The Peony Experience — Learning the New Way to Play Miraidon ex
[card name=”Miraidon ex” set=”Scarlet and Violet” no=”81″ c=”name”][/card] has taken off in popularity big time since the 2024 season started in September. For every major tournament, Miraidon ex can be expected to be a Top 3 deck, so players must be ready to face off against it. Miraidon ex is notorious for its lackluster conversion rate, yet in each tournament, there are one or two lucky Miraidon ex players who spike a huge finish, and it ex has won multiple tournaments, almost always finishing with a Top 8. The deck is also infamous for being one of the least-complicated decks in the meta, and it gains a reputation of being a high-roll deck that relies on good luck from [card name=”Electric Generator” set=”Scarlet and Violet” no=”170″ c=”name”][/card]. As is normal for strong meta decks, Miraidon ex does not have the best on-paper matchups but makes up for it by being fast, strong, and consistent… in other words, it is a neutrally good deck.
Miraidon ex’s Place in the Meta
[cardimg name=”Peony” set=”Chilling Reign” no=”197″ align=”right” c=”none”][/cardimg]
Since Paradox Rift introduced [card name=”Iron Hands ex” set=”Paradox Rift” no=”70″ c=”name”][/card], Miraidon ex spontaneously gained a lot of power with this new option. To play into Iron Hands ex more heavily, some lists have switched to a consistency engine based around [card name=”Peony” set=”Chilling Reign” no=”150″ c=”name”][/card], while others stick with the traditional build using [card name=”Professor’s Research” set=”Shining Fates” no=”60″ c=”name”][/card] and [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”name”][/card]. Both lists have seen great success at tournaments, but the winds of change are slowly setting in, with the Peony build gaining more and more influence with each passing day.
My group and I decided to play Peony / Miraidon ex at the recent Charlotte Regional Championships; I was not the biggest fan of this deck decision, but I started off well at 5-0-2, and, unfortunately, I lost and tied my two win-and-in matches for Day 2. Playing the deck was an interesting experience; it is a deck that aims to explode with speed and power, applying overwhelming early-game pressure and running opponents off the board. This deck is easily capable of taking two Prize cards on any given turn, allowing it to Prize trade with most decks, using its speed to gain an advantage. On the other hand, sometimes you open with a bunch of Lightning Energy in your hand and can’t do anything at all!
I think it is worth learning about this deck due to how popular it is, and after playing it, I find there is quite a lot to discuss.
Previously, there was this binary idea of Miraidon ex being either the Peony version or the Professor’s Research version. Interestingly, the Miraidon ex that made Top 4 at Charlotte was playing three copies of Peony and Research each. This makes you think of a hybrid build, but the rest of the deck was built like a typical Peony list, therefore, it is more accurate to describe it as a Peony / Miraidon ex deck with three Professor’s Research. I think the Top 4 list and my group’s list have a lot of good ideas, and as usual, the best list probably lies somewhere in between the two lists — this is easier to see after the event has concluded.
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Peony / Miraidon ex Deck List
I have taken the Top 4 list as a base and made a few changes based on my experience with the deck.
