for 8 cards.
- A first-turn attack, which turns Celebi's Traverse Time into a free three-card tutor.
- No opposing attack before your first turn, so your 40 HP and 70 HP Basics survive to see Forest.
Go first only when the race matters more than the setup. Against an aggro deck that will be swinging hard on its second turn, going first lets your Forest turn and your first full-power attack land before their second attack. The cost is a turn one with no Supporter and no attack, so you're betting on your Items and Teal Dance to carry the opening. If you don't have a specific reason to race, take the Supporter and go second.
Sequencing & Key Lines
Legality check before you register: the card data for this list flags Boss's Orders as not Standard-legal, and one of the two Ultra Ball entries carries the same flag. Confirm every copy you sleeve is a Standard-legal printing. None of the lines below depend on Boss's Orders.
Order of Operations Inside a Turn
Most misplays with this deck come from doing things in the wrong order within a turn, not from choosing the wrong plan. Use this default sequence and only change it when you have a reason.
- Teal Dance first, with every Teal Mask Ogerpon ex that has a Basic Grass Energy available. Each draw can change the rest of your turn, and any Energy on the board is Energy that a shuffle effect can't take from you.
- Deck-searching Items next. Play Bug Catching Set before Ultra Ball so you know what you can afford to discard. Play Poké Pad once you know which piece you're missing.
- Stadium, then evolutions. Put down Forest of Vitality, then evolve. If you're going for Noctowl, your Tera Pokémon must already be in play when Hoothoot evolves. Jewel Seeker only checks at the moment of evolution.
- Supporter. If it's Lillie's Determination, play it after you've used every Energy and Item you would have played anyway. It shuffles away your whole hand.
- Manual attachment, then Ripening Charge. Decide these last, once you know who's attacking. Ripening Charge only heals the Pokémon it attaches to, so save it for whichever Pokémon has damage on it.
The Standard Line
The whole plan comes down to one point: once Meganium is in play, two Basic Grass Energy cover every attack cost in the deck. Wild Growth makes each Basic Grass provide {G}{G}. That pays for Myriad Leaf Shower's [Grass Grass Grass], Wood Hammer's [Grass Grass Colorless Colorless], Solar Beam, and Cruel Arrow, and a single Basic Grass pays for Syrup Storm. Every turn before your first attack exists to get two Energy onto an attacker and get Meganium onto the Bench.
Going first, Turn 1: you can't play a Supporter and you can't evolve. Bench Chikorita and Applin if you have them. Teal Dance onto your Teal Mask Ogerpon ex, then make your manual attachment to the same Ogerpon so it has two Energy. If your hand doesn't have Turn 2 covered, bench Meowth ex to fetch Dawn. Keep in mind it's a two-Prize body you'll have to protect for the rest of the game.
Going second, Turn 1: you can play a Supporter, and you still have exactly 6 Prize cards, so Lillie's Determination draws 8. If Celebi is in the Active Spot, attach to it and use Traverse Time to grab Forest of Vitality plus Bayleef and Meganium (or Dipplin and Hydrapple ex if the Chikorita line is already in hand). That frees up your Supporter for Lillie's. Teal Dance onto a benched Ogerpon either way.
Turn 2 (both sides): this is where the deck goes off. Play Forest of Vitality, then evolve Chikorita into Bayleef into Meganium in the same turn. Forest lets the Bayleef you just played evolve right away. If you're missing pieces, Dawn gets one Basic, one Stage 1, and one Stage 2, and they don't need to be from the same line. With Chikorita already on the Bench, take Applin + Bayleef + Meganium so you finish one line and start the other. Then your two-Energy Ogerpon attacks.
Turn 3 and later: bring Hydrapple ex online the same way, using Forest and Applin into Dipplin into Hydrapple. Now you have three Energy sources per turn: your manual attachment, Teal Dance from each Ogerpon, and Ripening Charge. Syrup Storm counts {G} Energy on all of your Pokémon. So extra Energy shouldn't pile up on Hydrapple beyond its cost. Put it on benched Ogerpon through Teal Dance, where it draws you a card and still adds to Hydrapple's damage.
Branch Points
- Ogerpon or Hydrapple as the attacker: Myriad Leaf Shower counts Energy on both Active Pokémon. Against an opponent whose Active is loaded with Energy, Ogerpon gets more damage for less of your own investment. Against a low-Energy Active, Syrup Storm's count of your whole board usually does more.
- Tapu Bulu in the Prize race: Bulu has no Rule Box, so it gives up one Prize when your ex attackers give up two. When the opponent is trading evenly, Wood Hammer for 220 makes that trade lopsided. The 30 recoil is exactly what one Ripening Charge heals, so attach to Bulu with Hydrapple's Ability on the next turn.
- Which Bayleef to evolve into: Push Down sends the opponent's Active to the Bench, but they choose the replacement. Use it to strand a heavy retreater behind a support Pokémon, or to move a damaged attacker out of a spot where it would get healed. It isn't a gust effect, so don't plan a KO around it.
- Bench snipe with Fezandipiti ex: Cruel Arrow puts 100 on any of the opponent's Pokémon. Use it to finish damaged Benched Pokémon or remove low-HP engine pieces. It costs only two Basic Grass once Meganium is in play.
