Pokémon TCG deck builder & playtest

Card Search Standard-legal only

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Deck Analysis energy curve, type spread, weakness exposure, evolution-line check

Opening Hand Advisor samples real opening hands, then simulates forward to find the best Active lead for each one

Each hand below respects the real mulligan rule (redraws if it has zero Basics). When a hand has more than one legal Basic to lead with, every option is actually played out — the win rates are from real simulated games, not a guess.

Reads attack text, not just the printed number — self-damage recoil, multi-coin and Energy-count coin scaling, board/prize-count scaling (including hand-size scaling, e.g. Alakazam's Powerful Hand, and board-wide same-type Energy counts across your whole side, e.g. Hydrapple ex's Syrup Storm), drain/lifesteal, opponent-Bench splash damage (both flat "N to each" and discretionary damage-counter pools like Dragapult ex's Phantom Dive, no weakness/resistance applied, matching the card text), conditional exact-damage-counter execute attacks (Mega Absol ex's Terminal Period), and next-turn damage protection (e.g. Fly) are all applied. Weakness/resistance read each card's own printed value rather than assuming ×2/-20 (or ignored entirely when the attack's own text says so, e.g. Solrock), so older cards with different values are handled correctly too. Passive Abilities (no-Weakness, flat damage reduction/bonus) and once-per-turn activated Abilities ("Once during your turn… you may…", including typed Basic-Energy-attach-then-draw/heal templates like Teal Dance and Ripening Charge) are both read, respecting a "can't be used while affected by a Special Condition" lock and a Stadium Rule-Box ability-lock (Path to the Peak-style) when the cards say so, plus one self-sacrifice Ability shape (Cursed Blast-style: burst damage to any opponent Pokémon that unconditionally Knocks Out its own user, fired only for a Knock Out on a fair-or-better prize trade or a game-winning one). Retreat (including proactively when the Active has no usable attack, when it would overwhelmingly outclass what's on the Bench — at least double the damage and +80 flat against the real current opponent — and the engine's first 1-ply lookahead: proactively dodging a predictable lethal hit from the opponent's current board if a Bench Pokémon would survive it, using only public board information, never the opponent's hand — never retreating away from a free Knock Out, and Tool no-Retreat-Cost like Float Stone), accurate prize values (2 for V/VMAX/VSTAR/GX/ex, 3 for Tag Team GX), evolution timing (Rare Candy included), type-aware Special Energy attachment, and two triggered-Ability shapes (evolving into a Pokémon whose Ability grants a this-turn attack-damage bonus, or draws cards instead) are all modeled. Plays common Trainer effects — draw, heal, switch, search (Pokémon or basic Energy, including "up to N" quantities, either/or choices like Fighting Gong, and look-N-pick-M combined searches like Bug Catching Set), gust, energy return/acceleration, Rare Candy, Iono/N-style shuffle-and-draw (both prize-count-based and fixed-N dual-player, e.g. Judge), Escape Rope-style dual-player switch, and retrieving a Pokémon or Energy from the discard pile (Night Stretcher) — and gives Stadium/Tool cards a zone to occupy even where their specific effect isn't one of the few numeric patterns recognized. ACE SPEC's 1-per-deck rule is enforced in the Builder. The AI won't play itself into decking out (a deck-size safety margin on both Trainer and Ability-based draw/search effects) but is otherwise still a heuristic — prefers a lethal attack and the Energy type actually needed — not a search-based optimal player, so treat results as a signal about a deck's speed and consistency, not a measurement of its ceiling in skilled hands. Still not modeled: reactive on-Knockout triggered Abilities ("if this Pokémon is Knocked Out by an attack, do X" — distinct from the self-sacrifice shape above), choice-based Item text ("choose one of the following"), any attack/Ability/ Trainer text outside the patterns above (falls back to flat printed damage or is simply never played), and true simultaneous-KO tie-break rules.

Hand Stats

Auto Battle

Full Gauntlet Battles "Your deck" against every other saved deck, records everything to History

Card Performance Report Which cards you actually play, what turn, and whether playing them correlates with winning

Battle History Persists across sessions — every Auto Battle run (single or batch) is recorded here

#DeckGamesWin % ranked by conservative lower boundLast played

Click a deck for its matchup breakdown

Matchup Matrix row's win rate vs column, hover a cell for the exact record

Recent Activity

Type Matchup Reference computed from your actual cached card pool — the TCG has no fixed type chart, Weakness is printed per card

Standard Meta Snapshot

Engine Self-Test Regression checks against real, verified card text — catches silent breakage when the engine changes