[decklist name=”peedon” amt=”60″ caption=”” cname=”Miraidon ex” set=”Scarlet and Violet” no=”81″][pokemon amt=”12″]2x [card name=”Miraidon ex” set=”Scarlet and Violet” no=”81″ c=”deck2″ amt=”2″][/card]2x [card name=”Iron Hands ex” set=”Paradox Rift” no=”70″ c=”deck2″ amt=”2″][/card]2x [card name=”Mew ex” set=”151″ no=”151″ c=”deck2″ amt=”2″][/card]1x [card name=”Raichu V” set=”Brilliant Stars” no=”45″ c=”deck2″ amt=”1″][/card]1x [card name=”Drapion V” set=”Lost Origin” no=”118″ c=”deck2″ amt=”1″][/card]1x [card name=”Squawkabilly ex” set=”Paldea Evolved” no=”169″ c=”deck2″ amt=”1″][/card]1x [card name=”Flaaffy” set=”Evolving Skies” no=”55″ c=”deck2″ amt=”1″][/card]1x [card name=”Mareep” set=”Evolving Skies” no=”54″ c=”deck2″ amt=”1″][/card]1x [card name=”Zapdos” set=”Pokemon GO” no=”29″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”33″]3x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ amt=”3″][/card]3x [card name=”Peony” set=”Chilling Reign” no=”150″ c=”deck2″ amt=”3″][/card]3x [card name=”Professor’s Research” set=”Brilliant Stars” no=”147″ c=”deck2″ divide=”yes” amt=”3″][/card]4x [card name=”Electric Generator” set=”Scarlet and Violet” no=”170″ c=”deck2″ amt=”4″][/card]4x [card name=”Ultra Ball” set=”Scarlet and Violet” no=”196″ c=”deck2″ amt=”4″][/card]2x [card name=”Nest Ball” set=”Scarlet and Violet” no=”181″ c=”deck2″ amt=”2″][/card]1x [card name=”Switch Cart” set=”Astral Radiance” no=”154″ c=”deck2″ amt=”1″][/card]1x [card name=”Switch” set=”Scarlet and Violet” no=”194″ c=”deck2″ amt=”1″][/card]1x [card name=”Escape Rope” set=”Battle Styles” no=”125″ c=”deck2″ amt=”1″][/card]1x [card name=”Pokémon Catcher” set=”Scarlet and Violet” no=”187″ c=”deck2″ amt=”1″][/card]1x [card name=”Battle VIP Pass” set=”Fusion Strike” no=”225″ c=”deck2″ amt=”1″][/card]1x [card name=”Lost Vacuum” set=”Lost Origin” no=”162″ c=”deck2″ amt=”1″][/card]1x [card name=”Super Rod” set=”Paldea Evolved” no=”188″ c=”deck2″ divide=”yes” amt=”1″][/card]3x [card name=”Exp. Share” set=”Battle Styles” no=”126″ c=”deck2″ amt=”3″][/card]1x [card name=”Forest Seal Stone” set=”Silver Tempest” no=”156″ c=”deck2″ divide=”yes” amt=”1″][/card]2x [card name=”Town Store” set=”Obsidian Flames” no=”196″ c=”deck2″ amt=”2″][/card]1x [card name=”Beach Court” set=”Scarlet and Violet” no=”167″ c=”deck2″ divide=”yes” amt=”1″][/card][/trainers][energy amt=”15″]1x [card name=”Double Turbo Energy” set=”Brilliant Stars” no=”151″ c=”deck2″ amt=”1″][/card]14x [card name=”Lightning Energy” set=”Crown Zenith” no=”155″ c=”deck2″ amt=”14″][/card][/energy][/decklist][cardimg name=”Iron Hands ex” set=”Paradox Rift” no=”248″ align=”right” c=”none”][/cardimg]
Although it may seem counterintuitive, this deck chooses to go first into a blind matchup, and only chooses second into specific other decks that want to go second; [card name=”Charizard ex” set=”Obsidian Flames” no=”125″ c=”name”][/card], [card name=”Miraidon ex” set=”Scarlet and Violet” no=”81″ c=”name”][/card], and [card name=”Roaring Moon ex” set=”Paradox Rift” no=”124″ c=”name”][/card]. You may adjust your blind decision based on how likely you are to face those decks. The turn-one [card name=”Iron Hands ex” set=”Paradox Rift” no=”70″ c=”name”][/card] is far from guaranteed, and you enjoy going first to attach an extra Energy and potentially set up [card name=”Flaaffy” set=”Evolving Skies” no=”55″ c=”name”][/card]. Going first does cut you off from [card name=”Peony” set=”Chilling Reign” no=”150″ c=”name”][/card] and [card name=”Professor’s Research” set=”Brilliant Stars” no=”147″ c=”name”][/card] on turn one, but that’s fine — you are also happy to go second, either way feels fine.