What to Hold
- Lillie's Determination: use your Lillie's at 6 Prizes when you can. On the turn you take your first KO, play Lillie's first and attack second.
- Forest of Vitality: don't play it with nothing to evolve. Forest helps any Grass opponent just as much, and it gives Stadium-replacing decks something to bump. Wait for the turn you're actually evolving. Holding one more copy covers you if the opponent replaces it.
- Lana's Aid and Night Stretcher: these are your rebuild cards, so don't fire them early for small value. Details below.
- Unfair Stamp, Special Red Card, Briar: these are late-game cards. Each has a condition you can't meet early, and all three are strongest when timed to the Prize count.
Playing Around the Interactions That Beat You
Meganium getting KO'd. Meganium has 160 HP and holds your whole cost structure together. Opponents who can reach the Bench or force it into the Active Spot will target it. Keep the second Chikorita line ready instead of benching everything at once. When Meganium does go down, Chikorita and Bayleef go to the discard pile with it. Lana's Aid can return all three, since none of them has a Rule Box. With Forest of Vitality in play, you can bench Chikorita and evolve twice in the same turn, which rebuilds Meganium in one turn.
Hand disruption. Against shuffle-and-redraw effects, your defense is getting resources out of your hand early. Attach Energy through Teal Dance and Ripening Charge, and put your evolutions into play rather than holding them for a later turn. A full board can't be shuffled away.
Early Bench pressure. Applin has 40 HP and Chikorita has 70. Against spread or snipe decks, don't bench a Basic until you can evolve it soon. With Forest active, put it down on the same turn it evolves.
Closing Sequences
The turn after you lose a Pokémon: attach any Energy from hand first. Then play Unfair Stamp, which gives you 5 cards and leaves the opponent with 2. Then use Flip the Script on Fezandipiti ex for 3 more. If you reverse the order, you shuffle the Flip the Script draws back into your deck.
Don't stack both disruption Items in one turn. Stamp already leaves the opponent with 2 cards, so adding Special Red Card that turn gains you almost nothing. Save Red Card for a turn when Stamp isn't available and the opponent has 3 or fewer Prizes left.
Briar works off the opponent's Prize count: they must have exactly 2 left. The KO has to be on their Active Pokémon, from damage dealt by your Tera Pokémon's attack. A two-Prize KO becomes three, and a one-Prize KO becomes two. Plan your Prize map a turn or two ahead so you can use it on a turn where it gets you ahead in the race.
Matchup Matrix
| Opposing Strategy | Rating | What Decides It | Your Key Cards |
|---|---|---|---|
| Fire-type attackers | Unfavored | Whether you take Prizes before their Fire attacker is powered up | Fezandipiti ex, Hydrapple ex, Unfair Stamp |
| Big-Basic ex aggro | Even to favored | Getting Meganium online before they take two Prize cards | Teal Mask Ogerpon ex, Tapu Bulu, Meganium |
| Single-Prize swarm | Even | Avoiding giving up two-Prize Pokémon to one-Prize attackers | Tapu Bulu, Meganium, Hydrapple ex |
| Spread / Bench damage | Unfavored | Whether your Basics survive long enough to evolve | Forest of Vitality, Dawn, Lana's Aid |
| Disruption control (hand, Energy) | Even | Rebuilding your hand faster than they can strip it | Lillie's Determination, Teal Mask Ogerpon ex, Night Stretcher |
| Ability lock | Unfavored | Whether you can attack without Wild Growth, Teal Dance, and Ripening Charge | Tapu Bulu, Fezandipiti ex, Bayleef |
| Fighting-type attackers | Favored | Bench discipline with your Fighting-weak support Pokémon | Teal Mask Ogerpon ex, Meganium |
| Grass mirror / other Stage 2 setup | Even | Who reaches a full board first, and Energy discipline in the Active Spot | Unfair Stamp, Special Red Card, Briar |
Fire-Type Attackers — Unfavored
Almost every Grass Pokémon here has Fire Weakness ×2, and that includes your 330-HP Hydrapple ex. A Fire attacker with even moderate damage output turns every one of your Pokémon into a one-hit KO. This is the matchup that beats you.
Your plan: Race, and don't try to out-tank them. Your best lever is Fezandipiti ex. It is a Darkness Pokémon with Fighting Weakness, so Fire hits it for normal damage, and Cruel Arrow puts 100 on a Benched Pokémon. Use it to knock out their Fire attacker before it gets its Energy. After they take a KO, follow up with Unfair Stamp so they have 2 cards to find their next attacker or Energy. Commit only one attacker at a time and keep your evolution pieces in hand rather than on the Bench, so you don't hand them extra targets.
Big-Basic ex Aggro — Even to Favored
Decks that pile Energy onto a single two-Prize Basic feed your best attack. Myriad Leaf Shower counts Energy on both Active Pokémon, so every Energy they attach to their own Active adds 30 damage to your hit. Teal Mask Ogerpon ex at 210 HP trades evenly with most of these attackers.
