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, board-wide same-type Energy counts across your whole side, e.g. Hydrapple ex's Syrup Storm, self-only Energy counts with no coin flip, e.g. Mega Zeraora ex's Thunderous Fist, your own Bench-count scaling, e.g. Terapagos ex's Unified Beatdown, and the opponent's WHOLE-board Energy count, Active plus Bench combined, e.g. Grafaiai's Energized Graffiti), drain/lifesteal, discard-Energy-for-damage scaling (from either the attacker's own attached Energy, e.g. Mega Diancie ex's Garland Ray, or its hand, e.g. Wugtrio ex's Tricolor Pump), 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), a fixed 2-target/fixed-value counter spread that can include the Active, not just Bench (Mimikyu ex's Mischievous Hands — modeled as Active plus the single lowest-HP Bench Pokémon), a real single-Pokémon target choice for attacks that let the attacker pick any of the opponent's Pokémon (Tricolor Pump again — compares real damage against the Active and every Bench Pokémon and snipes an achievable Bench KO over leaving the Active alive, Weakness/Resistance skipped only for the Bench per the card's own text), conditional exact-damage-counter execute attacks (Mega Absol ex's Terminal Period), a self-health-conditional damage bonus (Mega Gallade ex's Gale Slash — more damage if this Pokémon has taken none yet), full self-directed next-turn damage protection (e.g. Fly), partial opponent-directed next-attack damage reduction (Sylveon ex's Magical Charm), and an attack-based hand-to-deck disruption shuffle (Banette's Cursed Words — cards return to the deck, not the discard pile) 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 a standing effect-immunity that blocks status/lock effects but never damage or direct counter placement, e.g. Banette's Hide 'n' Sneak) 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 two Stadium ability-lock shapes — Rule-Box (Path to the Peak-style) and Colorless-only (Team Rocket's Watchtower-style) — targeting the specific Pokémon each Stadium's own text actually names, 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 three triggered-Ability shapes (evolving into a Pokémon whose Ability grants a this-turn attack-damage bonus, draws cards, or bursts up to N Basic Energy of a printed type across your named-owner Pokémon in any way you like, e.g. Marnie's Grimmsnarl ex's Punk Up) 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, retrieving a Pokémon or Energy from the discard pile (Night Stretcher), and a coin-flip opponent-Energy-discard disruption Item (Crushing Hammer, targeting whichever opposing Pokémon has the fewest Energy attached) — 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, using each attack's real computed value (not just its flat printed number) for every attack-choice, retreat, Bench-promotion, and dodge decision — 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 the top 10 performing saved decks (by Battle History win rate), 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

Shopping List pick decks to include — computed live from what's actually in them

Packs same decks as Shopping List — grouped by which real set/pack each card comes from