The goal of this deck is to take two Prizes every turn. It has the potential to win very quickly, and Iron Hands ex applies tons of pressure. There are a lot of interesting points and ideas with the various card choices, so let’s get into it.
List Breakdown
Two Miraidon ex
Two Miraidon ex is stock-standard. You need Tandem Unit to set up, and some matchups require attacking with both of them. There’s no reason to play any count besides two, and [card name=”Raichu V” set=”Brilliant Stars” no=”45″ c=”name”][/card] can function as a backup Miraidon ex when you need another powerful attacker.
Three Iron Hands ex
Iron Hands ex is extremely important in so many matchups. You want to get the turn-one Amp You Very Much in a large number of games, and you can’t afford to play one copy of Iron Hands ex and see it prized. In any matchup where your opponent can attack with a single-Prize Pokemon, or even push one into the Active, you will require the use of Amp You Very Much. Some games against the likes of [card name=”Gardevoir ex” set=”Scarlet and Violet” no=”86″ c=”name”][/card], Lost Zone box, and [card name=”Chien-Pao ex” set=”Paldea Evolved” no=”61″ c=”name”][/card] even require the use of the second copy of Iron Hands ex. Two Iron Hands ex is standard.
Two Mew ex
Two [card name=”Mew ex” set=”151″ no=”151″ c=”name”][/card] is also standard. With the deck’s reliance on Peony, you need at least one Mew ex in play at all times. Mew ex draws a few cards after each use of Peony, so it single-handedly keeps the deck moving. With the addition of Professor’s Research, you are less reliant on Restart to draw though. Mew ex is an important attacker against [card name=”Giratina VSTAR” set=”Lost Origin” no=”131″ c=”name”][/card], and it can be used in other matchups too. Its free Retreat Cost also provides a valuable pivot, as this deck relies on [card name=”Flaaffy” set=”Evolving Skies” no=”55″ c=”name”][/card] and [card name=”Electric Generator” set=”Scarlet and Violet” no=”170″ c=”name”][/card].
One Zapdos
Our group actually almost cut [card name=”Zapdos” set=”Pokemon GO” no=”29″ c=”name”][/card]. It is crucial for the [card name=”Roaring Moon ex” set=”Paradox Rift” no=”124″ c=”name”][/card] matchup, which surprisingly had a huge showing at Charlotte Regionals, and I ended up staring down more opposing [card name=”Iron Hands ex” set=”Paradox Rift” no=”70″ c=”name”][/card] than I expected. Both of those cards are extremely hard to deal with if you don’t have Zapdos. This deck also enjoys having a single-Prize attacker from time to time, although that deviates from its normal strategy. That said, it is not unthinkable to cut it.
One Flaaffy
[cardimg name=”Flaaffy” set=”Fusion Strike” no=”280″ align=”right” c=”none”][/cardimg]
One copy of Flaaffy is standard, but I often wished I ran two-two. The one-one line is somewhat inconsistent, and the deck feels a lot worse when a sheep is prized. It is difficult to chain attackers, and more importantly, you lose a lot of flexibility when trying to pivot attackers throughout a game.
This deck is tight on space, but a second line would add a lot of power to the deck — one reason why a second line is undesirable is because of this deck’s reliance on Restart as a draw engine, and extra Pokemon clog up the hand badly — the addition of Professor’s Research would alleviate this somewhat. Furthermore, a [card name=”Level Ball” set=”Battle Styles” no=”129″ c=”name”][/card] would be a potential good inclusion; there are lots of times when you would like to use [card name=”Peony” set=”Chilling Reign” no=”150″ c=”name”][/card] to find Flaaffy, and you have to grab [card name=”Ultra Ball” set=”Scarlet and Violet” no=”196″ c=”name”][/card] and discard whatever two cards you happen to draw off Restart. This makes things awkward.