Your plan: Get Meganium online so Ogerpon can pay its three-Grass cost with two Basic Grass Energy. Once it is in play, Tapu Bulu becomes a single-Prize answer: 220 damage for two Basic Grass Energy. Make them trade a two-Prize attacker into your one-Prize Bulu, then finish with Ogerpon. Use Hydrapple ex's Ripening Charge to heal 30 from a damaged Ogerpon so it survives a hit it otherwise wouldn't.
Single-Prize Swarm — Even
Here the scaling cuts the other way. Single-Prize attackers usually carry little Energy, so Myriad Leaf Shower hits for less, and every Ogerpon they knock out costs you two Prize cards for their one.
Your plan: Match them with single-Prize attackers. Meganium's Solar Beam (140) and Tapu Bulu's Wood Hammer (220) keep the Prize trade even. Hydrapple ex's Syrup Storm counts the Grass Energy on your board, not theirs, so it is your two-Prize attacker of choice when their Active has no Energy. Keep Ogerpon on the Bench as an Energy-and-draw engine, not as a frontline attacker. When they reach 3 or fewer Prize cards, Special Red Card can strip the hand they have saved for their closing turns.
Spread / Bench Damage — Unfavored
Your setup runs through fragile Basics: Applin at 40 HP, Chikorita and Hoothoot at 70, Dipplin at 80. Spread damage that knocks these out before they evolve shuts off Meganium and Hydrapple entirely.
Your plan: Shorten the time your Basics spend exposed. Forest of Vitality lets your Grass Pokémon evolve the same turn you play them, and Dawn finds all three stages at once. Together they let you drop a Basic and evolve it before your opponent ever sees it on the Bench. Bench only what you can evolve that turn. When pieces fall anyway, Lana's Aid returns up to 3 non-Rule Box Pokémon and Basic Energy. Night Stretcher covers single losses.
Disruption Control — Even
Hand disruption and Energy removal both slow you down, but this list rebuilds well. Lillie's Determination draws 6, or 8 if you still have all 6 Prize cards. Teal Dance draws a card every turn, and Bug Catching Set digs for Grass Pokémon and Energy. Energy removal also hurts less than usual, because under Wild Growth each Basic Grass Energy provides two Grass.
Your plan: Spread your Energy across several Pokémon rather than stacking one attacker. With 14 Basic Grass Energy, Night Stretcher, and Lana's Aid for recovery, you can outlast Energy removal. After a hand disruption turn, play Meowth ex to search out whichever Supporter rebuilds you fastest.
Ability Lock — Unfavored
Your engine is made of Abilities: Wild Growth, Teal Dance, Ripening Charge, Jewel Seeker, and Last-Ditch Catch. If they are switched off, Ogerpon needs three real Energy cards to attack and Tapu Bulu needs four.
Your plan: Attacks still work under a lock, so lean on them. Cruel Arrow costs three Colorless Energy and can snipe the Pokémon providing the lock if it sits on the Bench. Bayleef's Push Down forces their Active to the Bench, but your opponent chooses the replacement, so treat it as tempo and not as targeting. Attach Energy manually every turn starting on turn one. The pace is slow, and expect to lose more than you win.
Fighting-Type Attackers — Favored
Your Grass attackers take normal damage from Fighting. Only Fezandipiti ex and Meowth ex carry Fighting Weakness.
Your plan: Keep those two off the Bench unless you need them right now. Use Meowth ex for its search and then attack with Tuck Tail to return it to your hand. Bench Fezandipiti only after a KO, when Flip the Script is live. Otherwise, play your standard Ogerpon and Meganium game.
Grass Mirror / Stage 2 Setup — Even
Mirrors come down to who builds a full board first. In a true Ogerpon mirror, Myriad Leaf Shower scales off both Actives, so loading your own Active also raises the damage your opponent's Ogerpon does to it.
Your plan: Keep the Energy on your Active to the minimum you need for the attack, and park the extra Energy on the Bench. Use your late-game tools on the turns where they matter most:
- Unfair Stamp right after they take a KO.
- Special Red Card once they reach 3 Prize cards.
- Briar when they are at exactly 2 Prize cards, with a Tera Pokémon doing the KO, to take an extra Prize card and close the game.
Legality check: The card data provided for this list flags Boss's Orders and one Ultra Ball printing as not Standard-legal. None of the plans above depend on Boss's Orders. Confirm both cards against current Standard legality before you register.
Tech Choices & Variations
The engine is fixed: four Teal Mask Ogerpon ex, the 2-2-2 Meganium line, the 2-2-2 Hydrapple ex line, three Forest of Vitality, the Bug Catching Set/Poké Pad/Dawn search package, four Lillie's Determination, and a deep Basic Grass Energy count to feed Teal Dance and Ripening Charge. Cut into that and the deck stops doing what it does. Everything else is negotiable.
Check Your Printings First
The card data for this list flags Boss's Orders as not Standard-legal, and flags one of the two Ultra Ball printings the same way. The newer-wording Ultra Ball ("You can use this card only if you discard 2 other cards") carries no flag, so register that printing. For Boss's Orders, confirm before the event that the copies you plan to register are a legal printing. If they aren't, those two slots become your most important flex decision.