One Squawkabilly ex
[card name=”Squawkabilly ex” set=”Paldea Evolved” no=”169″ c=”name”][/card] is amazing in this deck. With [card name=”Peony” set=”Chilling Reign” no=”150″ c=”name”][/card] into [card name=”Battle VIP Pass” set=”Fusion Strike” no=”225″ c=”name”][/card], it makes Peony a much better version of Professor’s Research on turn one. I also found myself using Motivate to turbocharge the board with Energy, which can be quite useful.
Zero Raikou V
My group played the [card name=”Raikou V” set=”Brilliant Stars” no=”48″ c=”name”][/card], and after seeing the Top 4 list without it, I realized how little I used it. Raikou V is useful as an alternative source of draw via Fleet-Footed, but the need for this is alleviated by Professor’s Research’s addition. Sometimes it is useful to have an efficient and low-maintenance attacker, but Raikou V rarely takes two Prizes when it attacks. Raikou V is also nice as a [card name=”Forest Seal Stone” set=”Silver Tempest” no=”156″ c=”name”][/card]-user that you can find off Tandem Unit, however, I noticed myself usually grabbing [card name=”Raichu V” set=”Brilliant Stars” no=”45″ c=”name”][/card] for this purpose instead. That brings me to my next deviation.
One Raichu V
The Top 4 list played two Raichu V, but I strongly prefer [card name=”Super Rod” set=”Paldea Evolved” no=”188″ c=”name”][/card]. You only need one Raichu V, although some situations get pretty sketchy if you prize it. Even when it is prized, you don’t need it right away, so you have a chance to draw it off the first two Prizes. You don’t need Raichu V in every game, but when you do use it, it is a game-changer. It is hard to use but works well with [card name=”Exp. Share” set=”Battle Styles” no=”126″ c=”name”][/card], and you can use Raichu V to deal with Pokemon that have a ton of HP.
Zero Lumineon V
The Top 4 list played [card name=”Lumineon V” set=”Brilliant Stars” no=”40″ c=”name”][/card]. I was trying to get Lumineon V into the list before the tournament, but I realized that it is not necessarily needed. I don’t think it makes a huge difference in the functionality of the deck, and your Bench space rarely allows for it. This deck’s Bench fills up quickly and does not have a lot of flexibility for things like Lumineon V. That said, it may be better than the third [card name=”Boss’s Orders” set=”Brilliant Stars” no=”132″ c=”name”][/card], plus it’s also nice to have another Forest Seal Stone-user.
One Drapion V, Zero Spiritomb
My group played [card name=”Spiritomb” set=”Paldea Evolved” no=”89″ c=”name”][/card] — [card name=”Drapion V” set=”Lost Origin” no=”118″ c=”name”][/card] is better against [card name=”Mew VMAX” set=”Fusion Strike” no=”114″ c=”name”][/card], but Spiritomb is also strong against [card name=”Charizard ex” set=”Obsidian Flames” no=”125″ c=”name”][/card] and [card name=”Snorlax” set=”Pokemon GO” no=”55″ c=”name”][/card] stall. That said, you already beat Snorlax and you lose to Charizard ex either way. Cutting down to one Raichu V without [card name=”Raikou V” set=”Brilliant Stars” no=”48″ c=”name”][/card] or Lumineon V also creates the need for another Forest Seal Stone-user.
Three Boss’s Orders, One Pokemon Catcher
[cardimg name=”Pokémon Catcher” set=”Dark Explorers” no=”111″ align=”right” c=”none”][/cardimg]
The Top 4 list played a two-two split. Boss’s Orders are often crucial, and this deck sometimes struggles to find them, however, I think it is more consistent to draw into Boss’s Orders than it is to rely on [card name=”Pokémon Catcher” set=”Scarlet and Violet” no=”187″ c=”name”][/card] flips.
Of course, playing two Pokemon Catcher gives you better odds, and Pokemon Catcher can be used when you have to discard your hand with [card name=”Professor’s Research” set=”Brilliant Stars” no=”147″ c=”name”][/card] or [card name=”Peony” set=”Chilling Reign” no=”150″ c=”name”][/card] anyway. The two-two split may be better, but I think Boss’s Orders is better and more consistent overall, as Pokemon Catcher is more of a desperation option, and it gives some extra utility to Peony if you find yourself needing it. With two Pokemon Catcher, you can Peony for both, but you usually need something else anyway.
Three Peony, Three Research, Zero Arven
I played four Peony and an [card name=”Arven” set=”Obsidian Flames” no=”186″ c=”name”][/card] at Charlotte. Arven is worse than Peony, but it is sometimes better than Professor’s Research on turn one because it gets the [card name=”Battle VIP Pass” set=”Fusion Strike” no=”225″ c=”name”][/card]. I think, however, that Professor’s Research is better than Arven overall. Peony is stronger than Professor’s Research on turn one, but Professor’s Research is often better past that. Playing four Peony and two Professor’s Research may be correct, as this deck leans heavily into the turn-one aggression. Including Professor’s Research solves a lot of problems with the deck, and at worst, increases its consistency in general.
Four Electric Generator, Four Ultra Ball, Two Nest ball, One Battle VIP Pass
[card name=”Electric Generator” set=”Scarlet and Violet” no=”170″ c=”name”][/card] and [card name=”Ultra Ball” set=”Scarlet and Violet” no=”196″ c=”name”][/card] are staples for the deck. As I mentioned previously, I would like to include a [card name=”Level Ball” set=”Battle Styles” no=”129″ c=”name”][/card], but I don’t think you can cut an Ultra Ball for it. I was initially thinking that two Battle VIP Pass would be best, but I think one is correct — you often run into situations where you want [card name=”Nest Ball” set=”Scarlet and Violet” no=”181″ c=”name”][/card] later, and of course, it is a strong general consistency card. It is easy enough to find the Battle VIP Pass on turn one, but if it is prized tough luck. Even if it is prized, you can grab [card name=”Miraidon ex” set=”Scarlet and Violet” no=”81″ c=”name”][/card] or [card name=”Squawkabilly ex” set=”Paldea Evolved” no=”169″ c=”name”][/card] (whichever you need more), and you will probably still be fine.
One Forest Seal Stone
[card name=”Forest Seal Stone” set=”Silver Tempest” no=”156″ c=”name”][/card] combos well with [card name=”Town Store” set=”Obsidian Flames” no=”196″ c=”name”][/card], Tandem Unit, and [card name=”Peony” set=”Chilling Reign” no=”150″ c=”name”][/card]. It’s a broken card which can find you that Electric Generator, [card name=”Boss’s Orders” set=”Brilliant Stars” no=”132″ c=”name”][/card], or [card name=”Double Turbo Energy” set=”Brilliant Stars” no=”151″ c=”name”][/card] for that powerful combo play. Oftentimes you will search out [card name=”Raichu V” set=”Brilliant Stars” no=”45″ c=”name”][/card] right away with Tandem Unit in preparation for a later Forest Seal Stone.
One Lost Vacuum
[card name=”Lost Vacuum” set=”Lost Origin” no=”162″ c=”name”][/card] is a versatile [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”name”][/card] counter that also helps against opposing [card name=”Bravery Charm” set=”Paldea Evolved” no=”173″ c=”name”][/card] and [card name=”Ancient Booster Energy Capsule” set=”Paradox Rift” no=”159″ c=”name”][/card]. These cards aren’t too common, but they are highly problematic; I ran into two decks with Bravery Charm, so it was a good thing I had the Lost Vacuum. Lost Vacuum also helps you thin out your hand for Restart, which was actually helpful. I thought Lost Vacuum was not worth including, and perhaps it isn’t on average, but it worked for me. The Top 4 list did not play it though.