Inside the list, your fallback gust effects are partial at best. Push Down Bayleef moves the opponent's Active, but they choose the replacement. Fezandipiti ex's Cruel Arrow hits a Benched target for 100 without pulling it up. That covers finishing off a damaged Benched Pokémon. It doesn't let you choose the target you KO in the Active Spot. If you can't verify a legal gust Supporter or Item, fill the slots with consistency (Dawn #3, Poké Pad #3) and lean harder on raw damage.
The Flex Slots
| Card | Count | Job | What It Costs You |
|---|---|---|---|
| Tapu Bulu | 1 | Single-Prize attacker; Wood Hammer for 220 | Retreat 3, 30 self-damage, 140 HP |
| Celebi | 1 | Turn-one-going-second search for three {G} Pokémon or Stadiums | Spends your attack; 80 HP on the Bench |
| Meowth ex | 1 | Supporter search off the Bench | Two Prizes for 170 HP |
| Fezandipiti ex | 1 | Comeback draw; 100-damage snipe | Two Prizes; Darkness type, so Bug Catching Set and Celebi can't find it |
| Hoothoot / Noctowl | 1/1 | Two Trainers from deck on evolution | Two slots; Jewel Seeker needs a Tera Pokémon in play |
| Briar | 1 | Extra Prize on a Tera KO | Only live when your opponent is at exactly 2 Prizes |
| Special Red Card | 1 | Late-game hand disruption | Dead until opponent is at 3 or fewer Prizes |
| Unfair Stamp | 1 | Comeback disruption: you draw 5, they draw 2 | Dead unless you lost a Pokémon last turn |
| Lana's Aid / Night Stretcher | 1/1 | Recovery | Low impact early |
| Bayleef split | 1/1 | Leaf Step (60 for {G}{G}) vs Push Down (50 + switch) | See below |
Swaps Worth Considering
Second Push Down Bayleef over Leaf Step. Push Down has 110 HP to Leaf Step's 100, costs {G}{C} instead of {G}{G}, and forces a switch. You give up 10 damage. Make this swap unless your field is full of Basics that sit exactly at 60 HP, where Leaf Step's number actually matters.
Tapu Bulu out, second Celebi or a fourth Poké Pad in. Tapu Bulu is at its best when Meganium is down. Two Basic Grass Energy under Wild Growth provide {G}{G}{G}{G}, which pays for Wood Hammer outright. Ripening Charge heals exactly the 30 it does to itself. Against decks that take Prizes off single-Prize attackers efficiently, though, a 140-HP body with Retreat 3 is a liability. Cut it there and spend the slot on setup.
Meowth ex out, third Dawn in. Meowth ex is effectively a Supporter you can play on top of your Supporter for the turn. Tuck Tail even returns it to hand for another Last-Ditch Catch later. But it's a two-Prize Basic that only Ultra Ball can fetch from the deck. Against aggressive two-Prize decks that will happily KO it for an easy pair of Prizes, a third Dawn gives you similar consistency without the exposure.
Hoothoot/Noctowl out, two consistency cards in. Jewel Seeker is strong, but only when you have a Tera Pokémon in play at the moment you evolve. If you find yourself evolving Noctowl without that condition met, the line is two dead slots. Replace it with Bug Catching Set #5 and Poké Pad #3. Both find Grass Pokémon, and Bug Catching Set also finds Energy.
Fezandipiti ex stays, and keep it paired with Unfair Stamp. Both trigger off the same condition, so on the turn after a KO you can play Unfair Stamp and then Flip the Script for 3 more. Cruel Arrow costs {C}{C}{C}, so two Basic Grass Energy under Wild Growth power it. That turns it into a real Bench-sniping answer rather than just a draw engine. Only cut it if your field punishes two-Prize Benched Pokémon hard.
Energy: 13, 14, or 15. Both Teal Dance and Ripening Charge need Basic {G} Energy from your hand, and Lillie's Determination reshuffles your hand into the deck. Fourteen supports two abilities firing per turn. Dropping to 13 frees a tech slot, but you'll whiff Teal Dance more often, and that costs you a card every time. Go to 15 only if you've cut search Items.
Festival Grounds stays out. Dipplin's Festival Lead needs it, but every Stadium slot spent there is a Forest of Vitality you don't have. Forest is what lets your Stage 2 lines evolve on the turn you play them. In this list, Dipplin is a bridge to Hydrapple ex, not a second attacker.
Tuning for Your Local Field
- Fast aggro (two-Prize hitters): Cut Special Red Card or Briar for a third Dawn and prioritize setup speed. Keep Unfair Stamp and Fezandipiti ex, because you'll often trail early and need a strong comeback turn. Consider the Meowth ex-for-Dawn swap.
- Single-Prize decks: Briar gets better because you're racing a longer Prize trade. Tapu Bulu gets worse because it trades evenly at best. Shift toward recovery: a second Night Stretcher keeps your attackers and Energy cycling.
- Hand disruption or control: Keep all four Lillie's Determination. Remember that the draw-8 clause rewards you at exactly 6 Prizes remaining. Add a fourth Poké Pad so single topdecks still find a Pokémon.