One Switch, One Switch Cart, One Escape Rope
[cardimg name=”Radiant Greninja” set=”Astral Radiance” no=”46″ align=”right” c=”none”][/cardimg]
Both my group and the Top 4 list played two [card name=”Switch” set=”Scarlet and Violet” no=”194″ c=”name”][/card] and one [card name=”Escape Rope” set=”Battle Styles” no=”125″ c=”name”][/card]. I ran into three [card name=”Chien-Pao ex” set=”Paldea Evolved” no=”61″ c=”name”][/card] at the tournament, which is theoretically a good matchup, however, we did not play [card name=”Switch Cart” set=”Astral Radiance” no=”154″ c=”name”][/card], which left me defenseless against [card name=”Radiant Greninja” set=”Astral Radiance” no=”46″ c=”name”][/card] plays. Switch Cart is useful against the likes of Radiant Greninja, [card name=”Inteleon VMAX” set=”Fusion Strike” no=”79″ c=”name”][/card], and [card name=”Sableye” set=”Lost Origin” no=”70″ c=”name”][/card] which try to set up damage on your board. You could also try [card name=”Collapsed Stadium” set=”Brilliant Stars” no=”137″ c=”name”][/card] — it’s a bit inconsistent and hard to use, but powerful when you pull it off in the right situation. Escape Rope is game-winning in many situations, so it would be nice to play another, however, it is quite easy to search out situational one-of Trainer cards with this deck, so the single copy is fine. Switch is the most neutral and consistent of the three options, and you don’t want to run out of ways to switch out [card name=”Flaaffy” set=”Evolving Skies” no=”55″ c=”name”][/card]. Having a variety of switching options allows you to match the situation with the perfect one.
One Super Rod
[card name=”Super Rod” set=”Paldea Evolved” no=”188″ c=”name”][/card] is another tech that the Top 4 list did not play. I’ve found Super Rod to be extremely strong in this deck — It improves your Electric Generator odds, which helps with sustainability in the mid-to-late game. It also recovers any attackers, which is great because you are constantly discarding your hand, so you often discard something that you want later or prize a second copy of an important Pokemon. I think Super Rod’s versatility is much more helpful than the second copy of Raichu V, and it often functions effectively as that second Raichu V, with more versatility. Of course, when Raichu V is stuck in the Prizes, you may wish you had a second one instead.
Three Exp. Share
[card name=”Exp. Share” set=”Battle Styles” no=”126″ c=”name”][/card] is one of the most important cards in the deck. It is the sole reason that you can get away with chaining so many Energy-hungry attackers like [card name=”Iron Hands ex” set=”Paradox Rift” no=”70″ c=”name”][/card] and [card name=”Miraidon ex” set=”Scarlet and Violet” no=”81″ c=”name”][/card]. It enables double Iron Hands ex in some games, and it is crucial for powering up [card name=”Mew ex” set=”151″ no=”151″ c=”name”][/card] in the matchups where you need it, plus it makes Raichu V much easier to use. Our list played two, but the Top 4 list played three. I found that you often don’t find them early enough, so a third copy makes sense to me.
Two Town Store, One Beach Court
Town Store makes it easy to get multiple Exp. Share into play, and it can find Forest Seal Stone to turbocharge your starts. Sometimes [card name=”Beach Court” set=”Scarlet and Violet” no=”167″ c=”name”][/card] is better in the opening turns though, especially if you started with a one-Retreat Cost Pokemon. Town Store can also help the opponent though. My list played a reverse count of these Stadiums, and I’m not sure which is better. Beach Court does fall off later when you have Mew ex as a pivot, but sometimes you want to Dynamotor to it, and sometimes it gets KO’d.