- Spread and Bench damage: Your Bench is fragile. Applin has 40 HP, Chikorita and Hoothoot have 70, and Celebi and Dipplin have 80. Trim the Hoothoot/Noctowl line to bench fewer small targets, and lean on Lana's Aid to rebuild single-Prize evolution lines.
- Fire-type attackers: Nearly every Grass Pokémon here has Fire ×2 Weakness. Your best non-Grass bodies are Fezandipiti ex and Meowth ex, so keep both. Chikorita's Growl buys a turn if you're stuck. Ripening Charge healing on Hydrapple ex's 330 HP is your best way to absorb a hit, so get Hydrapple online earlier than usual.
- Opposing Grass decks: Forest of Vitality affects each player. If your field runs Grass evolution decks, your Stadium speeds them up too. Hold it until you need it that turn rather than dropping it early.
Budget Options
Where the Money Is
At about $42 at TCGplayer market prices, the complete list is already accessible. The budget question is less "can I afford this deck" and more "what can I sleeve up this week while I finish the list." That total assumes base printings. Full arts and alternate arts can multiply the cost without adding any power, so buy the cheapest legal printing of everything.
The cost likely concentrates in two places:
- The Pokémon ex. The list runs eight of them: four Teal Mask Ogerpon ex, two Hydrapple ex, one Fezandipiti ex, and one Meowth ex. Rule Box Pokémon are typically the priciest slots in any list. The four Ogerpon are probably the single biggest line item.
- The single-copy disruption Items. Unfair Stamp and Special Red Card are situational cards, and cards like these often cost more than staple Trainers.
The evolution lines (Chikorita, both Bayleef, Meganium, Applin, Dipplin, Hoothoot, Noctowl), the search Items, the Supporters, and fourteen Basic Grass Energy are where you won't spend much.
Check Legality Before You Buy
Do this before anything else. The card data for this list flags Boss's Orders as not Standard-legal. It also shows two different texts for Ultra Ball, and one of them is flagged. Confirm that the printings you own or buy are legal on your event date. A budget build that gets a game loss at deck check saves you nothing.
If your Boss's Orders copies can't be played, you lose your only targeted gust. The nearest in-list effect is Bayleef's Push Down, and it is not a replacement: your opponent chooses the new Active Pokémon, so it disrupts their setup but never brings up the target you want. Fezandipiti ex's Cruel Arrow can at least put 100 damage on a Benched Pokémon. In a list without gust, it moves up the upgrade path below.
The Untouchable Core
Don't budget away these cards. Cutting them means you're playing a different deck.
- 4 Teal Mask Ogerpon ex. Teal Dance is your draw engine and Energy acceleration in one Ability, and Myriad Leaf Shower is your main damage source. Running fewer than four costs you both consistency and attackers.
- Both Meganium lines. Wild Growth makes each Basic Grass Energy provide {G}{G}, and that doubling is what makes this list work. The lines are cheap anyway, so there's no reason to cut them.
- At least one Hydrapple ex line. Ripening Charge gives you a second Energy attachment from hand each turn plus 30 healing. It's the other half of the acceleration package.
- The search package: Bug Catching Set, Poké Pad, Dawn, Lillie's Determination, and Forest of Vitality. These are cheap, and they are why the deck sets up Stage 2s reliably.
Budget Swaps and What They Cost You
Every replacement below comes from cards already in the list. You're trading flexible, pricier pieces for more copies of consistency cards you already own.
| Cut | Replace With | What You Give Up |
|---|---|---|
| Fezandipiti ex | 3rd Dawn | Flip the Script's 3-card refuel after one of your Pokémon is Knocked Out, and Cruel Arrow's 100 damage to any of your opponent's Pokémon. That is your only way to damage the Bench without Boss's Orders. |
| Meowth ex | 3rd Poké Pad | On-demand Supporter search. Without Last-Ditch Catch, finding Boss's Orders, Briar, or a turn-one Lillie's Determination depends on your draws. Poké Pad keeps your evolutions flowing, but it can't find a Supporter. |
| 1 Hydrapple ex | 2nd Night Stretcher | Redundancy for Ripening Charge. If your lone Hydrapple is prized or Knocked Out, you need Night Stretcher to get it back. That's why it is the replacement: it can return a Rule Box Pokémon, and Lana's Aid can't. |
| Unfair Stamp | 4th Forest of Vitality | Your comeback tool. After you lose a Pokémon, Stamp leaves your opponent with a 2-card hand while you draw 5. The extra Stadium makes same-turn evolution more reliable, but it won't steal a game you're losing. |
| Special Red Card | 15th Basic Grass Energy | Late-game disruption once your opponent is at 3 or fewer Prize cards. The extra Energy smooths Teal Dance and Ripening Charge turns, but you lose a way to stop their closing play. |
One upside: cutting Fezandipiti ex, Meowth ex, and a Hydrapple ex removes three two-Prize Pokémon you might otherwise have to Bench. The fully budget build hands your opponent fewer easy Prize trades.
The cost is real, though. You become a straightforward setup-and-attack deck with almost no disruption and no way to come back from behind. Against slow or setup-heavy strategies that matters less. Against aggressive decks that race you, it hurts most, because Stamp and Fezandipiti are your tools for recovering from an early Knock Out.
Upgrade Path: Budget to Full Power
Add pieces back in this order. Each step fixes the biggest remaining weakness.
- Meowth ex. Supporter access first. Turning a Bench slot into whatever Supporter the turn calls for improves both your openings and your closing turns. Swap it back in for the 3rd Poké Pad.
- Second Hydrapple ex. Ripening Charge is part of your acceleration engine, and running one copy means a single prized card can cripple it. Take out the 2nd Night Stretcher.
- Unfair Stamp. This is the first disruption piece. It turns a lost exchange into a hand-size advantage. Take out the 4th Forest of Vitality.
- Special Red Card. Late-game insurance for games where your opponent is about to close out. Take out the 15th Basic Grass Energy.
- Fezandipiti ex. Last, because the deck works without it. It comes back in for the 3rd Dawn. If you can't run Boss's Orders, move this to step one, since Cruel Arrow becomes your only way to reach the Bench.
After step five you're on the full list. From there, cosmetic upgrades are a personal choice and don't add power. Spend any remaining budget on playtesting time and good sleeves, not shinier Ogerpon.
Common Mistakes
1. Treating Meganium as Optional Once the Board Is Set
Every cost in this deck is built around Meganium's Wild Growth. With it in play, each Basic Grass Energy provides two Grass, so Teal Mask Ogerpon ex's Myriad Leaf Shower goes live on two attachments and Tapu Bulu's Wood Hammer and Solar Beam go live on two. Without it, every one of those attackers needs roughly twice the Energy. Players set up one Meganium, start swinging, and leave it as the only copy on board. When it gets Knocked Out, the next turn's attack is suddenly unpayable.
- Fix: Once the first Meganium is online, start building the second line with your spare resources: a Chikorita on the Bench and a Bayleef in hand. Wild Growth doesn't stack, so the second copy adds nothing while the first lives. Its job is to keep your costs intact the turn the first one falls.
- Meganium has 160 HP and Fire Weakness. Against anything that can hit the Bench, it's the first thing they'll target. Count your attack costs both with and without Wild Growth before you commit Energy.
2. Misreading What Forest of Vitality Actually Lets You Do
Forest of Vitality is your evolution engine. Grass Pokémon can evolve into Grass Pokémon the same turn they're played, so a Dawn for Chikorita, Bayleef, and Meganium can go from hand to a finished Stage 2 in one turn. Three errors come up repeatedly:
- Trying it on your first turn. The Stadium explicitly excludes your first turn. Don't burn Dawn on turn one expecting a Stage 2.
- Applying it to Noctowl. Hoothoot and Noctowl are Colorless, and Forest only works Grass-to-Grass. A Hoothoot you play this turn cannot become Noctowl this turn. Bench Hoothoot a turn early if you want Jewel Seeker on schedule.
- Forgetting it's symmetrical. Forest says "each player's" Grass Pokémon. Against another Grass deck you're handing them the same acceleration. Check what your opponent is evolving before you drop it into an empty Stadium slot.
Also remember that Celebi's Traverse Time can grab Forest of Vitality alongside Grass Pokémon. If Forest is missing and Celebi is your only option, that's what the attack is for.
3. Shuffling Away Your Own Resources
This deck runs several cards that shuffle your hand away: Lillie's Determination and Unfair Stamp. It also draws off Abilities: Teal Dance and Fezandipiti ex's Flip the Script. Sequencing these wrong throws away cards.
- Attach before you shuffle. Any Basic Grass Energy in hand should go out through Teal Dance, Ripening Charge, and your manual attachment before you play Lillie's Determination. Otherwise those Energy go back into the deck, and the Teal Dance draws give you extra cards to shuffle in rather than cards you lose.
- Stamp first, then Flip the Script. On a turn after a Knockout, play Unfair Stamp before you use Flip the Script. Stamp resets your hand to 5 regardless, so drawing 3 with Fezandipiti ex first just shuffles those 3 back in. Stamp, then draw 3 on top.
- Don't stack Stamp and Lillie's. Both reset your hand. Playing both in one turn is almost always a wasted card. Pick the one that fits the board.
4. Wasting Lillie's Determination's Eight-Card Mode
Lillie's Determination draws 8 instead of 6 only with exactly 6 Prize cards remaining. Once you take your first Prize, every copy left is a 6-card draw.
- Fix: In the early turns, don't play your other Supporter options first if Lillie's is in hand. A Dawn can be fetched later. The 8-card window closes the moment you take a Prize.
- Be careful with a KO you don't need yet. If your hand is weak and you can delay your first Prize a turn without losing tempo, an 8-card Lillie's may be worth more than taking it early. That trade depends on whether your opponent is racing you. Against fast aggro, take the Prize.
5. Forgetting Myriad Leaf Shower Counts Both Sides
Myriad Leaf Shower adds 30 for each Energy attached to both Active Pokémon, not just yours. Players compute damage off their own Energy and leave KOs on the table, or they move a heavily loaded attacker of the opponent's out of the Active Spot without noticing it was boosting their damage.