One Double Turbo Energy, Fourteen Lightning Energy
[cardimg name=”Electric Generator” set=”Scarlet and Violet” no=”170″ align=”right” c=”none”][/cardimg]
My group’s list played 15 Lightning Energy, but it is an easy card to cut when you want to fit other stuff. That said, this deck is highly reliant on hitting [card name=”Electric Generator” set=”Scarlet and Violet” no=”170″ c=”name”][/card], so I am hesitant to go this low on Energy. On the flip side, opening with too much Energy is pretty bad, and Super Rod compensates for a slightly lower count. The one [card name=”Double Turbo Energy” set=”Brilliant Stars” no=”151″ c=”name”][/card] looks inconsistent, but you often search it with Forest Seal Stone. If you don’t, it is pretty convenient to attach to Iron Hands whenever you happen to draw into it. You can also use it along with Dynamotor to power up Mew ex in one turn, but Double Turbo’s damage reduction messes with most of Mew ex’s relevant math. If you don’t use the Double Turbo Energy early, you can also consider it an additional switch card, albeit one you can’t find off [card name=”Peony” set=”Chilling Reign” no=”150″ c=”name”][/card].
Matchups
This deck’s biggest weakness is its poor [card name=”Charizard ex” set=”Obsidian Flames” no=”125″ c=”name”][/card] matchup. You want to be aggressive, but don’t throw away all of your Energy with an Iron Hands ex KO if you expect an immediate Charizard ex response. Sometimes your best play is to simply hope they don’t have it, but sometimes you can push a bulky ex to the Active and stabilize a little bit more. Take advantage of the fact that they can only do 180 damage in the early game. Iron Hands ex can take two on any single-Prize Pokemon, and you may get one or two gust-KOs on their two-Prize Pokemon. [card name=”Raichu V” set=”Brilliant Stars” no=”45″ c=”name”][/card] is often good for one solid nuke on a Charizard ex. Regardless, this matchup is terrible and it gets even worse if they have [card name=”Radiant Charizard” set=”Pokemon GO” no=”11″ c=”name”][/card]. We don’t play [card name=”Tapu Koko ex” set=”Paradox Rift” no=”68″ c=”name”][/card] because it doesn’t make enough of a difference now that they play [card name=”Switch” set=”Scarlet and Violet” no=”194″ c=”name”][/card], and we don’t play [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”name”][/card] because it messes with your own deck too much.
The [card name=”Giratina VSTAR” set=”Lost Origin” no=”131″ c=”name”][/card] matchup is close. Try to play around Path to the Peak as much as possible, and put [card name=”Exp. Share” set=”Battle Styles” no=”126″ c=”name”][/card] on Mew ex. You can use Mew ex and Raichu V to blow up Giratina VSTAR, and you use [card name=”Iron Hands ex” set=”Paradox Rift” no=”70″ c=”name”][/card] for fast pressure. If they start with Abyss Seeking, use [card name=”Miraidon ex” set=”Scarlet and Violet” no=”81″ c=”name”][/card] instead. If you are going first, don’t commit your Electric Generator right away, and use them to react to what they do. This also goes for any matchup that may require an Iron Hands ex or Miraidon ex response depending on what they do.
The Lost Zone box and [card name=”Gardevoir ex” set=”Scarlet and Violet” no=”86″ c=”name”][/card] matchups come down to fast Iron Hands ex-spamming, and respond to their two-Prize Pokemon with your own. These matchups are quite good, but it’s still possible to lose. The [card name=”Mew VMAX” set=”Fusion Strike” no=”114″ c=”name”][/card] matchup is slightly favorable thanks to [card name=”Drapion V” set=”Lost Origin” no=”118″ c=”name”][/card] and Raichu V offering nukes on Mew VMAX.
Summing Up
That’s all I have for now. This deck takes some getting used to, but it’s not too difficult in comparison to the other decks. It is extremely fast and powerful, and quite fun to play, so give it a shot if you haven’t already. Thanks for reading!
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