- Fix: Before choosing your attacker, count Energy on the opponent's Active. If they've loaded a big attacker, Teal Mask Ogerpon ex may hit harder there than Hydrapple ex or Tapu Bulu would.
- Bayleef's Push Down hands the choice of the new Active to your opponent. They'll promote whatever is worst for you, so don't use it expecting a specific target.
6. Giving Away Cheap Prizes With Your Support Pokémon ex
Meowth ex and Fezandipiti ex are support pieces with Rule Boxes, so each gives up two Prizes if it's Knocked Out. Lana's Aid can't recover either of them.
- Meowth ex: Last-Ditch Catch only works when you play it from your hand to the Bench. Once it's down, it's just a 170 HP liability. If it's stuck in the Active Spot or sitting idle late, Tuck Tail returns it and everything attached to your hand. Under Wild Growth, two Basic Grass Energy cover the cost. Then you can replay it for another Supporter search. Don't leave it on the Bench as a two-Prize gift.
- Fezandipiti ex: Only bench it when Flip the Script is active, which means one of your Pokémon was Knocked Out on your opponent's last turn. Benching it early "to have it ready" just gives a damage-spreading opponent another two-Prize target.
- Recovery: Night Stretcher is your only listed way to recover a Rule Box Pokémon from the discard pile. Save it for that if you can, and use Lana's Aid for your non-ex Pokémon and Energy instead.
7. Misplaying the Prize-Count Cards
Briar and Special Red Card both depend on your opponent's exact Prize count, and both get wasted by poor planning.
- Briar: It requires your opponent to have exactly 2 Prize cards left. The extra Prize only comes if a Tera Pokémon's attack Knocks Out their Active Pokémon. Read your attacker's card to confirm it's a Tera Pokémon before you plan around Briar. A Knockout from a non-Tera attacker or on the Bench won't trigger it. Plan your prize map backward from that 2-Prize turn so a Tera attacker is ready when you get there.
- Special Red Card: It's playable once your opponent has 3 or fewer Prizes left, and it shrinks their hand to 3 cards. It does nothing for your own hand. Play it the turn you've taken their resources down, not as a reflex when your own hand is bad.
8. Building Hydrapple Lines on Assumptions
Two misreads come up with the Hydrapple line:
- Festival Lead is dead text here. Dipplin's Festival Lead needs Festival Grounds in play, and this list runs none. Treat Dipplin as an evolution step. Its only real attack is Do the Wave.
- Ripening Charge only heals what it attaches to. The 30 healing goes to the Pokémon that received the Energy. When you have a choice, attach to a damaged Pokémon that's about to fall within one hit of a KO, especially a damaged Meganium.
- Hydrapple ex and Tapu Bulu both have Retreat 3. Don't promote either one unless you plan to attack with it that turn or the next. Getting stuck in the Active Spot with one costs you a whole turn.
Before You Register
The card data behind this guide flags Boss's Orders and one printing of Ultra Ball as not Standard-legal. Check both against the current Standard legal card list, and confirm which printing you're registering, before you submit this list. A deck check penalty is a common mistake too.
Tournament Prep & Final Notes
Before You Register: Check Every Printing
Start with the decklist itself. The card data for this 60 flags the Boss's Orders text and one of the two Ultra Ball printings as not Standard-legal. Before you write the list on a registration sheet, confirm that every physical copy is a printing legal in Standard on your event date. If you can't confirm a legal printing for a slot, treat it as an open slot and fill it from the options in Tech Choices rather than finding out at deck check. A game loss for an illegal card ends a run faster than any matchup.
Rules Interactions to Know Cold
This deck's damage depends on Energy counting, so most of the interactions below are about Energy. Know them well enough to explain them to a judge mid-game.
- Meganium's Wild Growth changes what each Basic Grass Energy provides: {G}{G} instead of {G}. It doesn't stack, so a second Meganium in play adds nothing except insurance. Both of your main attackers scale off Energy. Teal Mask Ogerpon ex counts "each Energy attached to both Active Pokémon," and Hydrapple ex counts "each {G} Energy attached to all of your Pokémon." How those counts read under Wild Growth determines every damage number you'll call. Look up the official ruling before the event, and bring a way to show it on your phone so you aren't arguing from memory.
- Wild Growth turns off the moment Meganium leaves play. Attack costs that only worked because each Energy provided two units stop working. Tapu Bulu's GrassGrass-plus-two-Colorless cost, Meganium's own Solar Beam, and Fezandipiti ex's Cruel Arrow can all go from payable to unpayable. Before you commit to an attacker, ask: "If they knock out Meganium next turn, can this Pokémon still attack?"
- Myriad Leaf Shower counts the opponent's Energy too. Their Active Pokémon's attachments add to your damage. Include them in your math.
- Your Energy acceleration all comes from your hand. Teal Dance attaches only to that Teal Mask Ogerpon ex itself. Ripening Charge can go on any of your Pokémon and heals 30 when it does. Each Ogerpon has its own Teal Dance, so multiple Ogerpon each get one, and you still have your normal attachment for the turn. Because every route needs a Basic Grass Energy in hand, Bug Catching Set does as much work fetching Energy as it does fetching Pokémon.
- Forest of Vitality only affects {G} Pokémon evolving into {G} Pokémon, and never on a player's first turn. Hoothoot and Noctowl are Colorless, so that line evolves on the normal schedule. The Stadium is symmetric, so it also helps an opponent's Grass evolutions.
- Noctowl's Jewel Seeker and Briar both require a Tera Pokémon. Check your physical cards so you know exactly which of your Pokémon carry the Tera designation before you plan a line around either card. Jewel Seeker triggers only when Noctowl is played from hand to evolve.
- Your search cards have type and Rule Box restrictions. Bug Catching Set and Celebi's Traverse Time find only {G} Pokémon, so they can't find Fezandipiti ex, Meowth ex, Hoothoot, or Noctowl. Poké Pad and Lana's Aid can't touch Rule Box Pokémon, so they can't retrieve any ex. For an ex, you need Ultra Ball or Night Stretcher.
- Meowth ex can be reused. Last-Ditch Catch triggers only when you play it from hand to your Bench. Tuck Tail returns it and all attached cards to your hand, which sets up another Supporter search later. It's still an ex, so every turn it sits benched it's a two-Prize target.
- Several cards have conditional triggers. Fezandipiti ex's Flip the Script and Unfair Stamp require one of your Pokémon to have been Knocked Out during your opponent's last turn. Lillie's Determination draws 8 only at exactly 6 Prize cards. Special Red Card needs the opponent at 3 or fewer Prize cards. Briar needs them at exactly 2.
- Dipplin's Festival Lead needs a specific Stadium this list doesn't play. In this build it's an evolution step toward Hydrapple ex with Do the Wave as a fallback attack, nothing more.
What to Practice
- Damage math out loud. Practice calculating Syrup Storm and Myriad Leaf Shower totals quickly, both before and after a Ripening Charge or Teal Dance attachment. Your attachments decide your damage, so you need to know the exact number before you commit the Energy. Get fast enough that you can count the board once, announce the number, and attack.
- Stage 2 assembly on turn two. Run your setup lines with Dawn, Forest of Vitality, and Celebi going first and going second. Learn which Stage 2 to prioritize from which hands. Getting Meganium into play early matters because so much of the list's output runs through Wild Growth.
- The opening Lillie's Determination. While you're still at 6 Prize cards, it's an 8-card draw. Practice holding it for the turn it does the most work instead of firing it the first turn you can. The value drops as soon as you take a Prize.
- Prize mapping for the closing turns. Briar, Special Red Card, Unfair Stamp, and Boss's Orders are all late-game tools with conditions. Practice planning two turns ahead so the right one is in hand at the right Prize count. A good drill: start a game with both players at 3 Prize cards and play it out.
- Playing around a Meganium KO. In practice games, deliberately let your opponent remove Meganium. Then find the line where your board still functions with Energy providing one unit each. Spread your attachments so at least one attacker stays live without Wild Growth.
- Recovery choices. Learn when to use Lana's Aid (up to three non-Rule-Box Pokémon or Basic Energy) and when to use Night Stretcher (one card, ex included). Choosing the wrong one late in a game can cost you the attacker you need.
Clock Management
This list searches and shuffles constantly: Bug Catching Set looking at seven cards, Dawn, Ultra Ball, Poké Pad, Celebi, Meowth ex, Noctowl, and full hand reshuffles from Lillie's Determination and Unfair Stamp. Long turns are built into the deck, so you have to manage the clock actively:
- Decide your targets before you open the deck. Know which Basic, Stage 1, and Stage 2 you want from Dawn before you touch it. Know your two picks from Bug Catching Set in priority order before you flip the seven.
- Sequence your searches to shuffle less. Where the order doesn't matter for information, group search effects so you aren't shuffling, presenting, and re-shuffling between every single card.
- Track your Energy count continuously. Keep a running total of the {G} Energy on your board so attack announcements are immediate. Don't recount it from scratch every turn.
- Watch the round clock in game three. If time is short and you're behind on Prize cards, prioritize lines that take Prizes now over lines that build a stronger board for later.
Final Assessment
This list put up a Top 4 at Cleo's 2K Pokémon Tournament for about $42, which makes it one of the most cost-efficient competitive builds you can register. Its main strength is redundancy. Four Teal Mask Ogerpon ex, two Hydrapple ex, Tapu Bulu, and Meganium itself give you several attackers that scale off the same Energy pool. Four Bug Catching Set, four Lillie's Determination, two Dawn, and the Noctowl package keep that pool flowing, and the conditional Items give you real tools to steal games late.
The weaknesses are just as clear. Nearly every Grass Pokémon in the list lists Fire Weakness. Meganium is a 160 HP Stage 2 that the whole damage plan leans on, and there are only two copies. Benched Meowth ex and Fezandipiti ex give up two Prize cards each if your opponent can reach them. Expect your favorable matchups to be the slower ones where you can assemble your board, and your hardest games to come from opponents who can hit Fire Weakness or pick off Meganium early.
Before you register: fix any illegal printings, confirm the Wild Growth counting ruling, and get your damage math fast. Once those are done, this is a strong choice for a competitive player at a low price.
Buy This Deck
Full decklist — about $42 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.